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The_EURL_Guy

Commander Skills Update

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6 hours ago, MrConway said:

 

We aren't just adding 2 additional skillpoints, the entire system is being revamped. Adding the extra points allows choosing more skills, but also provides another long-term goal for many of the most active players that have a majority of 19 point commanders trained.

 

As a dd-main which prefers torpedo boats this isn't a revamp. It's a strait up nerf. And adding those 2 extra skillpoint is necessary to regain our current optimal build for torpedo-dd's. They are not for choosing an extra skill (or 2). And since I didn't see new captain skills to improve the playstyle of torpedo-dd's, I also don't see any reason to choose a different skill-set.

 

And you're still asking how you cheat us? Besides the matchmaking? Or allowing a CV in 7v7 ranked?

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13 hours ago, MrConway said:

Just because we did not make the change for Flint yet, doesn't mean we will refuse to do it in future. Atlanta has a little different status as a premium ship and also does not have the benefit of the smoke screen, so we thought she needed it a lot more than Flint.

 

But on the other hand, Flint has to face tier 8 & 9 (where 10 & 12km radar lurks) and having a concealment of around 9.6km with 11km guns' range is kind of bad... Also, take note of the horrible shell arcs.

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How many Commander XP will be need after the update to go from 18-19 / 19-20 / 20-21 points? (per step).

Thanks, 

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18 minut temu, Islandern napisał:

How many Commander XP will be need

 

20. - 500 k.

21. - 700 k.

Together - 1 200 000. Far too much, I'm afraid :-(

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2 minutes ago, umbra_arboris said:

 

20. - 500 k.

21. - 700 k.

Together - 1 200 000. Far too much, I'm afraid :-(

Are you joking?!?! :( 

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15 hours ago, MrConway said:

 

We aren't just adding 2 additional skillpoints, the entire system is being revamped. Adding the extra points allows choosing more skills, but also provides another long-term goal for many of the most active players that have a majority of 19 point commanders trained.

 

And while the amount of points needed to get to 21 is large, there are so many more options with flags and camouflages to boost the commander XP income, than when the whole system was originally introduced.

 

 

Just because we did not make the change for Flint yet, doesn't mean we will refuse to do it in future. Atlanta has a little different status as a premium ship and also does not have the benefit of the smoke screen, so we thought she needed it a lot more than Flint.

 

So what you say it is okay for Flint to get well inside radar range of russian ships @MrConway ??

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12 minutes ago, umbra_arboris said:

Unfortunately NOT. That's why many people are so upset.

Look at the picture where you'll see exact amount of XP needed for commanders skills:

20 and 21 commander skills

Stupid question maybe but, it is confirmed from WG?

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15 hours ago, Isoruku_Yamamoto said:

I sincerely hope you'll keep Flint in mind, especially since some of us (me) bought it with actual steel.

 

Also, the new system sounds nice, but youve cut out some of the most important aspects that you gave at the start:

 1. Commanders CANNOT be assigned to 4 ship classes, unlike initially intended.

2. Not all builds/ functionalities will be oreserved with a 19pt commander

3. The system will still have very clear go-to options, mainly cause you removed all interclass options such as super light cruiser AFT, cruiser secondary skills, Heavy cruiser tanking builds etc

 

Commanders will now be amazing for use on premium ships as no re-specialization is needed there, which will also make it easier to get up to 21 points by the way. The system was never intended for use on 4 different tech-tree ships at once.

 

And as we have said before, we may make more changes down the line (either to ships or to skills) to make sure that our outliers (i.e. Large Cruisers) remain viable.

 

5 minutes ago, Cammo1962 said:

So what you say it is okay for Flint to get well inside radar range of russian ships @MrConway ??

 

I would recommend going after other targets in a Flint or using Island cover, but I would have also recommended this before the rework.

 

We will be paying special attention to Flint and I'm happy to have a chat about here with you at the end of the next update when we have some data to look at!

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On 1/19/2021 at 9:08 AM, Yamashiro42 said:

What is the benefit of taking a ship without a commander to the battle in 0.10.0?
Except that you can do that unintentionaly, for example when you take a premium ship to the battle and forget to move your comander to her from your similar researchable ship, or vice versa.

The benefit is that you are not being hindered to play, which is an essential element of F2P monetization, keepin the player in the flow. It is not about educating him, making him better, making him understand. The players should just click, enjoy some "Boom" and then cash in. It's simple as that.

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Actually I was absent for months and did not even know about the commander rework, before I have reinstalled the game. I read about it, was like WTF, had like 5 games with super stomps by far superior enemy team constellations and then uninstalled this crap again.

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7 hours ago, MrConway said:

 

Commanders will now be amazing for use on premium ships as no re-specialization is needed there, which will also make it easier to get up to 21 points by the way. The system was never intended for use on 4 different tech-tree ships at once.

 

And as we have said before, we may make more changes down the line (either to ships or to skills) to make sure that our outliers (i.e. Large Cruisers) remain viable.

 

 

I would recommend going after other targets in a Flint or using Island cover, but I would have also recommended this before the rework.

 

We will be paying special attention to Flint and I'm happy to have a chat about here with you at the end of the next update when we have some data to look at!

Sorry to say @MrConway thats a lot of bull sh.. no matter how you play Flint with the new skills as soon as you are discovered with radar you will be shot at from all angles no matter how much you hide. And Flint is a Atlanta but without radar, but with smoke.

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1 hour ago, MrConway said:

 

Commanders will now be amazing for use on premium ships as no re-specialization is needed there, which will also make it easier to get up to 21 points by the way. The system was never intended for use on 4 different tech-tree ships at once.

 

And as we have said before, we may make more changes down the line (either to ships or to skills) to make sure that our outliers (i.e. Large Cruisers) remain viable.

 

On one hand it is nice to have a captain who can placed on all classes with a specific build for that class, but on the other hand it is nothing else than forcing players to acquire more premium ships by spending real money on them in order for them to play maximum number of ship classes per captain (except for the coal, steel and RB ships).

 

Yes, the game will remain F2P, but the players without (a lot of ) premium ships will be handicapped versus the players who have spend (or will be doing so|) real money to acquire premium ships.

 

Sorry to say, but this rework will lead from F2P into P2W............

 

(sounds familiar to another game of WG)

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1 ora fa, VenividiviciNL ha scritto:

(sounds familiar to another game of WG)

sounds stupid (i know all other wg games, but i only know wows very well and wowp nicely)

which one?

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9 minutes ago, arquata2019 said:

sounds stupid (i know all other wg games, but i only know wows very well and wowp nicely)

which one?

amigo, you missed their most played title......WoT

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@MrConway What happens when our current 19-point captains are being changed to the new downgraded system and their current skills are exchanged for the new inferior skills, that tomorrow will require 21-point? Will all skills be exchanged and we for some reason get 21-skill allocated on a 19-point captain? And if not, which skills will be prioritized?

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10 minutes ago, CountDF said:

@MrConway What happens when our current 19-point captains are being changed to the new downgraded system and their current skills are exchanged for the new inferior skills, that tomorrow will require 21-point? Will all skills be exchanged and we for some reason get 21-skill allocated on a 19-point captain? And if not, which skills will be prioritized?

Lol, keep on dreaming. You will stay with your 19 pt. captain. As WG stated in the stream, you should not try to recreate the builds you are running now. Grind to 21 and adapt, have fun!

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You see how you've upset people WG?

 

And all you had to do was create "World of Warships - Carriers" as a separate game, leave the orginal alone  and none of this would have been necessary.... :Smile_veryhappy::Smile-_tongue::Smile_veryhappy:

 

Hey, you could put it with the 'World of Warships - Submarines" alternate game that has nothing to do with this one too!!!!

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I don't think enough thought and effort has gone into the commander skill rework yet.

 

It is going live too soon.

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I was thinking if we start to retrain our captains now and put their retraining on free of charge Their training will be automaticle fullfilled dou to the update and there will be no charge in dobounes at all. am I right about that. because in that case I think a whole bunch of players will have a long night

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1 hour ago, 416taylor said:

I was thinking if we start to retrain our captains now and put their retraining on free of charge Their training will be automaticle fullfilled dou to the update and there will be no charge in dobounes at all. am I right about that. because in that case I think a whole bunch of players will have a long night

Yes, if you move a commander onto a standard ship now they will be retrained for that ship when the patch goes live and their skills will be automatically set to a recommended spec for that ship.

 

Commanders in reserve and on premium/special ships are not affected.

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