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MaxGct

Commander impressions after a few battles in all classes of ships

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[777TH]
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Did a range of battles last night in the Graf Zep, Massachusetts, Fiji, T61, Shokaku and a few others.

 

First let me say that the commander changes do not fundamentally change the battles, if nobody had told you there had been a commander rework, you probably would not even be aware. T10 for example was a lot of range camping and sniping anway without Deadeye.

 

Massa and BB's

- Seems to do the same amount of damage with the secondaries as before, did not feel any different.

- Was able to get the secondaries out to 11.3km now which is nice and not even using a full secondary build.

- BB's you seem to need every point you can get as there lots of useful skills.

- Reasonably happy with the skills so far, although Deadeye may be a problem based on all the comments. On the fence about it but I don't generally play much T9 and 10 randoms for a few reasons so I think the issue is more relevant there.

 

CV's

- Zep and Shokaku still felt as strong as before. ( Admittedly bought Lutjens for the 175k coal and running him on all german premiums now with 21 point skills )

- Enough points to go around if you focus on one specific class of planes. ( Torps for both )

- Generally like the variety in the skill allocations

- Took the 4 point Zep secondary skill, with signals got it out to 9.4k and did same if not more damage as before. ( 13k on Alaska in record time )

- BIG ISSUE: The 4 point concealment skill is totally ridiculous. Who would ever take this? It is hardly worth 1 point, let alone 4. I think this needs to be reworked or changed. The 50% squadron return speed could be removed. I don't see why this has to stay as a penalty.

 

Cruisers

- Felt fine and no issues

- Some of the skills seem a bit bland and not that useful so found that 19 points were more than enough to go around.

- Could be some tweaking here possibly

 

DD's

- Seem to have a nice selection of skills, some quite strong.

- Generally like the changes.

 

I bought Lutjens specifically when this update came out. I think people are under estimating the value of specific commanders and premium ships. I can now run him on Zep+Scharn+T61+Eugen and he can use his specific talents on all these ships with all the different classes. Before if he was specced just for a BB you were a lot more limited. So basically now 1 strong unique or normal commander can now run all your premiums and 1 tech tree ship of the same nation. 

 

PASSIVE SKILL NOTIFICATION ALERT: I think this needs to be implemented asap as there appears a lot of confusion in knowing when something like deadeye for example is active.  A small onscreen indicator or something could be easily done.

 

Overall, not for or against the update, I think potentially its a step in the right direction once the tweaks and balances are implemented.

 

 

 

 

 

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[NECRO]
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Vor 52 Minuten, MaxGct sagte:

I think people are under estimating the value of specific commanders and premium ships.

Underestimating?

This rework looks like a blatant scheme to make it more hard or expensive to get maxed commanders, which makes them more scarce (so you will want to use them on multiple ships), while granting them "flexibility" via different skillsets which are only useable if you a) buy premium ships or b) pay for retraining everytime you move a commander to another tech tree ship (even if you only move him there to skill him for this specific class, because this cannot be done elsewhere anymore).

 

There is no "estimating" involved if you can calculate it in dubloons.

 

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While some skills are useful my first impression is more those those skills work? I notice i die faster in my BB as i get sniped from somewhere when trying my secondary build which is much weaker then before.

 

I like that you can put your unique commanders on different ship types i will give you that.

 

The dead eye should be reversed into how closer you are then beter your aim is!

 

When building my comander is FEELS if i don't have points enough and the skills doesn't do what i thought they would do. That is what i notice it's hard to bring it into words.

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[THESO]
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9.5 km secondaries for Scharnhorst was nice bonus. Played it in div with my friend on other Scharnhorst and we had a lot of fun (together 10 kills, 2.3 and 2.1k base exp)

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[NWP]
Beta Tester
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My first impression using ONLY one captain on 3 different ship types. BB and DD skill trees are still workable and offer viable choices, CAs look shafted unless your crusier has some workable torpedoes or wants to function as an AA ship. Can't tell about CV.

 

 

 

 

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[GW_KR]
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Played a bit cruisers
Cant find any usefull skills to put my points after 15 points.....

2 minutes ago, Ubertron_X said:

or wants to function as an AA ship

Pretty much only use of 19 to 21 points captains. Sad state of affairs.

All cruisers seems to get boost in secondary ranges....thinking about making secondary Moskva. for the memes.

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6 minutes ago, nooberg said:

Played a bit cruisers
Cant find any usefull skills to put my points after 15 points.....

Pretty much only use of 19 to 21 points captains. Sad state of affairs.

 

Thats my Hindenburg, Ägir, Prinz Eugen, Graf Spee generalist set-up and all I found I could really do.

 

image.thumb.png.60316a9e204cb4687045417350dd4b63.png

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[-TPF-]
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2 hours ago, MaxGct said:

Massa and BB's

- Seems to do the same amount of damage with the secondaries as before, did not feel any different.

- Was able to get the secondaries out to 11.3km now which is nice and not even using a full secondary build.

You have to remember that French, German and Special BBs like Massa had their properties buffed to accompany this change so that it didn't make them uncomfortable to play, much like the range buff to Atlanta. Secondary focused BBs have had some buffs and now have some skill combos which are quite fun (the MB reload buff when within secondary range works for ships like Odin, JB, Massa), so there's no huge problems there.

 

2 hours ago, MaxGct said:

Cruisers

- Felt fine and no issues

- Some of the skills seem a bit bland and not that useful so found that 19 points were more than enough to go around.

- Could be some tweaking here possibly

Having Last Stand made cheaper for cruisers is a decent buff,  but there's not much in the skill tree for CAs, and CLs always have the problem of needing a basic build + IFHE before you can add icing to the cake. Super Cruisers have suffered from the loss of fire prevention,  but some of that can be made up in Equipment choices, and they also get decent firepower benefits from some of the new skills.  

 

2 hours ago, MaxGct said:

DD's

- Seem to have a nice selection of skills, some quite strong.

- Generally like the changes.

 

A basic build is now more expensive, and the DD class suffers most if it doesn't have those skills. Torpedo boats can specialise into some handy buffs, and I'm wondering whether my Asashio even needs CE with the new Silent in Stealth skill - it certainly helps those sluggish IJN torpedo ships to have an extra speed boost. Hybrids and gun boats seem to need lots of points to function as well as they did last week. 

 

2 hours ago, MaxGct said:

PASSIVE SKILL NOTIFICATION ALERT: I think this needs to be implemented asap as there appears a lot of confusion in knowing when something like deadeye for example is active.  A small onscreen indicator or something could be easily done.

I agree with this. It was easy to understand that a ship which had taken damage may have AR active. You can count the number of fires to see if they have Fire Prevention. Now that there are multiple stacking buffs going on, it might be helpful to know what other people have (as happens in lots of other games). Might make the UI cluttered, though.

 

2 hours ago, MaxGct said:

Reasonably happy with the skills so far, although Deadeye may be a problem based on all the comments.

Deadeye as implemented is nonsense. Hopefully the meta will settle down when people aren't beta testing all the skills on the live server, but we don't really need a skill to encourage BBs to snipe all the time. It should be a sort of "Stealth Strike" bonus, where the 10% dispersion bonus is given when unspotted, but based on the normal gun bloom rules - so a ship would immediately lose the bonus on firing, and would have to wait until the bloom period had expired before going unspotted and getting the bonus again. So better dispersion comes at the cost of lower rate of fire. That's how BBs are balanced, isn't it? 

 

That version might make an interesting CA skill, too - perhaps increased damage on the first strike when unspotted? CA gun cruisers do need a bit of a buff. 

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CVs and BBs buff and huge HE nerf. That's what it is.

 

I want my secondary Alaska build back! :Smile_izmena:

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