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totally_potato

Is PT worth it anymore?

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So a discussion happened a while ago on Mr G's stream on the significance of PT. I personally like PT, and the info it gives. 

But what are your thoughts on PT? Is it worth the cost of 2 points? How do you find it useful. I know how I find it useful

Just wanna know what everyone's take is, on this subject.

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i'm confused.... r u asking if potato totally is worth it anymore?! :Smile_trollface::Smile_hiding:

 

as for me: i never ever did put a skillpoint in that skill, xcept for 1 or 2 builds on which i had absolutely no use for any other skill either. not using it at all since reeeework.

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Just now, MrWastee said:

i'm confused.... r u asking if potato totally is worth it anymore?! :Smile_trollface::Smile_hiding:

nah. I can answer the question. PT means priority target

What's your take on this?

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Just now, totally_potato said:

nah. I can answer the question. PT means priority target

What's your take on this?

edited already ;)

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Yes, I think it is. Last game I played: Grand Battle in a Smolensk. You do need to know who's aiming at you when you're playing a Smolly vs Superbattleships. Incoming Fire is also useful, but I think I have PT on everything. 

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I specced out of it since the skill rework. I was using it everywhere except on DDs. I don’t miss it at all, actually looking around gives you more information.

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I use it on everything except destroyers. Priority target is useful in two ways; it tells how many people are aiming at you and whether if a destroyer has fired his torpedoes or not.

 

Destroyer part is self explanatory so I will briefly touch on the aiming part. You don't need Priority Target to know that everyone is training their guns at you when you have overextended a bit too much and have to make a turn. You can zoom out in between shots to watch the sky for any tracers coming at your direction or ships to see where their turrets are aiming. The fault with this approach however is that it assumes the player to be in peak condition. Unless you are a carefree student, retired without worries or rich enough to be set for life you wont be able to consistently concentrate on everything. Sooner or later a salvo you have failed to notice or have forgotten to react to will wipe you out. 
 

Instead of relying on something that might fail it is better to invest 2 points for the sake of consistency. 

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I think so, especially in 19 or 21 point builds but perhaps the bigger question is where does it sit with less skilled captains.

 

For DD LS is the automatic 2 point skill to pick, so on a 10 point build do you want to sacrifice CE for that?  Probably not; with a 13 or 14 point build do you want it ahead of RPF or a level 3 skill?  Possibly, and so on.

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33 minutes ago, Pururut said:

I use it on everything except destroyers.

 

Destroyer part is self explanatory

 

I'm not sure it is.

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Pre rework : used it on all bbs, all cruisers and my gunboat dds. Reason being that my eyes are bad and I'm using a 27" monitor with the native 1440p solution, so incoming shells from far away = hard to notice = pt not a bad choice for my lacklustre spherical view

 

Post rework due to the changes in cost I dropped it on all my bbs without any kind of replacement, dropped it on my gunboat dds for IFA and kept it on my cruisers since PT and EM (or gtg as it is called now) swapped places in the cruiser tree and most of my old cruiser builds started with PT, EM, SE, CE for the first ten points. 

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6 hours ago, AxisMarine said:

Flamu loves it, however I never use it... I consider that i'm always being shot at and look everywhere for incoming salvos

Ditto, I only use it on few ships that I really have nothign better to take on anyway...

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6 hours ago, totally_potato said:

But what are your thoughts on PT? Is it worth the cost of 2 points?

Mainly thinking about DDs, as they're the vast majority of what I play.

 

Prior to the rework, it was pretty much always the first one point skill I picked. Since the rework, I always pick LS first for two points; I like PT a lot still, and usually do a lot less badly when I have it, but don't usually pick it until one of my last one or two skill picks.

 

Whilst the 'I assume everyone is shooting at me' approach works fine, knowing the difference between 'everyone' meaning, say, two ships, and it meaning five does make a significant difference - if you drop everything and run the moment you're detected, you miss opportunities that you might not if you know the precise numbers of guns swinging in your direction. Of course, there is the question of what you're giving up to gain that information, and it may not be worth it for everyone...

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I still use it on most Ships, expept on those with very low turret rotation speed, if I don't have enough points to speck both.

PT still helps avoiding torpedos, because many DD players switch between guns and torpedos while still locking on to you.

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10 minuti fa, Verblonde ha scritto:

Mainly thinking about DDs, as they're the vast majority of what I play.

 

Prior to the rework, it was pretty much always the first one point skill I picked. Since the rework, I always pick LS first for two points; I like PT a lot still, and usually do a lot less badly when I have it, but don't usually pick it until one of my last one or two skill picks.

 

Whilst the 'I assume everyone is shooting at me' approach works fine, knowing the difference between 'everyone' meaning, say, two ships, and it meaning five does make a significant difference - if you drop everything and run the moment you're detected, you miss opportunities that you might not if you know the precise numbers of guns swinging in your direction. Of course, there is the question of what you're giving up to gain that information, and it may not be worth it for everyone...

That is true, it might be a good asset for brawling BBs too... just to help the captain to make the right choice at the right moment. When to push and when not to.

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I use it in BBs and CAs/CLs, it's nice to know when the room gets hot and if there might be incoming torpedoes. Since I prefer sneaky torpboats and being forward, I don't have it in DD captains for now. I simply assume adding the whole enemy team when spotted to being permanently targeted by half my own team, pretty much like playing dodgeball with the jailball rule. And yes, I know the threshold regarding team damage has been changed.

 

Salute.

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11 hours ago, totally_potato said:

nah. I can answer the question. PT means priority target

What's your take on this?

I thought you meant public test and were referring to the abysmal rewards!

 

 

Im learning to live without priority target in most cases. It’s just two points I can use elsewhere.

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I personally don’t bother with it, I’m pretty used to scanning around to see who is looking at me so I prefer to invest the points elsewhere.

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Nice

As for me, I use it on pretty much all my cruiser builds, very few DD builds

Rest of the ships, I take something else. For BBs, if non-italian and non-German or non -russian, GtG. For Russians, I take PT, for Germans, I take IFHE or Vigilance or Consumable enhancements, on Italians, I take Consumable enhancements

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21 hours ago, totally_potato said:

So a discussion happened a while ago on Mr G's stream on the significance of PT. I personally like PT, and the info it gives. 

But what are your thoughts on PT? Is it worth the cost of 2 points? How do you find it useful. I know how I find it useful

Just wanna know what everyone's take is, on this subject.

If u used it as a 1 point skill and found it useful - perhaps, yes but only if u have a loose point left over, incoming fire alert is just as much if not more useful

As a 2 point skill - well it is twice the cost for info of someone aiming at u, u still know if u are detected of not (free sixth sense lol)

Someone mentioned BB:s and avoiding torps -  Seems a lot of BB:s (and ships in general) keep sailing in a straight line until u use the lock on prediction, I dont always lock on when firing torps 

"If u are spotted u can count on someone aiming at u" This is Mr G:s opinion and I pretty much agree with it

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Before the rework I used it on everything except DDs and CVs. Since the rework I only take it after I've picked the turret traverse and FP skills.

I like the skill and would prefer to have it, but I've been kinda doing fine without it when playing Kansas. The cost increase is part of it with the other part being that PT is compared with different skills which overall are more important.

 

Btw another skill which pretty much got axed post rework for BBs at least is CE, even though I still miss that skill (esepcially on ships like Dunkerque which already has terrible concealment).

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4 hours ago, NothingButTheRain said:

Btw another skill which pretty much got axed post rework for BBs at least is CE

really? I still find myself and lot of players use CE on BBs. 

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I use it on DDs too. It gives me an idea if I can just dodge (if, say, 2 people are targeting me) or if I should stop firing and go dark (if I'm being targeted by 5 or 6 ships, I won't be able to dodge everything). 

 

I also have a feeling it has similar use on BBs that aren't too tanky but rely on healing, like Conq. If you're not being targeted, you can push a bit more forward, but if the counter goes up it may be time to stop firing for a while, and possibly heal. 

 

Incoming fire alert is a good skill and I use it on kiting cruisers, it makes hitting them nigh on impossible, but it's no good on a DD I think. If you're fired at by a Harugumo/Halland/etc., Incomig Fire Alert is basically permanently on, so it doesn't let you know if you're only fighting this one Harugumo or if half the enemy team are targeting you, too.  By the time you see incoming SAP from a Venezia, it's too late :) 

 

To sum up, I think Priority Target lets you survive longer by giving you better situational awareness, while Incoming Fire Alert lets you survive longer by making dodging easier. Both are useful. If I had to choose one, I'd go with PT, but IFA is better on cruisers IMHO.

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