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Captain experience: Ship Survivability

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In Captain Experience at level fourth there is Survivability Expert = +400 of HP for each ship tier.

What does it mean?

Does every ship add always 400 HP only or 400 x tier level (i.e. for a tier 8 ship how mutch?)?

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8x400=3200. Nothing complicated about it.

Which makes it utter crapon anything that's not a DD.

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8x400=3200. Nothing complicated about it.

Which makes it utter crapon anything that's not a DD.

 

​And only worth it on the high tier destroyers. Not a well made skill if it is only effective on about 10% of the ships in the game.

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​And only worth it on the high tier destroyers. Not a well made skill if it is only effective on about 10% of the ships in the game.

 

​let be honest, most of the skills are utterly crap on most ships

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​And only worth it on the high tier destroyers. Not a well made skill if it is only effective on about 10% of the ships in the game.

 

yeah... I'd say from T7 upwards it's pretty good on most, and the skill of choice for anything competitive (because you have to survive to play) and IJN DDs (because there's not really a good alternative, although AFT can be fun)

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8x400=3200. Nothing complicated about it.

Which makes it utter crapon anything that's not a DD.

 

And, its only really useful for a DD that is afraid to use its guns

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It is useful in ranked, on destroyers, because you fight other dds at close ranges.

Edited by Origin47

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​let be honest, most of the skills are utterly crap on most ships

 

​Which is why you see so many threads asking about why so many skills are so terribly designed. At least some skills have the excuse that they will fundamentally never be useful on most ships, but some like SE is fine in principle (the simple addition of extra health) but suffers from the numbers needing reworking.

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In Captain Experience at level fourth there is Survivability Expert = +400 of HP for each ship tier.

What does it mean?

Does every ship add always 400 HP only or 400 x tier level (i.e. for a tier 8 ship how mutch?)?

 

[edited]

Edited by RogDodgeUK
This post has been edited by a member of the Moderation Team, due to forum rules violation.~RogDodgeUK
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And, its only really useful for a DD that is afraid to use its guns

 

ummm... no? it's more useful for knifefighters if anything? because that's where having more health actually decides things. It's still got solid competition in the form of DE and AFT (at least for RU DDs), but it's a damn good pick on any of them.

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ummm... no? it's more useful for knifefighters if anything? because that's where having more health actually decides things. It's still got solid competition in the form of DE and AFT (at least for RU DDs), but it's a damn good pick on any of them.

 

Ummm... yes? Why would you use that skill when you could get +fire chance and range? I dont, and i never will. And, im doing gunboats above average just to say.

(even though today has been the most crappy day since tier 1)

Edited by WarburtonLee

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Ummm... yes? Why would you use that skill when you could get +fire chance and range? I dont, and i never will. And, im doing gunboats above average just to say.

(even though today has been the most crappy day since tier 1)

 

All dd captains using it in team battles must be doing it wrong then :rolleyes:

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All dd captains using it in team battles must be doing it wrong then :rolleyes:

 

Yes, they must. They should be grateful for you clearing that.

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Yes, they must. They should be grateful for you clearing that.

 

team battles and random battles are two very different things. In teams, Survivability Expert is an absolute must have on the Benson, end of story, if you play Team Battles anything like seriously anywhere near top level.

In randoms, as I said, all three choices can be valid depending on ship. You only have significant experience in the Russian line, and it's true that the Khaba probably gets the least out of SE. Doesn't mean it's crap, but DE and AFT are probably both better. On the USN line, on the other hand, AFT is really craptastic because of moon arcs, but DE is awesome because of low base fire chance. IJN DDs meanwhile tend to use their guns least of all three (it's not that they're bad, but it's not their usual MO) and base fire chance is already pretty good, so DE isn't that good on them. AFT can make for fun gunboatish playstyle with decent stealthfiring margins as an alternative to just sneaking around and torping, but that's pretty situational still - so my skill of choice on Fubu/Kag/Shima is SE. ymmv.

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team battles and random battles are two very different things. In teams, Survivability Expert is an absolute must have on the Benson, end of story, if you play Team Battles anything like seriously anywhere near top level.

In randoms, as I said, all three choices can be valid depending on ship. You only have significant experience in the Russian line, and it's true that the Khaba probably gets the least out of SE. Doesn't mean it's crap, but DE and AFT are probably both better. On the USN line, on the other hand, AFT is really craptastic because of moon arcs, but DE is awesome because of low base fire chance. IJN DDs meanwhile tend to use their guns least of all three (it's not that they're bad, but it's not their usual MO) and base fire chance is already pretty good, so DE isn't that good on them. AFT can make for fun gunboatish playstyle with decent stealthfiring margins as an alternative to just sneaking around and torping, but that's pretty situational still - so my skill of choice on Fubu/Kag/Shima is SE. ymmv.

 

I can promise you as a former professional gamer that SE is a no-go. Ive played this game for like 4 months, and even i get that. And before we start talking about "team battles", this is just BS, no one here is at any "professional lvl".

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I can promise you as a former professional gamer that SE is a no-go. Ive played this game for like 4 months, and even i get that. And before we start talking about "team battles", this is just BS, no one here is at any "professional lvl".

 

since you seem intent on being immune to arguments, I'll just stop. Made my points, which people with less of a closed mind than you might find useful - no sense talking to a wall anymore.
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since you seem intent on being immune to arguments, I'll just stop. Made my points, which people with less of a closed mind than you might find useful - no sense talking to a wall anymore.

 

Im no wall, you can easily try convince me. Seriously, dont make this a flaming. I would go for +range and +fire.

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Depends on what you shoot. And when.

 

Others said it is different in teambattles than random. Because if your duty is to contest caps/spot you will be at less than 8km from most enemy dd. And at that distance fires usually are not a big factor in the gunfigt. Especially as in non randoms the dd usually get Support from their teams. Even the cv may have a Special interest in your Little dd in those environments.

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I can promise you as a former professional gamer that SE is a no-go. Ive played this game for like 4 months, and even i get that. And before we start talking about "team battles", this is just BS, no one here is at any "professional lvl".

 

Would like to add some points as to why SE is more useful in TBs. While I've never played DDs in them, I have to agree that SE is a better choice (in Team Battles). From what I've seen, DDs don't usually shoot their guns unless they have to (for example, vs a destroyer), and are used more for area denial with their torps and, of course, capping. That extra bit of health will allow them to survive longer, meaning they can cap and also somewhat stop the enemy from doing an organised push. Usually, the team whose DDs go down first, is the team that loses. Essentially, their role is a lot more defensive than in Randoms, and extra health helps them do exactly that.

 

That being said, I use SE only on my IJN Destroyers in the actual game. Just find DE/AFT for US/SN much better options in Random games.

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I can promise you as a former professional gamer that SE is a no-go. Ive played this game for like 4 months, and even i get that. And before we start talking about "team battles", this is just BS, no one here is at any "professional lvl".

 

You as "former professional" should have some credibility, while in next sentence you say there's no one at "professional level" in this game?

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Would like to add some points as to why SE is more useful in TBs. While I've never played DDs in them, I have to agree that SE is a better choice (in Team Battles). From what I've seen, DDs don't usually shoot their guns unless they have to (for example, vs a destroyer), and are used more for area denial with their torps and, of course, capping. That extra bit of health will allow them to survive longer, meaning they can cap and also somewhat stop the enemy from doing an organised push. Usually, the team whose DDs go down first, is the team that loses. Essentially, their role is a lot more defensive than in Randoms, and extra health helps them do exactly that.

 

That being said, I use SE only on my IJN Destroyers in the actual game. Just find DE/AFT for US/SN much better options in Random games.

 

seconded on all counts.

 

 

I would go for +range and +fire.

 

Yes, because you more or less only have experience in Russian DDs (lots of it in them, with very impressive Khaba stats! kudos btw!). And on them, as I said, SE is not the best choice (due to a variety of factors including having the guns to make a lot of use of both AFT range and DE fire chance, and very high base HP making it much less of a percentage increase). It's probably still the best in a pure knife-fighting scenario, but that's not what RU DDs usually do anyway. So you're absolutely right that SE isn't that good in your field of expertise.

Thing is, the other two lines work very differently (which, incidentally, is one case of game design done right by Wargaming). USN DDs can't really use AFT because they won't hit anything at those ranges, but get the most out of DE due to low base fire chance and very high RoF. IJN DDs are the opposite - high base fire chance and low RoF make DE kinda bad, but their arcs mean they can use AFT pretty well - it opens up a whole new playstyle for them, namely stealthfiring targets while the torps are on cooldown, which is certainly nice. The other skill choice for both is SE, which can help both in their primary role: USN DDs are meant for contesting caps and fighting other DDs at close range, where they can use extra health more than a bit of fire chance (DD knifefights are too fast-paced for fires to play a huge role usually). And more health helps IJN DDs survive attacks by their natural predators better - they have to be alive to torp stuff after all, and 3-4k extra health often goes a long way in that regard (and be it only to survive that Fletcher's charge long enough to be in supporting range of your fleet again and have him nailed by cruisers).

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You as "former professional" should have some credibility, while in next sentence you say there's no one at "professional level" in this game?

 

Correct, no need for the "?"
Edited by WarburtonLee

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seconded on all counts.

 

 

Yes, because you more or less only have experience in Russian DDs (lots of it in them, with very impressive Khaba stats! kudos btw!). And on them, as I said, SE is not the best choice (due to a variety of factors including having the guns to make a lot of use of both AFT range and DE fire chance, and very high base HP making it much less of a percentage increase). It's probably still the best in a pure knife-fighting scenario, but that's not what RU DDs usually do anyway. So you're absolutely right that SE isn't that good in your field of expertise.

Thing is, the other two lines work very differently (which, incidentally, is one case of game design done right by Wargaming). USN DDs can't really use AFT because they won't hit anything at those ranges, but get the most out of DE due to low base fire chance and very high RoF. IJN DDs are the opposite - high base fire chance and low RoF make DE kinda bad, but their arcs mean they can use AFT pretty well - it opens up a whole new playstyle for them, namely stealthfiring targets while the torps are on cooldown, which is certainly nice. The other skill choice for both is SE, which can help both in their primary role: USN DDs are meant for contesting caps and fighting other DDs at close range, where they can use extra health more than a bit of fire chance (DD knifefights are too fast-paced for fires to play a huge role usually). And more health helps IJN DDs survive attacks by their natural predators better - they have to be alive to torp stuff after all, and 3-4k extra health often goes a long way in that regard (and be it only to survive that Fletcher's charge long enough to be in supporting range of your fleet again and have him nailed by cruisers).

 

Yes i agree. Simple as that

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seconded on all counts.

 

 

Yes, because you more or less only have experience in Russian DDs (lots of it in them, with very impressive Khaba stats! kudos btw!). And on them, as I said, SE is not the best choice (due to a variety of factors including having the guns to make a lot of use of both AFT range and DE fire chance, and very high base HP making it much less of a percentage increase). It's probably still the best in a pure knife-fighting scenario, but that's not what RU DDs usually do anyway. So you're absolutely right that SE isn't that good in your field of expertise.

Thing is, the other two lines work very differently (which, incidentally, is one case of game design done right by Wargaming). USN DDs can't really use AFT because they won't hit anything at those ranges, but get the most out of DE due to low base fire chance and very high RoF. IJN DDs are the opposite - high base fire chance and low RoF make DE kinda bad, but their arcs mean they can use AFT pretty well - it opens up a whole new playstyle for them, namely stealthfiring targets while the torps are on cooldown, which is certainly nice. The other skill choice for both is SE, which can help both in their primary role: USN DDs are meant for contesting caps and fighting other DDs at close range, where they can use extra health more than a bit of fire chance (DD knifefights are too fast-paced for fires to play a huge role usually). And more health helps IJN DDs survive attacks by their natural predators better - they have to be alive to torp stuff after all, and 3-4k extra health often goes a long way in that regard (and be it only to survive that Fletcher's charge long enough to be in supporting range of your fleet again and have him nailed by cruisers).

 

As i said above, i agree, but i still think its most useful for the DDs that are afraid of using their guns. US dds dont play the way i like, so i will not touch them, but i know your point. Problem with taking SE, is, that i will wreck them no matter what unless im stupid and runs into torps. Its just makes me do +2 salvos

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And, btw, ive seen alot of people suggest you should get close and personal as a US dd with a russian. Allright, try it :D

 

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