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Kandly

Update 0.6.1 - New Upgrades feedback

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Players
408 posts
651 battles

Captains,

 

Please post all feedback regarding the PT Update 0.6.1 new upgrades here.

 

Best,

Kandly

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Beta Tester
9 posts
2,460 battles

I've always thought that the timings on consumables were rather bad.

However, not "they are too short in duration" but rather "they are too long in duration".

Like I see a target far away with my battleship, so launch my scoutplane, I fire, target gets behind cover, plane still up,  no targets, plane still up, nothing,.... and then the huge cooldown, oh now I see targets, nope reload for four more minutes.

Or as a cruiser, I see a few squadrons incomming, I start AA defense, the carrier player pulls back his planes and attacks somebody else, still active for 30seconds with no targets, active,nothing, ..... planes come back two minutes later.... cooldown.

I would prefer it if you cut the operation times and the reload times by half or something, that way a player could control it way better.

Or you could let us manually stop its operation and adjust the reload times accordingly to the operation time. Like if I used it for 15 seconds, its 45 seconds cooldown and if I used it for 30 seconds its 90 seconds cooldown.

Currently it's just pressing a button and then you're done with it for the next five or so minutes. (Depends on the consumable of course.)

So now you're adding modules to increase the operation times? Uh....hoorray....  :unsure:

I'll test it and see if I can find any use for them. Maybe the smoke one works. But I'm already pretty sure that I won't like or rather use any of these on the live server.

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Beta Tester
6 posts
867 battles

Considering what the modules are competing against, I can't see ever using them. They are simply not worth it considering the alternatives. Well, maby smoke upgrade on something like a US DD

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[LEWD]
[LEWD]
Players
12 posts
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Hello, 

 

These upgrades are universally not worth it. I cannot see any reason why I would use them over whatelse can fit in the slot. 

eg:

  • radar special competes with concealment
  • AA duration competes with AA range

 

Please reconsider the special upgrades, no one will use them as they are.  Depending on how rare and special they are, perhaps consider making them more epic instead of competing for really good upgrades.  

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[SCRUB]
Weekend Tester
453 posts

Just got a couple on the test server. As some other players already wrote, in this "configuration" they don't seem to be appealing to me. I'm happy to see new upgrade options that allow players to further customize their ships, but... a spotting aircraft mod that takes the place of Aiming systems mod 1? it's not really an option imho.

 

This is how I'd like to see it implemented: Add a special slot for each ship that allows the user to add one single special upgrade. Once the upgrade is added to the special slot, It can't be demounted but only destroyed. That would make each special upgrade more valuable, allowing users to add more value to ships they enjoy playing.

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Players
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I will almost certainly never use these upgrades. They do not provide sufficient benefit to choose them over the currently available ones. In addition to losing the benefit of the current module, you have to pay dubloons to demount it or lose half its value each time. With that in mind they are also a nerf to supercontainers, if that is going to be the method of delivering them. I'd rather get 250 flags that I am going to use than a module that I never will.

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Damage Control Party upgrade        Slot 5          Increases the consumable’s operation time by 20 percent         All ships Tiers VI-X

 

I think I am missing something, as I don't see a upgrade slot 5 on my tier VI and VIIs.  Doesn't slot 5 normal show up at tier VIII?

 

I think my problem is I don't know the exact number system for slots. :unsure:

Edited by Culiacan_Mexico

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Engine Boost 1 upgrade         4         Increases the consumable’s operation time by 50 percent         Tier VI-X Destroyers with engine boost

 

Akatsuki... I tried this item in place of Propulsion modification 1.  Since I had Last Stand as a Captains skill it seemed ok.

 

Akatsuki is fairly fast at 38 knots,  but with a speed flag and this module I was able to do just shy of 43 Knot for 3 minutes at a time.  I felt Russian.

 

This is something I might use.

 

 

Edited by Culiacan_Mexico

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Beta Tester
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honestly, most of them are pretty useless, especially when you have to trade them for things like concealement, The only one i can see using is the +50 speed boost duration.

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[CDN]
Players
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At the current state, the new upgrades are only good for selling for credits in the inventory tab. Why would anyone want to trade almost mandatory upgrades, for these new ones, that doesn't even match the strenghts of those they will replace?

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[KOOKS]
Modder, Beta Tester
1,514 posts
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Not worth it at all, and if they are going to be coming out of supercontainers I pretty much view it as a way to up the drop-rate without actually giving out some good stuff. Instant sale on acquire, so it's nice that we got inventory now.

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[LEWD]
[LEWD]
Players
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I found one case where a special upgrade might be of some value, the smoke mod in slot 2 on a perth purely due to the fact puff lifetime is of less importance than smoke generator active time for the perth since she is moving and spitting out rapid puffs, but that is the only one so far that makes me think it MIGHT be of some value.  The rest I would never take and its not a hard decision currently. 

Edited by Coldini

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[-IAN-]
Players
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If, after not getting a Super Container in over 150 container openings, I finally get one and open up just to get one of these "upgrades", I will hunt you down and do nasty things to you with a blunt and rusty spoon Kandly! :D

 

As most have said there's very little benefit in using these modules except for a DD taking the engine boost module. The rest are nowhere near "strong" enough to replace the skills that would normally be taken. I would much prefer the idea mentioned above of a single "special" slot where you can take 1 of these upgrades as an additional item rather than replacing something, and it stays locked to the ship once it's fitted.

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Beta Tester
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The modules are rather useless! On the one hand you have bad buffs (who wants a smoke that lasts less but gets more puffs?!) on the other hand you have way more viable options from the regular modules in specific slots.

I think there is only one good one and that is the engine boost buff. You can consider taking it because DDs should pic last stand anyway, as well as preventive maintenance, so switching the speed boost buff in for the regulare modules doesn't hurt that much. Hydro is maybe also an option but only on the German DDs. The rest of the modules are just not worth going for.

Oh and that you will get them most likely out of super containers is a bad joke, if you finally get one and only get a lousy spotter plane module... WOW I would be really pissed!

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Players
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If they will fall from supercontainers or supercontainer drop will be lowered to get those "upgrade containers" then this update is just massive nerf to supercontainers . That is all

 

New modules are useless and are worthless . only 2 "good" are engine boost time and hydro time on destroyers because on the slots they are there is nothing really useful for DD . Rest is total garbage , even if they are "not so bad" like radar time they are on the slot that is not worth to use .

 

 

Just make one new slot from tier 6 and up , put all those "new" garbage items there and then there is slight chance someone will find something useful .

Edited by KaraMon

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[DEGC]
Players
40 posts
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guys question  we have made a clan in game but why is it only for 30 players we have more members than that cant it be bigger like 100 players then you have more speace for new members

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[PAID]
Privateer, In AlfaTesters
76 posts
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Like most people here said, I think these upgrades are in most cases not worth it since they compete with things that are far more useful, especially the Radar upgrade. Who would take literally anything over the Concealment mod?

Only thing really worth taking is the Engine boost upgrade since slot 4 upgrades have pretty low value anyway and can be compensated by Preventive Maintenace. Defensive AA upgrade is questionable since it competes with AA range upgrade, as well as the Hydroacoustics upgrade, which I would consider using on the Lo Yang and perhaps Z-52.

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[HYDRO]
Players
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Although I like the idea behind longer-duration fighter consumable, I think 30% isn´t enough. Make it only for BBs and +100% so that it is competeive against the other upgrades.

Edited by Centurio_Macro

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[RHAEN]
Players
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I think better to add a new slot for the elite upgrades. In this case you can use only one elite up for one ship, and you can modify the build to max out the benefits. On the common slots where they competes

with other much needed upgrades, they are simply not worth. For example I will never trade my concealment expert upgrade on my dds or even cruisers, because I can last long enough without the concealment to get benefit from the elite upgrade. 

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Players
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Just got a couple on the test server. As some other players already wrote, in this "configuration" they don't seem to be appealing to me. I'm happy to see new upgrade options that allow players to further customize their ships, but... a spotting aircraft mod that takes the place of Aiming systems mod 1? it's not really an option imho.

 

This is how I'd like to see it implemented: Add a special slot for each ship that allows the user to add one single special upgrade. Once the upgrade is added to the special slot, It can't be demounted but only destroyed. That would make each special upgrade more valuable, allowing users to add more value to ships they enjoy playing.

 

You said it man! A very good suggestion.

 

The only way the special upgrades would  be anything but a very niche product would be if there was a separate upgrade slot for mounting them. Even if the effects would be greatly increased (like +100 % duration instead of +20 %) they'd hardly ever be worth considering.

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Players
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Nice try, WG, but this feature needs a re-work. As others have said, the problem is that they take upgrade slots that are needed for more important upgrades. If they are to come out of Supercontainers, then they need to come with an extra upgrade slot, in the same way that reward ships come with a port slot. Otherwise, it is a supercontainer that is no use at all.

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Players
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The only way the special upgrades would  be anything but a very niche product would be if there was a separate upgrade slot for mounting them.

 

This was exactly my thoughts. There was not a single ship and/or occasion were i felt these Upgrades would benefit in sort of form the ship. Not just that, but they feel like downgrades to me, especially considering what they would replace.

 

There's much more thinking that should be go here from the Devs imo. More options, good. How it is implemented? Not efficiently to say the least.

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