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MrConway

New Upgrades

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[WG]
WG Staff, Alpha Tester
3,411 posts
4,389 battles

Please leave your feedback on the new upgrades here.

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[PYSHD]
Players
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the only one i'd think about using is the smoke mod on the perth ! other than that i agree with the other guy there pritty much useless . for the slots they need to go in id never take them ! and you will find most won't . good idea though !!!

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Players
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Why did you give that junk as "rewards" in ranked 9-2 ranks ?

 

Come on do you want to discourage players from playing ranked?

Was there not enough feedback that those downgrades are worthless garbage?

Edited by KaraMon
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[TVO]
Players
57 posts
15,852 battles

I think its useless just to have them as a reward for ranked. I liked the old rewards better

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[TOXIC]
Players
4,795 posts
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New upgrades are crap. They end up in important slots and while a couple might be of arguable situational validity, I really can't imagine many people buying them for credits instead of the standard ones. Now, that alone wouldn't be that bad - situational modules for select few that find them useful would be ok. Even bad modules nobody wants are, at worst, a noobtrap.

But you didn't add them to shop - you're stuffing them into supercontainers. Now THAT is absolutely ridiculous.

"Loook, after 3 months of TYL containers you got a supercontainer and it is... an upgrade that you'll never use because it's worse than standard ones!" 

 

 

And don't even get me started on Rankeds. Previous seasons almost every single new Rank gave you something nice - useful signals in generous quantities, useful camos, doublons... Now? After reaching Rank 11 the next actual reward is at Rank 1. WHO WANTS THIS JUNK!? Perhaps it can be sold for credits, but really, I don't need credits and most people playing for high Ranks probably don't suffer shortage of these either. Now, if it was "a new special module of your choice" at one or two of the ranks - that would be acceptable. You play Ranked, you are rewarded with some special module that might be useful in special circumstances (or just fetch a good sale price otherwise). But throwing module after module on people for Rank after Rank, until they have the whole collection of junk!?

 

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[TOXIC]
Players
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Well, I might PERHAPS use that one upgrade that gives extended engine boost. I think it goes on DDs into the slot that normally is filled with mod that makes steering or engine less resilient and faster repaired. I mean, I have the anti-breaking-up skill AND Last Stand - perhaps a better engine boost could be more useful than a module that gives a bit more of the same?

But that's a big "perhaps" - and only for one of the upgrades...

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Players
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just got a single stupid "UPGRADE" in my SUPERCONTAINER.
(a single 50% speed boost extender upgrade, which sells for less than 700k) 
WG u evil **** ** *******!!!!!!

bc68d88cf49c472cb499874115be6678.png

Edited by cobrazax
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[DUDES]
WoWs Wiki Team, Privateer
1,795 posts
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This is not addressing the new upgrades directly but I am wondering why there is a change in the order of upgrades for slot 2, the one for tier V+:

 

Slot2UpgradesT5up.jpg

 

When I first saw that on the PTS I thought this may have been a bug but apparently this is on purpose: prior to 0.6.1 Aiming Systems Modification 1 always was first and now it is always last (doesn't matter if it is used or not). I don't classify this as a bug but it is rather inconvenient if we were "trained" for about 1 1/2 years and all of a sudden this is swapped for no apparent reason :unsure: .

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[NIKE]
Beta Tester
3,412 posts
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Upgrades are alright, there's nothing fundamentally wrong with them.

As everyone else has said though, theyre less competitive than the existing modules, and in some cases clash. Want an AA build, and want to have longer lasting defensive fire? Means giving up longer AA range.

 

I'd suggest doing one of two things, either keep them "rare" and have them in super containers but add an extra slot that's only for them, which would make them an interesting extra boost, OR keep them in the slots they are, but make them like every other upgrade and be purchasable for those that want to use them, and stop putting them in SC

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i dont mind if they were in supercontainers BUT AS EXTRA BONUSES to normal supercontainer rewards!!!

and yes a special slot for them would be a good idea and wont make them useless

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Want an AA build, and want to have longer lasting defensive fire? Means giving up longer AA range.

 

That's very true, but does it really make sense to do that? Firstly it's not so much an "upgrade" as an additional choice or compromise. To get 20% longer defensive fire (which is a short lived consumable with a cool down) you have to give up 20% AA range which is valid all the time, both during the increased defensive fire AND it's cool down time.

 

How many times have you used defensive fire just to have the enemy CV move his planes somewhere else until it's run out? I can think of plenty of occasions where I'm sitting there with my AA gunners on high alert long after the planes have gone so I don't see a 20% buff to the duration as very useful at all.

 

Additionally, enemy aircraft will now be in range of your AA for less time due to the reduced range, making extended defensive fire time even less useful.

 

Now couple this with the fact that a 20% buff to your range means you create a circular area of AA fire that is 1.44 times larger (1x1x3.142 vs 1.2x1.2x3.142) in area than normal and the 20% buff to duration seems still less useful to me. You are giving up a 1.44x increase in the effective size of your "no-fly" zone for a 1.2x increase in duration.

 

Yes, it's a bit dry and theoretical and some of it is only my opinion, but it's enough to discourage me from ever using it. YMMV

Edited by Admiral_Chunder

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[NIKE]
Beta Tester
3,412 posts
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That was literally my point: The defensive fire module clashes with the longer range AA module (as they share the same slot). So in order to take the DF module you have to give up the better +20% range, which clearly you'd never do.

 

If they were at least in seperate slots you might entertain the idea

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the upgrades are crap, especially putting them in supercontainers and ranked rewards.

if they were IN ADDITION to normal rewards, it would be ok.

also if they had 1 or 2 slots just for these upgrades, they would be ok.

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These are not upgrades, they are literally downgrades because of what you have to sacrifice to equip them. Not FUN AND ENGAGING.

At all.

I now dread getting a supercontainer because my last two were these wonderful 'upgrades'. 

So silly to have these as rewards for ranked.

I really can't see why these are in the game, maybe if there was another slot for the special upgrades but even then it doesn't add anything to the game.

I think cut your losses and get rid of them, compensate players that made it from ranks 9-2 with actual rewards like signals and camos. 

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I just got a supercontainer.... I just reached rank 9 so now I have two useless engine boosts laying around my port. Ty WG. The funny thing is, I was just about to bus Saipan right after I opened my regular flag chest. I got a supercontainer and guess what, I'm so pissed, I'm not giving WG my money till they fix this crap(which they won't). I wouldn't imagine before, I would get swayed from buying a ship by a friggin supercontainer by all things... Well done Wargaming!

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[KLUNJ]
Players
2,870 posts

These are not upgrades, they are literally downgrades because of what you have to sacrifice to equip them. Not FUN AND ENGAGING.

At all.

I now dread getting a supercontainer because my last two were these wonderful 'upgrades'. 

So silly to have these as rewards for ranked.

I really can't see why these are in the game, maybe if there was another slot for the special upgrades but even then it doesn't add anything to the game.

I think cut your losses and get rid of them, compensate players that made it from ranks 9-2 with actual rewards like signals and camos. 

 

Stopped at 10 Wiz due to no incentives to yoyo any further. 

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Those upgrades do not belong in a supercontainer. Comparing them to the value of other supercontainer items they are coming up short.

- They are situational

- Mostly not worth the slot in comparison to other upgrades

- And mostly anyone getting them in a supercontainer gets the feeling that the effort to gain that container is wasted.

 

Other supercontainers, containing camos, flags, ships, premium time or doubloons offer something of immediate value, while some of the modules can't even be used by the "winning" player because he doesn't own or has access to a ship he can mount it to.

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Alpha Tester
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russian bias,now i see why and very clear one of the main reasons for that crap of skill caleed radio location, well done wargaming but poorly cover up...

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[PLAGA]
Beta Tester
94 posts
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since they introduced containers I have had two of the super once with credits I don't need and fre exp which I have enjoied but lately I got two in consecutive days one after another guess what was inside? downgrades. stoped playing ranked because I have reached a point where it was no longer fun and rewarding because of that. please wg spoil me more not

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[BLOBS]
Beta Tester
5,330 posts
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since they introduced containers I have had two of the super once with credits I don't need and fre exp which I have enjoied but lately I got two in consecutive days one after another guess what was inside? downgrades. stoped playing ranked because I have reached a point where it was no longer fun and rewarding because of that. please wg spoil me more not

 

​Well better than me i havent seen a single since december and i would go balistic if such a crap would be in one.And yes i Stoped at Rank 10 too.
Edited by Spellfire40

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Beta Tester
132 posts
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The new upgrades are nice in theory. Two major Isuues are:

 

1. They are in Supercontainers - maybe introduce a new chooseable Containertype "Upgrades" that has a chance to drop the new modules among the regular ones / Credits

2. They are mostly in extremely competetive spots - the only usable one is the extended speedboost - move all of them to slots 4 (steering gears 1, propulsion 1, DCM 1) and 5 (steering gears 2, propulsion 2, DCM 2) since upgrades in those slots are of lower priority in "meta"- builds

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