Jump to content
Forum Shutdown 28/7/2023 Read more... ×
lethalbizzell

KGV captain skillset question, need help

31 comments in this topic

Recommended Posts

Beta Tester
306 posts
4,903 battles

Hi fellow captains

so i have an 18 point captain and am running the usual skillset of :

 

incoming fire alert

expert loader

high alert

super intendant

demolition expert

concealment

 

i have 4 skill points to use .....      now do i go and get advanced fire training ?? or vigilance , IFHE is going to become useless in 6.11 and i like my fires..... KGV is susceptible to torpedoes and against  CV didnt know if the KGV AA would greatly benefit from a range increase ? Could manual fire AA work ??? all help would be appreciated !

 

Best

 

J

Share this post


Link to post
Share on other sites
[TTTX]
[TTTX]
Players
4,608 posts
8,139 battles

Demo Expert? really?... three captain points to increase your fire chance by a whopping 5%? ditch that, complete waste.

KGV AA will always be sorta poop due to lack of range on everything except the DP guns... might as well make those not suck as much, MAA>AFT in this case

Also, where's the Fire Prevention in that build?!

 

  • Cool 2

Share this post


Link to post
Share on other sites
Beta Tester
438 posts
3,154 battles

Think you need to change your build up.

 

This is what i'd use. I'm at 16 points currently.

http://shipcomrade.com/captcalc/0110000001100010000001000000100119

 

I am using Jack Dunkirk. That build you have 5 points to play with as AFT and Expert Loader are personal preferences.

 

So you could take Fire prevention and Priority Target instead

Or you could take Vigilance and I guess Catapult

Or High Alert and Basics of Survivability

 

If you don't have Jack Dunkirk you can remove Jack of all Trades and Expert Loader and get Vigilance instead for example.

Share this post


Link to post
Share on other sites
[NWP]
[NWP]
Players
891 posts
9,271 battles
48 minutes ago, lethalbizzell said:

Hi fellow captains

so i have an 18 point captain and am running the usual skillset of :

 

incoming fire alert

expert loader

high alert

super intendant

demolition expert

concealment

 

i have 4 skill points to use .....      now do i go and get advanced fire training ?? or vigilance , IFHE is going to become useless in 6.11 and i like my fires..... KGV is susceptible to torpedoes and against  CV didnt know if the KGV AA would greatly benefit from a range increase ? Could manual fire AA work ??? all help would be appreciated !

 

Best

 

J

Why incoming fire alert instead of priority target?

With the same 1 point you get more information.

I would go for fire prevention as a second tier 4 cpt skill (after concealment).

Share this post


Link to post
Share on other sites
Players
727 posts

My universal BBs build is

 

PT (for sneaky DDs and goddamn torpedo soup)

EM (grease that rusty turret)

SI (more heal)

CE (be a ninja)

 

after that get

AR (gotta pump that shells even though I gonna die!)

then its your choice AFT or FirePrevent for 4 points,

last 3 point either BFT or Vigilance for that damn torpedo again.

ESIAGVG.png

Share this post


Link to post
Share on other sites
Players
1,292 posts
12,866 battles

I'm using the following route with Jack Dunkirk (currently at 12 points):

 

10 point
PT -- I use it on everything except CV's
JoAT -- Faster heals and repairs (with Jack Dunkirk boost)

SI -- More heals

CE -- stealth

Next

EM -- turret twist (with Jack Dunkirk boost)

AR -- DPM boost

BFT -- AA DPM boost

HA -- Even faster repairs

This is my standard BB captain on ships where the AA/secondaries don't feel worth focusing on.

Share this post


Link to post
Share on other sites
Weekend Tester
1,332 posts
21,567 battles
1 hour ago, Temujin27 said:

Good discussion point. With Jack Dunkirk and 13 pts i currently run this:

 

Capture.PNG

Right solution.This is my build for endurance and fast repair.

http://shipcomrade.com/captcalc/0100000011100010100001000000000119

British BB dont need higher fire chance. But They burning instantly. My opinion is build focus on fast repair and reload time of consumables.

Share this post


Link to post
Share on other sites
Players
607 posts
7,274 battles

You don't absolutely need Jack Dunkirk on a BB with 45s turrets. I prefer to use him on a 72s turrets BB. Anyway.

 

Concealment because it's so addictive to surprise CAs broadside.

 

AFT because your base AA is weak and CVs are screening that. It should stack with AA module.

 

FP because you won't be the only flamethrower in the game.

 

Expert Loader only because the last point has no better assignment. Playing by default as flamethrower, it helps prepare the surprise for CAs.

 

tmp.jpg

Share this post


Link to post
Share on other sites
Players
607 posts
7,274 battles
27 minutes ago, Mikhail800 said:

British BB dont need higher fire chance. But They burning instantly. My opinion is build focus on fast repair and reload time of consumables.

 

Modules, skills, flags and incoming fire let aside, a ship fire resistance depends on its tier and class, its nation has nothing to do in this.

Share this post


Link to post
Share on other sites
[NWP]
[NWP]
Players
891 posts
9,271 battles
48 minutes ago, Hades_warrior said:

This is my setup on KGV, and it works perfect for me.

http://shipcomrade.com/captcalc/0010000000100010100001000000000019

Next ill add Vigilance.

 

Forget AA or secondary builds on this.

 

Interesting build man.

Will you leave 1 4pointer for the end after vigilance for concealment or fire prevention or not?

Share this post


Link to post
Share on other sites
[RONIN]
Beta Tester
6,377 posts
36,662 battles
19 hours ago, Tyrendian89 said:

Demo Expert? really?... three captain points to increase your fire chance by a whopping 5%? ditch that, complete waste.

KGV AA will always be sorta poop due to lack of range on everything except the DP guns... might as well make those not suck as much, MAA>AFT in this case

Also, where's the Fire Prevention in that build?!

 

So, what build? Fire Prevention + Concealment?

Share this post


Link to post
Share on other sites
Beta Tester
301 posts
13,581 battles

This is my build on KGV so far

 

http://shipcomrade.com/captcalc/1010000000100000000001000100000119

 

I simply cannot give up Priority Target on any ship once I had gotten used to it. If you can live without it, then remove it and use that point and the last point for Adrenaline Rush.

Expert Loader on KGV is really useful. Switching from HE to AP faster has gotten me plenty of devastating strikes against cruisers before the window passed.

Next I will add Basics of Survivability to reduce fire duration. This was a good BB skill even before the RN BBs came out with their HE spam because of cruiser HE spam.

This brings me to 18 points. The last point I am not sure what to get and I'm unlikely to get to 19 anytime soon.

 

The reason I am not trying to boost AA on KGV is that I don't think it will make much of a difference. The long range is only 65dps/4,5km and medium range is only 2,5km stock. I would be giving up too many skills just to shoot down 1-2 more planes per game while probably still get hit by as many torps/bombs.

Edited by SomeoneYouKnow2
fixed link
  • Cool 1

Share this post


Link to post
Share on other sites
Players
2,780 posts
17,292 battles

Yep, KGV makes a good home for a Belfast captain. It's a unique BB on the RN line.

 

Essential.

Adrenaline Rush. Turn your BB into a CA (OP and needs nerfing imo)

Concealment Expert. KGV is best at evasion tanking.

 

Good.

Priority Target. For evasion tanking.

Preventive Maintenance. Fragile turrets.

Expert Marksman. 45 seconds is fast for a BB but dropping it is always useful.

Jack of All Trades. Cycle repairs and heals.

Superintendent. Adds 10,164 HP.

Basics of Survivabilty. Save 1,634 HP per fire. (Letting 6 fires burn out per game = SI)

 

Decent filler.

Expert Loader. 

Vigilance. KGV is fast and manoeuvrable.

Inertia Fuse for HE Shells. Goes from 89mm to 115mm (pen/citadel popular cruisers and parts of KM BBs) and your secondary guns can rip up cruisers.

 

Not impressed.

Fire Prevention. Not a huge fan of this on KGV, it's not a BB to try and tank damage in.

Radio Location. 12km concealment isn't enough to push you into full ambush mode.

Survivability Expert. Adds 4,508 to your HP with 5 heals, not enough for 3 points.

Any AA skill (or upgrade)

 

KGV vs average tier 7 bombers.

Stock.

Spoiler

xaChHp5.png

2.5km AA is useless against 137+ knot bombers.

AFT, AA Guns Mod 2, flag.

Spoiler

4P4Znjd.png

Full AA.

Spoiler

6HtSP9R.png

11 skill points to potentially shoot down 2 ranger bombers with 100% intact AA? No thanks.

 

Share this post


Link to post
Share on other sites
[TSSHI]
Players
1,566 posts
On 9.09.2017 г. at 0:37 PM, lethalbizzell said:

Hi fellow captains

so i have an 18 point captain and am running the usual skillset of :

 

incoming fire alert

expert loader

high alert

super intendant

demolition expert

concealment

 

i have 4 skill points to use .....      now do i go and get advanced fire training ?? or vigilance , IFHE is going to become useless in 6.11 and i like my fires..... KGV is susceptible to torpedoes and against  CV didnt know if the KGV AA would greatly benefit from a range increase ? Could manual fire AA work ??? all help would be appreciated !

 

Best

 

J

 

IFHE no longer will reduce fire chance by 8% if that is what you think the change is next patch.

 

Only small guns were buffed and will only have -1% fire chance.

Share this post


Link to post
Share on other sites
Players
1,292 posts
12,866 battles
5 hours ago, SomeoneYouKnow2 said:

This brings me to 18 points. The last point I am not sure what to get and I'm unlikely to get to 19 anytime soon.

 

Preventive Maintenance is always nice, to keep your main turrets in action. I sometimes use it as a 1-point filler.

 

I'm also a fan of Direction Center for 1 pt. The second float plane up there is an extra pair of eyes to spot DD's and incoming torpedoes. (However the return for that skill is better with fighter compared to spotting plane, because the flight time is longer.)

Share this post


Link to post
Share on other sites
Beta Tester
215 posts
6,656 battles
1 hour ago, Tanaka_15 said:

And what you tink about geting IFHE? would that make HE ultimate killer?

 

IFHE just bumps the HE pen, it lets you citadel RN cruisers iirc but otherwise you have more than enough HE pen for anything and if there's a RN cruiser broadside you should be firing AP anyway, total waste of 4 points.

  • Cool 1

Share this post


Link to post
Share on other sites
Beta Tester
301 posts
13,581 battles
3 hours ago, jss78 said:

 

Preventive Maintenance is always nice, to keep your main turrets in action. I sometimes use it as a 1-point filler.

 

I'm also a fan of Direction Center for 1 pt. The second float plane up there is an extra pair of eyes to spot DD's and incoming torpedoes. (However the return for that skill is better with fighter compared to spotting plane, because the flight time is longer.)

PM seems like a waste on anything besides DDs. Turret incaps happen maybe 1-2 times per game on BBs if even that. You reduce the chance by 30% only.

  • Cool 1

Share this post


Link to post
Share on other sites
Players
5,381 posts
6,643 battles
On 9/9/2017 at 2:46 PM, tank276 said:

Interesting build man.

Will you leave 1 4pointer for the end after vigilance for concealment or fire prevention or not?

Maybe if I get my commander to level 19 (which I doubt), but probably not. These skills till Vigilance are all I really need.

Share this post


Link to post
Share on other sites
[NWP]
[NWP]
Players
891 posts
9,271 battles
22 minutes ago, Hades_warrior said:

Maybe if I get my commander to level 19 (which I doubt), but probably not. These skills till Vigilance are all I really need.

+1

Share this post


Link to post
Share on other sites

×