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  1. I want to improve my secondaries, and I finally got my Captain trained up to get a T4 skill. Which would you suggest? I'm leading towards the range increase - but I figured I'd rely on the more experienced wisdom of the forums: Manual Fire Control for Secondary (-60% dispersion) Advance Fire Training (+20% range) LittleWhiteMouse recommended both those skills in their MA review - as well "HE Inertia fuse," but no info on what order is suggested as preferred.
  2. Hey all! Hangglide42 with a factor you are likely to encounter as you gain more experience in WOWS and become a better player. You're likely to find that your Captain's skills will change and the options that you selected initially, may no longer be the best choices for your current game and a Captain's Skill respec is in order. Becoming aware of these changes to your game, will allow you to optimize your Captains Skills and pick up more useful skills earlier since its unlikely that all of your Captains be 19-pointers. This will give you a better ship/captain skill advantage at an earlier stage w/o spending the grind to get the highest level of Captain and, hopefully, you'll enjoy WOWS more. Before we get started, WG kindly has allowed us to respec our Captains during the boundaries of competitive battle formats: Clan Battles and Ranked Battles. This is due to the Captains Skills needed for a competitive format is somewhat different than a Random Battle format. Because of this, the "Free Respec" opportunities happens quite often and you should take advantage of this whenever possible. The Respec period typically lasts anywhere from a few days to a week The ability to Respec your captains skills applies to all captains in your port on ships and your Reserve Commanders During this time you should be looking to: Deallocate the skills for any Captain in your Reserve that is not currently being used for a ship in your port. This could be a commander that was used on a ship that you once had for a ship that you once had, but moved past and sold. By Respecing this Commander by deallocating his skills, you avoid the cost of Respecing this commander's skills if he/she was targeted for a UK BB (as an example) and you now want to use them when a UK DD line is released. You'll still have to pay a retraining cost (in silver), but you avoid a doubloon or Commander's XP price for the respec later. Reassess your current game experience/skill level and take the opportunity to modify the Captains skills for any ships you wish to change. One of the factors which usually comes into play early into a player's experience w/ WOWS is that as a F2P game, if you're testing out the game - you're playing in Standard Account mode and likely advancing your captains up your selected Tech Tree lines. As a result, you are often spec'ing your Captain for the general line characteristics and hate those lines that have "dissimilar ship characteristics" inserted in the line. This makes it difficult to spec a generalized captain that you can progress up the entire tree. Once you start "collecting" ships in your port, however, you'll be getting permanent Captains on many of the Tech Tree ships. When this begins to happen a Captain's skillset that is targeted to your specific ship can greatly improve your game experience. Here's some suggestions on what you can do to get more targeted skills earlier by changing your skill priorities based on how your experience level is progressing at the same time. To illustrate what I'm referring to, when I first started the game these were the 1st 10 points of Captain's skills I typically chose (and my thoughts for what lay beyond my 10 point captain) BB: Preventative Maintenance ("Not getting the guns knocked out is good right?...." Expert Marksman ("Man...these turrets turn so slow") Superintendent ("More heals....more better...right?...") AFT ("Gotta extend that secondary/AA range...") ...then get BFT & either Manual Secondaries/Manual AA (depending on the strengths of the ship CL/CA: Preventative Maintenance ("Not getting the guns knocked out is good right?...." Expert Marksman ("Man...these turrets are slower than I can maneuver the ship...") Superintendent ("More consummables are better, right?....) Concealment ("Squishy, less detectable...better") ...then get AFT, BFT, maybe Demo Expert DD: Preventative Maintenance ("Hope nothing gets knocked out or I'm dead....") Last Stand ("OK, even I realized that a knocked out engine/steering is very bad...") Superintendent ("More smoke...more better...") Concealment ("Don't look for me here...stealth ninja....") ...then get AFT (back when stealth fire was a game mechanic), Faster Torp Rearm I won't cover CVs much here since the 1st 11 pts of Captains Skills are usually very common: Aircraft Servicing Expert Torpedo Acceleration (this one is possibly the one that not everyone takes, but air dropped torps are very slow) Torpedo Armament Expertise Air Supremacy Dogfighting Expert As you can see, I had a very generalized concept of what I wanted for my Captains skill, but it was based on a general ship type. The skills weren't optimized for either the shp or my playstyle (though it's probably fair it was matched to my skill level). Contrast the previous to what my current "typical Captains Skills" are for new ships in port: BB: Priority Target - I now use the upgrade module only to serve the PM function. As I improved, the difference between being detected and knowing when someone was actually starting to aim at me became a cruicial tactical differentiator in the following subtle ways: PT lets me know when a hidden DD is targeting me PT lets me take advantage of executing unmasked turns more safely PT lets me time target selection (i.e. I can keep shooting as long as no one is targeting me) to get more damage Expert Marksman or Adrenaline Rush - BB guns do turn slowly, but on certain ship lines like German BBs, the turrets actually turn decently fast for a BB. In this case, it may be better to take Adrenaline Rush at first and come back to EM after you get your 1st 10 pts on your Captain. Superintendent - The main BB benefit from Superintendent is number of heals, but you should evaluate how often you use all those heals. If you find, in many cases, you're dying while still leaving 1-2 heals on the table, you don't really need this skill and you may want to invest in another skill set like the survivability skills instead. Conceal - When you're a big target like a BB, the ability to approach from stealth to get that 1st devastating salvo into an enemy ship is huge. Also, if you're getting focused by multiple targets, the ability to kite away and "go dark" (i.e. re-stealth) to disengage is a great assistance to survival. For BBs, there are 2 typical paths and their variants that players chose: Secondary or AA focus - this involves AFT w/ Manual Secondary or Manual AA that buffs the strength of the appropriate focus. Manual secondaries are somewhat popular on brawling BBs (e.g. German BBs). Manual AA is popular on USN BBs (the NC on can reach 100 in it's AA rating) Survivability builds - this includes Fire Prevention, Basics of Survivability, High Alert - sometimes Situational Awareness. This build is useful if you have primarily a stationary (i.e. bowtanking or stationary cover masked positions) playstyle - it will help against fire spamming cruisers and give better warning against torpedo attacks In my case, my current build is a "hybrid" of the Secondary/AA build, but w/o the Manual Secondaries or AA and with Adrenaline Rush instead. The reason is: Taking AFT+BFT extends the range of both your AA & Secondaries. I sacrifice a targeted AA buff w/ manual AA, but still have very strong AA on a USN BB, and can take Adrenaline Rush which can increase my ROF on all my batteries up to 20% if I'm nearly dead I sacrifice a 60% Secondary hit chance (for >T7 ships) vs. 15%, but Manual Secondaries have the following downsides: You must click on a target or your secondaries don't fire at all Your DPM w/o Manual secondaries can actually be greater than w/ Manual if you're engaging multiple targets from both sides of your ship. With Manual secondaries, your ship's secondaries on the opposite side won't fire at all even if there multiple targets there. Getting CQE often involves setting fires so just hitting the targets and setting them on fire is critical (i.e. DOT damage) When enemies engage in a brawl, if there are multiple ships, the non-primary target will often try to flank you from the side opposite where your main guns are pointed. Having the ability to shoot something there automatically is key (especially with something like a German BB which can have a 11+ km secondary bubble). When you're target focused on a enemy in binocular vision, having secondaries that automatically start firing is useful for your situational awareness should a second enemy pop up from your blind side. The automatic non-manual secondaries serve as a warning flag when they start going off & you' think you're only engaging the target in front of you. CL/CA: Priority Target - Situational awareness of when I'm being targeted is by far my most important survival factor. Knowing when a BB may be aiming at me is key to be able to dodge shots and maneuver to avoid showing by juicy broadside. Expert Marksman or Adrenaline Rush or Smoke Screen Expert - If a cruiser has a reasonable chance to match its maneuvering characteristics (i.e. it's turret traverse rate+maneuver rate) such that I can effectively bring the guns to bear, I'll take Adrenaline Rush for my initial 3 pt. commander as a up to 20% buff in ROF & torp reload (if applicable) is very useful on a Cruiser. Practically the only Cruiser I have EM on currently are ships like the IJN Myokos (or ARP versions of them) - these ships have such slow turrets that I often find myself maneuvering the ship to assist in bringing the guns to bear. UK Cruisers are somewhat unique here as Smoke Screen Expert is often desirable. Superintendent or Demo Expert - Until you get to T9 and above that brings heals or T8 w/ radar into play, at lower tiers, this usually only gives you an extra spotter or additional speed boost or hydro. I rarely used all of the consummable instances available in the lower tier ships (whereas additional heals or radar are very useful for higher tier ships). As a result, for lower tier ships, it's been more useful to take Demo Expert for good fire spamming Cruisers (e.g. Russian or IJN Cruisers). This gives you a nice buff to your fire chance w/ only a 6 pt captain and makes the IFHE+Demo Expert combo within easier reach for CLs since this now only requires a 14 pt. Captain for a very nice fire spamming Cruiser. UK Cruisers will usually get Superintendent due to its smoke characteristics. IFHE - For CLs w/ 152/155mm guns, the IFHE skill is very helpful in increasing your ability to inflict damage w/ HE w/o having shell-shatters. As such, this is a very desirable skill a at either the 10-pt or 14-pt captain level depending on how a player values the Concealment skill. Concealment - With Cruisers, the ability to stay stealty to surprise DDs in cap or disengage and go dark is cruicial to survival. Getting AR and Demo Expert within the 1st 10 pts. opens up a number of earlier options for various Cruiser lines. For Russian CLs, USN CLs, Mogami (155 mm gun variant) - Allows getting IFHE to improve damage potential w/ just a 14 pt captain. For IJN CAs, you now have a very decent Cruiser Captain at 10 pts. w/ Conceal, Demo Expert, Priority Target & Adrenaline Rush/Expert Marksman USN CAs - will usually be configured for AFT next (if strong AA) + Superintendent (if not already configured for more Def. Fire charges) UK CLs - are a special case, Superintendent is a 6 pt. skill due to the smoke mechanic You can always go back to Superintendent next for that extra Hydro or Defensive AA charge DD: Priority Target - Absolutely essential, especially if the enemy has DDs w/ better concealment characteristics. To know when you're being targeted by any ship is key to survival. Last Stand - Having an engine or steering knocked out is death & nothing has changed. Survivability Expert - In my case, I'm training up new captains for DDs I've rebought after I unlocked the tech tree ships in the game. As a result, I'm choosing to use Premium Smoke and bear the silver cost per game to get me an extra smoke charge w/ a shorter cooldown. I can thus trade off the smoke (while still keeping at least 3 charges for most DDs, 5 for Pan-Asians) for increased survivability early (i.e. 6 pt. Captain) in preparation for the Captain's skills above 10 pts. With DDs, you do have to make choices on how you want to focus your Captain's skills based on your playstyle because there will be more skills that you want than you have space for even with a 19 pt. Captain. In my case, survivability is important in that it helps greatly when I do have to engage other DDs in cap contests and even larger Capital ships w/o the benefit of smoke. IFHE - For DDs w/ 100mm guns (IJN Akizuki, Kitakaze, Harugumo, Harekaze) & possibly upcoming 114mm main battery British DDs. Utilizing this Captain's skill greatly increases damage inflicted by HE shellfire (by increasing penetration & reducing shatters) w/o having to switch to AP and requiring as specific targeting of very small vulnerable areas on ships. Concealment - Not having Concealment is a huge disadvantage for all DDs with the possible exception of DDs such as the Khabarovsk (it has Cruiser level conceals so it's never going to surprise another DD). The trick w/ DD skills is that there are a number of skills that are useful beyond your 10 pt. Captain including: AFT - Useful for Russian (primarily gunboat) DDs that have flat shell arcs w/ their slightly larger guns to dodge & weave from range Radio Location - I find this very useful on any DD and on most of my DDs, this is now my 14 pt skill. It's esential in a competitive format, but I find it very useful even in Random battles knowing where the hidden DD is coming from or whether a ship is still in a smoke screen for targeting torpedoes. The difference in game enjoyment when I play a ship with RPF vs without is significant wrt what I feel I can do w/ my DD. Faster Torp Reload - For Torp boat type DDs, having this skill is key.For fast reloading DDs, this gives you an advantage as an enemy ship will not be "expecting your torpedo salvo" so soon if you are in an active engagement. AR - If a DD can fit this, having up to a 20% reduction in Torp Reload cooldown can be huge. This puts the Faster Torp Reload advantage on steroids, the only downside being the more damage you take the better this gets. As you can see, my Captains Skillset has gone from what I originally considered a cookie cutter black and white option, to a more nuanced setup for targeted and ship characteristics and my game skills and playstyle. Hopefully, this can be of help to prepare some of these Captain's skills earlier for you so you can have a more productive Captain on your ships earlier!
  3. Hi everyone! I have three points to spend for my Atlanta commander and am trying to decide whether to choose demolition expert or vigilance. My commander has fifteen points all together. So far I have PT, PM, IFA, HA, AR, LS and BFT for my skills. I'm leaning toward demolition expert but with the new deep water torpedoes I'm wondering if the vigilance skill might be worth a little more now for a ship which really can't afford torpedo hits. I'm hoping to get a little advice to help me make my decision. Any additional suggestions are welcome. Thanks for taking the time to view my post!
  4. Free Commander Retraining

    I think WG should allow us to retrain or respec our commander skills at a lower or no cost after USN CV rework. For example, some USN CVs now have planes that are lower tiers than their IJN counter parts. Some of my past USN CVs were spec for Strike and others are for Balanced or AS loadouts.
  5. During the October 2017 free re-set of commander skills, I experimented with my ten-point French captain (awarded in 4-star Dunkirk Op) in the Tier III Friant. The Friant has a 139mm main battery and the EM/BFT/AFT 139mm commander skills work as described. When the 4-point IFHE 139mm commander skill is applied to the Friant captain, the Friant is penalized with a -3% fire chance, not the -1% in the description. Please correct.
  6. Given the new, more flamboyant fire effects, it's sometime quite hard to spot the change of colours in the incoming Fire alert commander skill. Could it be possible to either allow us to move this icon or change the colour when fired upon (bright red/deep blue comes to mind)?
  7. It is a long way from 6 to 10

    It is pretty easy to get a 6-point captain, and master a one-, two- and three-point skill. Starting any line you should get yourself a 6-point captain before you are out of Tier IV, and that is where it starts to feel pretty good. But it is a long way from a 6-point captain to a 10-point captain. It takes 4 times longer to go from 6 to 10 than it did to go from 0 to 6, and it feels like a long wasteland of non-improvement while grinding towards that 4-point skill. So my question to all of you more experienced folks is this: do you hold off with unspent skill points until you make it to 10, or do you spend some to learn any additional lower point skills on the way? The disadvantage to waiting is that you will have the exact same captain at 182,000 XP as you did at 37,000 XP. The disadvantage to incremental additions is that you will have to pay doubloons to re-spec once you do make it to 10 points. I have not raised any commanders from scratch beyond 7 points yet (though I have several of the 10-point captains earned from scenarios), but the temporary free-respec period got me thinking about this. Thanks for your thoughts!
  8. Hi everyone, Last night, I made the decision to take advantage of the free captain skills reset to go through my 200+ ships in port and reset most of the good commanders on them. Since most of us only grind a few ships at a time, I figured it would be smart to reset all of my higher level commanders as a preemptive way to prepare for any new game mechanics or a shift in meta in the future. I'll leave all those ships and commanders not being used fully reset until I need to activate them again for any purpose. You never know when you're going to need a particular ship for a specific purpose. The point being is that although it may seem arduous and time consuming, it may end up being very beneficial down the road, especially when respec'ing captain skills for stuff like Ranked, Clan Battles, etc. Could end up saving a lot of $$$ as well. Just my two cents
  9. With the opportunity to respec commanders for free this weekend, I am trying to figure out once and for all if it's wort hit to have Direction Center for Catapult Aircraft on the North Carolina. I have seen it recommended on a number of sites and it seems so completely lackluster, even for a 1-point investment. For spotting aircraft it's almost totally useless, for fighters it's only marginally useful for a very brief period. Opinions?
  10. Thinking about changing up my captain build. Currently 1) PT 2) LS 3) TAE, BFT, SI, DE 4) CE If you have used RPF did you find it beneficial? What was your captain skill build to take the second tier 4 skill?
  11. Hi all My goal to off the German cruiser line is now complete and I have a brand spanking new Hindenburg sitting in port. Roon was an absolute blast to play, I don't know why it is never really mentioned! Again I want to pick the brains of experienced Hindenburg captains about their setups and what they feel works best. Similarly to the Roon I don't see the need to spec it for full AA as there aren't enough CV games to really make it count, however I am not going to completely discount AA. Questions Upgrades: I am toying with the following Upgrades Slot 1 - Easy pick - Guns are the primary tool Slot 2 - 20% to AA range, I found this worked well on the Roon Slot 3 - Greater range as I didn't push early on in the Roon and did a fair amount of kiting. Slot 4 - Hydro, while this is situational there were a few recent games where I pushed into caps and needed it. With two turrets forward I will push a little more than in the Roon Slot 5 - Rudder shift to help with poor shift time stock. Slot 6 - Will try Rudder shift as this will help kiting and I am always firing. Concealment is not good and i am in two minds about this have you found better steering making a huge difference? Commander skills The setup looks reasonable without needing any changes, and saving on retraining costs/grind. what are your thoughts? I could change to either BFT & AFT or variants of the two to really make this an AA platform but is it worth it? Looking forward to hearing your thoughts.
  12. Hi all, I've returned to the game, being gone for about 8 months. I can't seem to find a current skills guide, the last one I have was last updated over a year ago. The tree has changed and I'm not sure what's relevant to each ship type anymore, save a few crucial ones. I've done some searching on the forums and even tried to use google searching to try and locate a current skills guide. Anyone have any book marked?
  13. Hello there! Is me, DIO, nah jk, So, I'm farming my way up to the IJN CV line, actually I'm in the tier V with Zuiho and I'm building the commander skills. This right here are the skills I have on the moment, also I have 3 points to unlock a new one. Wich one can be? http://shipcomrade.com/captcalc/0001010000010000000000000000000019 As always thanks to all of you, see you on another post
  14. I have a limited time to play, I would normally just play a bit and test out what I do or don't like but sadly that is not an option with my current schedule. #worksabitch Was wondering if I could get some advice from some of you all in setting up The Captain in question will be moved to Zao after about 100k Exp. Will likely keep 'Buki and put a dedicated Captain in her and share it with Atago. Thanks All! oh... if this topic has been covered at length apologies.
  15. In this post, I'll be sharing my captain builds for my favourite/most played ships. This post has two purposes: -Help less experienced players choose a commander skill build that they like -Gain feedback from you guys, so I can improve my builds. So I hope this helps, and please feel free to post your preferred captain builds! (All builds assume a 19 point commander, as that's what we are all aiming for eventually.) Thank you for reading! I might add more ships in the future, but we'll have to see about that.
  16. Does anybody know if HEAP is worth it on the Atlanta? It seems like small caliber guns benefit the most, but the raw damage of the shells are usually lacking. Any thoughts?
  17. Inspired by Notser's Secondary Build video: Unfortunately with the switch of Fire Prevention from level 3 to level 4, this would probably be best for high-tier German BBs focusing on secondaries, at least to me: 1- Preventative Maintenance (like Notser, I'm hoping this applies to ALL modules: guns both main and secondary/AA, and engine+steering) 1- Expert Loader/Catapult Fighter (still tossed up between which would be better, obviously the former would be good to deal with angled BBs+destroyers in a pinch, and the latter would be great only with games with CVs; I'm leaning toward Expert Loader as it's more utilitarian) 2- Expert Marksman 3- Basic Firing Training 4- Fire Prevention (to mitigate annoyance from HE spammers/players who try to take out your guns with HE) 4- Manual Secondary Guns 4- Advanced Firing Training I know its level 4 skills-heavy, but for Secondary Builds all three of those are really useful and adds up to 19- thoughts/recommendations?
  18. Update 0.6.0 Feedback

    Hello Commanders, Captains, and Squids (I'll let you fight among each other who is who ) Please post any feedback you have about 0.6.0 here and we will submit it to our development team for improvement. The more concise the feedback, the more it helps!
  19. RPF (or, as it's now called, Radio Location) is not OP. It's not something that DDs should be afraid of, or any other ship. But I still think it's a terrible idea given the current game meta, not for what the skill can do, but for the effects the skill will have on an already camptastic high-tier meta. I played the test server extensively and tested out skills and builds with various ship lines, and as I suspected, the RPF skill is not that big a deal for smart players. I'm a DD main, and I'm fine with facing it. Why? Opportunity cost. If someone spends 4 points on RPF, that's 4 points they can't spend elsewhere, weakening their build. Good players have solid instincts for knowing where ships are, where they'll appear, the flow of the game. RPF is useless to those players, and for potatoes, they won't be able to make good use of it and they'll be giving up other valuable skills. For example, with German BBs...if you take RPF, it's going to be a suboptimal build. My German BBs will use a secondary build (for a 19pt capt): Preventive Maintenance, Jack of All Trades, Expert Marksman or high alert (haven't decided yet), Super (for extra charge of heal and hydro), BFT, AFT, and Manual Secondaries. 19 points. You can't get RPF without giving up a needed skill for a secondary build (imo). It's even worse for cruisers and DDs; I've theorycrafted builds for most of my ships and there's no way that RPF doesn't block you from getting a more useful skill, because 4 points. So, why do I think RPF is a mistake and should not be included? Because potatoes. The NA server is campy AF. And it's hard enough to get DDs to go cap. Hell, part of the reason I play mostly DD is because it's so obnoxious to lose games when DDs won't cap and play the objective. So now, you've got this skill that every potato on the server thinks is OP, and every potato DD driver thinks will result in being permaspotted. Which means getting DDs to push up, cap, and spot will become even harder. Getting cruisers to play aggressive will become even harder. People will camp harder. The high-tier meta is already damn near unplayable, and now you're adding a skill which will make everyone BUT battleships afraid to push up...and that might be worth it if most BBs would play more aggressively as a result, but let's be honest, they won't. So everyone will camp in back and t10 will be even more miserable. RPF is not a skill that people should be afraid of, but they are. As a DD main, radar did not ruin my game. I adapted. RPF will not ruin my game. I will adapt. But there are so many DDs who freak out about radar and won't push or cap or scout (you'd think they'd just stop playing DD if they're afraid to go do DD stuff, but that makes too much sense.) I see RPF as being just like radar; it will create more lopsided steamrolls when you have DDs on one side that are smart and push, and DDs on the other side that are like "OMGWTFBBQ THEY HAVE RPF I CAN'T GO CAP BECAUSE THEY'LL KNOW EXACTLY WHERE I AM OMGPANIC!" Those are the games that make me just stop playing for a day or two or three because it's so frustrating. Close, hard fought losses are part of the game. I can get enjoyment out of a loss, if it was a good game. But when I go on a streak and lose t10 game after t10 game where I'm performing at or above server avg level but my teams are terrified to push, that makes the game not fun anymore. Even when it works against the other side (because I acknowledge this will go both ways, it's just extra frustrating when it happens to my team several times in row,) it's still frustrating, because landslide games aren't as fun as tough, hard-fought, intelligently played matches. And I think RPF is going to exacerbate this problem greatly, not because the skill is OP, but because potatoes will overreact to it. TL;DR: We need to rethink RPF. I am disappointed to see that it is being added to the game. If, overall, NA server players were less whiny about change, smarter about learning the actual effects of skills, and less scared of getting their paint scratched, I'd be totally OK with RPF, because I can adapt to it and it weakens my opponents that choose it. But I am very concerned about how many 'bad losses' we'll see because DDs overreact to the existence of RPF and camp instead of capping and/or spotting. Edit to add this note because some people are missing a major point here: I am not arguing that it can come in handy in some scenarios. It's a potato skill because of the opportunity cost, and the fact that taking it prevents you from using those 4 points on other skills. If it was a 1 or 2 point skill, it'd be silly NOT to take it. I'm glad it's a 4-point skill, because it would be unbalanced if someone could have RPF along with all the other useful skills they want.
  20. As we all should know the new commander skill tree is coming out soon. So I would like to ask your opinion on commander skills for the Bismarck so when the patch becomes live it is easier to pick skills. For the build I am thinking of you would take preventative maintenance at level 1, expert marksman at level 2, and superintendent at level 3. Finally at level four take advanced firing training, manual fire control, and concealment expert. For the finale one take a remaining level one skill of your choice, I was thinking the the Aircraft control to get the second fighter. Please leave your opinions and your own ideas for a build. Thank you.
  21. need help specking my ARP ships

    so as the title suggests I'm looking for assistance in specking my ARP commanders/ships -now for the specifics- after recently re-watching the Arpeggio of Blue Steel series I had renewed vigor to play my ARP ships in general and with the new 10 point commanders from the mission, i have a (mostly) clean slate to work with and with this being our last go with the ARP collab i want to spec my commanders/ships in a way that reflects the characters in the show/movie (movie where a lot of the characters are actually seen for the first time) so I've got some of the character traits worked out and will list them below the only exception is my Takao, she can stay as is since she is a unique ship, but pretty much everyone else is up for fair grabs -note: for this project i want to stick to the character traits as much as possible so ANY and ALL skills/upgrades are in play (including the normally useless ones like incoming fire alert) any help would be very much appreciated ​
  22. Both AFT and BFT provide bonuses to "...main battery guns with a caliber up to and including 139mm and secondary battery guns." So my question is this: do these bonuses apply to all secondary battery guns, or just the secondaries that are within that 139mm caliber range?
  23. http://worldofwarships.com/en/news/common/insertundersiegereferencehere/ Many people are excited about the Missouri, which I get, or happy/cheesed about the addition of Mr. Seagal to the game, which I also get. But I wonder if the implementation of the "Seagal Skills" suggests a direction of some eventual rework of the commander skills system. Imagine if all commanders got to designate, either upfront on first recruitment, some limited number of super-specialty skills granting additional bonuses. (One could, for example, have to "purchase" such super-specialties using either commander xp or some new category of commander free xp). I'm not sure I'm in favor of this... The positive is more individualized commanders; the negative is that commander skills/ship specialties/retraining is hard enough to manage as it is. I just wonder if we are seeing an omen.
  24. Can anyone recommend the go-to commander skills for a Gearing?
  25. I asked the same question on the IJN forums but with Situation Awareness being removed from the Commander Skills (and given to all ships in 0.5.9), what would be better? Basic Fire Training or Basics of Survivability? I assume the BFT will be better but it looks like if put one point into BFT now, we will get the SA point back for free otherwise WG will automatically move the one point into Basics of Survivability if Situation Awareness is your only talent taken in the first tier. Really they should just either reset all Tier 1 talents and make you select one before can play your ship or reset all commander skills if you took SA as one of your choices. Thoughts?
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