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Found 7 results

  1. Hipper has a monstrously slow reload of 13 seconds, and only 8 guns. Since I don’t believe Hipper will receive any RoF buffs anytime soon, should I take adrenaline rush for my captain to remedy this? I want to know what you guys think, since I don’t respec or retrain my captains when I move on, would this be a good decision for Roon and Hindenburg after it? Any positive feedback is much appreciated!
  2. Adrenaline Rush on Battleships

    I personally am a strong supporter and fan of Adrenaline Rush (AR) on cruisers as I love the quick firing ability it can render. However, does the effect of AR really help with battleships? To me, it seems that there wouldn't be a point due to the already long reload time of BB's. I'm curious if it actually makes a large difference in battle. Another thing that I'm curious about regarding this is how BB's take longer to reach those lower points of health where AR is going to kick in. I ask this question because I saw AR coming up on threats talking about battleship captain builds and would just like to hear the support for that side of the discussion. Side note: This topic came to mind when trying to think on how I will be building my captain for the new Roma in my port.
  3. 1) What kind of setup would make "Torpedo Acceleration" appropriate? I've focused mostly on US DD's, and the payoff of range isn't worth the speed boost to me, but is it valuable on IJN DD's (or other nations/classes), and if so, what other skills should I couple it with? 2) Does Adrenaline Rush apply to CV plane servicing time? Thanks!
  4. Does the skill Adrenaline Rush work with servicing time of aircraft carriers?
  5. Adrenaline Rush question

    Does Adrenaline rush impact AA? I know it now impacts secondaries but they are treated separate from each other so I am trying to find out if AA is influenced as well. I did a search in the forums but either I missed the answer or it hasn't been asked this way yet. If no one knows I may just have to throw it at the next developers Q&A.
  6. Adrenaline Rush

    Has anyone done thorough testing? I have a few questions: Are reloads times only calculated at the time of firing? Or is it updated constantly? My question is do you lose the bonus if you use heal or gain bonus on current cooldowns if you eat damage? Example 1: Launch Torps in a RN CL at 50% then heal to 75%. Is the total torp reload time -10% or does the game recalculate? Example 2: Launch Torps in a DD, eat a huge chunk of damage. Is the torp reload time reduced? or does it only apply on the next salvo? Is the %hp lost calculated from Base hp or total with SE? Since the Dreadnought achieve is calculated on base HP allowing DDs to get it. Possible for a DD with SE at low HP to get more than 20%?
  7. The description on adrenaline rush in 6.0 test says that it works with all types of armaments...which brings up the question: Does that include carrier planes? So without further ado... Test subject: Independence, with Aircraft Servicing expert (10% increase), Torpedo Armaments Expert (20% increase for torpedo planes), and Servicing mod (15% increase). This is the rate at full health, note that the reload has already progressed a bit: I bombed and burnt myself down to 20k HP, extinguished fire, then let the dive bombers return. Note the 21 second while gauge at bottommost level. Launched and return torpedo planes: 17 seconds with gauge at bottommost The effects is noticeable due to the buff to 0.2% reload for each percent of HP lost. Either this will go back to the drawing board, or it will be so gimmicky and impractical (perhaps dumb, even) that it will be left as is. ...this battle was won, however, so all was well and dandy.
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