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Showing results for tags 'builds'.
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Dante Alighieri - Captain Skills, WG recommends an secondary build??!!
Geococcyx posted a topic in Italian BattleshipsI just go the Dante Alighieri from the Amazon drop and was going over her stats and looking at captain builds. When I noticed that the "recommended" build for her includes a light secondary build with a bit of survivability. . But when looking at her gunnery stats I really don't see anything - other than a large number of secondaries - that would suggest this would be a viable way to go. So my question to those who are more knowledgeable, is this really WG intentions for this line to have a serious secondary component, and I am just missing something? Or is this an example of the skill rework not - syncing - with game elements? Thank you for thoughtful response in advance!
Accuracy of secondary battery
Dragoon_14 posted a topic in Player Feature and Gameplay SuggestionsTo diversify the number of what can be called "viable" builds in the current state the game is in, I would like to see the base accuracy of all cruiser secondary battery greatly improved! Also, I would like to see the base accuracy of all non-german battleships Improved as well by lets say 15% to 25%. Even if these builds are not overly popular, they would increase quality of life for those (like myself) who want to play these builds and add something new and fun to the game. On top of this, ships like Agir and Siegfried would regain a way to play them that was "lost" with the implementation of the commander skill rework (IE secondary build) creating a new wave of interest in the game and ways to play it. Yours truly, A dude on the internet who wants nothing but success for WoWs. Please like and share this post around and we just might be able to get this done! I look forward to any responses.
Tirpitz - Upgrade Choices
Gramzon_the_Dragon posted a topic in German BattleshipsHeyo, looking for opinions. Running my German BB skipper in my tirpitz and specced for secondaries because that's fun. But for that purpose of close range brawling, what upgrades should i take? Slot 1: main armaments mod 1 to try and keep my torpedoes from getting sniped 2 km from the haymaker to another BB, or keep on aux. armaments mod 1 for double secondary gun HP. currently have secondary mod. Slot 4: Damage control for lower fire duration, or rudder shift to wiggle better? Some might even argue for propulsion mod for better stop n go but I'd probably disagree. Currently have damage control. Slot 5: Target acquisition or concealment. I'm not running concealment on my commander, so I figure it won't help much and went for target acquisition to help spot torps a little better and push smoke a little better since tirp has no hydro. Ruynning target acq. Suggestions, thoughts, concerns?
Maverick builds for fun
LowSpeed_US posted a topic in General Game DiscussionAs the title suggests. Give me your ideas on builds that are not normal. Let's see what we can come up with.