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Found 96 results

  1. Here is my 1st highest rank captain just got tonight. Thank you all for the teamwork (Friend or Foe)... since CBT so far. Here are my perks on him
  2. Isn't Hood a premium? Shouldn't I just be able to drop captains in and out, no problem? I do it in all my other premiums....
  3. So. I disabled the HSF skins and it changed the 6-point captain to a regular German, but when I use him in battle (regardless of the voice settings) the alerts are still the high-pitched squeals of the anime! Can I disable this and still use the special captain or am I stuck with the crazy, immersion-breaking squeaks? Thank you!
  4. Okay I am trying to get the most out of my Enterprise Captain Build I have 19 pts included is a screen print of what it looks like. I have watch Fara's Vids and wanted other opinions on what I can do to make this just a bit stronger. Understand I am not a great CV guy, I have my good and bad games. I am AVERAGE at best, but want to do my best too. Thank You for Your Suggestions. You can see I have: Priority Target Aircraft Servicing Expert Dog Fighting Expert Torpedo Acceleration Torpedo Armament Expertise BFT AFT Air Supremecy
  5. So, Kelorn posted a very good commander skills guide yesterday, but he mentioned he didn't address DD skills due to not being as strong in DDs as he is in other ships. So I said I'd write a capt skills guide for DDs since I'm a DD main. Here it is. Intro and bona fides: I am above average in destroyer play (1117 WTR, 57% win rate over last 90 days), but certainly not unicum. I certainly advise players to look at multiple sources for advice besides this guide, as there are differing opinions as to optimal captain skills and I dislike the mentality many have of 'this is the one twue way to play DDs', but my captain builds do work well for my playstyle. I tend to play very aggressively in DDs, but I also prioritize winning over dealing damage and getting kills. For example, if I need to flex across the map to defend something or to cap when we need a cap, I do that even if it means lower personal damage, because I play for the win. On DDs that are pure damage-dealers like Khabarovsk, I may play more of a DPM-oriented style, but on boats that are good at cap control like USN DDs, I focus more on capping. And even in Khab I probably try to cap more than I should since so many DDs won't, but I digress. These builds are primarily optimized for maximizing chances to win matches while playing solo in random battles. The first build listed for each ship is intended to be a 'balanced' build that optimizes the strengths of that particular ship while providing the versatility to do other basic DD tasks (spotting, capping, cap control, and hunting/killing) as well as possible for that ship. Some ships have alternate builds listed that may work better if running in a division or in Ranked/Clan battles; these builds are usually a better build to optimize the ship's strengths if you have trusted teammates along to help in other tasks. The first build listed for each ship is what I am personally running on that ship except where I've noted that I am trying to decide between the listed builds. The two most discussed new skills and how I incorporate them: IF/HE: I use IF/HE on some boats but not others, as IF/HE is only a benefit if it allows the ship to penetrate armor it can't penetrate without the skill. Shiratsuyu, Akizuki, Clemson, Lenin, and Farragut all benefit from IF/HE as the ships they face often have armor that can be penetrated with IF/HE but not without, which makes it worth the 3% decrease in fire chance. Some DDs don't benefit, or they don't benefit enough to make it worth using 4 capt skill points and/or a 3% reduction in fire chance. See the following for more information about IF/HE, I used this information extensively in developing my captain builds and am indebted to the original posters for their work in these guides. Flametz's IF/HE guide Killjoy1941's IF/HE guide RPF/Radiolocation: I don't use this skill. Why? I have close to 5000 games in DDs. So I have very strong instincts for where DDs will go in a match, and I have very strong minimap awareness and know how long it takes for a DD to get from the point it was last spotted to other places on map. RPF has a high opportunity cost (4 points) and on every one of my ships, I'd have to give up other skills I really want to get RPF. Yes, it can be useful late-game. Yes, it can help you hunt other DDs, or know where the nearest unspotted ship is to avoid getting spotted yourself. However, not using RPF forces you to hone your instincts and gives you more available points for other skills. There are players that swear by using RPF. But I don't, and my builds reflect that. I recommend doing without. Even without having RPF, you get an icon on your screen when someone is locating your direction via RPF; I've had several kills now where I was able to use RPF against a player by determining where they were using the timing of me getting that icon. If I look at where other friendlies are when the icon pops up, I can often figure out where the ship using RPF is even if I haven't spotted them yet. RPF is a crutch, and for someone that hasn't played as much DD as I have, maybe a useful one for them, but I am a better player than I would have been otherwise because I learned how to anticipate where ships would be without using it. My DD builds. Notes: Each build's skills are listed in the order in which you should get them. If build is for less than 19 points, that means I really don't see a 'best' way to use the point left over. All builds assume that you are using the Concealment Upgrade Mod if DD is tier 8+. Shiratsuyu (this build is also good for Hatsuharu, and works well for Shinonome/Kamikaze) Primary (I use this one) - 'GunboatPOI' build : Priority Target, Last Stand, Demolition Expert, Concealment Expert, Advanced Firing Training, Inertia Fuse/High Explosive, Alternate - 'TorpedoPOI' build: PM, LS, DE, CE, AFT, Torpedo Armament Expert, Adrenaline Rush Discussion: Given that I run premium torpedo reload booster, I choose to optimize my guns instead of my torps, especially since TAE is now a 3-point skill. Shiratsuyu can comfortably invisifire even without AFT, but she has good shell arcs and can land shots consistently even out to the edge of her AFT-extended range. IF/HE allows her to do direct penetration damage to 25mm plating, which means many sections of cruisers as well as the bow and stern of same-tier and lower BBs. The alternate build forgos IF/HE, but has a better fire chance because of it. You get faster torp reloads in between uses of torp reload booster (which may mean not needing to run the premium version) and can pick up an extra 2-point skill (I recommend adrenaline rush since I play aggressively and usually take damage throughout the game.) Akizuki (as Akizuki is very different from other IJN boats, this is a specialized build) Primary (I use this one) - Wreck Face build: Priority Target, Last Stand, Demolition Expert, Concealment Expert, Inertia Fuse/High Explosive, Advanced Firing Training. Discussion: Since I already had a 19-pt capt ready for Akizuki and at least two of the three 4-pt skills are must-haves to get the most out of her, I struggled with the order in which to equip skills if you don't have a 14-point captain at least. Basically, don't even bother playing Akizuki without *at least* a 14-point captain ready to go for her, as she's almost unplayable without IF/HE and either AFT or CE. Without IF/HE, she can't pen same-tier or higher DDs with HE shells.With IF/HE she's a fearsome DD hunter. DE offsets the lost fire chance from IF/HE. She has a workable invisifire window without CE or AFT (assuming you're running concealment upgrade mod.) AFT allows you to fire at ships 12+ km out, but CE increases your concealment so you can invisifire from closer-in. CE also improves her ability to control caps and be more versatile and survivable; it also helps keep her from being surprised by other DDs spotting her first and using their speed advantage to run her down and/or keep her spotted. With how low her speed is and because cap control is so important in randoms, I think CE is marginally more important than AFT. AFT is still important, because it gives her an even larger invisifire window and allows Akizuki to stay back where she's less likely to get run down, because she is the slowest DD by far in her tier range. Alternatively, if you give up AFT, you can get BFT and have two points left over for Adrenaline Rush. While I would not use the BFT+AR in place of AFT if you play mostly solo, it could be workable if you play in divisions a lot since you can rely on your divmates to cover you if you do get rushed by a faster ship. Clemson (Clemson is unique in the USN line and so this is a specialized build, all higher-tier USN DDs have terrible shell arcs and do not need AFT): Primary (I use this one) - Seal Club Extraordinaire build: Priority Target, Last Stand, Demolition Expert, Advanced Firing Training, Inertia Fuse/High Explosive, Concealment Expert Alternate - Maximum DPM build: PM, LS, DE, AFT, IF/HE, Basic Firing Training, Adrenaline Rush. Discussion: I never ran CE on my Clemson until 0.6.0, as it precluded my ability to run DE and AFT and I play my Clemson like a Russian DD, merrily flying across the map spraying fire like a madman. However, I've tried CE now that I can do AFT+DE+CE and the extra .6km stealth does help a lot with capping early-game. I had a hard carry in Clemson this morning where the extra stealth kept me alive...we were down by 3 ships, and came back to win, but I would have been killed several times without the extra stealth window as I was able to keep from getting cornered and/or complete capping without getting seen. While Clemson is still first and foremost a gunboat and I don't worry about being spotted most of the time, it's a nice bit of versatility, and gives her a usable invisifire window. Clemson has very good shell arcs and so benefits from AFT. Starting with B-hull Nicholas, USN guns suffer from terrible ballistics and so I do not recommend AFT for other USN DDs. IF/HE allows you to penetrate the bow and stern of BBs. DE offsets the lowered fire chance of IF/HE. The alternate 'Maximum DPS' build listed boosts your gun ROF and increases both gun and torp ROF as you take damage, but you give up most of your invisifire window and lose a bit of versatility. I've tried both builds and I stay alive longer and do more damage with the primary build I listed and am able to secure caps better, which as I've mentioned is a big advantage in randoms as you often can't get capping help from other ships (especially in low tiers such as Clemson plays in) Farragut (this build is just as good for B-hull Nicholas or Mahan) Primary (I use this one) - Swiss Army Knife build: Priority Target, Last Stand, Demolition Expert, Concealment Expert, Inertia Fuse/High Explosive, AR, Survivability Expert (can alternate Basic Fire Training instead) Discussion: Farragut is the most underrated ship in the game, IMO. She is the best cap control boat relative to her tier in the game. She has an advantage in a knife fight versus almost any ship she sees; she's at least close to even against even Benson and Mahan. The only ship I really struggle to beat in a knife fight is Akizuki. Her torps are very good; you can't *quite* stealthtorp but you can come close, especially at ships that are coming toward you or angling toward you since there's only a .3km difference in torp range versus concealment range. She's fast, maneuverable, and tough. IF/HE is a big help for Farragut in penetrating BB bow and stern plating of T5-7 BBs as well as significant portions of still will not be able to penetrate t8 BBs except for the superstructure, but there's a lot of ships you'll penetrate more often than you did before if you use IF/HE. I use SE as the extra hp helps when knife-fighting, especially against a Mahan, Sims, or Benson. BFT is also a strong choice, they're neck and neck. Depends on your playstyle. I would definitely use SE in place of BFT with a Mahan or a Benson as the benefit from SE increases as one climbs tiers. Fletcher (also valid for Benson) Primary (I use this one) - Fletcher Gonna Fletch build: Priority Target, Last Stand, Demolition Expert, Concealment Expert, Survivability Expert, Basic Firing Training, Adrenaline Rush (alternatively, drop AR and you can get another 3-point skill like superintendent or torpedo armament expert) Discussion: Fletcher is the pinnacle of the USN line ( I prefer it even to Gearing), and the build I use is similar to my Farragut build. The main difference is IF/HE is of *very* limited benefit compared to Farragut, since they have the same guns but Fletcher sees mostly t8+ BBs, with thicker armor plating that resists penetration even with IF/HE equipped. I decided that for Fletcher, the higher fire chance without IF/HE outweighed the cruisers that Fletcher could penetrate with IF/HE but not without it. Also, Fletch has very good AA and gets more benefit from SE at tier 9, so dropping IF/HE allows one to get SE and BFT, and if you drop adrenaline rush you can even get TAE or Super. Since Fletcher is a very good stealthtorp boat, TAE is more attractive on her than most USN boats. Z-23 (150mm guns) Primary (I use this one) - Schadenfreude for Days build: Priority Target, Last Stand, Demolition Expert, Concealment Expert, Inertia Fuse/High Explosive, Adrenaline Rush, Survivability Expert. Discussion: I am not currently playing any other German DDs besides this, so can only discuss the 150mm Z-23. Not a fan of the DDs leading up to the Z-23 but the Z-23 with 150mm guns is a keeper; I've fallen in love with this boat. Once I get the tier 9 Z-46 and test some builds, I will edit this post to include a recommended build for 128mm gun-equipped German boats. While the 150mm guns have good ballistics, AFT (and BFT) have no effect on them, the only DD guns to not be affected by these skills. Then again, the 128mm guns on other German DDs don't have the shell arcs needed to make AFT an optimal choice anyway. The 150mm guns do have a much better fire chance than the 128s, so I chose to buff that fire chance with DE. IF/HE allows them to penetrate the bow and stern of enemy BBs up to t10 (except for Grosser Kurfurst bow) and large portions of most cruisers. These are gunboats and will take damage, so Adrenaline Rush helps boost the slow ROF of the 150mm guns as you take damage. Leningrad (assuming you have a dedicated captain for her) Primary - Glorious Soviet Stronk Victory build: PM, EM, Last Stand, DE, CE, AFT, Basic Firing Training Alternate (high risk) - In Soviet Russia, DD Penetrates You build: Priority Target, Expert Marksman, Demolition Expert, Concealment Expert, Advanced Firing Training, Inertia Fuse/High Explosive Alternate - Speedy Sniper Build: PT, EM, LS, DE, AFT, IF/HE, BFT Discussion: Leningrad is a bit of an odd duck amongst Russian DDs in that she is a decent stealthtorp/cap control boat with CE, so I chose to keep CE as a 'must-have' skill on her for randoms. If I was divisioning more or playing her in competitive play, I'd probably use the sniper build as it accentuates her strengths, but for solo randoms I like the flexibility CE gives me for capping. The first build is a high-risk build; Leningrad has terrible turret traverse and badly needs EM to keep guns on target as she maneuvers, so you have to give up Last Stand in order to have CE, AFT, and IF/HE. With IF/HE, she can pen much of the plating of t7 BBs, although she still can't pen t8+ BBs anywhere but the superstructure so it's a trade-off. The second build gives up IF/HE. This lowers your penetration damage as you can't pen as many ships in as many places, but that does increase your fire chance and you're able to keep Last Stand and pick up BFT. I would only recommend using the first build (without LS) if you're running premium damage control and premium smoke, as if you do lose your engines, you're going to need to either fix them quick or hide quick. I may come back and edit this; I'm going to test the high-risk build for another ten-twenty matches in Leningrad and see how badly my survivability is hampered by skipping Last Stand. I will edit this if I change my mind about the viability of the high-risk build. but so far it's working for me. Edit: The DD Penetrates You build is EXTREMELY high-risk and I have bumped it to an alternate build. When it works, it works beautifully, but even with the 40-second cooldown with premium DC, it really hurts survivability for aggressive gunboating (and Leningrad begs for aggressive gunboating.) Khabarovsk Primary (I will probably use this one for randoms) - Stronk and Versatile Build: Priority Target, Last Stand, Demolition Expert, Advanced Firing Training, Concealment Expert, Survivability Expert, Adrenaline Rush Alternate (my probable setup if/when there are t10 clan battles) - Speed-Tanking Sniper Build: PT, LS, DE, AFT, Inertia Fuse/High Explosive, SE, AR Alternate - Smoke+Shoot Flamethrower Build: PT, LS, DE, AFT, BFT, SE, Superintendent. Discussion: Ah, Khabarovsk. In a perfect world, I'd say screw CE. I didn't use CE on Khab before 0.6.0 as I couldn't run AFT+DE otherwise. But the recent range nerf to Khab, and CE becoming a 4-point skill as opposed to 5 points, makes CE a more intriguing pick for Khab. On the one hand, Khab's biggest potential contribution is as a pure DPM dealer, speeding along at 40+ knots spraying fire merrily at all comers, using its speed and maneuverability to dodge fire and laugh at everything shooting at her (except for Zao and Moskva, because their railguns can actually hit Khab from long range.) On the other hand, the t10 meta means that sometimes other DDs don't do their job, and I find myself trying to cap in my Khab even though she's way too visible to do it well. And with the range nerf a few months ago, I do take a lot more hits than I used to and I do sometimes need to stop firing and get concealment back so I can pop up elsewhere and start spreading HE love again. I think the second or third build is stronger for division play or clan battles as it allows Khab to be used to its greatest strengths. The second build gives Khab IF/HE, which allows her to pen t8 and t9 cruisers, plus Des Moines and Minotaur, anywhere but the armor belt and penetrate Moskva, Zao, and Hindenberg through their bow and stern plating. The third build forgoes IF/HE, which of course increases fire chance, and uses those points for BFT (higher ROF) and Superintendent (extra smoke and extra speed boost). The first listed build is interesting for the current super-campy, people-afraid-to-push t10 meta as it sacrifices IF/HE for CE. While Khab has terrible concealment even with CE, this gives the Khab a bit more ability to push up without getting spotted and focused, and at least a limited ability to cap, especially mid or late game. I hate to waste 4 points on CE when ideally Khab would always be focused on maximizing DPM and speed-tanking, but given that sometimes one has to use Khab in suboptimal ways to compensate for other DDs that won't play to win, this helps make her a bit more versatile.
  6. In the past when I hit a quick command or there was an alert, a ship captain would speak the native language of their ship. At some point that went away for me. There are 2 voice options in the audio menu. (going off memory here) Once is voice (set to standard) the 2nd is modification but those are all different countries and there is no additional "standard" or "native" or "Mod off" setting in that menu. All my captain's voices are in English. What am I doing wrong here? Thanks for your time!
  7. So now that we have 3 unique commanders in the game already, for the US, Japan, and the UK, which historic naval figures may potentially become future unique commanders for any of the other nations that are currently in the game? For the record, you may name as many people as you like, but just keep it relevant to their respective nations and don't think about coming up with potential unique commanders for nations that already have one since I feel like it'll be limited to one unique commander per nation, and it is only fair if we give the other nations a chance and not have an overflow of either US, Japanese, or British captains since wargaming has already implemented them and they probably won't be adding anymore to those nations.
  8. Since we now have both a US and a Japanese unique commander, I suppose the next thing to do is for wargaming to create a unique commander for Germany. Why, you might ask? Well for just one reason as to why: It is one of the most developed tech tree so far in the game, excluding the US and the Japanese tech trees of course, so it only makes sense for one of the more developed nations to get a unique commander as oppose to any of the other nations thus far. But anyway, the German Admiral who I believe should be wargaming's next unique commander is Erich Raeder, as he was the grand admiral of the German Navy from the beginning of World War II, and served in the German Navy from 1894 to 1943, and was the Chief of Staff for Admiral Hipper in 1912 and served alongside him throughout World War I, and even played a major role in the Battle of Jutland with Hipper's battlecruiser force. For that reason, I feel like he would make an excellent choice as a unique commander for Germany, as he played a major role in the naval history of World War II.
  9. Confused about moving captains to premium ships. As I understand it, one can move a same-nation captain to a premium ship with no cost or penalty, even from a different ship type. But there appears to be a retraining cost when moving them back to their original ships. Is this correct? I saw this when I moved my Nassau captain to the Konig Albert to build his experience. But when I wanted to put him back in the Nassau, it said it would be 10,000 xp to retrain him. He has to be retrained to return to his original ship? Same tier, same type? It would basically charge me the xp he gained from the premium ship when moving him back. If this is so, where is the advantage of being able to move them into premiums? Am I missing something?
  10. Umm..anyone have any idea why i have so zero point orlan captains?
  11. Would anybody be willing to make a mod where the captain portraits are replaced with pictures of dogs, preferably dressed up ones? They could be nation specific too with Shibas being Japanese captains, Golden retrievers being US, Corgis or bulldogs being UK, Pugs or Pekingnese for china, Siberian huskies for Russia, German Shepards for Germany (obviously), and maybe a mix of other breeds for the commonwealth (Cattle dogs, Australian shepards, etc.) Along with this, a captain voice mod replacing voices with barks, whines, growls, and snarls would fit the captains perfectly.
  12. Hey guys! I didn't post this in the bug forum since I am not sure it is one. But today I logged in for the first time in a little while (or I should say first time and then played.) Hopped in my Warspite and went into operation Aegis, and 5 stared it on my first try. So all the rewards come up one after the other as usual.... Then one pops up saying new captain recruited Ship tier I Orlan It seemed strange so I popped over to my barracks and found that I had 6 level Captains for the Orlan.... Did I miss something and this was a prize? since I am not sure it came with a Barrack slot...
  13. So for T6 ranked I have Arizona and a recently re-purchased Cleveland, and while Arizona is a straightforward tank build, I'm somewhat conflicted on where to go with my Cleveland. An AA build is the easy route, obviously (AA perks, AA survivability module, DF consumable), but with all the posts I've seen predicting smoke for this meta, I'm curious about a gunboat/DD killer build for the Cleveland in ranked. So that would mean packing the Hydro consumable instead of DF, for starters. Then IFHE, or DE? Or are they better off used together, so that you get the increased penetration and keep a decent fire chance? And then turret rotation, adrenaline expert? So basically: gunboat or AA Cleveland for ranked?
  14. Can someone educate me on if it's possible to use the new Captains earned in the operations without paying the retraining fee? Seems strange that you cannot freely use them on tech tree boats because they are already trained for tier 1 boats. Because of this you either have to spend 500 DB, 200k Credits for 50% training, or fully having to grind to unlock their skills. It makes no sense to reward a restricted Captain.
  15. In short I kinda screwed up early on in ranking my IJN DD captain. I am now in a Mutsuki (T5) and have enough points to upgrade to the Fubuki. My captain is still 2 levels away from getting CE though. Would it be worth it to transfer him to the Tachibana (T2 premium ship) and rank him there so he can get the premium xp bonus or just leave him where he is and continue the grind in a higher tier non-premium ship?
  16. Where should I put the rest? Or save for a 4pt for that matter and on. Ive read up many guides and videos, but figure this might be easier. This captain was originally going to be moved towards the Bis(Could actually buy now), but in the upcoming event the reward gives you a 10pt already. I play med to brawl ranges per usual with late German BBs. I figure maybe Fire Prev(Though I rarely get set with 2+ fires anyway), Surv Basics, Or maybe even Demo Exp for secondaries. I don't want Secondary Manual since I prefer them engaging more than one ship when I'm brawling with a few targets. Anyway, hopefully get some good suggestions here.
  17. As the title says: with with the overhauled skills and a new branch, I was planning on picking my RU DDs back up. What captains skills are ideal for each line?
  18. I'll be the first to stick my neck on the chopping block and state that French Captains must be re-evaluated completely compared to other country captains. I've played from Rank 1 through to Rank 7, including the Dunkerque (Love this ship) and put a vast amount of thought into this before posting, but I know that I am just one man with an opinion, so here goes. The point of this post is to start to educate other's on how to equip their captains to make the best of their new shiny french ships. There are two ways, that I have found, to go about this...Gamewise, and Historical wise, both work well and fit the line just fine. This is how I gear up my captains, so if you wish to follow along on how I do it, great, if not, I hope this starts a consolidated thread to discuss other people's builds and thoughts. I've found that my "best" captain skills selection is the following: Tier 1>> Preventative Maintenance- Due to the thin armor, I've found that I am frequently under HE threat of having my engine knocked out or my rudder knocked out. It isn't common to have either knocked out 1-2 a game in some instances prior to selecting this skill... This is definitely the best skill to take to help mitigate this. If you cannot stand the idea of taking this skill, then take Priority Target to help you gauge when to get out of a fight, but if you do so, you MUST take Last Stand otherwise you'll be a sitting duck...Le Quack! Tier 2>>Adrenaline Rush- All French ships have GREAT turret treverse speed, including the Dunkerque, so unless you MUST have that 260 no scope treverse of a DD on your cruiser, I would pass Expert Marksman up and get Adrenaline Rush instead since you WILL be picked on a LOT due to your low armor and with this skill, the more you're picked on, the faster you become and returning those blows unto you're enemy. Last Stand is a worthy runner up in my book though if you cannot stand the idea of taking Preventative Maintenance... Tier 3>>This is a tough tier as there are a few skills that are decent, but I think it is a tie between Super Intendent for that extra Plane/Hydro in the early tiers or the Defensive Fire/Engine Boost you get in tiers 6 and up, OR, Basics of Survivability for more adequate crew to deal with the relentless fires that will be set upon you. Remember, HE will be your biggest threat 90% of the time as a french ship since it will almost always pierce you. AP is scary if you show broadside only (like any other ship) however HE can pierce you from all angles (unlike any other ship). Le-Sigh... Demolition Expert is a good runner up since you will be more likely spamming it than AP, and Survivability Expert is also a good runner up as I've found that extra few seconds can either save you or land you another kill before you go down. I personally use Super Intendent though for reasons above. Tier 4>> This is where you get into the realm of "game" or "history". If you want historical accuracy, take IFHE as the French were the first to utilize a "APHE" type of shell on many of their ships after seeing a significant increase in armor on other designs. On paper, I understand that there is no "significant advantage" to taking it in many of the tiers in WOWS. However in practice, I have consistently found, in the french line, that it DOES improve your damage per game. Sure, you have 870m/s velocities, but you have to be very precise with you're shots in a French ship to deal max damage with HE. I've found that by simply taking IFHE, this removes a lot of the woes and allows you to deal more damage to all ships you encounter. Again, out of 50 games with it, and 50 games without, I've averaged 18-32K more damage WITH IFHE active than without...even if this is simply a placebo skill, i'd rather take it than not based upon my findings! If you want to stick with what to take in the game though, I'd say Concealment without a doubt. French ships already have some of the weakest armor in the game, so making you hard to find is always a plus! Runner up skills for tier 4 are as follows. (Dunkerque Only)Manual Fire Control for AA- This gets those 130mms humming taking you from downing 1 plane every 10s to 7planes every 10s. It is that big of a boost....If you want to get ride of sky cancer, take this. (Dunkerque Only)Advanced Fire Training- This skill really only bodes well on the Dunkerque in terms of damage dealing. This helps maximize your MFCAA skill and gets those secondaries humming even longer, it also gives you better retreating fire when you have to turn tail to destroyers and cruisers. On the cruiser line, this can also work from tiers 6 and up as it allows your defensive fire abilities a bigger "blanket" to cover, but French AA is on par, if not barely above par, to that of any japanese cruiser. Better to put this into something else (unless you are the Dunkerque!) Fire Prevention- Another good runner up considering you will be spammed with HE cancer from everything and be seen as excellent dive bomber targets to boot! If you want to cut down on the HE/Fire Cancer, take this. So to recap! Here is what I recommend to take for a French Cruiser Captain Tier 1>> Preventive Maintenance OR Priority Target Tier 2>>Adrenaline Rush OR Last Stand (If PM not taken) Tier 3>>Super Intendent OR Basics of Survivability Tier 4>> Concealment Expert and IFHE OR Concealment Expert and AFT (Dunkerque Only) MFCAA and AFT (Note, I have seen MCS and MFCAA as well)
  19. I have 8 USN 10-point captains in my reserve and a 7-point Steven Seagal. I just noticed that he can't be dismissed from the reserve. I then tried moving him to the St Louis to see if he could be dismissed from a ship. Nope. It's nothing personal, but I have too many USN 10-pointers in the reserve. How do I get rid of him?
  20. Some peeps like iChase appear to have one captain for every 10 ships. I have a few who are trained for two ships. Is there a limit?
  21. As stated in the title, what are some recommended captain builds. I am also considering transferring the captain between Kriegsmarine BBs as well.
  22. This is my current build: I am really debating switching to HEAP. Any advice?
  23. I have recently unlocked the T8 Japanese Destroyer IJN Akizuki and I was wondering what skills I should get for her captain? I played her with the captain from the IJN Shiratsuyu but I figured that I should recruit a new captain because the Akizuki is more of a gunboat than a stealth destroyer like her predecessors. What skills should I get for her captain that would fit this Japanese gunboat? Lvl 1: Priority Target, Preventive Maintenance, Expert Loader, Incoming Fire Alert. Lvl 2: High Alert, Jack of All Trades, Expert Marksman, Smoke Screen Expert, Adrenaline Rush, Last Stand. Lvl 3: Basics of Survivability, Survivability Expert, Torpedo Armament Expertise, Basic Firing Training, Superintendent, Demolition Expert, Vigilance. Lvl 4: Fire Prevention, Inertia Fuse for HE shells, Advanced Firing Training, Radio Location, Concealment Expert.
  24. Planning on going ham for Secondary Spec for German BBs, just wondering if this is viable. Here is my plan Tier 1: Preventative Maintenance (keep secondaries alive) Tier 2: Adrenalin Rush Tier 3: Basic Firing Training, Demolition Expert (It affects secondaries now) Tier 4: Advanced Firing Training, Manual Fire Control for Secondaries If I did my math right, this should cost me 17 points, and I'll probably pop the last two into High Alert or Jack of All Trades. Is this a viable build? Equipment should be self explanatory, all secondary focused.
  25. I decided that my next goal in wows is to get an elite 19-point commander. The metagamer inside me wants to figure out every single possible way to speed up this task as much as possible. So Here's what I know to do so far: 1. Premium account for +50% (multiplicative) 2. Dragon flag for +333% (additive) 3. Zulu hotel flag for +50% (additive) 4. Restless fire/FTW camo for +250/333% (additive) while available, Then use premium ships with their camo for +50% or standard ship premium camo for +30-100% (additive) 5. Various in-game events for +25%-200% (additive) 6. Equal Speed Charlie London +50% 7. AT flag or military month flag +5% 8. Daily win bonus, move commander between ships for multiple daily bonuses. +50-200% (multiplicative) And there are a couple of things I want to ask for clarification on. As these questions are answered I'll update my post and it will become more of a guide for all other players. 1. Do ship premium camoflages increase commander xp in addition to normal xp? Do standard ship permanent camoflages increase xp in the same way as premium camoflages? Would a T10 ship with permanent camoflage get more or less commander xp than a T8 premium? 2. Do premium ships have any other commander xp bonus besides the +50% listed on their camoflage (would they get their premium bonus on top of that of another special camoflage) 3. Does the base XP bonus unique to the Sims also affect commander XP? 4. Does the Missouri have any special crew training multipliers beyond normal premiums?