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Found 14 results

  1. I have a Captain with 10 points that I'm using for the German cruiser line. Currently on the tier 4 Karlsruhe. I'm new at this. I started with Priority Target and Expert Marksman. I was going to do Superintendent 3rd but there is a line through it with the message "the skill is inefficient with the ship's selected configuration". Most skills I've seen for the German cruisers use SI for the 3rd skill. Should I just ignore that message and continue with SI? Also, was thinking CE for my 4th skill. Please let me know if you have other suggestions to consider. Thanks
  2. I'm just getting started with WOWS but have played WOT for a long time. I have a few questions about the Captains training, and assigning from a premium to a non-premium ship as I think there are some things that are different then tanks. I recently received the Warspite with a 10 skill captain. I know I'll have to train him to what ever non-premium ship I assign him to, and then can move back and forth between the two. But in WOT the premium and non-premium tanks sharing the crew have to also be the same class of tank. Heavy to Heavy, Light to Light etc. But all I can find about the Captains in Warships is that it has to be in the same nation. In other words, can I take the Warspite battleship captain and train him to a cruiser or any other kind of ship and still move him back and forth as long as it's withing the same nation? Or was I misinformed, and the Captain does have to be trained in the same nation and type of ship in order to switch between the two? And one more question. If I can share the warspite captain with a different class of ship if I decide to do so, what are some skills that are universal that you want all of your captains to have no matter what class of ship it is? And if anyone wants to list the the different skills they choose based on the class of ship I'd appreciate it. Thanks!
  3. Time to break out the dress uniforms and touch up the paintwork; The Rear Admiral himself is finally making his appearance in the game!!!!!! It's official: The instant I get him (and I WILL get him), I'm putting him on my Warspite.
  4. danbuter

    Captain retraining

    I've never retrained captains before, so I wasn't sure if this is possible. If I have a DD captain, can I retrain him to be a cruiser or battleship captain as long as it's the same country?
  5. I recently had to redistribute my captains skill points (HAD TO redistribute after the arcade CV planes gameplay disaster) . For some ships, the 1st skill point in a set is greyed out as an in-efficient skill for that ship. But even with 12-14 skill points, you can not pick the 2nd skill in a set if the first skill is greyed out UNTIL you have picked ANY 1 point skill, even one not in that group. For the Fletcher, in the support set, the two 1 point skills are greyed out since they both relate to airplanes. But the 2 point skill 'smoke screen expert' can not be picked until you pick any 1 point skill in any set. Once you pick a 1 skill point, even one not in that set, you can then choose 'smoke screen expert' or any other skill where the lower skill is greyed out. I fully realize that you can't pick a higher skill until you have picked the lower one, UNLESS that lower skill is greyed out. The way a skill can be selected if the previous skill is greyed out is not consistent. To replicate, redistribute a Fletcher captains skills. Try to select 'smoke screen expert' or 'torpedo acceleration' as the first pick. Both have the previous skill greyed out. But pick the first skill from the endurance set, and then either smoke screen expert or torpedo acceleration can be picked if you have the points left. If you only have 9 points and want to get to concealment expert, you should only need 9 skill points for a Fletcher; 'last gasp' is greyed out. But the 2 point skill 'last stand' can't be picked. You have to 'burn' a point whether you want to or not before you can pick 'last stand'. Even though there are only 9 points to get to the concealment expert, you need to spend 10 to get it.
  6. Here is a technical paper I wrote on my feedback for the CARRIER REWORK CAPTAIN SKILLS 8.0.1. I decided to put it in this format to give the best feedback I can. I have not looked at other lists or posts, so there may be redundant items. I don’t expect everyone to find the same bugs as I, have the same experience, or agree with my following suggestions. CV REWORK CAPTAIN SKILLS 8.0.1 FEEDBACK BY Bigs The following is feedback on the CV Captain Skills items found in 8.0.1: As Currently, all aircraft carrier captain skills are working as intended by their description. However, I would like to add that there are some Captain skills that either feel very underwhelming for their cost, or so powerful that they are must haves for their cost (in some cases, they are too cheap for what they do.) Below is a list of the Captain Skills that I would like to highlight for this feedback. I didn't list ALL of the Captain Skills available to be taken as a Carrier Player, only the ones that I feel need to be addressed, or changed. 1. Air Supremacy – “Accelerates aircraft Servicing” - Aircraft Restoration -5% a. This skill is valuable to all carriers and for 1 captain skill point, its balanced for what it does. Grants you a small boost to “generating” new aircraft from the hanger. i. I wouldn’t change this skill. 2. Direction Center for Fighters – “when fighter consumable is activated, an additional aircraft is launched” – Number of Aircraft +1 a. I don’t really find this skill to be useful on most carriers…or if at all. It does create a slightly better defense fighter for your carrier, but it doesn’t affect anything else. Coupled with strong Anti-Aircraft capabilities by all carriers, it’s an underwhelming skill for what it does. While it is nice to have the fighters shoot down 1 extra bomber when being attacked, its no more a “filler” skill than anything else...and a poor one at that. b. Now regarding surface ships, this is a valuable skill as-is, and one I would recommend if you are wanting some extra anti-aircraft capabilities since there are a lot of planes flying around. For its value, you get a lot of good defense out of it when you really need that extra protection. c. Please see my suggestions at the end of this feedback. 3. Improved Engine Boost – “Increases the engine boost time for the aircraft carrier’s squadrons” – Engine boost time +10% a. This skill, while useful for speeding up your squadrons, also can help give you more time to slow down your squadrons. It’s a pretty useful skill overall for what it does, but it isn’t so powerful that it’s a “must have”. It’s in a nice place of being a “convenient” skill for some players and a hard pass for others. i. I wouldn’t change this skill. 4. Last Gasp – “Completely restores the engine boost for the last attack flight of the aircraft carrier’s planes” – Engine Boost restored to full a. The Last Gasp is a must have ability for carrier’s…its extremely powerful for its points cost given that on your last attack wave, you get instantly refilled on your engine boost allowing you to do a very aggressive attack run at full speed, or you can use the boost to get away out of AA range to safely call these planes home. i. Please see my suggestions at the end of this feedback. 5. Torpedo Acceleration – “Increases the speed of torpedoes launched from both ships and aircraft by reducing torpedo range” – Ship Torpedo Speed +5kt, Aerial Torpedo Speed +5kt, Ship torpedo range -20%, Aerial torpedo range -20% a. This skill has always been useful for carriers in the past, but its also never been a “must have” skill either. It, like Improved Engine Boost, is a convenience skill. Some take it, some don’t. i. I wouldn’t change this skill. 6. Improved Engines – “Increases the speed of the carrier’s squadrons” – Squadron speed +2.5% a. This skill is useful, but it isn’t a “must have” skill. There aren’t many other “better” choices at this tier, so while its “balanced” amongst the other tier skills, I feel it doesn’t go enough for the cost. i. Please see my suggestions at the end of this feedback. 7. Adrenaline Rush – “Increases the reload speed of all armaments as the ship’s HP decreases. Increases the speed of the aircraft carrier’s squadrons as the aircrafts HP decreases” – Reload time reduction for all types of armament for each 1% of HP lost -0.2% , Squadron speed increase for each 1% of HP lost +0.2% a. Adrenaline Rush is a very nice skill to have on any aircraft carrier. The reload speed of ship armaments is welcome, along with the speed increase for your aircraft as you lose plane HP. However, it isn’t a “must have” skill, some captains might not like having their aircraft suddenly speed up as they lose HP. I also am not sure if it reduces service time of planes as the carrier gets damaged. This would need to be clarified by Wargaming. If it does, this could be a very powerful skill for its tier. i. I wouldn’t change this skill. 8. Survivability Expert – “Increases HP of ship and aircraft, including fighters” – HP for each tier +350 , Aircraft HP for each tier +15 a. Currently given the Anti-Aircraft meta that is going on since this patch. This skill is an absolute must have, and I can see it remaining so for the foreseeable future. That said, for the skill cost, I think its pretty balanced for what you pay. i. I wouldn’t change this skill. 9. Aircraft Armor – “Decreases the continuous damage that aircraft take from short-, medium-, and long-range AA defenses” – Continuous damage from short-, medium-, and long-range AA defenses -10% a. Like Survivability Expert, this skill is a “must have” for the foreseeable future. It’s a very handy skill to take on any aircraft carrier, and its points for what you get is handy. Coupled with Survivability Expert, its pretty costly to get both, but you really do need both to have any chance of surviving the current AA meta. i. I wouldn’t change this skill. 10. Super Intendent – Increases the capacity of your ship’s consumables. Does not to the consumables of an aircraft carrier’s squadron” – Number of consumables +1 a. This skill is rather pointless to have on an aircraft carrier, but if you really want that extra fighter wave, this skill is for you. i. I do not have suggestions currently, but I don’t believe this skill to be very useful for carriers. It may just have to be a non-carrier only skill. 11. Demolition Expert – “increases the chances of setting fire to the target for the armament carried by ships and aircraft” – Chance of HE shells causing fire on target +2% , Chance of Rockets causing fire on target +1% , Chance of HE bombs causing fire on target +5% a. This skill is rather based on what nation you are taking for carriers. As Japanese, this skill isn’t very useful, unless you have the VIII Kaga premium carrier. However the American’s should always be taking this skill since it buffs up your rockets and your HE bombs, the exception being the VIII Enterprise premium carrier since it has AP bombs. i. I wouldn’t change this skill. 12. Sight Stabilization – “improved the aiming time of the aircraft carrier’s planes” – Attack aircraft aiming speed +5% , Torpedo bomber aiming speed +5% , Dive Bomber aiming speed +10% a. This skill is a “must have” since it helps reduce the time it takes to get a “accurate” attack run for all types of squadrons. I would tweak it though so that all types of aircraft get the same speed. i. Please see my suggestions at the end of this feedback. 13. Concealment Expert – “reduces the detectability range of the ship and the aircraft carrier’s squadrons” – Detectability of destroyers -10%, Detectability of cruisers -10%, Detectability of battleships -10%, Detectability of aircraft carriers -10%, Detectability of squadrons -10% a. While this may be a “must have” skill for Destroyers and Cruisers, its questionable on Battleships and Carriers. It is a useful skill since it reduces the detectability of the squadrons, which means that anti-aircraft guns won’t fire on them until they are “spotted”, so by increasing your detectability, you are shortening the amount of time a squadron starts to take incoming fire. I would value sit stabilization over this though. i. I wouldn’t change this skill. BIGS’ SUGGESTIONS: These are my suggestions for the previously discussed Captain Skills. I do not expect people to agree with my suggestions for the below Captain Skills, but hopefully they will start a discussion with Wargaming. 1. Direction Center for Fighters – “when fighter consumable is activated, an additional aircraft is launched” – Number of Aircraft +1 a. Change to: “Direction Command for Fighters – “When fighter consumable is activated, an additional aircraft is launched. Increases the Patrol Fighter consumable radius” – Number of Aircraft for Fighter Consumable +1 , Patrol Fighter consumable radius is increased by 20% i. This recommended change adds a bit more utility to the skill to make it more enticing to aircraft carriers. While it will increase +1 fighter to ship and aircraft carrier fighter consumables (as it currently does), it will also increase the squadron Patrol Fighter consumable radius, bumping it from an average of 3km to 3.6km in radius allowing a higher degree of chance that the Patrol Fighters will engage enemy squadrons. 14. Last Gasp – “Completely restores the engine boost for the last attack flight of the aircraft carrier’s planes” – Engine Boost restored to full a. Change to: “Evasive Maneuvers – “Reduces anti-aircraft damage for attack aircraft that have dropped payload.” Aircraft that have completed their attacks gain a 30% resistance to all anti-aircraft damage while returning to the Carrier. i. As-is, Last Gasp is just too powerful for what it does. It either needs to be moved to Tier 2 and swap out with Improved Engines, or as I suggest, needs to be changed to an AA damage reduction for returning aircraft that have completed their attacks. This is NOT including aircraft recalled by the player using the return key “F” or “F Spam”. Only aircraft that have completed their attack and spent their payload. This would also entice players to attack as much as possible per squadron rather than simply attacking once and returning aka, "F Spam". 15. Improved Engines – “Increases the speed of the carrier’s squadrons” – Squadron speed +2.5% a. Change to: “Improved Engines – “Completely restores the engine boost for the last attack flight of the aircraft carrier’s planes” – Engine Boost restored to full i. I strongly believe that the ability to get “full engine boost” on the last attack wave is just too powerful for its tier, and +2.5% for all squadrons at Tier 2 is just too weak of a skill. I would recommend changing Last Gasp to the “Evasive Maneuvers” skill that I suggested for Tier 1, and change the tier 2 skill, Improved Engines, to perform the same actions that “Last Gasp” does at Tier 1. This would make the skill costlier, which I think would balance it out better points wise. Any higher and it would be too costly for what it does. 16. Sight Stabilization – “improved the aiming time of the aircraft carrier’s planes” – Attack aircraft aiming speed +5% , Torpedo bomber aiming speed +5% , Dive Bomber aiming speed +10% a. Change to: “Sight Stabilization – “improved the aiming time of the aircraft carrier’s planes” – Attack aircraft aiming speed +10% , Torpedo bomber aiming speed +10% , Dive Bomber aiming speed +10% i. This skill, while nice to have as-is, doesn’t feel as useful as it could be for a Tier 10 skill. I would suggest increasing the values to all be 10%.
  7. So are we getting a broad scope captain skills reset for all Captains? The answer is yes! https://worldofwarships.com/en/news/development/update-080-takeoff/#content Thank you WGing for throwing these dog's a bone. If you want to change the whole meta, fine, but at least let give us the TOOLS to adapt.
  8. Avenge_December_7

    Advice For Kronshtadt Captain?

    Since I managed to net Kronshtadt before it went away, I'm wondering if I should use one of the specialized Soviet captains for her. Currently, I have Alexander Ovechkin (improved survivability expert and expert marksman) and Viktor Znamensky (improved preventative maintenance, high alert, and expert marksman). I doubt I should use Ovechkin, so that only leaves Znamensky. What is the recommended Kronshtadt build, and how does it change if you use Znamensky?
  9. I wonder if any player who has the "9 de Julio" would be willing to answer if the Captain speaks in English or Spanish. According to the game, "July 9" is an American ship sold to Argentina. So, does the captain speak Spanish or English? I understand that every captain accompanies the nationality of the ship... but it is freaky, at least to me; deal with russians, german or japanese captains. I dont understand even not the automatic voice chat's warnings. Is there any option to change the language of the Captain? I'm prety sure that build up a voice data base is not a great deal. So, the player can choose among different languages. I "hope" that this get the attention to the programmer department... build up a data base voice is not a headache when you compare the great job that they do with the general design and the game interface. What if WOS do a poll of opinions in order to have a feedback about this issue? Thanks for read me.
  10. I got the Russian Alexander Ovechkin captain, and can't for the life of me figure out what combination of settings turns off the voiceover. While I'm sure it's useful to people who are fluent in russian, it's completely worthless russian mumbling to me, and I'd like my extra health without sacrificing audio cues. I've currently running "Voiceover Language: English (Pirate)" and "Voiceover Modification: Standard", with the "Quick Messages Voiceover" checkbox disabled, and no combination of these seems to change the lasted thing, unless I set voiceover modification to anime. Additionally, the "Earn your greatness" article seemed to imply it would default to English as well, which it very definitely doesn't do (see spoiler).
  11. Det_Flag_Farmer

    Retraining captains to temporary premiums

    I currently have a British Dasha mounted on the temporary premium Lightning. She is specialized for the Black Swan, but I want to keep her on the Jervis. Since the Jervis will soon not be premium, is there any way to get the captain retraining done while it is still premium (so I don't have to deal with skills not working during retraining). I can't figure out how to start the retraining process on a premium. How do I do this?
  12. When you move a captain up the line into a new ship you have a couple of options to avoid spending doubloons on getting your captain retrained and back to 100% performance on his skills. 1. Probably known already by most, but will state it anyway. If you have a premium of the same line move the captain over to it and earn enough XP to retrain the captain then move him back to the ship he came from. 2. Move captain up the line. Spend the 200k credits to cut training by half. Then click on your captain and hit the + button next to him. Finish retraining using Elite Captain XP. For this option to work you have to already have a 19 pt captain earning elite xp, Voila fully trained. Option 2............made me sag my head yesterday. As long as I have been around I somehow some way did not know you could do this. I'm not one to shy away on spending doubloons training and respeccing captains. I like to tinker with silly builds. Full AA build with Manual AAA FuryTaco. Check. Why. Just cause. Spending doubloons to tinker is one thing. Wasting them when I didn't need to is another. Figure if I didn't know there is bound to be another vet or non-vet that didn't know either. Hope this helps someone. Cheers.
  13. SaltTrooper

    CV Captain Matchmaking

    CV T4 Langley. 4 of my fighter planes against a T5 CV fighters. All my planes gone and NONE of his. What about matchmaking the Captain skills? 'cause that scenario BLOWS...
  14. Doomwaffel

    Tirpitz captain struggle

    Hello everyone, recently I earned myself a Tirpitz from the Camo contest. And so far I enjoy it a lot, very brawler ish, which fits my playstile. So thats what I want to maximize. Now I have a little problem when it comes to the captain skills: I have 2 german captains so far that I could use: 1 is a regular one, the other the one that gives you a bonus on the torp detection skill. Sadly I ran the torp detection one on my cruisers so far and would have to retrain with hard earned cpt points. ^^ And since the other cpt is already skilled for the tirpi it would save me a lot of points. But I wouldnt get the torp skill bonus. So I am struggeling a bit on the skills and what to pick. So far: R1: PM R2: EM R3: BFT R4: AFT going for MFC for 14 points but besides that I am torn. I run the spotter range upgrade, so using the bonus captain+ improved Vigilance would grant me a big torp spot range, but do I need it? That would give me Vigilance + AR. in the end, but no concealment whatsoever. As an alternative I could go full stealth and replace the upgrade with the concealment one + Skill? Or a mix maybe? Like concealment upgrade, butu Vigilance skill or concealment skill + concealment upgrade? I am really torn right now about which captain to pick, and for which skills to plan. Open for all help. Thanks.
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