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I haven't seen anyone mention this so figure it was worth a post. All the equipment modules are on sale half price so it is a good time to get them since you can sell them back later at no loss (when they go back to full price). If you have all that you need now, buy them for the temporary submarines and tier 10 rental ships. When those expire, they demount for free and are stored in your inventory. It is a good way to stock up for ships you are going to get later down the road.
I just recently (a couple of months ago) started playing WoWs again after about 2 years off. There are a few things that really annoy me about the current game, most notably the HE spam meta that seems to plague higher tier games (I'd rather a CV than HE spam any day of the week). However, the ONE thing that is so simple and yet so frustrating is the fact that we now have an edge to edge equipment/upgrade tab that covers up your ship. I can't stand it. Why would you put this small group of configuration options into a full-screen UI?? Please, PLEASE bring back the old UI so I don't have to look at a massive blurred screen while selecting my upgrades and equipment. Am I alone in this? I mean, the Exterior tab still has the classic side UI.
The Guide to Equipment Upgrades in WoWS by Dirty Deeds Upon reaching Account Level 6, players will get the option to modernize their ships with equipment that you can purchase and mount in special upgrade slots. The number of slots on each ship is unique, depending on the tier and class, with a maximum number of six. Normally, the higher tier ships will get more slots up to the maximum of six, however, some premium ships like the Arkansas Beta reward can also get the full set of six upgrade slots. Account Level 6 is necessary to use upgrades. You can find these upgrade slots under the “Modules” tab for each of your ships in game and each slot has a unique set of equipment for that particular slot. In all, there are 27 different upgrades that you can purchase for mounting, if you have the available slots. The 6 Upgrade slots under the MODULES tab. Depending on the tier of the slot, the price for upgrades can be anywhere from 125,000 credits (Tier I) up to 3 million credits (Tier X) Once purchased, the equipment becomes a permanent part of that ship and the only way to remove it without destroying it is to spend 25 gold doubloons. If you want to change the type of equipment in a certain slot, you will either have to spend the doubloons to remove it or destroy it. Equipment that was removed using doubloons will go into a depot where it can be used again whenever you want. Just remember, when you go to sell your ship, if you don't have the doubloons to remove equipment, you do get the option to sell the ship with the equipment still installed and you will get 50% of your credits back that you spent to buy that equipment. TIP: Do not sell ships and/or equipment during special game event weekends when they are on sale as you will only get 50% of the CURRENT price and can lose a substantial amount of credits. Instead, wait until the prices go back to normal before selling. Selling a ship using 25 doubloons to demount your equipment and save in the depot. Second choice, selling your ship with equipment installed (you get 50% of the credit cost of the modules added to the total) Full Equipment List by Slot Main Battery Modification 1: -20% chance to magazine detonation, -20% chance to critical damage to main battery, -20% to main battery repair time. Secondary Battery Modification 1: +20% to secondary battery survivability. AA Guns Modification 1: +20% to AA mounts survivability. Torpedo Tubes Modification 1: -20% to torpedo tubes repair time, -20% to chance of critical damage to torpedo tubes. Air Groups Modification 1: +10% to aircraft guns effectiveness. *Main Battery Modification 2: +10% to main battery loading time, +15% to main battery aiming speed. Secondary Battery Modification 2: +20% to secondary battery maximum firing range, increases secondary battery firing accuracy. AA Guns Modification 2: +20% to AA mounts maximum firing range *Torpedo Tubes Modification 2: -10% to torpedo tubes repair time, +20% to torpedo tubes aiming speed. Air Groups Modification 2: +20% to fighter survivability. Flight Control Modification 1: -10% to aircraft servicing time. **Gun Fire Control System Modification 1: +16% to main battery maximum firing range. *TIP: Some upgrades improve one system while having a penalty with another system. Choose wisely! **NOTE: The Gun Fire Control shown above is for Battleships. On all other ships, Mod 1 and 2 are reversed with the Slot two version being accuracy and the slot three one being range boost. To tell the difference, look at the icon. The one for range has arrow against a wall and the accuracy one has crosshairs. For some reason, the devs changed the names on the Battleship version. *Main Battery Modification 3: -12% to main battery loading time, +17% to main battery aiming speed. Secondary Battery Modification 3: -20% to secondary battery loading time. AA Guns Modification 3: +20% to AA mounts effectiveness. *Torpedo Tubes Modification 3: -15% to torpedo tubes reload time, +50% chance of critical damage to torpedo tubes. Air Groups Modification 3: +15% to attack aircraft survivability. Flight Control Modification 2: +5% to maximum aircraft speed. **Gun Fire Control System Modification 2: Increase main battery firing accuracy. *TIP: Some upgrades improve one system while having a penalty with another system. Choose wisely! **NOTE: The Gun Fire Control shown above is for Battleships. On all other ships, Mod 1 and 2 are reversed with the Slot two version being accuracy and the slot three one being range boost. To tell the difference, look at the icon. The one for range has arrow against a wall and the accuracy one has crosshairs. For some reason, the devs changed the names on the Battleship version. Damage Control System Modification 1: -3% to chance of flooding, -5% to chance of fire. Propulsion Modification 1: -20% chance of critical damage to engine, -20% to engine repair time. Steering Gears Modification 1: -20% to steering gears repair time, -20% to chance of critical damage to steering gears. Damage Control System Modification 2: -15% to flooding recovery time, -15% to time of fire extinguishing. Propulsion Modification 2: -20% to time for reaching full power. Steering Gears Modification 2: -20% to rudder shift time. Concealment System Modification 1: -10% to detectability. Target Acquisition System Modification 1: +20% to maximum acquisition range.