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Found 5 results

  1. 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.
  2. HeavenlyWind_

    New Ribbon/Medal Idea

    There should honestly be a ribbon or medal for completely destroying a module, such as a turret or a torp tube. I know there's the incapacitation ribbons for temporarily disabling a module, but then there's the times where your turret or torp tube gets completely decommissioned and it can't be repaired or used for the rest of the match. There should be a separate ribbon/medal for that occasion. It would be cool and funny to know that you've just ruined someone's match lol
  3. Target Acquisition System Modification 1 uses the same upgrade slot as the super ruddershift and concealment mod, making it quite an unpopular choice. "+20% spotting range" first of all, should be changed to "+20% view range" because that's what it does. Players say they're "spotted" when detected as a slang term but this means people like me, when I was a newbie, did think this module would make me "debuff" enemy concealment by 20%. I remember buying this mod over concealment mod on one of my cruisers (and maybe even on one of my DDs), thinking that it did just that. I didn't realize how OP the mod would be if it did this, because I was a newb. Other newbies will probably make the same mistake. "+20% to the acquisition range of torpedoes." This should apply with hydroacoustic search, just like Vigilance does. So a commander with Vigilance on a ship with TASM1 will get a total of +45% to hydro torp detection range, unless they have that special German commander with improved Vigilance, in which case they'd get even more boost. Doing this would do two things at once: 1) buff the module to the point of making it a viable alternative (at least for brawlers with hydro) vs dodgey dodge suddershift mod strategy (which is especially useful for Russian DDs, and possibly French DDs) and the standard sneaky concealment mod strategy that pretty much everyone uses. 2) get rid of this confusion about which one of these, either Vigilance or this module, doesn't work with Hydro. I have Bismarck and Grosser Kurfurst, both with permacamo (actually I don't own the GK yet because it's 20 million silver and I decided to grind PA DD line instead, but you get the point - I'm into German ships with hydro). Yet, I never considered getting the German commander sold in the Armoury. Why? Because I thought Improved Vigilance buff was useless because it didn't stack with hydro. I got this module and that commander skill confused, so much so that I was originally going to post a suggestion to make Vigilance work with Hydro, and I only learned minutes ago that it was TASM1 that had that problem. Other people are going to make the same mistake as me; in my case I probably learned about which one of these did what months or years ago, but since I've stopped playing/quit WoWS for months on two different occasions I completely forgot about it. At the very least, you could say "+20% to the acquisition range of torpedoes when not using hydroacoustic search." but of course nobody's gonna equip this module if you just do that because it's designed for brawler gameplay yet brawlers benefit already from that 10% concealment buff and 5% extra shell dispersion, so much so that being able to spot a ship in smoke 1km before you get spotted isn't worth it - especially when that DD can just drive right next to you and torp you. The +20% view range is nice but not game-changing. Concealment Module sort of "gives" you the 4-point captain skill, Concealment Expert without using points, and it increases shell dispersion. It would make sense if in the same upgrade slot you could equip this module and have it "give" you a slightly weaker but also different/more versatile Vigilance captain skill. Vigilance works with hydro so this module should too. Vigilance and this module will stack together, but the concealment module and the captain concealment skill already stack together so it's only fair.
  4. So the Shima's legendary upgrade is garbage unless you're firing at max range or you lock your tubes and aim with your boat. I have two proposals to make this more usable or change it entirely. Current stats of the legendary upgrade: –25% to torpedo tube reload time. +50% to risk of torpedo tubes becoming incapacitated. –80% to torpedo tube traverse speed. Proposal 1: Simple fix you gain damage output at the cost of durability and some aiming speed. –25% to torpedo tube reload time. +65% to risk of torpedo tubes becoming incapacitated. +70% to risk of torpedo tubes becoming incapacitated. –10% to torpedo tube traverse speed. Proposal 2: Redesign. Makes the shima both more stealthy and slightly more durable at the cost of torp reload –10% to torpedo tube reload time. +30% to risk of torpedo tubes becoming incapacitated. –10% to ship detection by sea –5% to ship detection by sea The shima is a specialized boat doing two things very well, being sneaky and torping, the legendary upgrade should frankly upgrade those parameters on the Shimakaze rather than endorse passive play on an already passive ship. Thoughts? Opinions?
  5. Avenge_December_7

    Ognevoi B or A Hull?

    So the B-hull of Ogneovi gives various boosts to things like health, maneuverability, and AA. However, it also comes with a critical downside: the torpedoes go from a 55s reload to 92s reload, in exchange from going from 2x3 to 2x5. Is the increase in the various stats of the B-hull worth the massive increase in torpedo reload time?