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Found 26 results

  1. ArIskandir

    Dude, where's my CA?

    Another thread a couple days ago gave me pause to think about an empirical observation some of us have done in the recent days: There are fewer cruisers in queue. I got curious and went down on the numbers to validate my observation and I was not too surprised to find out a drop on the number of cruiser matches played in my preliminary observation, so I went on and compiled a table with some representative T10 cruisers, measured just before the patch, 2 weeks after the patch and last week. To give it some context, I also did DD and BB samples as control groups to rule out a natural downward trend for matches played. The data refers only to NA. Let me clarify, I know the sample is small and restricted to just a handful of T10 ships, but I went for them as representative of a general trend... if the new meta is affecting the number of cruisers being played, it is expected it will be all more evident at T10 where the Deadeye meta is more prevalent. I'm left baffled by the numbers: Number of matches % relative change Jan 16 (A) Jan 30 (B) Mar 20 (D) B/A D/B D/A Halland 16832 17795 13154 5.72125 -26.0804 -21.8512 Shimakaze 21990 25606 18901 16.4438 -26.1853 -14.0473 Kleber 3086 3460 2663 12.1192 -23.0347 -13.7071 Gearing 13770 14650 11695 6.3907 -20.1706 -15.069 GK 13596 17636 10804 29.7146 -38.7389 -20.5355 Thunderer 36830 36165 19542 -1.80559 -45.9643 -46.94 Yamato 17892 22906 14854 28.0237 -35.1524 -16.9797 Montana 18816 20212 15059 7.41922 -25.4948 -19.967 Zao 6871 7042 4621 2.48872 -34.3794 -32.7463 Smolensk 9801 7013 5153 -28.4461 -26.5222 -47.4237 Worcester 7446 7903 5954 6.13752 -24.6615 -20.0376 Venezia 6490 7822 6123 20.5239 -21.7208 -5.65485 DesMoines 13144 13702 11333 4.24528 -17.2894 -13.7781 Hindemburg 10751 12328 7527 14.6684 -38.9439 -29.9879 Minotaur 10334 9573 8942 -7.36404 -6.59146 -13.4701 Petro 10197 8907 7262 -12.6508 -18.4686 -28.783 DD D/A avg. -16.18 BB D/A avg. -26.11 CA D/A avg. -23.99 What do all these numbers mean? In short: Numbers are trending lower (as expected in Spring), there are more DDs now and the number of BB matches has fallen harder than CA. Yup, less BBs per match that's what I read from the numbers, go figure... How do you read this?
  2. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Z-52 Low-Profile Torpedo Tubes slot 5 Unique (Legendary) Upgrade The Z-52 Unique Upgrade gives -5% detectability, -15% torp reload Unique Upgrade in slot 5 76.5 second torp reload. With TAE skill 68.9 second reload. With slot 6 TTM3 your reload is 58.5s w/+50% chance of incapacition. 4.5 second rudder shift. With slot 4 SGM2 you have 3.6 second rudder shift 6.5 km concealment with CE skill, camo & unique upgrade. 5 sec Damage Control Party action time 20 sec Smoke Generator action time 120 sec Engine Boost action time 120 sec Hydroacoustic Search action time Concealment upgrade in slot 5 90 second torp reload. With TAE skill 81s reload. With slot 6 TTM3 your reload is 68.9s w/+50% chance of incapacition. 4.5 second rudder shift. With slot 4 SGM2 you have 3.6 second rudder shift 6.1 km concealment with CE skill, camo & concealment upgrade. +5% maximum dispersion for shells fired at you 5 sec Damage Control Party action time 20 sec Smoke Generator action time 120 sec Engine Boost action time 120 sec Hydroacoustic Search action time Torpedo Lookout System mod 1 in slot 5 minimum torpedo detection range is 1.8km 90 second torp reload. With TAE skill 81 second reload. With slot 6 TTM3 your reload is 68.9s w/+50% chance of incapacition. 4.5 second rudder shift. With slot 4 SGM2 you have 3.6 second rudder shift 6.8 km concealment with CE skill & camo. 5 sec Damage Control Party action time 20 sec Smoke Generator action time 120 sec Engine Boost action time 120 sec Hydroacoustic Search action time Ship Consumables mod 1 in slot 5 +10% action time on consumables 90 second torp reload. With TAE skill 81 second reload. With slot 6 TTM3 your reload is 68.9s w/+50% chance of incapacition. 4.5 second rudder shift. With slot 4 SGM2 you have 3.6 second rudder shift 6.8 km concealment with CE skill & camo. 5 sec Damage Control Party action time 20 sec Smoke Generator action time 120 sec Engine Boost action time 120 sec Hydroacoustic Search action time Steering Gears mod 3 in slot 5 90 second torp reload. With TAE skill 81 second reload. With slot 6 TTM3 your reload is 68.9s w/+50% chance of incapacition. 2.7 second rudder shift. With slot 4 SGM2 you have 2.2 second rudder shift -80% steering gears repair time (I could not find the repair time in the Wiki) 6.8 km concealment with CE skill & camo. 5 sec Damage Control Party action time 20 sec Smoke Generator action time 120 sec Engine Boost action time 120 sec Hydroacoustic Search action time So for 0.4km of stealth and the loss of the +5% dispersion debuff on shells fired at you, you drop 13.5 to 31.5 (TTM3 slot 6) second off the torp reload. So if you love torp soup, this is the slot 5 upgrade for you. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit: Jun 10th, 2020 updated Torpedo Lookout and Ship Consumables mods
  3. NOTE: UUs are moving to the Research Bureau for 9.2 and EVERY UU is up for being rebalanced. So the info below may change. Patch 9.1 on Feb 12th also brought out some new regular upgrades and the Torpedo Tubes Mod 1 is new. It provides the same +20% torp traverse as the ASM1, but also gives +5% torp speed and -40% torp incapacitations, so you should put that in slot 3 if you use the UU. Or even if you don't use the UU. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Note: All AA DPS is before BFT (+10% continuous DPS) and AFT (+15% flak burst DPS). AA mod 1 gives +2 flak clouds and MFCAA buffs/nerfs the priority sector (+/-20%) and swap time (+/-20%). AA mod 2 in slot 6 is detailed below. Shimakaze Accelerated Torpedo Tube Reload Unique Upgrade slot 6 Unique (Legendary) Upgrade The Shimakaze Unique Upgrade gets a -25% torpedo reload, -70% torpedo traverse and +50% chance of torpedo incapacitation. Shima Unique Upgrade. 5.74s main gun reload, add BFT and you get 5.17s reload 22.78s Main gun turret 180 degree traverse and EM skill gives you 17.31s 180 degree traverse 11.37km main gun range 98.3s reload 8km torps and 88.4s with TAE skill. 114.8s reload 12km torps and 103.3s with TAE skill. 112.5s reload 20km torps and 101.3s with TAE skill. 34s torpedo 180 degree traverse! Add in TTM1 in slot 3 & the traverse is 20 seconds. Short range AA 14x1, 1x2, 2x3 25mm, continuous DPS 203 Long range AA 3x2 127mm, continuous DPS 58, 2 flak bursts with 1,540 DPS Torpedo Tubes mod 3 gives you -15% torpedo reload and +50% chance of torp tube incapacitation. 5.74s main gun reload, add BFT and you get 5.17s reload 22.78s Main gun turret 180 degree traverse and EM skill gives you 17.31s 180 degree traverse 11.37km main gun range 111.4s reload 8km torps and 100.2s with TAE skill. 130s reload 12km torps and 117s with TAE skill. 127.5s reload 20km torps and 114.8s with TAE skill. 7.2s torpedo 180 degree traverse Add in TTM1 in slot 3 & the traverse is 6 seconds. Short range AA 14x1, 1x2, 2x3 25mm, continuous DPS 203 Long range AA 3x2 127mm, continuous DPS 58, 2 flak bursts with 1,540 DPS Main Battery mod 3 (MBM3) gives -12% main battery reload, +13% main battery turret traverse; 5.05s main gun reload, add BFT and you get 4.55s reload 26.19s Main gun turret 180 degree traverse and EM skill gives you 19.20s 180 degree traverse 11.37km main gun range 131s reload 8km torps and 117.8s with TAE skill. 153s reload 12km torps and 137.7s with TAE skill. 150s reload 20km torps and 135s with TAE skill. 7.2s torpedo 180 degree traverse Add in TTM1 in slot 3 & the traverse is 6 seconds. Short range AA 14x1, 1x2, 2x3 25mm, continuous DPS 203 Long range AA 3x2 127mm, continuous DPS 58, 2 flak bursts with 1,540 DPS Gun Fire Control System mod 2 (GFCS2) gives +16% main battery firing range 5.74s main gun reload, add BFT and you get 5.17s reload 22.78s Main gun turret 180 degree traverse and EM skill gives you 17.31s 180 degree traverse 13.19km main gun range 131s reload 8km torps and 117.8s with TAE skill. 153s reload 12km torps and 137.7s with TAE skill. 150s reload 20km torps and 135s with TAE skill. 7.2s torpedo 180 degree traverse Add in TTM1 in slot 3 & the traverse is 6 seconds. Short range AA 14x1, 1x2, 2x3 25mm, continuous DPS 203 Long range AA 3x2 127mm, continuous DPS 58, 2 flak bursts with 1,540 DPS AA Guns mod 2 (AAGM2) +15% DPS for continuous and flak bursts 5.74s main gun reload, add BFT and you get 5.17s reload 22.78s Main gun turret 180 degree traverse and EM skill gives you 17.31s 180 degree traverse 11.37km main gun range 131s reload 8km torps and 117.8s with TAE skill. 153s reload 12km torps and 137.7s with TAE skill. 150s reload 20km torps and 135s with TAE skill. 7.2s torpedo 180 degree traverse Add in TTM1 in slot 3 & the traverse is 6 seconds. Short range AA 14x1, 1x2, 2x3 25mm, continuous DPS 233.5 Long range AA 3x2 127mm, continuous DPS 66.7, 2 flak bursts with 1,771 DPS The big differences between the UU and the TTM3 in slot.6 The reload drop from the TTM3 for the TTR Unique Upgrade is not as significant for the torp traverse lost. 88.4s reload 8km torps, meaning a 12.2s drop from the TTM3 upgrade 103.3s reload 12km torps, meaning a 13.7s drop from the TTM3 upgrade 101.3s reload 20km torps, meaning a 13.5s drop from the TTM3 upgrade The Shimakaze has a 25 degrees per second torp traverse, which is 7.2s for a 180 degree turn. So with the Unique Upgrade the 25 degrees per second traverse drops to 5 degrees per second traverse and that makes the 180 degree turn 36 sec for the torps. With Aiming Systems mod 1, the Unique Upgrade traverse is 6 degrees per second and that makes the 180 degree turn 30 sec for the torps. What I think could be done about the Unique Upgrades big Torp traverse If you plan way ahead on torping and avoid knife fights like the plague, then this might be the upgrade you will like. But the torp traverse is REALLY SLOW. I think the torp traverse could be buffed a bit, but that is my guess. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit: Feb 14th, 2020 UU rebalancing on 9.2 and new regular upgrades in 9.1 Edit: 14 Jun 2020, UU changes in 9.5 on Jun 10th 2020
  4. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Note: All AA DPS is before BFT (+10% continuous DPS) and AFT (+15% flak burst DPS). AA mod 1 gives +2 flak clouds and MFCAA buffs/nerfs the priority sector (+/-20%) and swap time (+/-20%). AA mod 2 in slot 6 is detailed below. Republique Additional Main Battery Loader slot 6 Unique (Legendary) Upgrade The Republique Unique Upgrade gives -18% main gun reload & -24% main gun firing range Republique Unique Upgrade 19.7s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 19.8km main gun range 8s 152mm (3x3) secondary gun reload, add BFT and get 7.2s reload 4s 127mm (8x2) secondary gun reload, add BFT and get 3.6s reload Mid range AA 12x2 57mm, continuous DPS 939, 12 flak bursts with 1,260 DPS Long range AA 8x2 127mm & 3x3 152mm, continuous DPS 291, 8 flak bursts with 1,680 DPS Gun Fire Control System mod 2 (GFCSM2) +16% range 24s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 30.3km main gun range 8s 152mm (3x3) secondary gun reload, add BFT and get 7.2s reload 4s 127mm (8x2) secondary gun reload, add BFT and get 3.6s reload Mid range AA 12x2 57mm, continuous DPS 939, 12 flak bursts with 1,260 DPS Long range AA 8x2 127mm & 3x3 152mm, continuous DPS 291, 8 flak bursts with 1,680 DPS Main Battery mod 3 (MBM3) -12% reload, -13% traverse 21.1s Main gun reload 41.4s turret 180 degree traverse, add EM skill and get 35.6s traverse 26.1km main gun range 8s 152mm (3x3) secondary gun reload, add BFT and get 7.2s reload 4s 127mm (8x2) secondary gun reload, add BFT and get 3.6s reload Mid range AA 12x2 57mm, continuous DPS 939, 12 flak bursts with 1,260 DPS Long range AA 8x2 127mm & 3x3 152mm, continuous DPS 291, 8 flak bursts with 1,680 DPS AA Guns mod 2 (AAGM2) +15% DPS for continuous and flak bursts 24s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 26.1km main gun range 8s 152mm (3x3) secondary gun reload, add BFT and get 7.2s reload 4s 127mm (8x2) secondary gun reload, add BFT and get 3.6s reload Mid range AA 12x2 57mm, continuous DPS 1,079.9, 12 flak bursts with 1,449 DPS Long range AA 8x2 127mm & 3x3 152mm, continuous DPS 251.9, 8 flak bursts with 1,932 DPS Secondary Guns mod 3 (SBM3) -20% secondary gun reload 24s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 26.1km main gun range 6.4s 152mm (3x3) secondary gun reload, add BFT and get 5.8s reload 3.2s 127mm (8x2) secondary gun reload, add BFT and get 2.9s reload Mid range AA 12x2 57mm, continuous DPS 939, 12 flak bursts with 1,260 DPS Long range AA 8x2 127mm & 3x3 152mm, continuous DPS 291, 8 flak bursts with 1,680 DPS I can only see using this unique upgrade if you want the absolute fastest main gun reload and don't care about long range shooting. If you are secondary build, I would use the SBM3 over the unique upgrade. If you want faster guns and a more balanced ship, then go with MBM3 IMO. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. UU stats prior to 9.5 Jun 10th 2020 Edit: 14 Jun 2020, UU changes in update 9.5 on Jun 10th, 2020
  5. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Note: All AA DPS is before BFT (+10% continuous DPS) and AFT (+15% flak burst DPS). AA mod 1 gives +2 flak clouds and MFCAA buffs/nerfs the priority sector (+/-20%) and swap time (+/-20%). AA mod 2 in slot 6 is detailed below. Grosser Kurfurst Enhanced Main Armaments slot 6 Unique (Legendary) Upgrade The Grosser Kurfurst Unique Upgrade gives -10% main gun reload, -15% secondary gun reload, -8% main gun firing range Grosser Kurfurst Unique Upgrade 26.1s 406mm Main gun reload - 28.8s 420mm Main gun reload 40s turret 180 degree traverse, add EM skill and get 34.6s traverse 19km main gun range 6.4s 150mm (4x2) secondary gun reload, add BFT and get 5.7s reload 3.4s 128mm (10x2) secondary gun reload, add BFT and get 3.1s reload Short range AA 10x4 20mm, continuous DPS 325 Mid range AA 8x2 55mm, continuous DPS 588, 9 flak bursts with 1,260 DPS Long range AA 10x2 128mm, continuous DPS 215, 6 flak bursts with 1,610 DPS Gun Fire Control System mod 2 (GFCSM2) +16% range 29s 406mm Main gun reload - 32s 420mm Main gun reload 40s turret 180 degree traverse, add EM skill and get 34.6s traverse 23.9km main gun range 7.5s 150mm (4x2) secondary gun reload, add BFT and get 6.8s reload 4s 128mm (10x2) secondary gun reload, add BFT and get 3.6s reload Short range AA 10x4 20mm, continuous DPS 325 Mid range AA 8x2 55mm, continuous DPS 588, 9 flak bursts with 1,260 DPS Long range AA 10x2 128mm, continuous DPS 215, 6 flak bursts with 1,610 DPS Main Battery mod 3 (MBM3) -12% reload, -13% traverse 25.5s 406mm Main gun reload - 28.2s 420mm Main gun reload 46s turret 180 degree traverse, add EM skill and get 39s traverse 20.6km main gun range 7.5s 150mm (4x2) secondary gun reload, add BFT and get 6.8s reload 4s 128mm (10x2) secondary gun reload, add BFT and get 3.6s reload Short range AA 10x4 20mm, continuous DPS 325 Mid range AA 8x2 55mm, continuous DPS 588, 9 flak bursts with 1,260 DPS Long range AA 10x2 128mm, continuous DPS 215, 6 flak bursts with 1,610 DPS Auxiliary Armament mod 2 (AAM2) +15% DPS for continuous and flak bursts, +2 flak bursts, -20% secondary gun reload 29s 406mm Main gun reload - 32s 420mm Main gun reload 40s turret 180 degree traverse, add EM skill and get 34.6s traverse 20.6km main gun range 6s 150mm (4x2) secondary gun reload, add BFT and get 5.4s reload 3.2s 128mm (10x2) secondary gun reload, add BFT and get 2.9s reload Short range AA 10x4 20mm, continuous DPS 373.8 Mid range AA 8x2 55mm, continuous DPS 676.2, 9 flak bursts with 1,449 DPS Long range AA 10x2 128mm, continuous DPS 247.3, 6 flak bursts with 1,851.5 DPS If you don't mind giving up 1.6km of main gun range, then you get a faster main gun and secondary gun reload. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit: AAGM1, AAGM2 and SBM3 were all combined into AAGM2. Fixed the 420mm reload Edit: 14 Jun 2020, UU changes in update 9.5 on Jun 10th, 2020
  6. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Yueyang Enhanced Armaments slot 5 Unique (Legendary) Upgrade The Yueyang Unique Upgrade gives -15% main gun reload, +20% duration smoke puffs, & +20% duration of RADAR Yueyang has a choice of a RADAR consumable or a smoke consumable Unique Upgrade in slot 5 3.4 second main gun reload, with BFT it is 3.1s, use slot 6 MBM3 and reload is 2.7s with traverse going to 8.3s from 7.2s 3.1 second rudder shift. With slot 4 SGM2 you have 2.5 second rudder shift 6.5 km concealment with CE skill & camo. 5 sec Damage Control Party action time 30 sec Smoke Generator action time 84 second smoke puffs 30 sec Surveillance RADAR action time 120 Engine Boost action time Concealment upgrade in slot 5 -10% ship detection range 4 second main gun reload, with BFT it is 3.6s, use slot 6 MBM3 and reload is 3.2s with traverse going to 8.3s from 7.2s 3.1 second rudder shift. With slot 4 SGM2 you have 2.5 second rudder shift 5.8 km concealment with CE skill, camo & concealment upgrade. 5 sec Damage Control Party action time 30 sec Smoke Generator action time 70 second smoke puffs 25 sec Surveillance RADAR action time 120 Engine Boost action time Torpedo Lookout System mod 1 in slot 5 torpedo minimum detection range is 1.8km 4 second main gun reload, with BFT it is 3.6s, use slot 6 MBM3 and reload is 3.2s with traverse going to 8.3s from 7.2s 3.1 second rudder shift. With slot 4 SGM2 you have 2.5 second rudder shift 6.5 km concealment with CE skill & camo. 5 sec Damage Control Party action time 30 sec Smoke Generator action time 70 second smoke puffs 25 sec Surveillance RADAR action time 120 Engine Boost action time Ship Consumables mod 1 in slot 5 +10% consumables action time 4 second main gun reload, with BFT it is 3.6s, use slot 6 MBM3 and reload is 3.2s with traverse going to 8.3s from 7.2s 3.1 second rudder shift. With slot 4 SGM2 you have 2.5 second rudder shift 6.5 km concealment with CE skill & camo. 5.5 sec Damage Control Party action time 33 sec Smoke Generator action time 70 second smoke puffs 27.5 sec Surveillance RADAR action time 132 Engine Boost action time Steering Gears mod 3 in slot 5 -40% rudder shift and -80% steering gears repair time 4 second main gun reload, with BFT it is 3.6s, use slot 6 MBM3 and reload is 3.2s with traverse going to 8.3s from 7.2s 1.86 second rudder shift. With slot 4 SGM2 you have 1.5 second rudder shift -80% steering gears repair time (I could not find the repair time in the Wiki) 6.5 km concealment with CE skill & camo. 5 sec Damage Control Party action time 30 sec Smoke Generator action time 70 second smoke puffs 25 sec Surveillance RADAR action time 120 Engine Boost action time So for 0.7km of concealment, you get up to 1.3s less reload and 14s more time before a smoke puff disapates or 5 more seconds of RADAR. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. UU stats prior to 9.5 on Jun 10th, 2020 Before patch 7.11 nerf Edit: 14 Jun 2020 Update 9.5 (Jun 10th, 2020) UU changes
  7. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Gearing Modified Hull slot 5 Unique (Legendary) Upgrade It gives -15% detectability, +5% max dispersion of shells fired at you, +15% main gun load time, +5% torpedo reload time. Unique Upgrade slot 5 3.45 second main gun reload (slot 6 MBM3 gives 3.036s reload {BFT 2.73s reload}, 8.3 second main gun 180 degree turn) 7.2 second main gun 180 degree turn add in EM an you get 6.5 second traverse 111.3 second torp reload (10.5km torps, slot 6 TTM3 gives 94.6 seconds reload, add in TAE skill and get 85.1 seconds reload) 128.1 second torp reload (16.5km torps, slot 6 TTM3 gives 108.9 seconds reload, add in TAE skill and get 98 seconds reload) 5.61km with camo, CE skill, & Unique Upgrade. +5% to the max dispersion of the ships shooting at you. 3.3 second rudder shift 5 sec Damage Control Party action time 30 sec Smoke Generator action time 120 sec Engine Boost action time 30 sec Defensive AA Fire action time Torpedo Lookout System mod 1 in slot 5 minimum torpedo detection range of 1.8km 3 second main gun reload, add in BFT and you get 2.7 second reload 7.2 second main gun 180 degree turn add in EM an you get 6.5 second traverse 106 second torp reload (10.5km torps, slot 6 TTM3 gives 90.1 seconds reload, add in TAE skill and get 81.1 seconds reload) 122 second torp reload (16.5km torps, slot 6 TTM3 gives 103.7 seconds reload, add in TAE skill and get 93.3 seconds reload) 6.6km with camo & CE skill. 3.3 second rudder shift 5 sec Damage Control Party action time 30 sec Smoke Generator action time 120 sec Engine Boost action time 30 sec Defensive AA Fire action time Concealment Systems mod 1 slot 5 -10% ship detection range 3 second main gun reload, add in BFT and you get 2.7 second reload 7.2 second main gun 180 degree turn add in EM an you get 6.5 second traverse 106 second torp reload (10.5km torps, slot 6 TTM3 gives 90.1 seconds reload, add in TAE skill and get 81.1 seconds reload) 122 second torp reload (16.5km torps, slot 6 TTM3 gives 103.7 seconds reload, add in TAE skill and get 93.3 seconds reload) 5.94km with camo, CE skill, & CSM1 upgrade in slot 5. +5% to the max dispersion of the ships shooting at you. 3.3 second rudder shift 5.5 sec Damage Control Party action time 33 sec Smoke Generator action time 132 sec Engine Boost action time 33 sec Defensive AA Fire action time Ship Consumables mod 1 in slot 5 +10% consumable action time 3 second main gun reload, add in BFT and you get 2.7 second reload 7.2 second main gun 180 degree turn add in EM an you get 6.5 second traverse 106 second torp reload (10.5km torps, slot 6 TTM3 gives 90.1 seconds reload, add in TAE skill and get 81.1 seconds reload) 122 second torp reload (16.5km torps, slot 6 TTM3 gives 103.7 seconds reload, add in TAE skill and get 93.3 seconds reload) 6.6km with camo & CE skill. 3.3 second rudder shift 5 sec Damage Control Party action time 30 sec Smoke Generator action time 120 sec Engine Boost action time 30 sec Defensive AA Fire action time Steering Gears mod 3 in slot 5 -40% rudder shift time & -80% steering gears repair time 3 second main gun reload, add in BFT and you get 2.7 second reload 7.2 second main gun 180 degree turn add in EM an you get 6.5 second traverse 106 second torp reload (10.5km torps, slot 6 TTM3 gives 90.1 seconds reload, add in TAE skill and get 81.1 seconds reload) 122 second torp reload (16.5km torps, slot 6 TTM3 gives 103.7 seconds reload, add in TAE skill and get 93.3 seconds reload) 6.6km with camo & CE skill. 2 second rudder shift and with SGM1 you have a 1.6 second rudder shift -80% steering gears repair time (I could not find the repair time in the Wiki) 5 sec Damage Control Party action time 30 sec Smoke Generator action time 120 sec Engine Boost action time 30 sec Defensive AA Fire action time Check out the comparison below to see what you gain in spotting range vs T10s. Looking at just the T10s, it doesn't seem to do much, but when you look at the MM spread, the upgrade jumps the Gearing over a bunch of DDs in spotting range. Normal concealment module Gearing. Spots you first Asashio, Asashio B, Arashi, Kagero, HSF Harekaze, AL Yukikaze, Lightning, Cossack, Yugumo, Neustrashimy, Shimakaze, & Gearing+. Simultaneous spotting Chung Mu, Jutland, Loyang, Hsienyang, Black, Fletcher, Kidd, Benson, Somers, Yueyang, Orkan, Benham, Kitakaze, Z-46, Gearing, Oland, Siliwangi, Daring, Grozovoi, Ostergotland, Halland, Z-52, Ognevoi, Hayate, Akizuki, Z-35, Smaland, Harugumo, & Z-23. You spot first Le Fantasque, Friesland, Le Terrible, Udaloi A, Kleber, Marceau, Kiev, Mogador, Paolo Emilio, Udaloi B, Tashkent, & Khabarovsk. Unique Upgrade where you give up 0.45s of gun reload and either 5.3s of reload on the 10.5km torps or 6.8s of reload on the 16.5km torps. Simultaneous spotting Asashio, Asashio B, Arashi, Kagero, HSF Harekaze, AL Yukikaze, Lightning, Cossack, Yugumo, Neustrashimy, Shimakaze, Gearing+, Chung Mu, Jutland, Loyang, Hsienyang, Black, Fletcher, Kidd, Benson, Somers, Yueyang, & Orkan. You spot first Benham, Kitakaze, Z-46, Gearing, Oland, Siliwangi, Daring, Grozovoi, Ostergotland, Halland, Z-52, Ognevoi, Hayate, Akizuki, Z-35, Smaland, Harugumo, Z-23, Le Fantasque, Friesland, Le Terrible, Udaloi A, Kleber, Marceau, Kiev, Mogador, Paolo Emilio, Udaloi B, Tashkent, & Khabarovsk. T-10 Spotting ranges (with CE module, CE skill & camo) Gearing+ is the one with the Unique Upgrade and T8-T10 spotting ranges So you give up at roughly 0.45s reload, roughly 5 seconds 10.5km torp reload, roughly 7 second 16.5km torp reload, but get 0.33km better concealment. Depending on what slot 6 module you use, you can get back close to the gun or torp reloads. So, if the spotting issue for the DDs that can spot you first is not a big deal, then the Unique Upgrade is not for you. But if you really want that spotting advantage and the slightly lower reload is not a problem, then the Gearing UU is something to look at. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit: Nov 8th, 2019 - @33nfidel noted that the Gearing torp reload was changed. The 16.5km torps went from 136s to 122s. I also noticed that many DDs have been added, so I updated all the spotting ranges. Edit: Jun 10th, 2020 updated Torpedo Lookout and Ship Consumables mods and added new DDs to the concealment list
  8. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Khabarovsk Heavyweight Artillery slot 5 Unique (Legendary) Upgrade The Khab Unique Upgrade gives -6% main gun reload, +10% main gun range, and +20% penalty to the consumable reload Unique Upgrade in slot 5 -6% main gun reload, +10% main gun range, & +20% consumable cooldown penalty 4.7 second main gun reload and with BFT the reload is 4.2 seconds, add in slot 6 MBM3 & the reload is 3.7 seconds 12.4km main gun range 11.1 second rudder shift. With slot 4 SGM2 you have 8.9 second rudder shift 8.7 km concealment with CE skill & camo. 5 sec Damage Control Party action time 48 sec Damage Control Party cooldown 20 sec Smoke Generator action time 192 sec Smoke Generator cooldown 80 sec Repair Party action time 34 sec Repair Party cooldown 120 sec Engine Boost action time 144 sec Engine Boost cooldown Torpedo Lookout System mod 1 in slot 5 minimum torpedo detection range is 1.8km 5 second main gun reload and with BFT the reload is 4.5 seconds, add in slot 6 MBM3 & the reload is 4 seconds 11.24km main gun range 11.1 second rudder shift. With slot 4 SGM2 you have 8.9 second rudder shift 8.7 km concealment with CE skill & camo. 5 sec Damage Control Party action time 40 sec Damage Control Party cooldown 20 sec Smoke Generator action time 160 sec Smoke Generator cooldown 80 sec Repair Party action time 28 sec Repair Party cooldown 120 sec Engine Boost action time 120 sec Engine Boost cooldown Concealment upgrade in slot 5 -10% concealment detection 5 second main gun reload and with BFT the reload is 4.5 seconds, add in slot 6 MBM3 & the reload is 4 seconds 11.24km main gun range 11.1 second rudder shift. With slot 4 SGM2 you have 8.9 second rudder shift 7.9 km concealment with CE skill, camo, & concealment upgrade. +5% maximum dispersion for shells fired at you 5 sec Damage Control Party action time 40 sec Damage Control Party cooldown 20 sec Smoke Generator action time 160 sec Smoke Generator cooldown 80 sec Repair Party action time 28 sec Repair Party cooldown 120 sec Engine Boost action time 120 sec Engine Boost cooldown Steering Gears mod 3 in slot 5 -40% rudder shift & -80% steering gears repair time 5 second main gun reload and with BFT the reload is 4.5 seconds, add in slot 6 MBM3 & the reload is 4 seconds 11.24km main gun range 6.7 second rudder shift. With slot 4 SGM2 you have 5.3 second rudder shift -80% steering gears repair time (I could not find the repair time in the Wiki) 8.7 km concealment with CE skill & camo 5 sec Damage Control Party action time 40 sec Damage Control Party cooldown 20 sec Smoke Generator action time 160 sec Smoke Generator cooldown 80 sec Repair Party action time 28 sec Repair Party cooldown 120 sec Engine Boost action time 120 sec Engine Boost cooldown Ship Consumables mod 1 in slot 5 +10% action time on consumables 5 second main gun reload and with BFT the reload is 4.5 seconds, add in slot 6 MBM3 & the reload is 4 seconds 11.24km main gun range 11.1 second rudder shift. With slot 4 SGM2 you have 8.9 second rudder shift 8.7 km concealment with CE skill & camo. 5.5 sec Damage Control Party action time 40 sec Damage Control Party cooldown 22 sec Smoke Generator action time 160 sec Smoke Generator cooldown 88 sec Repair Party action time 28 sec Repair Party cooldown 132 sec Engine Boost action time 120 sec Engine Boost cooldown IMO, this if for those stay at range Khab drivers. The Unique Upgrade in slot 5 gives you 1.1km more range and a little faster guns for a small concealment nerf (0.8km less stealth) and a penalty to the cooldown on consumables. Since the Khab is usually played as a light cruiser, this gives you a little more reload and a little more range. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. UU stats prior to 9.5 on Jun 10th, 2020 Edit: UU changes on update 9.5 on Jun 10th, 2020
  9. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Worcester Enhanced Countermeasures Slot 6 Unique (Legendary) Upgrade Enhanced Countermeasures Unique Upgrade -10% Priority AA sector reload -20% Consumables reload +1 consumables Unique Upgrade 4.6 second reload 7.2 second main gun traverse (25 d/s) 16.7km main gun range 144 Short range AA continuous DPS 12x2 20mm AA 434 Mid range AA continuous DPS 11x2, 2x1 76.2mm AA 137 Long range AA continuous DPS 6x2 152mm AA 1890 DPS shell explosions with 6 shell explosions 9 second Priority Sector cooldown 48 second cooldown Damage Control Party w/unlimited charges 64 second cooldown Defensive AA Fire w/5 charges 96 second cooldown Surveillance Radar w/4 charges OR 72s Catapult Fighter w/4 charges / 192s Spotter w/5 charges 64 second cooldown Repair Party w/4 charges 96 second cooldown Hydroacoustic Search w/4 charges Main Battery mod 3 -12% main gun reload and -13% main gun traverse 4 second reload 8.3 second main gun traverse (21.75 d/s) 16.7km main gun range 144 Short range AA continuous DPS 12x2 20mm AA 434 Mid range AA continuous DPS 11x2, 2x1 76.2mm AA 137 Long range AA continuous DPS 6x2 152mm AA 1890 DPS shell explosions with 6 shell explosions 10 second Priority Sector cooldown 60 second cooldown Damage Control Party w/unlimited charges 80 second cooldown Defensive AA Fire w/4 charges 120 second cooldown Surveillance Radar w/3 charges OR 90s Catapult Fighter w/3 charges / 240s Spotter w/4 charges 80 second cooldown Repair Party w/3 charges 120 second cooldown Hydroacoustic Search w/3 charges Gun Fire Control System mod 2 +16% main gun range +16% range 4.6 second reload 7.2 second main gun traverse (25 d/s) 19.4km main gun range 144 Short range AA continuous DPS 12x2 20mm AA 434 Mid range AA continuous DPS 11x2, 2x1 76.2mm AA 137 Long range AA continuous DPS 6x2 152mm AA 1890 DPS shell explosions with 6 shell explosions 10 second Priority Sector cooldown 60 second cooldown Damage Control Party w/unlimited charges 80 second cooldown Defensive AA Fire w/4 charges 120 second cooldown Surveillance Radar w/3 charges OR 90s Catapult Fighter w/3 charges / 240s Spotter w/4 charges 80 second cooldown Repair Party w/3 charges 120 second cooldown Hydroacoustic Search w/3 charges Auxiliary Armaments mod 2 -20% secondary battery reload, +15% continuous AA DPS, +15% DPS in shell explosions, & +2 shell explosions +15% continuous AA DPS +15% flak burst AA DPS +2 flak bursts 4.6 second reload 7.2 second main gun traverse (25 d/s) 16.7km main gun range 165.6 Short range AA continuous DPS 12x2 20mm AA 499.1 Mid range AA continuous DPS 11x2, 2x1 76.2mm AA 157.6 Long range AA continuous DPS 6x2 152mm AA 2173.5 DPS shell explosions with 8 shell explosions 10 second Priority Sector cooldown 60 second cooldown Damage Control Party w/unlimited charges 80 second cooldown Defensive AA Fire w/4 charges 120 second cooldown Surveillance Radar w/3 charges OR 90s Catapult Fighter w/3 charges / 240s Spotter w/4 charges 80 second cooldown Repair Party w/3 charges 120 second cooldown Hydroacoustic Search w/3 charges So you are trading the option for the other range, reload, and aux armaments bonuses to get a faster consumable reload and an extra consumable. The priority sector reinforcement reload is of small benefit. UU stats prior to update 9.5 Jun 10th, 2020. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit: The Worcester RADAR range was changed from 9.9km to 9km on update 7.10 on Oct 17th, 2018. Edit: In 8.0, Jan 2019, the CE skill changed to a flat -10% for any ship, so CE & Camo went from 10.6km to 10.8km and CE, CE module, & camo went from 9.5km to 9.7km. Edit: 9.2 patch changed the RADAR duration to +20% Edit: detect in-game with CSM1 is 9.8km Edit: Jun 10th, 2020 UU 9.5 changes
  10. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experience playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Montana Enhanced Damage Control System slot 5 UU -30% rudder shift -10% flooding recovery time -10% fire extinguishing time -70% steering gears repair time Unique Upgrade in slot 5 15.4 second rudder shift. With slot 4 SGM2 as well you have 12.4 second rudder shift 36 seconds Flooding time. Add in BoS skill (-15%) OR DCSM2 (-15%) in slot 4 and you get 30.6 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 26 seconds of flooding. Include Juliet Yankee Bissotwo signal (-20%) and get 20.8 seconds of flooding. 54 second Fire extinguishing time. Add in BoS skill (-15%) OR DCSM2 (-15%) in slot 4 and you get 45.9 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 39 seconds of fire. Include India Yankee signal (-20%) and get 31.2 seconds of fire. -70% steering gears repair time 15.6km concealment with CE skill & camo Assured detection of torpedoes varies by torpedo type. I could not find the steering gears repair time in the wiki. So it would be that time * .2 (Unique Upgrade) and then * .8 (SGM1). Concealment System mod 1 upgrade in slot 5 22.2 second rudder shift. With slot 4 SGM2 you have 17.8 second rudder shift 40 seconds Flooding time. Add in BoS skill (-15%) OR DCSM2 (-15%) in slot 4 and you get 34 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 28.9 seconds of flooding. Include Juliet Yankee Bissotwo signal (-20%) and get 23.1 seconds of flooding. 60 second Fire extinguishing time. Add in BoS skill (-15%) OR DCSM2 (-15%) in slot 4 and you get 51 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 43.4 seconds of fire. Include India Yankee signal (-20%) and get 34.7 seconds of fire. 14km concealment with CE skill, camo & concealment upgrade +5% maximum dispersion for shells fired at you Assured detection of torpedoes varies by torpedo type. Torpedo Lookout System in slot 5 22.2 second rudder shift. With slot 4 SGM2 you have 17.8 second rudder shift 40 seconds Flooding time. Add in BoS skill (-15%) OR DCSM2 (-15%) in slot 4 and you get 34 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 28.9 seconds of flooding. Include Juliet Yankee Bissotwo signal (-20%) and get 23.1 seconds of flooding. 60 second Fire extinguishing time. Add in BoS skill (-15%) OR DCSM2 (-15%) in slot 4 and you get 51 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 43.4 seconds of fire. Include India Yankee signal (-20%) and get 34.7 seconds of fire. 15.6km concealment with CE skill & camo Assured detection of torpedoes is 1.8km minimum. Ship Consumables mod 1 in slot 5 +10% consumable action time 22.2 second rudder shift. With slot 4 SGM2 you have 17.8 second rudder shift 40 seconds Flooding time. Add in BoS skill (-15%) OR DCSM2 (-15%) in slot 4 and you get 34 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 28.9 seconds of flooding. Include Juliet Yankee Bissotwo signal (-20%) and get 23.1 seconds of flooding. 60 second Fire extinguishing time. Add in BoS skill (-15%) OR DCSM2 (-15%) in slot 4 and you get 51 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 43.4 seconds of fire. Include India Yankee signal (-20%) and get 34.7 seconds of fire. 15.6km concealment with CE skill & camo Assured detection of torpedoes varies by torpedo type. DCP 22 seconds action time Repair 30.8 seconds action time Cat Ftr 66 seconds action time Spotter 110 seconds action time Edit: Montana can not take the Steering Gears Mod 3. The Montana UU gives a similar bonus. So for giving up 1.6km in concealment range, you get a 39 second to 60 second burn time depending on other skills/upgrades. The flooding time drops to 26 seconds to 40 seconds depending on the BoS skill. The steering gears repair bonus, is just a cherry on top as I don't think the Montana loses steering all that much. The 4.4 second drop in rudder shift is nice, but not game changing I think. The big bonuses that I see are in reduced fire time and flooding time for that 1.6km in concealment. Master Thread link for ALL T-10 Unique (Legendary) Upgrades https://forum.worldofwarships.com/topic/169173-master-thread-for-links-to-all-the-t10-unique-legendary-upgrade-workups/ UU stats prior to update 9.5 Jun 10th, 2020. EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. EDIT: The Concealment Expert skill changed in 8.0 to a flat -10% for any ship type. So full concealment went from 13.4km to 14km and CE and camo when from 14.9km to 15.6km. Edit: Jun 14th, 2020, 9.5 UU changes applied
  11. So this is a master thread for the various threads to look at the actual numbers that change with the various T10 Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. This is the Master list of where to find each individual T10 Unique Upgrade, so please put your specific comments in the thread for that particular Unique Upgrade. As relates to picking an upgrade, Unique or not, please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading these thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: (The CV rework is still being balanced, so I can not cover CVs yet.) WG has said that when a new T10 is released, they will release a T10 Unique Upgrade for that ship a few months after it is released. So Unique Upgrades to come, with no timetable set as of this writing, Salem, Harugumo, Stalingrad, Daring, Bourgogne, & any other T10s released will get a Unique Upgrade at some point. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Slot 5 Unique Upgrades ============================================================================================================================ Montana Enhanced Damage Control System slot 5 Unique (Legendary) Upgrade Conqueror Enhanced Engineering Systems slot 5 Unique (Legendary) Upgrade Hindenburg Enhanced Repair Party slot 5 Unique (Legendary) Upgrade Henri IV Increased Firing Elevation of Artillery mod slot 5 Unique (Legendary) Upgrade Minotaur Enhanced Smoke Generator mod slot 5 Unique (Legendary) Upgrade Khabarovsk Heavyweight Artillery slot 5 Unique (Legendary) Upgrade Z-52 Low-Profile Torpedo Tubes slot 5 Unique (Legendary) Upgrade Gearing Modified Hull slot 5 Unique (Legendary) Upgrade Yueyang Enhanced Armaments slot 5 Unique (Legendary) Upgrade Slot 6 Unique Upgrades ============================================================================================================================ Republique Additional Main Battery Loader slot 6 Unique (Legendary) Upgrade Grosser Kurfurst Enhanced Main Armaments slot 6 Unique (Legendary) Upgrade Yamato Enhanced Main Battery Guns slot 6 Unique (Legendary) Upgrade Zao Enhanced Main Battery and Steering Gears, Slot 6 Unique (Legendary) Upgrade Des Moines Enhanced Propulsion slot 6 Unique (Legendary) Upgrade Moskva Heavyweight Main Battery Guns slot 6 Unique (Legendary) Upgrade Worcester Enhanced Countermeasures Slot 6 Unique (Legendary) Upgrade Shimakaze Accelerated Torpedo Tube Reload Unique Upgrade slot 6 Unique (Legendary) Upgrade Grozovoi Recoilless Main Battery Guns slot 6 Unique (Legendary) Upgrade ======================================================================================================================= Carriers are both slot 6 (not sure about planned UK CVs) CV rework of 8.0 means that the Unique Upgrades for CVs have to be reworked. If you have an existing UU, it will be frozen until reworked. If you are grinding, you can still grind, but it will be frozen until reworked. Pre CV rework upgrades and will be replaced with new stats for the rework. ======================================================================================================================= EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. WG has said that when a new T10 is released, they will release a T10 Unique Upgrade for that ship a few months after it is released. So Unique Upgrades to come, with no timetable set as of this writing, Salem, Harugumo, Stalingrad, Daring, Bourgogne, & any other T10s released will get a Unique Upgrade at some point. Edit: Nov 9th, 2018 put in Sub_Octavian's reddit post on end dates Edit: Jun 10th, 2020 UU updates in 9.5, Worcester UU moved to slot 6 and greatly changed
  12. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experience playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Des Moines Enhanced Propulsion slot 6 Unique (Legendary) Upgrade -50% accelerate to full power -20% rudder shift Ship acceleration appears to be a geometric type progression to higher speeds. The base DM accelerates to 27 knots in approximately 27 seconds. (average time tested in training room from 0 knots 5 times) The DM with Propulsion Mod 2 (slot 4, -50% to time to acceleration to full power) is approximately 21.6 seconds The DM with just the UU takes approximately 19 seconds to 27 knots. With the Propulsion Mod 2 AND the Unique upgrade, the time to accelerate to 27 knots is approximately 8 seconds per WG. (I got the UU today and with both PM2 and the UU, it takes ~8s to 27 kts) Note: All AA DPS is before BFT (+10% continuous DPS) and AFT (+15% flak burst DPS). AA mod 1 gives +2 flak clouds and MFCAA buffs/nerfs the priority sector (+/-20%) and swap time (+/-20%). AA mod 2 in slot 6 is detailed below. Des Moines Unique Upgrade 5.5s main gun reload 30s turret traverse (26.9s with EM skill) 15.83km main gun range ~8s acceleration to 27 knots with UU and Propulsion mod 2 in slot 4 (Without PM2 in slot 4, you should have ~21.6s to 27 knots) 6.9s rudder shift (5.5s with SGM2 in slot 2, 3.3s with SGM2 in slot 2 & SGM3 in slot 5, but your concealment is 11.8km instead of 10.6km and you give up the ~8s accel) 6s 127mm (6x2) secondary gun reload, with BFT is 5.4s reload Short range AA 12x1 20mm, continuous DPS 211 Mid range AA 12x2 76.2mm, continuous DPS 875, 11 flak bursts with 1,400 DPS long range AA 6x2 127mm, continuous DPS 163, 5 flak bursts with 1,680 DPS Main Battery mod 3 -12% main gun reload, -13% main gun turret traverse 4.8s main gun reload 34.5s turret traverse (30.4s with EM skill) 15.83km main gun range ~27s acceleration to 27 knots (Propulsion mod 2 in slot 4 is ~21.6s to 27 knots) 8.6s rudder shift (6.9s with SGM2 in slot 2, 4.1s with SGM2 in slot 2 & SGM3 in slot 5, but your concealment is 11.8km instead of 10.6km and you give up the ~21.6s accel) 6s 127mm (6x2) secondary gun reload, with BFT is 5.4s reload Short range AA 12x1 20mm, continuous DPS 211 Mid range AA 12x2 76.2mm, continuous DPS 875, 11 flak bursts with 1,400 DPS long range AA 6x2 127mm, continuous DPS 163, 5 flak bursts with 1,680 DPS Gun Fire Control System mod 3 +16% range 5.5s main gun reload 30s turret traverse (26.9s with EM skill) 18.36km main gun range ~27s acceleration to 27 knots (Propulsion mod 2 in slot 4 is ~21.6s to 27 knots) 8.6s rudder shift (6.9s with SGM2 in slot 2, 4.1s with SGM2 in slot 2 & SGM3 in slot 5, but your concealment is 11.8km instead of 10.6km and you give up the ~21.6s accel) 6s 127mm (6x2) secondary gun reload, with BFT is 5.4s reload Short range AA 12x1 20mm, continuous DPS 211 Mid range AA 12x2 76.2mm, continuous DPS 875, 11 flak bursts with 1,400 DPS long range AA 6x2 127mm, continuous DPS 163, 5 flak bursts with 1,680 DPS Auxiliary Armaments mod 2 (AAM2) +15% DPS for continuous and flak bursts, +2 long range flak bursts, -20% secondary gun reload 5.5s main gun reload 30s turret traverse (26.9s with EM skill) 15.83km main gun range ~27s acceleration to 27 knots (Propulsion mod 2 in slot 4 is ~21.6s to 27 knots) 8.6s rudder shift (6.9s with SGM2 in slot 2, 4.1s with SGM2 in slot 2 & SGM3 in slot 5, but your concealment is 11.8km instead of 10.6km and you give up the ~21.6s accel) 4.8s 127mm (6x2) secondary gun reload, with BFT is 4.3s reload Short range AA 12x1 20mm, continuous DPS 242.7 Mid range AA 12x2 76.2mm, continuous DPS 1,006.2 long range AA 6x2 127mm, continuous DPS 244.5, 5 flak bursts with 1,932 DPS So, if you are an island hugger, then the Unique Upgrade lets you accelerate out of cover MUCH faster when you need to, gives your rudder shift a boost for skipping the range, reload, or Aux armament boosts. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit: Feb 14th, 2020 The slot 6 AA module and Secondary modules were combined into one module. Edit: Feb 22nd, 2020 Fixed the name for AAM2 in slot 6 Edit: Jun 11th, 2020 Updated UU changes in 9.5.
  13. Dear WG, I have wanted to ask this for a long time, ever since the numbers required to complete a directive or mission kept getting... longer. Can you please use comas (in English) or periods (auf Deutsch) when printing large (and small) numbers that contain more than three decimal points? For example: 100000000000000000000 (this is not a number I am overly familiar with) However, this is: 1,000,000,000,000 or 1.000.000.000.000 (these are numbers I understand) Would it be possible for your printer to churn out some comas or periods in order to save our eyesight? Thanks.
  14. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Henri IV Increased Firing Elevation of Artillery mod slot 5 Unique (Legendary) Upgrade The Henri IV Unique Upgrade gives -12% main gun reload, +8% main gun firing range, +10% detectability Unique Upgrade in slot 5 10.8 second main gun reload and use slot 6 MBM3 and reload is 9.5 second with traverse going to 37.6s from 32.7s 20.61km main gun range and use slot 6 GFCSM2 and range is 23.90km 11.8 second rudder shift. With slot 4 SGM2 you have 9.442 second rudder shift 16.1 km concealment with CE skill, camo & unique upgrade. Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time DFAA 40 seconds action time Hydro 100 seconds action time Eng Boost 180 seconds action time Repair 28 seconds action time Main Battery Boost 15 seconds action time Concealment upgrade in slot 5 13 second main gun reload and use slot 6 MBM3 and reload is 11.4 second with traverse going to 37.6s from 32.7s 19.08km main gun range and use slot 6 GFCSM2 and range is 22.13km 11.8 second rudder shift. With slot 4 SGM2 you have 9.44 second rudder shift 13km concealment with CE skill, camo & concealment upgrade. +5% maximum dispersion for shells fired at you Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time DFAA 40 seconds action time Hydro 100 seconds action time Eng Boost 180 seconds action time Repair 28 seconds action time Main Battery Boost 15 seconds action time Torpedo Lookout System in slot 5 13 second main gun reload and use slot 6 MBM3 and reload is 11.4 second with traverse going to 37.6s from 32.7 19.08km main gun range and use slot 6 GFCSM2 and range is 22.13km 11.8 second rudder shift. With slot 4 SGM2 you have 9.44 second rudder shift 14.5 km concealment with CE skill & camo. Assured detection of torpedoes is 1.8km minimum. DCP 5 seconds action time DFAA 40 seconds action time Hydro 100 seconds action time Eng Boost 180 seconds action time Repair 28 seconds action time Main Battery Boost 15 seconds action time Steering Gears mod 3 in slot 5 13 second main gun reload and use slot 6 MBM3 and reload is 11.4 second with traverse going to 37.6s from 32.7 19.08km main gun range and use slot 6 GFCSM2 and range is 22.13km 7.1 second rudder shift. With slot 4 SGM2 you have 5.7 second rudder shift -80% steering gears repair time (I could not find the repair time in the Wiki) 14.5 km concealment with CE skill & camo. Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time DFAA 40 seconds action time Hydro 100 seconds action time Eng Boost 180 seconds action time Repair 28 seconds action time Main Battery Boost 15 seconds action time Ship Consumables mod 1 in slot 5 13 second main gun reload and use slot 6 MBM3 and reload is 11.4 second with traverse going to 37.6s from 32.7 19.08km main gun range and use slot 6 GFCSM2 and range is 22.13km 11.8 second rudder shift. With slot 4 SGM2 you have 9.44 second rudder shift 14.5 km concealment with CE skill & camo. Assured detection of torpedoes varies by torpedo type. DCP 5.5 seconds action time DFAA 44 seconds action time Hydro 110 seconds action time Eng Boost 198 seconds action time Repair 30.8 seconds action time Main Battery Boost 16.5 seconds action time You give up the +5% max dispersion of shells fired at you and 3.1km of concealment to get 1.6km more range and 1.5 seconds less on the reload. You can further buff the range (+4.8km) or reload (-2.8s) with a slot 6 upgrade or use some other slot 6 upgrade like TTM3 (torp) or AAGM3 (AA). Proposed update 9.5 SuperTest changes which may change until they are officially released. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit, In 8.0, Jan 2019, the CE skill changed to a flat -10% for any ship, so UU, CE & Camo went from 15.9km to 16.1km, CE & camo went from 14.1km to 14.5km and CE, CE module, & camo went from 12.7km to 13km.
  15. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Note: All AA DPS is before BFT (+10% continuous DPS) and AFT (+15% flak burst DPS). AA mod 1 gives +2 flak clouds and MFCAA buffs/nerfs the priority sector (+/-20%) and swap time (+/-20%). AA mod 2 in slot 6 is detailed below. Yamato Enhanced Main Battery Guns slot 6 Unique (Legendary) Upgrade The Yamato Unique Upgrade gives -6% main gun reload, -7% max dispersion main guns, -19% main gun traverse 3d/s Yamato Unique Upgrade 28.2s Main gun reload 74s turret 180 degree traverse, add EM skill and get 57.5s traverse 255.8 max dispersion at 26.6km 26.6km main gun range 5s 155mm (6x2) secondary gun reload, add BFT and get 4.5s reload 5s 127mm (6x2) secondary gun reload, add BFT and get 4.5s reload 6s 127mm (6x2) secondary gun reload, add BFT and get 5.4s reload Short range AA 48x3 25mm, continuous DPS 810 Long range AA 12x2 127mm, continuous DPS 206, 6 flak bursts with 1,540 DPS Gun Fire Control System mod 2 (GFCSM2) +16% range 30s Main gun reload 60s turret 180 degree traverse, add EM skill and get 48.6s traverse 275 max dispersion at 26.6km 30.9km main gun range 5s 155mm (6x2) secondary gun reload, add BFT and get 4.5s reload 5s 127mm (6x2) secondary gun reload, add BFT and get 4.5s reload 6s 127mm (6x2) secondary gun reload, add BFT and get 5.4s reload Short range AA 48x3 25mm, continuous DPS 810 Long range AA 12x2 127mm, continuous DPS 206, 6 flak bursts with 1,540 DPS Main Battery mod 3 (MBM3) -12% reload, -13% traverse 26.4s Main gun reload 69s turret 180 degree traverse, add EM skill and get 54.4s traverse 275 max dispersion at 26.6km 26.6km main gun range 5s 155mm (6x2) secondary gun reload, add BFT and get 4.5s reload 5s 127mm (6x2) secondary gun reload, add BFT and get 4.5s reload 6s 127mm (6x2) secondary gun reload, add BFT and get 5.4s reload Short range AA 48x3 25mm, continuous DPS 810 Long range AA 12x2 127mm, continuous DPS 206, 6 flak bursts with 1,540 DPS AA Guns mod 2 (AAGM2) +15% DPS for continuous and flak bursts 30s Main gun reload 60s turret 180 degree traverse, add EM skill and get 48.6s traverse 275 max dispersion at 26.6km 26.6km main gun range 5s 155mm (6x2) secondary gun reload, add BFT and get 4.5s reload 5s 127mm (6x2) secondary gun reload, add BFT and get 4.5s reload 6s 127mm (6x2) secondary gun reload, add BFT and get 5.4s reload Short range AA 48x3 25mm, continuous DPS 931.5 Long range AA 12x2 127mm, continuous DPS 236.9, 6 flak bursts with 1,771 DPS Secondary Guns mod 3 (SBM3) -20% secondary gun reload 30s Main gun reload 60s turret 180 degree traverse, add EM skill and get 48.6s traverse 275 max dispersion at 26.6km 26.6km main gun range 4s 155mm (6x2) secondary gun reload, add BFT and get 3.6s reload 4s 127mm (6x2) secondary gun reload, add BFT and get 3.6s reload 4.8s 127mm (6x2) secondary gun reload, add BFT and get 4.3s reload Short range AA 48x3 25mm, continuous DPS 810 Long range AA 12x2 127mm, continuous DPS 206, 6 flak bursts with 1,540 DPS If you want slightly faster main gun reload, 24.2m less dispersion at 26.6km and don't care about slow turrets, then you will like this mod. It seems to be all about lowering the dispersion. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be.
  16. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experience playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Note: All AA DPS is before BFT (+10% continuous DPS) and AFT (+15% flak burst DPS). AA mod 1 gives +2 flak clouds and MFCAA buffs/nerfs the priority sector (+/-20%) and swap time (+/-20%). AA mod 2 in slot 6 is detailed below. Moskva Heavyweight Main Battery Guns slot 6 Unique (Legendary) Upgrade The Moskva Unique Upgrade gives -11% max dispersion main guns, +8% main gun range, -13% main gun traverse Moskva Unique Upgrade 10.35s Main gun reload 37.6s turret 180 degree traverse, add EM skill and get 32.8s traverse 148.6 max dispersion at 19.44km 21km main gun range 4s 130mm (4x2) secondary gun reload, add BFT and get 3.6s reload Short range AA 6x4 25mm, continuous DPS 306 Mid range AA 6x4 45mm, continuous DPS 325, 7 flak bursts with 1,120 DPS Long range AA 4x2 130mm, continuous DPS 216, 6 flak bursts with 1,820 DPS Gun Fire Control System mod 2 (GFCSM2) +16% range 10.35s Main gun reload 32.73s turret 180 degree traverse, add EM skill and get 29s traverse 167 max dispersion at 19.44km 22.55km main gun range 4s 130mm (4x2) secondary gun reload, add BFT and get 3.6s reload Short range AA 6x4 25mm, continuous DPS 306 Mid range AA 6x4 45mm, continuous DPS 325, 7 flak bursts with 1,120 DPS Long range AA 4x2 130mm, continuous DPS 216, 6 flak bursts with 1,820 DPS Main Battery mod 3 (MBM3) -12% reload, -13% traverse 9.1s Main gun reload 37.6s turret 180 degree traverse, add EM skill and get 32.8s traverse 167 max dispersion at 19.44km 19.44km main gun range 4s 130mm (4x2) secondary gun reload, add BFT and get 3.6s reload Short range AA 6x4 25mm, continuous DPS 306 Mid range AA 6x4 45mm, continuous DPS 325, 7 flak bursts with 1,120 DPS Long range AA 4x2 130mm, continuous DPS 216, 6 flak bursts with 1,820 DPS AA Guns mod 2 (AAGM2) +15% DPS for continuous and flak bursts 10.35s Main gun reload 32.73s turret 180 degree traverse, add EM skill and get 29s traverse 167 max dispersion at 19.44km 19.44km main gun range 4s 130mm (4x2) secondary gun reload, add BFT and get 3.6s reload Short range AA 6x4 25mm, continuous DPS 351.9 Mid range AA 6x4 45mm, continuous DPS 373.8, 7 flak bursts with 1,288 DPS Long range AA 4x2 130mm, continuous DPS 248.4, 6 flak bursts with 2,093 DPS Secondary Guns mod 3 (SBM3) -20% secondary gun reload 10.35s Main gun reload 32.73s turret 180 degree traverse, add EM skill and get 29s traverse 167 max dispersion at 19.44km 19.44km main gun range 3.2s 130mm (4x2) secondary gun reload, add BFT and get 2.9s reload Short range AA 6x4 25mm, continuous DPS 306 Mid range AA 6x4 45mm, continuous DPS 325, 7 flak bursts with 1,120 DPS Long range AA 4x2 130mm, continuous DPS 216, 6 flak bursts with 1,820 DPS You get more accuracy for only a little bit more range (21km vs 22.55km with the GFCSM2) and slower turning turrets. If you want faster firing main guns, go with MBM2 and the secondary and AA mods are pretty self explanatory. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be.
  17. Numbers have meaning for good or bad. There is always the lucky number 7, and the hard luck number 13 for the opposite, associated for bad luck. There is never a 13'th floor in a Hotel or a commercial building. Whether or not this is true, it's our perception in associating what numbers are good or bad. Every game has milestones in their development with update release versions. And WoWS is no different. We all know the history of the past year with the CV rework, the Puerto Rico, etc. Those are minor when compared to the next update 9.0 that is coming this year. With update 9.0 WoT Developers went bonkers and ruined that product with me. Not that improvements were made (new game engine), it was the weirdness of how they (WG) handled the Arty situation, Team damage, wheeled vehicles, reward crates, bonds, etc. I felt I was given a strange world, more than what I started with, when I downloaded the WoT game for the first time. In WoWP, it was update 2.0 for its downfall despite its progressive update number. That game is a husk of what it use to be. The game developers are having a rough time understanding what physics means in flying. With WoWS update 9.0, this is another milestone that could have the same bad luck outcome attached to it as these previous examples. The possibility of submarines, more revisions to the Research Bureau, and many more unknown changes makes one to wonder if this new update will be a progressive update or regressive one. Time will tell. Despite that, I would ask the WoWS Developers to consider what numbers they assigning for the next update. I want the WoWS devs to flip the next update number from 9.0 to 9.1 for the sake of not having bad juju associated with the new update. Please don't make the next WoWS update to a bad luck perception of the 13'th floor. Otherwise I have a bad feeling about the update 9.0 title number.
  18. Carrot__Panda

    Wouldn’t it be nice...

    if we could add custom numbers to our ships. Maybe you have a certain historical ship number that sits near and dear to you. A father or grandfather perhaps sailed on a certain ship. Obviously we can’t have every ship of the navy in the game, but we do have most classes or a class that we could consider close enough. For me it would be DD-748 USS Harry E Hubbard, which for all intents and purposes is a upgraded Fletcher class (a Sumner class to be exact). But enough about my crappy ideas, has this ever been brought up before?
  19. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Note: All AA DPS is before BFT (+10% continuous DPS) and AFT (+15% flak burst DPS). AA mod 1 gives +2 flak clouds and MFCAA buffs/nerfs the priority sector (+/-20%) and swap time (+/-20%). AA mod 2 in slot 6 is detailed below. Zao Enhanced Main Battery and Steering Gears, Slot 6 Unique (Legendary) Upgrade The Zao Unique Upgrade gives -20% rudder shift, -7% dispersion and +8% range. Zao Unique Upgrade slot 6 13.7s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 126m max dispersion at 16.23km 17.53km main gun range 3s 100mm (6x2) secondary gun reload, add BFT and get 2.7s reload 104s torps w/8km range 171s torps w/12km range Short range AA 20x1, 11x3 25mm, continuous DPS 400 Mid range AA 9x2 40mm, continuous DPS 212, 6 flak bursts with 980 DPS Long range AA 6x2 100mm, continuous DPS 197, 6 flak bursts with 1,540 DPS 6.2s rudder shift, add slot 2 SGM1 for 5s rudder shift and add slot 5 SGM3 for 3s rudder shift Gun Fire Control System mod 2 (GFCSM2) +16% range 13.7s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 136m max dispersion at 16.23km 18.83km main gun range 3s 100mm (6x2) secondary gun reload, add BFT and get 2.7s reload 104s torps w/8km range 171s torps w/12km range Short range AA 20x1, 11x3 25mm, continuous DPS 400 Mid range AA 9x2 40mm, continuous DPS 212, 6 flak bursts with 980 DPS Long range AA 6x2 100mm, continuous DPS 197, 6 flak bursts with 1,540 DPS 7.7s rudder shift, add slot 2 SGM1 for 6.2s rudder shift and add slot 5 SGM3 for 3.7s rudder shift Main Battery mod 3 (MBM3) -12% reload, -13% traverse 12.1s Main gun reload 41.4s turret 180 degree traverse, add EM skill and get 35.6s traverse 136m max dispersion at 16.23km 16.23km main gun range 3s 100mm (6x2) secondary gun reload, add BFT and get 2.7s reload 104s torps w/8km range 171s torps w/12km range Short range AA 20x1, 11x3 25mm, continuous DPS 400 Mid range AA 9x2 40mm, continuous DPS 212, 6 flak bursts with 980 DPS Long range AA 6x2 100mm, continuous DPS 197, 6 flak bursts with 1,540 DPS 7.7s rudder shift, add slot 2 SGM1 for 6.2s rudder shift and add slot 5 SGM3 for 3.7s rudder shift Torpedo Tubes mod 3 (TTM3) -15% torp reload, +50% torp incapacitate 13.7s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 136m max dispersion at 16.23km 16.23km main gun range 3s 100mm (6x2) secondary gun reload, add BFT and get 2.7s reload 88.4s torps w/8km range and +50% chance to be incapacitated 145.4s torps w/12km range Short range AA 20x1, 11x3 25mm, continuous DPS 400 Mid range AA 9x2 40mm, continuous DPS 212, 6 flak bursts with 980 DPS Long range AA 6x2 100mm, continuous DPS 197, 6 flak bursts with 1,540 DPS 7.7s rudder shift, add slot 2 SGM1 for 6.2s rudder shift and add slot 5 SGM3 for 3.7s rudder shift AA Guns mod 2 (AAGM2) +15% DPS for continuous and flak bursts 13.7s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 136m max dispersion at 16.23km 16.23km main gun range 3s 100mm (6x2) secondary gun reload, add BFT and get 2.7s reload 104s torps w/8km range 171s torps w/12km range Short range AA 20x1, 11x3 25mm, continuous DPS 460 Mid range AA 9x2 40mm, continuous DPS 318, 6 flak bursts with 1,127 DPS Long range AA 6x2 100mm, continuous DPS 226.6, 6 flak bursts with 1,771 DPS 7.7s rudder shift, add slot 2 SGM1 for 6.2s rudder shift and add slot 5 SGM3 for 3.7s rudder shift Secondary Guns mod 3 (SBM3) -20% secondary gun reload 13.7s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 136m max dispersion at 16.23km 16.23km main gun range 2.4s 100mm (6x2) secondary gun reload, add BFT and get 2.2s reload 104s torps w/8km range 171s torps w/12km range Short range AA 20x1, 11x3 25mm, continuous DPS 400 Mid range AA 9x2 40mm, continuous DPS 212, 6 flak bursts with 980 DPS Long range AA 6x2 100mm, continuous DPS 197, 6 flak bursts with 1,540 DPS 7.7s rudder shift, add slot 2 SGM1 for 6.2s rudder shift and add slot 5 SGM3 for 3.7s rudder shift So with the Unique upgrade over the GFCSM2, you get 1.3km less range, for 10m less dispersion and 1.5s less time on the rudder shift. I can see this working for those people who would want to get closer and dodge shells over the long range shooting. YMMV on which is better. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be.
  20. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Conqueror Enhanced Engineering Systems slot 5 Unique (Legendary) Upgrade +13% to main turret traverse speed -80% steering gears repair time -40% rudder shift time Unique Upgrade in slot 5 10.4 second rudder shift. With slot 4 SGM2 as well you have 8.4 second rudder shift -80% steering gears repair time (I could not find the repair time in the Wiki) 39.8 second 180 degree main gun turret traverse time and 34.5 second if you use the EM skill 13.7km concealment with CE skill & camo Assured detection of torpedoes varies by torpedo type. DCP 15 seconds action time Repair 20 seconds action time Concealment System mod 1 upgrade in slot 5 -10% ship detect, -10% air detect, +5% max dispersion for shells fired at you 17.4 second rudder shift. With slot 4 SGM2 you have 13.9 second rudder shift 45 second 180 degree main gun turret traverse time and 38.3 seconds if you use the EM skill 12.3km concealment with CE skill, camo & concealment upgrade +5% maximum dispersion for shells fired at you Assured detection of torpedoes varies by torpedo type. DCP 15 seconds action time Repair 20 seconds action time Torpedo Lookout System in slot 5 1.8km min torp detection 17.4 second rudder shift. With slot 4 SGM2 you have 13.9 second rudder shift 45 second 180 degree main gun turret traverse time and 38.3 seconds if you use the EM skill 13.7km concealment with CE skill & camo Assured detection of torpedoes is 1.8km minimum. DCP 15 seconds action time Repair 20 seconds action time Ship Consumables mod 1 in slot 5 +10% action time on consumables 17.4 second rudder shift. With slot 4 SGM2 you have 13.9 second rudder shift 45 second 180 degree main gun turret traverse time and 38.3 seconds if you use the EM skill 13.7km concealment with CE skill & camo Assured detection of torpedoes is 1.8km minimum. DCP 16.5 seconds action time Repair 22 seconds action time Edit: Conqueror can not take Steering Gears Mod 3, but the UU gives the same bonus as SGM3. I would use the Unique Upgrade if you are willing to give up the 1.4km in stealth. The +13% buff to turret traverse offsets the slot 6 -13% debuff on traverse for the gun reload buff. If you use something else in slot 6, you get faster turning guns. The UU also gives the same rudder shift and repair bonus as SGM3, so the only upgrades to consider IMO in slot 5 are Concealment, Target Acquisition and the Unique Upgrade. Master Thread link for ALL T-10 Unique (Legendary) Upgrades https://forum.worldofwarships.com/topic/169173-master-thread-for-links-to-all-the-t10-unique-legendary-upgrade-workups/ EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. EDIT: In 8.0, Jan 2019, the CE skill changed to a flat -10% for any ship, so CE & Camo went from 13.1km to 13.7km and CE, CE module, & camo went from 11.7km to 12.3km.
  21. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Hindenburg Enhanced Repair Party slot 5 Unique (Legendary) Upgrade 9.7 second rudder shift. With slot 4 SGM2 you have 7.7 second rudder shift 12 seconds Flooding time. Add in BoS skill OR DCSM2 in slot 4 and you get 10.2 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 8.7 seconds of flooding. Include India Yankee signal and get 6.9 seconds of flooding. 18 second Fire extinguishing time. Add in BoS skill OR DCSM2 in slot 4 and you get 15.3 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 13 seconds of fire. Include India Yankee signal and get 10.4 seconds of fire. -20% + -70% main battery repair time with the MBM1 upgrade (take repair time and multiple by .8 and then multiply by .3, I could not find the repair time in the Wiki) 14km concealment with CE skill and camo Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time DFAA 40 seconds action time Hydro 120 seconds action time Spotter 100 seconds action time Cat Ftr 60 seconds action time Repair 28 seconds action time Concealment upgrade in slot 5 -10% ship detect, -10% air detect, & +5% max dispersion for shells fired at you 12.1 second rudder shift. With slot 4 SGM2 you have 9.7 second rudder shift 40 seconds Flooding time. Add in BoS skill OR DCSM2 in slot 4 and you get 34 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 28.9 seconds of flooding. Include India Yankee signal and get 23.1 seconds of flooding. 30 second Fire extinguishing time. Add in BoS skill OR DCSM2 in slot 4 and you get 26 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 21.7 seconds of fire. Include India Yankee signal and get 17.3 seconds of fire. -20% main battery repair time with the MBM1 upgrade (I could not find the repair time in the Wiki) 12.6 km concealment with CE skill, camo & concealment upgrade. +5% maximum dispersion for shells fired at you Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time DFAA 40 seconds action time Hydro 120 seconds action time Spotter 100 seconds action time Cat Ftr 60 seconds action time Repair 28 seconds action time Torpedo Lookout System in slot 5 min 1.8km torp detection 12.1 second rudder shift. With slot 4 SGM2 you have 9.7 second rudder shift 40 seconds Flooding time. Add in BoS skill OR DCSM2 in slot 4 and you get 34 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 28.9 seconds of flooding. Include India Yankee signal and get 23.1 seconds of flooding. 30 second Fire extinguishing time. Add in BoS skill OR DCSM2 in slot 4 and you get 26 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 21.7 seconds of fire. Include India Yankee signal and get 17.3 seconds of fire. -20% main battery repair time with the MBM1 upgrade (I could not find the repair time in the Wiki) 14km concealment with CE skill and camo Assured detection of torpedoes is 1.8km minimum. DCP 5 seconds action time DFAA 40 seconds action time Hydro 120 seconds action time Spotter 100 seconds action time Cat Ftr 60 seconds action time Repair 28 seconds action time Steering Gears mod 3 in slot 5 -40% rudder crap & -80% steering gears repair time 7.26 second rudder shift. With slot 4 SGM2 you have 5.8 second rudder shift 40 seconds Flooding time. Add in BoS skill OR DCSM2 in slot 4 and you get 34 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 28.9 seconds of flooding. Include India Yankee signal and get 23.1 seconds of flooding. 30 second Fire extinguishing time. Add in BoS skill OR DCSM2 in slot 4 and you get 26 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 21.7 seconds of fire. Include India Yankee signal and get 17.3 seconds of fire. -20% main battery repair time with the MBM1 upgrade (I could not find the repair time in the Wiki) -80% steering gears repair time (I could not find the repair time in the Wiki) 14km concealment with CE skill and camo Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time DFAA 40 seconds action time Hydro 120 seconds action time Spotter 100 seconds action time Cat Ftr 60 seconds action time Repair 28 seconds action time Ship Consumables mod 1 in slot 5 +10% action time on consumables 12.1 second rudder shift. With slot 4 SGM2 you have 9.7 second rudder shift 40 seconds Flooding time. Add in BoS skill OR DCSM2 in slot 4 and you get 34 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 28.9 seconds of flooding. Include India Yankee signal and get 23.1 seconds of flooding. 30 second Fire extinguishing time. Add in BoS skill OR DCSM2 in slot 4 and you get 26 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 21.7 seconds of fire. Include India Yankee signal and get 17.3 seconds of fire. -20% main battery repair time with the MBM1 upgrade (I could not find the repair time in the Wiki) 14km concealment with CE skill and camo Assured detection of torpedoes varies by torpedo type. DCP 5.5 seconds action time DFAA 44 seconds action time Hydro 132 seconds action time Spotter 110 seconds action time Cat Ftr 66 seconds action time Repair 30.8 seconds action time For giving up 1.4km of concealment, you get better rudder shift, way less flooding time and significant fire time reductions. Plus bonus main battery repair time, if your guns seem to be knocked out a lot. So if you like to dodge shells with the 17.8km gun range, the Unique Upgrade might be the mod for you if you are also worried about fire and flooding. If you just want to dodge shells at range, go with the Steering Gears mod 3 in slot 5 if you don't want the Unique Upgrade or Concealment mod instead IMO. Master Thread link for ALL T-10 Unique (Legendary) Upgrades https://forum.worldofwarships.com/topic/169173-master-thread-for-links-to-all-the-t10-unique-legendary-upgrade-workups/ EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit: In 8.0, Jan 2019, the CE skill changed to a flat -10% for any ship, so CE & Camo went from 13.7km to 14km and CE, CE module, & camo went from 12.3km to 12.6km.
  22. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Minotaur Enhanced Smoke Generator mod slot 5 Unique (Legendary) Upgrade The Minotaur Unique Upgrade gives +150% smoke generation time, +10% max dispersion of shells fired at you, -5% detectability by sea, -15% duration of smoke puffs Unique Upgrade in slot 5 22.5 second emission time, with slot 3 special Smoke Gen mod 1 you get 29.3s emission time 96 second smoke puff duration, with slot 3 special Smoke Gen mod 1 you get 91.2s smoke puff duration 10.4 second rudder shift. With slot 4 SGM2 you have 8.3 second rudder shift 9.6 km concealment with CE skill, camo & unique upgrade. +10% maximum dispersion for shells fired at you Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time Repair 20 seconds action time Hydro 100 seconds action time Smoke 15 seconds action time RADAR 40 seconds action time Concealment upgrade in slot 5 15 second emission time, with slot 3 special Smoke Gen mod 1 you get 17s emission time 113 second smoke puff duration, with slot 3 special Smoke Gen mod 1 you get 107.4s smoke puff duration 10.4 second rudder shift. With slot 4 SGM2 you have 8.3 second rudder shift 9.1 km concealment with CE skill, camo & concealment upgrade. +5% maximum dispersion for shells fired at you Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time Repair 20 seconds action time Hydro 100 seconds action time Smoke 15 seconds action time RADAR 40 seconds action time Target Acquisition System mod 1 in slot 5 15 second emission time, with slot 3 special Smoke Gen mod 1 you get 17s emission time 113 second smoke puff duration, with slot 3 special Smoke Gen mod 1 you get 107.4s smoke puff duration 10.4 second rudder shift. With slot 4 SGM2 you have 8.3 second rudder shift 10.1 km concealment with CE skill & camo. Assured detection of torpedoes is 1.8km minimum. DCP 5 seconds action time Repair 20 seconds action time Hydro 100 seconds action time Smoke 15 seconds action time RADAR 40 seconds action time Steering Gears mod 3 in slot 5 15 second emission time, with slot 3 special Smoke Gen mod 1 you get 17s emission time 113 second smoke puff duration, with slot 3 special Smoke Gen mod 1 you get 107.4s smoke puff duration 6.2 second rudder shift. With slot 4 SGM2 you have 5 second rudder shift -80% steering gears repair time (I could not find the repair time in the Wiki) 10.1 km concealment with CE skill & camo. Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time Repair 20 seconds action time Hydro 100 seconds action time Smoke 15 seconds action time RADAR 40 seconds action time Ship Consumables mod 1 in slot 5 15 second emission time, with slot 3 special Smoke Gen mod 1 you get 17s emission time 113 second smoke puff duration, with slot 3 special Smoke Gen mod 1 you get 107.4s smoke puff duration 10.4 second rudder shift. With slot 4 SGM2 you have 8.3 second rudder shift 10.1 km concealment with CE skill & camo. Assured detection of torpedoes is 1.8km minimum. DCP 5.5 seconds action time Repair 22 seconds action time Hydro 110 seconds action time Smoke 16.5 seconds action time RADAR 44 seconds action time So by giving up 0.5km in stealth, you get 7.5 or more seconds of smoke gen for 17 less seconds per puff. You also get an extra +5% max dispersion of shells fired at you. If you like to sit in smoke outside of RADAR range, this just might be the mod for you. If you stack it with the special smoke mod you can almost double the emission time at the cost of 21.2s per puff. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit: In 8.0, Jan 2019, the CE skill changed to a flat -10% for any ship, so CE & Camo went from 9.8km to 10.1km, UU, CE & camo went from 9.3km to 9.6km, and CE, CE module, & camo went from 8.9km to 9.1km.
  23. So, I'm going to say it straight here - there is no "TL;DR" for this beyond I do not like the rework or the way it's going for any of the classes and I think they should scrap it. This is going to be a ton of text, numbers, etc, and with the sheer number of things and how it all interconnects beyond maybe some small notes or quick paragraphs, no way that comes to mind to keep things organized AND address everything related to it without getting confusing and talking in circles, so there's a chance someone sees something, goes to point something out, and I've addressed somewhere further down. Because I'm covering everything - fighters, bombers, damage, skills, modernization's, even for a couple ship lines that don't yet exist, all of it. This may also be somewhat WiP after I post it up because it's a ton of stuff. Some of this (damage numbers) is stuff that if I somehow got the exact right numbers the first try we could theoretically, implement in days. Some are going to take a while or can be partially implemented (lower tier ships getting more AA from getting later hull upgrades - technically we can add the numbers now and the hulls later), some may just take out right time. But at this point, I feel it's better to deal with the devil we know than the devil we don't after playing in both rounds of testing and full intentions to play in the 3rd and any others as well if I'm not banned from it. Though I also want people to remember as they read through this is more of a ground work to rebuild on - and generally when it came to numbers I went lower because it is usually easier to try and buff something that's weaker than nerf something that's stronger. And that were Wargaming to look at this and actually use it would still require testing by the community (sorry Wargaming, but you've kinda lost my faith in your own capabilities over the last year especially on CV's when it comes to testing in-house) to see what tweaks it would need in which directions. So, lets start with one of the bigger CV vs CV issues - FIGHTERS This one thing makes up most of the skill gap and causes the most issues - has since Alpha. It essentially comes down to two issues, Strafing and national fighter balance. Simply put - strafing's DPS boost is too high, resulting in planes being wiped from the sky in the blink of an eye. This one is arguably the easier fix in simply removing the DPS boost, and making it that it applies it's normal DPS to all groups in it's path. This means instead of flying out and deleting the enemy fighters and bombers with the press of a button. To get the most out of strafe on bombers, you have to know when to use it so as to scatter the bombers at the right so they are less effective as they attack. Barring the addition of a "timer" that after being strafed it takes x seconds for the groups to "reform" and have max accuracy again. In terms of fighter vs fighter, as I know "skill" will be a concern as many argue he current system requires it - it will be more about aiding in picking how and when you engage, as well as with exit strafe, the ability to disengage and try to fight more on your terms. With the changes needed to balance out fighters better, some will likely be best used with a more "hit and run style" either engaging normally and then disengaging before ammo runs out or using strafe (which applies the same damage as clicking) to attack the planes and go past them to try and avoid the engagement directly. Where as others may prefer to try and just engage normally. More on that below. Part of this whole thing is sorting out DPS. As is USN has higher DPS overall, even when less per plane, in some cases as much or more speed, way more ammo, and less DPS drop off from losses vs IJN. The initial chance to down an IJN plane is sometimes 5-10% higher meaning 1 on 1, USN typically wins with fighter engagements. A similar example of this issue is GZ, that does to USN fighter groups what USN does to IJN. Below are the numbers I would use for HP and DPS, which unlike some of the others in this thread I used what Wargaming has as a basis, so I'm a little less sure on these ones and would certainly need testing. Tier/Nation USN (6 planes) IJN (4 planes) UK (5 planes) GER (8 planes) 3 21 DPS, 600 HP x 23 DPS, 650 HP x 4 23 DPS, 900 HP 25 DPS, 750 HP 28 DPS, 880 HP x 5 FM-2: 29 DPS, 1100 HP F4F-4: 31 DPS, 1100 HP 36 DPS, 960 HP 38 DPS, 1080 HP 22 DPS, 1110 HP 6 33 DPS, 1380 HP A6M2: 46 DPS, 1210 HP A6M5: 55 DPS, 1280 HP 42 DPS, 1300 HP 25 DPS, 1340 HP 7 35 DPS, 1560 HP 60 DPS, 1420 HP 47 DPS, 1500 HP 28 DPS, 1530 HP 8 38 DPS, 1700 HP 65 DPS, 1550 HP 50 DPS, 1600 HP 31 DPS, 1630 HP 9 40 DPS, 1910 HP 73 DPS, 1700 HP 53 DPS, 1800 HP 32/33 DPS, 1850 HP 10 43 DPS, 2100 HP 78 DPS,1850 HP 56 DPS, 1900 HP 35 DPS, 1900 HP Missing from here (because I was not making a 4th new table from scratch when I realized it) is tier 10 interceptors (Aka jets). I use the word Interceptor because unlike the last time they were in game, these would have for their tier reduced damage and HP, likely on par with the tier 9 planes, but that much more speed to try and catch bombers. These, and likely IJN possibly UK, would more likely prefer to use hit and run style tactics, With Jets being that they have speed, but lower damage/HP to engage and are at a disadvantage in a straight fight vs fighters, and IJN due to it's low ammo count, but higher damage. Which, without a full grasp o ammo's workings can't give exact numbers, but with IJN, UK, Germany and USN having the highest to lowest damage, ammo is essentially inverted with USN at the top having the most, followed by Germany, UK, and IJN. The chances to down planes are far closer as well, so, ideally, this would solve that portion of the balance issue, as well as with the strafing changes hopefully shift the focus off fighters a bit, but not out right remove skill and all. I'm sure everyone noticed 2 lines with 2 planes at a tier and are likely going "the hell?"- In the case of USN this is based on a simplifying of the aircraft at the tier, as well as the ship after it, or potentially. The FM-2 fits and is accurate to the Bogue, and pretty sure Independence. However, I would also propose Ranger being moved down a tier (like in the rework, but very different reasons) which between that, and transitions as they are regardless of the tier 6 ship, it's tier 5 instead would be the F4F, instead of the FM-2. Japan at tier 6 was partially a similar situation, but also a bit of difficulty keeping the A6M2 reigned in enough as a tier 6 at tier 5, but still go against the other tier 6's when getting to the next CV. So, yeah, cheated a bit by adding an upgraded A6M to research to go against the F6F. As to what the research line on fighters would be, it's in the spoiler below as It's not that important to the rest. That should cover the fighter portion. ATTACK PLANES AND LOADOUTS So one of the issues is sheer alpha strike, combined with manual drops with torps. On the opposite, DB's even when lined up perfectly can be an issue. And Manual drops aren't going away any time soon and are needed for some scenario's which leaves one option since can't really nerf accuracy on manual drops and solves multiple issues - nerf the alpha damage. And I'm not talking 10%, 15% but some very heavy nerfs. USN: 500 pound HE bomb - 2000 effective ~6000 listed, 1000 pound bomb - 2500 effective ~7500 listed, AP bombs - 2000, Torpedoes - 1000 damage. IJN: HE bombs - 1500 effective ~4500 listed, Torpedoes - 2000 damage. UK: Torpedoes - 2500, Bombs (if used) 1000, Rockets (unknown, preferred over bombs) Germany: HE SC250 - 1500 effective ~4500 listed, HE SC500 - 2000 effective ~6000 listed, Torps (where applicable) 1500, AP bombs - 1500 Listed refers to the numbers we see in port if the bomb were to hit the citadel which - doesn't actually happen with HE, the effective is the max it'll do when it pens. So, take something like AP Midway in it's current form, with AS, now at most it'd deal 40k damage to a Bismarck on sheer alpha if everything hits for max damage, plus any flooding. Is there a chance that these could still possibly deal heavy damage to cruisers and one shot DD's - yes. However most cruisers are equipped with DF AA to impede accuracy, and are more agile than BB's. And DD's if targeted are typically the most agile ships with a handful of exceptions. However, seeing as were giving up max damage per strike, we'd need some off sets. Top of the list, if possible, is aircraft speed, helping reduce the strike times a bit. Another things is on the HE DB's - Accuracy. Germany would remained untouched from the GZ model other than the SC500 having a slightly larger circle than that. IJN's would likely go a bit more like the current size of Kaga's, maybe a little bigger (but another tweak that it actually maybe hits, I'm guessing sigma). USN 1000 pound HE would shrink a bit, long enough to cover a cruiser end to end, maybe a bit of over hang, while the 500 pound USN bombs would would be that much smaller. So if the 1000 pound HE drop area is 220 m long by 100 meters wide, 500 pound bombs would be say 170 m x 80 m. Another thing would be the AS skill adding another TB to groups with damage low as it is (and changing the drop patterns slightly). Other things if needed. However, these are ground work numbers. If they are too low, we can raise them. I simply went off "what reduces damage to make it harder to one shot everything". But generally - I feel CV's damage wise should fall somewhere between Battleships and cruisers in how much they unload at a target, having maybe a bit higher alpha than a cruiser but still more reliant on DoT than a BB. As far as loadouts - it comes down to how many options we want on that front, but especially if we change the tier 6 CV's, everything after tier 5 should have at least 2 options - AS and strike. Whether or not we have variants of those, Wargaming or public opinion can figure that one out. But basically tiers 4 and 5 are all 1,x,x loadouts, tiers 6 and 7, possibly 8 are 2,x,x for AS and 1,x,x for strike, and tiers 9-10 is where you likely see 3,x,x AS and 2,x,x strike. Nation is irrelevant when it comes to the fighters portion of these you have the same number of groups, it's just a matter of do you have 1 less which if you choose that option - should be ready to adjust your tactics against same tier AS CV's. Aside from how fighters would hopefully work with their own flavour, the back bone of it is really in the strike force. Germany and UK would be the "Extremes" having one type of attack plane most likely. Maybe 1-2 of something smaller to break things up. But would be more specialized in targets -UK relying on torps in a chevron/arrow formation with spacing similar to IJN are really more geared at going after capital ships, with Germany meant to kinda pick on DD's with it's high accuracy bombs. Mean while USN and IJN are a bit of a mix albeit USN with it's higher attack plane HP and DB's is more a cruiser killer while IJN basically hunts targets of opportunity - ships with low AA from battle or just naturally low, but otherwise, leans a bit more capital ship like UK. With USN and Germany having between 3-6 squadrons, UK 3-7 and IJN 3-8 under their command. I'll also mention here that if possible - more option like how USN chooses AP or HE bombs would be nice. Maybe even change the types of targets it goes after. If possible I'd like to see rocket armed attack planes (beyond this reworks), Semi-AP bombs, depth charges if subs get added, things like that. Maybe on USN you can replace TB attack planes with rockets when you know DD's will be out in droves, running them and DB's to try and target them better. Or maybe SAP bombs in the IJN line shift it to a light cruiser hunter. You've said in video's Wargaming you want players to have options - these would actually afford CV players some. These could also be the basis of alternate lines such as the second IJN line has less TB focus, more DB focus and uses SAP, Bogue can do what it's best known for hunt subs if they are added, and you add rockets and depth charges, etc. Choices are good, ad if anything - this rework Wargaming proposes strips us of more than it gives. AA AND SHIP CHANGES So, one of the bigger issues with CV's is AA. While planes needed a rework both for history and gameplay reasons this rework created an inherent problem. Prior to it, tiers 4-6/7 used biplanes, and it wasn't till 7 or 8 you saw mono planes and before you knew it jets at at least tier 10 (I can't remember if the top planes on tier 9's were jets or not) and AA was balanced more appropriately for those both in damage numbers and what AA the ships had. Problem is that the plane rework added higher HP planes that were faster at low tiers, and slower planes with similar or lower HP at high tiers. Creating an issue that many low tier ships are pretty much sitting ducks, especially against +2 CV's, Other than newer lines that came after the change that default to some later builds, and a point where same tier or -2 CV's just have their planes shredded by AA. Ships around tiers 7/8 got caught kinda in the middle and as is are a case by case basis. My solution is to more or less Standardize AA. Step one, Ships tier 4-7 are upgraded to later hull models (if needed, something made up like on Bis) or at the very least, tiers 5-7. That means Wyoming upgraded to the standards of Arkansas by mid-late war. Otherwise I'd have to suggest essentially shielding tier 4 from carriers unless Tier 4 CV's were themselves shielded from tier 5 and higher battles (so plane HP can be kept low enough). Colorado essentially becoming Maryland, etc. I essentially have 2 goals with this. The first is directly leveling the AA playing field. You won't have the massive power gaps between tiers as most ships will have similar armaments, though still less than ships a tier above usually due to size and space, which means it still improves as you go up and creates a smoother transition through tiers, meaning with a similar transition in plane HP your going to have more consistent averages on chance per second to down a plane through a 5 tier spread. Lower tier ships will be threatened a bit less by planes, higher tier ships maybe a little more or close to the same as now. The other hope would be that maybe in changing lower tier ships to later modernization's can also maybe close the ship vs ship power gaps between tiers so maybe being stuck -2 is a bit less painful. The second step is the AA itself. I know we can get into the same argument on these as normal AP/HE shells for the main battery and all but I think it's better to have a universal damage system on this one. A 20 mm round is a 20 mm round, a 127 mm round is a 127 mm round. There will still be differences - UK's 40 mm pom pom having lower range than the 40 mm bofors, IJN's use of almost exclusively 25 mm rounds as opposed to heavier 40 mm guns dragging it down, etc. If for some reason a minor tweak is needed or wanted, fine, but generally same across the board. Which, would also make it easier when figuring out a ship's AA when suggesting ships and moves us away a bit from this "AA flavour" bit. Air Defense should have really just been air defense and based on what the ships AA firepower is. What I've worked out is - Weapon Caliber Damage Per Second <20 mm 2 20 mm 2.5 25 mm 3.3 28 mm 3.5 40 mm 5 55 mm 7.4 76 mm 10 100 mm 11 113 mm 12.6 127 mm 15 152 mm 24 Which, when you give ships tier 4-7 the later upgrades, closes the gaps in DPS up a bit. Along with that attack planes would have a "Baseline" HP that goes up through the tiers as well. Which would be Tier TB DB 4 1500 1600 5 1600 1700 6 1700 1800 7 1800 1900 8 1900 2000 9 2000 2100 10 2100 2200 What this is is that if we added say, a Russian carrier, and they decided they wanted "average" endurance planes at tier 6 - they'd have 1700/1800 HP. Personally when it comes to flavour and all I recommend average +/- 50 so as an example if USN, Germany, UK and IJN have highest to lowest HP at tier 8 with tier 8 planes - USN 1950/2050, GER 1910/2010, UK 1890/1990, and IJN 1850/1950. which if you keep the consistency, would mean that the weakest plane of a type at worst, is the same as the strongest of the tier below, and the strongest the same as the weakest a tier above. I have not done every ship and every variation possible, it'd take me forever doing it by myself manually but having done a few ships - BB's unupgraded (no skills/mods) should have no less than 20% chance and less than 40% chance to down a plane - regardless of whether the plane is + or - 2. Which is better than the sub 20% some get, and along with some other changes reign in the ones that are short of no fly zones. Cruisers would see fairly limited change, not to mention most having DF AA to boost AA anyway. And DD's that had any real AA to begin with would see a slight buff. I also think that even if they were more limited in ability some DD's that had some ability to use main batteries as AA but currently don't in game (I know IJN has 1 or 2) should actually get those capabilities added in. Another benefit is that temporarily, based on the number of each gun ships will have in the later hull models, if this were to go through but the hulls aren't done cause they take time, they could raise the numbers to what they would be for the new hull, and then simply redistribute it once work is finally done. However - I will also say there is one element of the rework I feel should be implemented in this category - sector AA. It's really kinda pointless in the rework - really just have to turn one side of the ship to the enemy and your good because they can only hit from one side - in the current gameplay, it actually means that you have to carefully choose because you can in fact be hit from more than one side regardless of number of CV's. CAPTAIN SKILLS AND MODERNIZATION This I feel may be the thing that divides most people even if they like any of what I have above. But, one of the complaints has been the fact that it costs too much to invest in an AA build when the number of CV's is limited. And seeing as no change can guarantee increasing the population of CV's - the goal should be to make it less costly to upgrade AA. But, I need others thoughts anyway so before laying into me on these - this is what I came up on my own and is likely not perfect and in need of other input. Manual AA - This skill would be entirely removed (most ships that would take it practically have it built in with the DPS changes I propose) and would instead be replaced by a skill to decrease the time it takes to switch AA fire sectors. Emergency Takeoff - skill changed to a baseline mechanic/natural skill (ala the one that let you know when spotted) and is replaced by a skill that lowers the penalty. Air Supremacy - No longer adds an additional fighter, now adds additional TB, which will alter the drop pattern of the TB group as well. The additional fighter creates too many issues and has made the skill mandatory. With alpha damaged nerfed sufficiently an additional TB per group should not be a cause to freak out over. Increases max damage per group - but risks more planes doing so. And some may feel the non enhanced drop pattern is better. Expert Rear Gunner - Either swaps places with Dogfighting Expert or the skill needs to be increased to 20% DPS and forward firing weapons accounted for in the planes defensive DPS, possibly with the skill renamed (Defensive Formation?) Dogfighting Expert - places switched or ERG changed as said above Evasive Maneuvers - Reduce Plane detectability 10%, Reduce Speed 10%, increase plane HP 20% - applies both directions not just on the return. AA guns Mod 2 - The solo mod completely removed from the game. Secondary Armament Mod 2 - Removed from Battleships - Replaced with "Auxiliary Armaments Mod 2" which increases secondary battery and AA firing range 20%, and decreases secondary battery dispersion 20% Aiming System Modification 1 (Destroyers/possibly cruisers with DP main batteries like Atlanta and Minotaur) - added bonus of increases AA range 20%, possibly trade off the secondary battery bonuses if it's felt this is too powerful otherwise. Possibly renamed (Main Armaments Mod 2?) AA guns Mod 3 - removed from the game With the AA changes above, AAGM3 becomes a bit too much overkill, and any other changes would make it not worth the credits cost so better to just remove it. At that point players can focus on just improving anti-ship abilities with how AA is now. Also with manual AA no longer needed, points don't have to be spent there on an AA build, simply a choice of faster sector switch, similar to if you want to switch shell types faster. With AAGM2 and SAM2 combined back into a single upgrade - investing in better AA range on a BB at least means also better secondaries as well, making it more part of a general "point defense" build against anything that comes close. And the ASM change makes sense for most of the ships of the type due to having DP main batteries and is frequently taken by them anyway, while possibly removing a bonus that's had little, if any value. The only thing it's hard to actually attach to another upgrade is Heavy cruisers as their main batteries are not meant for AA and the secondaries aren't exactly great, to which I would suggest so that they don't have to give up the AA range maybe they have it built in already. So if they take AFT, they get max AA range they have now. Open to suggestions on that one. MECHANICS/GAMEPLAY Should be the last area I'm covering with all this mess. Because some things do need to change, in CV's favour and non-CV's, most notably - DD's favour. CV's on fire - As I indicated above - EmTa needs to be made the baseline mechanic. If a CV is on fire, it can't lunch planes as fast, but can still launch, recover, and arm with the penalty. And a skill to lower the penalty a bit. Hangers - Again, concepts I like from the rework but hate the execution - unlimited planes. The hanger should be the same as we have now essentially, however once the last spare plane is used in a group, a timer starts ticking down till the reserves are resupplied. By which I mean if Midway has 24 planes in reserve, aside from the 12 lets say DB's on deck, when it hits 0 and manages to be resupplied it gets 24 more DB's. As to the amount of time that would be fair and balanced - that needs work. likely in the 2:30-3 minute range at minimum. But generally, the idea is to have it low enough that say, a tier 6 Independence (were it to stay there) is not spending ages doing nothing in a tier 8 match while waiting on resupplies due to AA and the hangers limits, but long enough that when your top or even tier - you want to avoid throwing planes away because not having any planes at the wrong time could cost you the game. It's likely going to be based by tier, could even have an element of flavour to it just like the rearm times, and hard to find the right balance - but I think worth it for all as CV's won't be able to be completely taken out of combat for the entire match from plane losses, but the other ships can still make it the CV runs out and is unable to attack for a time. Spotting - one of the more contested issues is the CV's ability to spot. There's a dozen arguments on how good is their spotting, how important is it they spot over a DD doing that job, etc. Wargaming initially said they wanted to take the ability of CV's to spot everything down, and I'm more than willing to go with that thinking because I don't think CV's should be the ship top of the list to spot, that should be DD's and maybe cruisers. To that end - Aerial spotting ranges of DD's reduced to ~1 km. This means that say on Shima, instead of a 6.8 km circle around your ship a plane can spot you, you have say maybe a 1.8 km circle. This will make it harder for a CV to spot and stay on the DD, as they will have to more often move the planes to keep it lit, which even if they do takes away from other tasks, while also forcing the plane to stay inside of an AA range even the worst AA guns fire in, meaning they are subjected to the DD's max DPS and have a better chance of shooting planes down. Aerial spotting range on cruisers reduced to ~4-5 km. Still easier to spot, but also a better chance that if you've spotted it, you've wandered into it's AA range. Which is the last place you want to be. Aerial spotting range on BB's reduced to ~10 km. This is somewhat unnecessary in my opinion given that BB's are almost perma spotted anyway by ships, but, odds are there'd be a rage over them not getting to benefit too. And it does mean they are a tad harder for a CV to find when the last ship. CV's - also reduced, not sure on a range for those though. I am however, a believer that they should have BOTH spotting ranges reduced a little. When ANY ship is in smoke/storm, if it has AA on after roughly 5 seconds it is spotted - simply put that change to AA not giving away a ship in smoke as executed was unacceptable, but I understand the issue that planes just camped the DD's smoke. But Mino, Iowa, all the rest being unspotted with AA at full tilt, no. With changes to AA and spotting, I think giving a ship 5 seconds to shut off AA to stay hidden in smoke is more than fair, and means a DD can at least take a shot at knocking a couple down every so often. Which, part of why I suggest these ranges and change in smoke spotting is I feel that operating stealthily should be rewarded, and choosing not to punished. Obviously in the case of BB's, and possibly CV's unless in the middle of a storm or smoke, even with AA on they will end up spotted, but CV's rely on being further away and BB's rely on their HP and armour, not stealth. However, by disabling the AA on a cruiser and DD, you can make it harder for the CV to find you, while at the same time when he does, having his planes deeper in AA to try and knock out of the air. Basically - if AA is off, they have to fly in closer to actually ID you as a red ship, you start shooting at them with AA - kind of a giveaway your a red ship. Manual Drops - As I've said in many places and ways, I hate the reworks gameplay as a replacement to RTS. However, if a way could be found to implement the ability to control planes, like in the rework, as a replacement to manual drops - THAT would actually be fun and offer a nice change. Obviously the whole "Dodging AA" thing would have to go, which lets be real here even the rework your still just praying to RNG on that front anyway, but occasionally taking direct control of one of my airborne squadrons while the rest use pre set/auto drops is in fact interesting to me. Such as when I say set up a torp attack on a BB, but have sent DB's after a wile DD that has been dodging normal attacks therefor switch to flying the planes myself, or perhaps want to hit the bow of the BB that is not yet on fire. In small doses, when I choose, fun and amusing - as standard gameplay, boring as hell. And no looping around attack runs, you fly in the 4,6,8, 9001 attack planes, and all drop together as a group, and then either choose another group or do other things. This could also be good in removing sudden massive multi group manual drops on ships like what we have now that tends to devastate ships and would still have some possibility of doing so even with my rather low proposed alpha numbers. A side benefit would be in a sense that someone that like me, who for CV's prefers RTS for historical and other reasons (even though I typically hate RTS games I actually enjoy it in WoWs), and while they would need to at least put fighters over ships (maybe in fighters you could manually control the strafe point or something?) but otherwise, could play standard CV's similar to how they play in the rework (select a group, take off, fly to target, attack, then select the next as the other returns). And if you actually read through all this madness - have an upvote I think I covered everything, keyword - think. I've spent whatever time I've had free the last 3 days typing this up off the top of my head so there's a good chance among all the various things on changes I forgot to include one, or forgot some detail, or any other number of other things because while I lit a fire on crunching numbers to post this after starting that a week or so ago, a lot of this is ideas that have rattled about in my head the last year or more and never managed to write down in one spot. So if I remember anything, or I see a suggestion in responses I think works better and all, I'll try and update this post with it. One thing I'm considering is instead of what Wargaming started with on fighters and building off that as I did, much like with bombers HP just tearing down fighters HP and DPS and rebuilding ground up so there's less of a huge HP gap between fighters and attack planes. But this is how I think we at least lay a groundwork to rebuild and fix the RTS CV's.
  24. Just an FYI, I made an thread for each T-10 Unique Upgrade with the numbers broken down by the upgrades in that slot in the Guides forum, so people can compare them. For example, X seconds of reload and Y turret traverse with the Unique Upgrade verses N seconds of reload and M turret traverse with the other upgrade in that slot. There is a master thread, that I hope will be pinned in the Guides forum, so finding the thread of the UU you want to look at will be easier. Master Thread link for ALL T-10 Unique (Legendary) Upgrades
  25. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Note: All AA DPS is before BFT (+10% continuous DPS) and AFT (+15% flak burst DPS). AA mod 1 gives +2 flak clouds and MFCAA buffs/nerfs the priority sector (+/-20%) and swap time (+/-20%). AA mod 2 in slot 6 is detailed below. Grozovoi Recoilless Main Battery Guns slot 6 Unique (Legendary) Upgrade The Grozovoi Unique Upgrade gives -18% main gun reload, -7% main gun traverse 18d, +10% torp reload Grozovoi Unique Upgrade. 3.3s main gun reload, add BFT and you get 3s reload 10.8s Main gun turret 180 degree traverse and EM skill gives you 9.4s 180 degree traverse 141.9s reload all torps and 127.7s with TAE skill. Short range AA 2x4 25mm, continuous DPS 117 Mid range AA 4x4 45mm, continuous DPS 220, 4 flak bursts with 1,120 DPS Long range AA 3x2 130mm, continuous DPS 97, 4 flak bursts with 1,680 DPS Main Battery mod 3 (MBM3) gives -12% main battery reload, -13% main battery turret traverse; 3.5s main gun reload, add BFT and you get 3.2s reload 11.5s Main gun turret 180 degree traverse and EM skill gives you 9.9s 180 degree traverse 129s reload all torps and 116.1s with TAE skill. Short range AA 2x4 25mm, continuous DPS 117 Mid range AA 4x4 45mm, continuous DPS 220, 4 flak bursts with 1,120 DPS Long range AA 3x2 130mm, continuous DPS 97, 4 flak bursts with 1,680 DPS Torpedo Tubes mod 3 gives you -15% torpedo reload and +50% chance of detonation. 4s main gun reload, add BFT and you get 3.6s reload 10s Main gun turret 180 degree traverse and EM skill gives you 8.8s 180 degree traverse 109.7s reload all torps and 98.7s with TAE skill. Short range AA 2x4 25mm, continuous DPS 117 Mid range AA 4x4 45mm, continuous DPS 220, 4 flak bursts with 1,120 DPS Long range AA 3x2 130mm, continuous DPS 97, 4 flak bursts with 1,680 DPS AA Guns mod 2 (AAGM2) +15% DPS for continuous and flak bursts 4s main gun reload, add BFT and you get 3.6s reload 10s Main gun turret 180 degree traverse and EM skill gives you 8.8s 180 degree traverse 129s reload all torps and 116.1s with TAE skill. Short range AA 2x4 25mm, continuous DPS 134.6 Mid range AA 4x4 45mm, continuous DPS 253, 4 flak bursts with 1,288 DPS Long range AA 3x2 130mm, continuous DPS 111.6, 4 flak bursts with 1,932 DPS So for 12.9s more torp reload, you will get a main gun reload of 3.3s (3s BFT) reload and +0.8s traverse. The MBM3 keeps the torp reload the same, but the main gun reload is 3.5s (3.2s BFT) and +1.5s traverse. So if you like fast guns and don't care much for torps, the Unique Upgrade may be for you. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be.
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