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Found 12 results

  1. Short post, but what are your guy’s perception of Unicorn players. I know they are called something else, but the name sounds gross. When ever I do meet one, I found out either by them being a arm chair general or they suddenly mention stats in a casual game. In my experience, they are either try hards or play overly safe and blame everyone else by not playing in the way they desire others to. Or they stat pad by only playing in squadrons to avoid their win rate dropping. I used to want to be a unicorn player, but now it seems like they are like all the other people with “high,” stats. They get a ego, and become rude to everyone else.
  2. This would be similar to RESEARCH BUREAU, and probably shall be "managed" from the same interface/screen - Tech Tree - reset, and also from the Commander page, with his HISTORY, or career steps to current rank. This must be some new, special commander type, that's bound to a branch and keeps history for all ships in that branch. The objective is to complete a CAREER in Navy, taking a Level 0 Commander, and make it progress until Level 19, using all ships in a branch, achieving a progressive amount of Cmdr XP, preferably but not necessarily during a Tech Tree RESET - when you reset a branch, offer to create a "Career Commander" L0 and that player should use this same commanders with all ships re-researched. Probably limited to 1 Career Commander per nation, at least in early stages. Or one per each of ~8 branchs, like CV, BB(BB,BC), CL(CA,CL), DD(DDG, DDT), UB. This "Career Commander" would unlock some nation-specific Talent and "Improved Skill", similar to Legendary captains, but only one, single improved skill and talent. Something as German gets better secondaries, British gets better heal, Russian get longer range, Japanese improve torpedos, so on. No SUPER powers, but a distinctive skill that must be unlocked by playing with all ships in that branch, and only provides the buff to the ships in that branch. So it becomes a requirement to keep a captain's HISTORY, for the ships in the "Career Branch". From the T1 to T10, how much Cmdr XP earned on each ship. The XP requirements for each tier shall be similar to half Cmdr XP, as we have 10 tiers for 19 Commander Levels: T1 > L2, T2 >L4, ..., T10 >L19 (Unlock improved skill) This would be very simple to track, from the "Career Commander" page, showing the achieved XP for each ship/tier in the branch. After the first Career Commander is unlocked with a Branch RESET, it should be possible to create a new Career Commander for each complete branch you own, using the same existing interface to create a commander, except that a Career Commander must be created as L0 and becomes "locked" to a branch - so he keeps XP history for 10 ships! There shall be a cost (Doubloons?) to use this method, and be free, or much cheaper, when creating during a branch reset. These Career Captains must have some distinctive image, either a simple overlay icon, or a different backgroud or uniform color.
  3. black_hull4

    Tired of these posts

    I'm tired of the kinds of posts that complain on & on about their loss streaks. The ones that have images from that 3rd party site to show you what your team's winrates are compared to the enemy. The ones from people who haven't looked at a dictionary & don't know what "random" means. You never see posts showing screenshots of win streaks, or showing how good your team's winrates were compared to a bunch of tomatoes on the enemy team. So here's my streak of 14 CONSECUTIVE WINS from today. After that I called it a day. No, not all of them were Co-Op, they weren't even all PvE. This was Nurnberg, Weser, Prinz Eugen, Ryujo, and Campbeltown putting in their best.
  4. Just starting to use my new TONE, brought my Yamamoto to it, and did this build, but noticed the INCONSISTNECY: SWIFT FISH provides +5% speed to ship's torpedos, but NOT TO AIRPLANES' TORPEDOS Enhanced Torpedo Explosive Charge provides +15% damage to ship's torpedos and also to airplanes' torpedos! Since they are similar skills, in same column, applying to the same ship and airplanes, both skills must behave the same way. It's fair to make SWITFT FISH provide %5% speed to both ship's and airplanes' torpedo speed. Since those torps are so slow, the increase is minor, 1,75kt, raising from 35 to 37 knots.
  5. A_Horde_of_Sharks

    So long Deadeye

  6. https://docs.google.com/spreadsheets/d/13-zk78OnrypTId8QR4dE4BuN28lenluXpbdl1lkVHCg/edit#gid=0 Here I looked at all of the problems of the current skills for surface ships and changed several of them to fit the problems that plague each ship type. The major points I want to emphasize are: "Deadeye" changed so that it only works when you are the one spotting the target. Forces BB players to move closer to the fight. Secondary builds buffed, +1 consumables rolled into "brawler" skill that also enhances your secondary rate of fire, at the cost of concealment. Cruisers will have access to a new skill called "incendiary tracers," which will increase the target's detection range if it catches on fire (in addition to the existing fire penalty), giving your enemy a severe penalty and a boon to your teammates trying to hit that pesky DD. (perfect support tool for any cruiser, great way to light up BBs hiding in the back line) The new "Parthian tactics" skill (formerly outnumbered) will make a kiting cruiser a very difficult target. Destroyers have improved protection to damage thanks to the buffed "dazzle" skill, as well as a new skill that reduces detonation damage from 100% to 33%. Players that opt for stealthy DD play can pick "overboost" (formerly swift-in-silence) to increase their ship's speed when they hold their fire for 20s. Benefits any DD overall, but will not work when you are already a speed-demon boosting to over 50 knots while machine-gunning down hapless targets (Smaland, ehem). Battleships get improved defensive skills against fires and flooding, extinguishing a fire causes a 1-time main battery reload buff (regardless of how the fire is put out, can activate multiple times in a battle). Battleships and cruisers get actually meaningful AA skills Let's actually put diversity into our builds, WG.
  7. Hi Foro ! I'm happy with the new changes to the Captain's abilities. I think some boats improve a lot. GREETINGS AND CONGRATULATIONS TO THE DEVELOPERS
  8. I have been pondering the coming skill rework and trying to figure out how to approach this change with what I have now. Seems the "special" captains will be far more valuable than the run of the mill 19 pointers. I have most of these special commanders although they are not all 19 point captains so am thinking I should buy the ones I am missing and when the rework hits, sell all my regular 19 pointers to boost them up instead. I also got to thinking of all my other captains in the mid tiers who are at least 11 pointers but since I don't play all the ships except if needed by a mission or for flake events, sell them as well. Also sell all the riff raff captains I have collected over time and just replace them with zero point captains. Keep those who are in charge of ships I still enjoy to play now and then, but basically just clean house. I figure I can use this xp to boost the special captains up and then grind it out in all my premium ships. The sheer amount of captains should give me quite a bit of xp for the specials. With my credit balance hovering around the half billion mark and over 30k of doubloons, I probably could go full "whale" and just buy my 21 point special captains. At first I thought only of selling my 19 and 15 point carrier captains but now that I think about it, do I really need a 14 point captain on my tier 8/9/10 ships that I only play once/twice a year for snowflake events? It has just occurred to me that many of my low tier stuff that I used to love to play have pretty good captains on them even though I haven't played them in a long time. With the constant barrage of events that need tier 5+ ships, it really does not give you much free time to play for the sheer joy of playing. I figure if I want some low tier play, I can use those special captains in my low tier premium ships and just sell my beloved St Louis, Kohlberg, etc. BTW what counts as a special captain? I know that Yamamato and Halsey are, but is that Russian hockey player captain special? How about the Dunkirks or those you can buy for doubloons? Often I have the one that you can earn but not the twin that you can buy, do those count? Is there a list of all the "special" captains?
  9. It's far, far worse than I thought. Bad, Bad, Bad, Bad Dog. The upside is that my CV play is Super Unicum. Maybe the Big Doggie In The Sky is trying to tell me something. Now that I know that truly suck, I can move on to acceptance, and greatly reduce grind. I have a ten-point captain for my upcoming Ranger.
  10. Final8ty

    Just WOW.

    The lack of intelligent play is getting ever larger. So half the team don't leave spawn the other half lemming behind me to one cap. Game Over. So i fire up MMM to see why. EDIT: This version of MMM does not see my shima stats because of the amount of battles i have in it. My battle count under my avatar and my sig would not work if i hid my stats. New MMM thats show my shima just fine because. It's getting near impossible to find good players that i know to div with so at least i know got one other person in battle that has a clue on my team.
  11. Here's a money maker for WG: In addition to being able to pay doubloons for resetting all skills, add the ability to pay for a single skill. 25 doubloons per skill point. IOW 25 doubloons to change 1 point skill and 100 skill points for a 4 point skill. WG gets additional revenue when you move up the tech tree and really need to modify skills. Players pay less to switch from skill X to skill Y. What made me think of this was a friend asking me about my Udaloi and Grozovoi builds. Those are pretty different ships and use different skills.