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Found 14 results

  1. 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
  2. CptRemy

    Finally!

    Finally, finally, I got a Kraken in my favorite ship, the Monty! I recently acquired the Unique upgrade, and while it took some time getting used to playing without the concealment slot, I am beginning to click with this ship now. I have it built for survival, with captain skills, equipment, and with the upgrade, its tanking ability is pretty amazing. I think it catches a lot of people off guard, especially with how few Montanas are spotted! The game was mostly a mid to short-range fight, just how I like it.
  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. 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
  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. 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
  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 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
  7. So the official support for the Windows 7 officially ended... officially today! LOL! Well, the mainstream support ended years ago, but the extended support kept going... but as promised, it seems Microsoft have actually pulled the plug on Windoes 7 for good. AFAIK, there're still tons of people holding out with Windows 7 around the world, including myself. When Windows 10 first came out, I heard nothing but troubles and mixed receptions, so I steered clear of it, and stayed that way. However, the world of internet can be an ever more dangerous place, and it's no secret that some scaremongering (lel) floating about with this news. Apparently, there is still a way to upgrade from Windows 7 to Windows 10, for free, and I've started to contemplate on whether to go for it, or hold out a little longer. Hmm...
  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. 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.
  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. 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.
  10. legendary only in how horrible it is. Don't waste your time.....The reload is nice but you have to sell your soul for it, you become a T10 Asashio unable to track any target faster than a Yamato. If it didn't have the traverse drawback it would be "legendary" and a reasonable upgrade. Ideally it would be a 0.2 concealment upgrade, a torp detection upgrade, torp speed, ship speed, or just a flat reload buff.
  11. So as a Yeuyang, enthusiast, I was working out my build for the above legendary upgrade, and I finally paid attention to what slot it went in...slot 5. Fun fact: Slot 5 in where concealment systems modification usually goes. So that means Yeunyang goes from 5.8km concealment to 6.5km. (in practical terms this would mean the Yeuyang can now be spotted from space by other sneaky style dds, and can even be shadowed by them without the other guy being detected...and all this without torps that can touch other dds. This is a self-nerf of the 1st order. Hard pass.
  12. 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
  13. 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.
  14. Many ships' handling are greatly improved with Engine Boost Modification instead of rudder shift, even if the ships' rudder shifts slowly.
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