Jump to content

Search the Community

Showing results for tags 'upgrade'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • World of Warships - News and Information
    • News And Announcements
    • Update Notes
    • Public Test
    • Contests and Competitions
  • General WoWs Discussion
    • General Game Discussion
    • Developer's Corner
    • Community Contributor Corner
    • Support
  • Off Topic
    • Off-Topic
  • Historical Discussion
    • Discussions about Warships
    • Historical Discussions and Studies
  • Player's Section
    • Team Play
    • Player Modifications
  • International Forums
    • Foro en Español
    • Fórum Brasileiro
  • Contest Entries
  • Contest Entries
  • New Captains
  • Guías y Estrategias
  • Árboles Tecnológicos
  • Fan Art and Community Creations
  • Community Created Events and Contests

Calendars

  • World of Warships Event Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 24 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 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. (The CV rework is still a WIP, so I will adjust that when the numbers settle.) Montana Enhanced Damage Control System slot 5 Unique (Legendary) Upgrade -30% rudder shift -30% flooding recovery time -15% 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 55.6 seconds Flooding time w/ premium consumable. Add in BoS skill and you get 45.5 seconds of flooding 51 second Fire extinguishing time. Add in BoS skill OR DCSM2 in slot 4 and you get 43.4 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 36.8 seconds of fire. -70% steering gears repair time 15.6km concealment with CE skill & camo 2km assured acquisition of enemy ships 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 76.5 seconds Flooding time w/ premium consumable. Add in BoS skill and you get 65 seconds of flooding 60 second Fire extinguishing time. Add in BoS skill OR DCSM2 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. 14km concealment with CE skill, camo & concealment upgrade +5% maximum dispersion for shells fired at you 2km assured acquisition of enemy ships Target Acquisition System mod 1 in slot 5 22.2 second rudder shift. With slot 4 SGM2 you have 17.8 second rudder shift 76.5 seconds Flooding time w/ premium consumable. Add in BoS skill and you get 65 seconds of flooding 60 second Fire extinguishing time. Add in BoS skill OR DCSM2 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. 15.6km concealment with CE skill & camo 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance 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 36.8 second to 51 second burn time depending on other skills/upgrades. The flooding time drops to 45.5 seconds to 55.6 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/ 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.
  2. 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 just teased is a WIP, so I can not cover that as we have no numbers for anything 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. 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 Worcester Enhanced Countermeasures 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 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) NOTE! The CV rework just teased is a WIP, so I can not cover that as we have no numbers for anything yet. Until it is planned to go live, I will keep these workups. Midway Reinforced Armor Protections for Strike Air Groups slot 6 Unique (Legendary) Upgrade Hakuryu Enhanced Flight Control and Air Groups slot 6 Unique (Legendary) Upgrade ======================================================================================================================= 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.
  3. 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. (The CV rework is still a WIP, so I will update the AA numbers when they settle down.) Edit: On patch 7.11 Nov 21st, Yueyang got some nerfs as the ship was overperforming. +1 sec to the main gun reload and +20 sec on torp reload. See the patch notes in the spoiler tag below. Yueyang Enhanced Armaments slot 5 Unique (Legendary) Upgrade The Yueyang Unique Upgrade gives -10% main gun reload, -10% torp reload, -15% duration smoke puffs, -15% duration of RADAR Yueyang has a choice of a RADAR consumable or a smoke consumable Unique Upgrade in slot 5 3.6 second main gun reload, with BFT it is 3.2s, use slot 6 MBM3 and reload is 2.9s with traverse going to 8.3s from 7.2s 140.4 second torp reload, with TAE skill 126.4s. With slot 6 TTM3 that drops to 107.4s 17 second RADAR, with the special RADAR mod in slot 2 you get 20.4 seconds 30 second smoke emission time, with special Smoke Gen mod 1 the emission time is 39s and the smoke puffs last 56.5s. 59.5 second smoke puffs 3.1 second rudder shift. With slot 4 SGM2 you have 2.5 second rudder shift 6.5 km concealment with CE skill & camo. 2km assured acquisition of enemy ships Concealment upgrade in slot 5 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 156 second torp reload, with TAE skill 140.4s. With slot 6 TTM3 that drops to 119.3s 20 second RADAR, with the special RADAR mod in slot 2 you get 24 seconds 30 second smoke emission time, with special Smoke Gen mod 1 the emission time is 39s and the smoke puffs last 66.5s. 70 second smoke puffs 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% maximum dispersion for shells fired at you 2km assured acquisition of enemy ships Target Acquisition System mod 1 in slot 5 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 156 second torp reload, with TAE skill 140.4s. With slot 6 TTM3 that drops to 119.3s 20 second RADAR, with the special RADAR mod in slot 2 you get 24 seconds 30 second smoke emission time, with special Smoke Gen mod 1 the emission time is 39s and the smoke puffs last 66.5s. 70 second smoke puffs 3.1 second rudder shift. With slot 4 SGM2 you have 2.5 second rudder shift 6.5 km concealment with CE skill & camo. 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance Steering Gears mod 3 in slot 5 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 156 second torp reload, with TAE skill 140.4s. With slot 6 TTM3 that drops to 119.3s 20 second RADAR, with the special RADAR mod in slot 2 you get 24 seconds 30 second smoke emission time, with special Smoke Gen mod 1 the emission time is 39s and the smoke puffs last 66.5s. 70 second smoke puffs 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. 2km assured acquisition of enemy ships So for 3 seconds less RADAR OR 10.1 seconds of smoke puff, you drop your main gun reload by -0.3s to -1.1s and drop your torp reload by 11.9 to 48.6 seconds. You also lose 0.7km concealment. I would guess it would come down to if every last second of RADAR or smoke puff mattered or not and if the 0.7km less stealth is a big deal.. Before patch 7.11 nerf Master Thread link for ALL T-10 Unique (Legendary) Upgrades
  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. (The CV rework is still a WIP, so I will update the AA numbers when they settle down.) 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) 142.8 second torp reload (16.5km torps, slot 6 TTM3 gives 121.4 seconds reload, add in TAE skill and get 109.2 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 2km assured acquisition of enemy ships Concealment Systems mod 1 slot 5 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) 136 second torp reload (16.5km torps, slot 6 TTM3 gives 115.6 seconds reload, add in TAE skill and get 104 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 2km assured acquisition of enemy ships Target Acquisition System mod 1 in slot 5 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) 136 second torp reload (16.5km torps, slot 6 TTM3 gives 115.6 seconds reload, add in TAE skill and get 104 seconds reload) 6.6km with camo & CE skill. 3.3 second rudder shift 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance Steering Gears mod 3 in slot 5 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) 136 second torp reload (16.5km torps, slot 6 TTM3 gives 115.6 seconds reload, add in TAE skill and get 104 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) 2km assured acquisition of enemy ships 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, Kagero, HSF Harekaze, Daring WIP, Jutland WIP, Lightning WIP, Yugumo & Shimakaze Simultaneous spotting Chung Mu, Loyang, Hsienyang, Black, Fletcher, Kidd, Benson, Yueyang, Akizuki, Kitakaze, Z-46, Gearing, Grozovoi, Z-52, Ognevoi, Harugumo, & Z-23 You spot first Udaloi A, Kiev, 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, Kagero, HSF Harekaze, Daring WIP, Jutland WIP, Lightning WIP, Yugumo, Shimakaze, Gearing+, Chung Mu, Loyang, Hsienyang, Black, Fletcher, Kidd, Benson, Yueyang, Akizuki, Kitakaze, Z-46, & Gearing You spot first Grozovoi, Z-52, Ognevoi, Harugumo, Z-23, Udaloi A, Kiev, 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
  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. (The CV rework is still a WIP, so I will update the AA numbers when they settle down.) 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. 2km assured acquisition of enemy ships 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 2km assured acquisition of enemy ships Target Acquisition System mod 1 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. 4.5 second rudder shift. With slot 4 SGM2 you have 3.6 second rudder shift 6.8 km concealment with CE skill & camo. 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance 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. 2km assured acquisition of enemy ships 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
  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. (The CV rework is still a WIP, so I will update the AA numbers when they settle down.) 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. 2km assured acquisition of enemy ships Concealment upgrade in slot 5 12.3 second main gun reload and use slot 6 MBM3 and reload is 10.8 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 13 km concealment with CE skill, camo & concealment upgrade. +5% maximum dispersion for shells fired at you 2km assured acquisition of enemy ships Target Acquisition System mod 1 in slot 5 12.3 second main gun reload and use slot 6 MBM3 and reload is 10.8 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 14.5 km concealment with CE skill & camo. 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance Steering Gears mod 3 in slot 5 12.3 second main gun reload and use slot 6 MBM3 and reload is 10.8 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 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. 2km assured acquisition of enemy ships 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). Master Thread link for ALL T-10 Unique (Legendary) Upgrades 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.
  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. (The CV rework is still a WIP, so I will update the AA numbers when they settle down.) Worcester Enhanced Countermeasures Slot 5 Unique (Legendary) Upgrade The Worcester Unique Upgrade gives +10% RADAR, +20% Hydro, +20% DFAA durations Unique Upgrade in slot 5 10.8km Concealment with camo and CE skill RADAR 44 seconds, 9km (52.8s with special RADAR mod in slot 2) Hydro 120 seconds, 3.42km torp, 4.92km ship (144s with special Hydro mod in slot 2) DFAA 48 seconds (57.6s with special DFAA mod in slot 2) 8.1 second rudder shift and 6.5 second with Steering Gears mod 1 in slot 2 2km assured acquisition of enemy ships Concealment Systems module in slot 5 9.7km Concealment with camo, CE skill, module +5% maximum dispersion for shells fired at you RADAR 40 seconds, 9km (48s with special RADAR mod in slot 2) Hydro 100 seconds, 3.42km torp, 4.92km ship (120s with special Hydro mod in slot 2) DFAA 40 seconds (48s with special DFAA mod in slot 2) 8.1 second rudder shift and 6.5 second with Steering Gears mod 1 in slot 2 2km assured acquisition of enemy ships Target Acquisition System mod 1 in slot 5 10.8km Concealment with camo and CE skill RADAR 40 seconds, 9km (48s with special RADAR mod in slot 2) Hydro 100 seconds, 3.42km torp, 4.92km ship (120s with special Hydro mod in slot 2) DFAA 40 seconds (48s with special DFAA mod in slot 2) 8.1 second rudder shift and 6.5 second with Steering Gears mod 1 in slot 2 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance Steering Gears mod 3 in slot 5 10.8km Concealment with camo and CE skill RADAR 40 seconds, 9km (48s with special RADAR mod in slot 2) Hydro 100 seconds, 3.42km torp, 4.92km ship (120s with special Hydro mod in slot 2) DFAA 40 seconds (48s with special DFAA mod in slot 2) 4.9 second rudder shift and 2.9 second with Steering Gears mod 1 in slot 2 -80% steering gears repair time (I could not find the repair time in the Wiki) 13.7km concealment with CE skill and camo 2km assured acquisition of enemy ships So you are trading 1.1km of concealment for at least +4 seconds of RADAR, +20 seconds of Hydro and +8 seconds of DFAA by using the Unique Upgrade. You can buff RADAR, Hydro or DFAA even more with a special mod in slot 2, which you can get in the Arsenal for 12,750 coal with coupon and your coupon refreshes the next patch. If the 1.1km concealment and the RADAR going from +0.5km less stealth range to -1.6km less range than the stealth of the Worcester are not a problem for you, then the UU might be something to look at. If you really want RADAR that is close to your stealth range, then you will not like the UU at all. Master Thread link for ALL T-10 Unique (Legendary) Upgrades 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.
  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. (The CV rework is still a WIP, so I will update the AA numbers when they settle down.) 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 2km assured acquisition of enemy ships 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 2km assured acquisition of enemy ships 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. 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance 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. 2km assured acquisition of enemy ships 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: 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.
  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. (The CV rework is still a WIP, so I will update the AA numbers when they settle down.) Hindenburg Enhanced Repair Party slot 5 Unique (Legendary) Upgrade -20% rudder shift -70% flooding recovery time -40% fire extinguishing time -50% main battery repair time Unique Upgrade in slot 5 9.7 second rudder shift. With slot 4 SGM2 you have 7.7 second rudder shift 23 seconds Flooding time w/ premium consumable. Add in BoS skill and you get 19.5 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. -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 2km assured acquisition of enemy ships Concealment upgrade in slot 5 12.1 second rudder shift. With slot 4 SGM2 you have 9.7 second rudder shift 76.5 seconds Flooding time w/ premium consumable. Add in BoS skill and you get 65 seconds of flooding 30 second Fire extinguishing time. Add in BoS skill OR DCSM2 in slot 4 and you get 25.5 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 21.7 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 2km assured acquisition of enemy ships Target Acquisition System mod 1 in slot 5 12.1 second rudder shift. With slot 4 SGM2 you have 9.7 second rudder shift 76.5 seconds Flooding time w/ premium consumable. Add in BoS skill and you get 65 seconds of flooding 30 second Fire extinguishing time. Add in BoS skill OR DCSM2 in slot 4 and you get 25.5 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 21.7 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 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance Steering Gears mod 3 in slot 5 7.26 second rudder shift. With slot 4 SGM2 you have 5.8 second rudder shift 76.5 seconds Flooding time w/ premium consumable. Add in BoS skill and you get 65 seconds of flooding 30 second Fire extinguishing time. Add in BoS skill OR DCSM2 in slot 4 and you get 25.5 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 21.7 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 2km assured acquisition of enemy ships 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: 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.
  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 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. (The CV rework is still a WIP, so I will change AA numbers when they settle.) 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 2km assured acquisition of enemy ships Concealment System mod 1 upgrade in slot 5 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 2km assured acquisition of enemy ships Target Acquisition System mod 1 in slot 5 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 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance 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: 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.
  11. 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. (The CV rework just teased is a WIP, so I can not cover that as we have no numbers for anything yet.) Republique Additional Main Battery Loader slot 6 Unique (Legendary) Upgrade The Republique Unique Upgrade gives -18% main gun reload, -13% turret traverse, -24% main gun firing range Republique Unique Upgrade 19.7s Main gun reload 41.4s turret 180 degree traverse, add EM skill and get 35.6s 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 3x3 152mm AA 33 DPS, add BFT for 39.6 DPS, add flag for 43.6 DPS 8x2 127mm AA 125.6 DPS, add BFT for 150.7 DPS, add flag for 165.8 DPS 12x2 57mm AA 306 DPS, add BFT for 367.2 DPS, add flag for 403.9 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 3x3 152mm AA 33 DPS, add BFT for 39.6 DPS, add flag for 43.6 DPS 8x2 127mm AA 125.6 DPS, add BFT for 150.7 DPS, add flag for 165.8 DPS 12x2 57mm AA 306 DPS, add BFT for 367.2 DPS, add flag for 403.9 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 3x3 152mm AA 33 DPS, add BFT for 39.6 DPS, add flag for 43.6 DPS 8x2 127mm AA 125.6 DPS, add BFT for 150.7 DPS, add flag for 165.8 DPS 12x2 57mm AA 306 DPS, add BFT for 367.2 DPS, add flag for 403.9 DPS AA Guns mod 3 (AAGM3) +25% DPS 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 3x3 152mm AA 41.3 DPS, add BFT for 49.5 DPS, add flag for 54.5 DPS 8x2 127mm AA 157 DPS, add BFT for 188.4 DPS, add flag for 207.2 DPS 12x2 57mm AA 382.5 DPS, add BFT for 459 DPS, add flag for 504.9 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 3x3 152mm AA 33 DPS, add BFT for 39.6 DPS, add flag for 43.6 DPS 8x2 127mm AA 125.6 DPS, add BFT for 150.7 DPS, add flag for 165.8 DPS 12x2 57mm AA 306 DPS, add BFT for 367.2 DPS, add flag for 403.9 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
  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 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. (The CV rework just teased is a WIP, so I can not cover that as we have no numbers for anything yet.) Grosser Kurfurst Enhanced Main Armaments slot 6 Unique (Legendary) Upgrade The Grosser Kurfurst Unique Upgrade gives -15% main gun reload, -15% secondary gun reload, -7% main gun traverse, -8% main gun firing range Grosser Kurfurst Unique Upgrade 24.7s 406mm Main gun reload - 27.2s 420mm Main gun reload 43s turret 180 degree traverse, add EM skill and get 36.8s 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 10x2 128mm AA 124 DPS, add BFT for 148.8 DPS, add flag for 163.7 DPS 8x2 55mm AA 195.2 DPS, add BFT for 234 DPS, add flag for 257.4 DPS 4x4 20mm AA 24 DPS, add BFT for 28.8 DPS, add flag for 31.7 DPS 6x4 20mm AA 38.4 DPS, add BFT for 46.1 DPS, add flag for 50.7 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 10x2 128mm AA 124 DPS, add BFT for 148.8 DPS, add flag for 163.7 DPS 8x2 55mm AA 195.2 DPS, add BFT for 234 DPS, add flag for 257.4 DPS 4x4 20mm AA 24 DPS, add BFT for 28.8 DPS, add flag for 31.7 DPS 6x4 20mm AA 38.4 DPS, add BFT for 46.1 DPS, add flag for 50.7 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 10x2 128mm AA 124 DPS, add BFT for 148.8 DPS, add flag for 163.7 DPS 8x2 55mm AA 195.2 DPS, add BFT for 234 DPS, add flag for 257.4 DPS 4x4 20mm AA 24 DPS, add BFT for 28.8 DPS, add flag for 31.7 DPS 6x4 20mm AA 38.4 DPS, add BFT for 46.1 DPS, add flag for 50.7 DPS AA Guns mod 3 (AAGM3) +25% DPS 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 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 10x2 128mm AA 155 DPS, add BFT for 186 DPS, add flag for 204.6 DPS 8x2 55mm AA 244 DPS, add BFT for 292.8 DPS, add flag for 322.1 DPS 4x4 20mm AA 30 DPS, add BFT for 36 DPS, add flag for 39.6 DPS 6x4 20mm AA 48 DPS, add BFT for 57.6 DPS, add flag for 63.4 DPS Secondary Guns mod 3 (SBM3) -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 10x2 128mm AA 124 DPS, add BFT for 148.8 DPS, add flag for 163.7 DPS 8x2 55mm AA 195.2 DPS, add BFT for 234 DPS, add flag for 257.4 DPS 4x4 20mm AA 24 DPS, add BFT for 28.8 DPS, add flag for 31.7 DPS 6x4 20mm AA 38.4 DPS, add BFT for 46.1 DPS, add flag for 50.7 DPS I think that this unique upgrade is only useful if you want the fastest GK main gun reload, some faster secondary reload and don't mind giving up at least 1.6km of main gun range, then this is the mod for you. Master Thread link for ALL T-10 Unique (Legendary) Upgrades https://www.reddit.com/r/WorldOfWarships/comments/8usoqp/psa_legendary_tier_x_upgrades/?ref=share&ref_source=embed&utm_content=title&utm_medium=post_embed&utm_name=70fce045a2e143aca912254c46808daa&utm_source=embedly&utm_term=8usoqp
  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! The CV rework just teased is a WIP, so I can not cover that as we have no numbers for anything yet. Until it is planned to go live, I will keep this workup. CV rework is coming in 8.0, Jan 30th, 2019 and these upgrades will be kept if you get them. They will be frozen until a new set of CV Unique Upgrades can be done. The article mentions that it will take time to tweak the CVs and then balance a UU for them. No time given on new stats for UU. Unique Upgrades We're currently working on them, but players who have already managed to obtain them will keep them. However, it’s not currently possible to install them on aircraft carriers for now and they'll remain "frozen" for some time. https://worldofwarships.com/en/news/development/cv8-how-to-tune/ Old UU Master Thread link for ALL T-10 Unique (Legendary) Upgrades
  14. So I haven't seen much discussion regarding the Conqueror Unique upgrade so far. I also haven't noticed any sources such as CC's touching on it in any detail beyond a passing mention of their thoughts and opinion. Granted I haven't exactly done a strenuous search for it either. Flamu does touch on it in his video (embedded video starts at Conqueror). The following is also all subjective based on my experience and playstyle. For at least a bit of context I use both AP and HE, I try to apply both as the situation warrants, so this approach is going to alter my perception as I am seeking AP opportunities constantly as opposed to someone who may be content with using the HE. Here's a Too Long Didn't Read: I pretty much agree with Flamu's take with one exception, the ability to dodge shells. I think he didn't properly explore that particular aspect (to be fair he probably didn't have the luxury of time), it's an aspect I am still exploring with the ship but I have found success with outright evasion of salvos (mostly BB) and preventing sustained fire from rapid fire high arc shells from keeping a consistent bead on me. I will go into more detail below for those that are interested. First up a pair of pictures showing two different module setups, one maximizes rudder shift and turret rotation on the idea of getting maximum benefit out of the upgrade. The other simply equips the unique module and leaves it at that. I'm also planning to try out a module setup that maximizes rudder shift but keeps MBM3. So to clear something up straight away, the unique upgrade is not going to do much for allowing a quicker full "U-turn" maneuver. LittleWhiteMouse has discussed this before but the turning circle doesn't change, nor does the speed bled (at least from incidental observation, I haven't done any hard testing), and that's the big parts of a U turn, the only part that changes is how quickly the rudder reaches max to port or starboard (the majority of a U turn you make with the rudder full hardover already, so the module does nothing once it reaches that position). Additionally the rudder shift time displayed in port is the time it would take the rudder to shift from max Port to max Starboard. From neutral to max Port/Starboard it is half that time. With a full rudder shift setup the Conqueror has 8.3 seconds (4.15 from neutral), that's good for a BB, 10.4 seconds (5.2 from neutral) with only the unique module. For context with no rudder shift modules at all it is 17.3 seconds (8.65 from neutral). What I have found so far is this module is great for active evasion when operating at a distance, due to shell flight times at distances of 15km (conditionally 12km depending on velocity) or more you can with active management and performing serpentine maneuvers (think "~~~" and you have an idea) simply dodge shots. Under fire from ships like a Minotaur/Worcester/DM/high arc DDS, ships that have a tendency to walk their gunfire to you, you can frustrate their aim by presenting a target that is rapidly shifting back and forth much more than your size would imply. Due to travel time they have to constantly update their aim far more intensely versus another BB, which leads to far more misses. The downside is this sort of maneuvering requires near constant input maintenance from you, so it can be easy to sometimes simply fail to sustain the turning when you have to focus your activity/attention on something else. It is definitely more demanding of constant attention and fine control than a Conqueror without the module. Evading BB salvos, if you have experience rudder juking BB salvos in cruisers you have a good foundation for applying this to the Conqueror with this module, it essentially becomes a fat cruiser after all. The same basic principle applies here, watch them close, jam the rudder the instant they fire (assuming distance allowable, otherwise it becomes predictive guessing), the one downside is the other usual accompaniment of dropping speed is far less sustainable in the Conqueror, so you are probably going to have to rely purely on just rudder for some instances. Bow on or stern also applies, feint softening the angle to bait the shot and shift back far quicker than they anticipate, the aspect profile greatly helps here. However this has obviously much less success against Yamato and Musashi because of all the 32mm plating you are slathered in. I have not had the (mis)fortune yet of seeing how this setup fares against CV strikes as CVs aren't common and I want these events to occur naturally in the course of gameplay rather than trying to force it in a potentially unrealistic/untenable situation. In short the basic evasion principles that you would normally employ get turned up to work very well with surprising agility. You can be a surprising evasion tank at a distance and pull rapid back and forth movements to keep DDs guessing if a situation demands you charge down a DD in smoke. You can bait torps by looking like you have committed to a turn you can't easily correct (however it still wont save you against point blank, you need to make them blink, so it's imperative you have a read on the driver). As for torpedo avoidance in general I haven't noticed any difference, if you have made passive torpedo evasion a routine I can't find a way to quantify the difference, with passive torpedo evasion I have no way of gauging whether the module helped or not. Active evasion, yes it helps, but in most of those situations either the DD launched too soon giving you the window, or even with the increased agility the DD held it's nerve and you are still eating torps. Now the downsides, well the pictures show the biggest one, you lose the concealment. The Conqueror doesn't have the armor plating, HP or cool-downs to sustain itself under concentrated fire, it will die quicker than the other BBs even with that heal. Concealment is a major factor in staying alive and going dark when necessary for recuperating. The additional factor which for some may not be as pertinent is you lose the significant ability to surprise ships by cruising in dark to around 12km delivering a punishing AP strike and then slipping away, this is however pertinent to me because I employ AP, so keep that in mind I feel this module reduces the capacity of the ship to make these sort of sneak attacks. This all leads to what I consider the biggest "downside", the playstyle the module encourages emphasizes distance based gameplay to maximize time to evade and maintaining that crucial stealth buffer, which drastically cuts back surprise AP strikes. So in short: It encourages sniping, and cuts down on AP opportunities, lending itself to the stereotype of a "Sniping HE spamming BB from the border". The other final downside is the playstyle requires a lot more active maneuvering input than what some people may be used to with a BB, please don't misinterpret me, this is not me saying BB drivers are lazy sailors. It is more the fact that your rudder shift is so long that you can easily spend around 15 seconds not inputting because you are simply waiting out the actual rudder. Unlike this build where you could be actively shifting every 6-8 seconds, so it's requires significantly more player input and up-time to maximize the potential of compared to the standard stealth build. So all in all I don't consider the upgrade a useless option, I think it offers an interesting alternative, it may not be conforming to the stealth meta as people want/expect but it definitely provides benefits that I feel one cannot properly grasp just by looking at numbers and drawing a conclusion from that. But the playstyle it encourages/shapes is not going to be for everyone. Finally repeat, have not run against CV strikes so far, so that is an element to consider that I can't give my opinion on yet, depending on how you wish to weigh that. I welcome any input from others, especially if others have played the Conqueror with the Unique module.
  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. (The CV rework just teased is a WIP, so I can not cover that as we have no numbers for anything yet.) Shimakaze Accelerated Torpedo Tube Reload Unique Upgrade slot 6 Unique (Legendary) Upgrade The Shimakaze Unique Upgrade gets a -25% torpedo reload, -80% 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. 36s torpedo 180 degree traverse! Add in ASM1 in slot 3 & the traverse is 30 seconds. 3x2 127mm AA 30.3 DPS, add BFT for 36.4 DPS, add in signal flag 40 DPS 14x1 25mm AA 25.2 DPS, add BFT for 30.2 DPS, add in signal flag 33.3 DPS 1x2 25mm AA 5 DPS, add BFT for 6 DPS, add in signal flag 6.6 DPS 2x3 25mm AA 12.2 DPS, add BFT for 14.6 DPS, add in signal flag 16.1 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 ASM1 in slot 3 & the traverse is 6 seconds. 3x2 127mm AA 30.3 DPS, add BFT for 36.4 DPS, add in signal flag 40 DPS 14x1 25mm AA 25.2 DPS, add BFT for 30.2 DPS, add in signal flag 33.3 DPS 1x2 25mm AA 5 DPS, add BFT for 6 DPS, add in signal flag 6.6 DPS 2x3 25mm AA 12.2 DPS, add BFT for 14.6 DPS, add in signal flag 16.1 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 ASM1 in slot 3 & the traverse is 6 seconds. 3x2 127mm AA 30.3 DPS, add BFT for 36.4 DPS, add in signal flag 40 DPS 14x1 25mm AA 25.2 DPS, add BFT for 30.2 DPS, add in signal flag 33.3 DPS 1x2 25mm AA 5 DPS, add BFT for 6 DPS, add in signal flag 6.6 DPS 2x3 25mm AA 12.2 DPS, add BFT for 14.6 DPS, add in signal flag 16.1 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 ASM1 in slot 3 & the traverse is 6 seconds. 3x2 127mm AA 30.3 DPS, add BFT for 36.4 DPS, add in signal flag 40 DPS 14x1 25mm AA 25.2 DPS, add BFT for 30.2 DPS, add in signal flag 33.3 DPS 1x2 25mm AA 5 DPS, add BFT for 6 DPS, add in signal flag 6.6 DPS 2x3 25mm AA 12.2 DPS, add BFT for 14.6 DPS, add in signal flag 16.1 DPS AA Guns mod 3 gives +25% AA DPS 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 ASM1 in slot 3 & the traverse is 6 seconds. 3x2 127mm AA 37.9 DPS, add BFT for 45.5 DPS, add in signal flag 50 DPS 14x1 25mm AA 31.5 DPS, add BFT for 37.8 DPS, add in signal flag 41.6 DPS 1x2 25mm AA 6.3 DPS, add BFT for 7.5 DPS, add in signal flag 8.3 DPS 2x3 25mm AA 15.3 DPS, add BFT for 18.3 DPS, add in signal flag 20.1 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
  16. 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.
  17. 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. (The CV rework just teased is a WIP, so I can not cover that as we have no numbers for anything yet.) 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 6x2 127mm AA 60.6 DPS, add BFT for 72.7 DPS, add flag for 80 DPS 6x2 127mm AA 60.6 DPS, add BFT for 72.7 DPS, add flag for 80 DPS 24x3 25mm AA 146.4 DPS, add BFT for 175.7 DPS, add flag for 193.2 DPS 22x3 25mm AA 134.2 DPS, add BFT for 161 DPS, add flag for 177.1 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 6x2 127mm AA 60.6 DPS, add BFT for 72.7 DPS, add flag for 80 DPS 6x2 127mm AA 60.6 DPS, add BFT for 72.7 DPS, add flag for 80 DPS 24x3 25mm AA 146.4 DPS, add BFT for 175.7 DPS, add flag for 193.2 DPS 22x3 25mm AA 134.2 DPS, add BFT for 161 DPS, add flag for 177.1 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 6x2 127mm AA 60.6 DPS, add BFT for 72.7 DPS, add flag for 80 DPS 6x2 127mm AA 60.6 DPS, add BFT for 72.7 DPS, add flag for 80 DPS 24x3 25mm AA 146.4 DPS, add BFT for 175.7 DPS, add flag for 193.2 DPS 22x3 25mm AA 134.2 DPS, add BFT for 161 DPS, add flag for 177.1 DPS AA Guns mod 3 (AAGM3) +25% DPS 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 6x2 127mm AA 75.8 DPS, add BFT for 90.9 DPS, add flag for 100 DPS 6x2 127mm AA 75.8 DPS, add BFT for 90.9 DPS, add flag for 100 DPS 24x3 25mm AA 183 DPS, add BFT for 219.6 DPS, add flag for 241.6 DPS 22x3 25mm AA 167.8 DPS, add BFT for 201.3 DPS, add flag for 221.4 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 6x2 127mm AA 60.6 DPS, add BFT for 72.7 DPS, add flag for 80 DPS 6x2 127mm AA 60.6 DPS, add BFT for 72.7 DPS, add flag for 80 DPS 24x3 25mm AA 146.4 DPS, add BFT for 175.7 DPS, add flag for 193.2 DPS 22x3 25mm AA 134.2 DPS, add BFT for 161 DPS, add flag for 177.1 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
  18. 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.
  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. (The CV rework just teased is a WIP, so I can not cover that as we have no numbers for anything yet.) 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 6x2 100mm AA 124.8 DPS, add BFT for 149.8 DPS, add flag for 164.7 DPS 9x2 40mm AA 99 DPS, add BFT for 118.8 DPS, add flag for 130.7 DPS 11x3 25mm AA 67.1 DPS, add BFT for 80.5 DPS, add flag for 88.6 DPS 20x1 25mm AA 36 DPS, add BFT for 43.2 DPS, add flag for 47.5 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 6x2 100mm AA 124.8 DPS, add BFT for 149.8 DPS, add flag for 164.7 DPS 9x2 40mm AA 99 DPS, add BFT for 118.8 DPS, add flag for 130.7 DPS 11x3 25mm AA 67.1 DPS, add BFT for 80.5 DPS, add flag for 88.6 DPS 20x1 25mm AA 36 DPS, add BFT for 43.2 DPS, add flag for 47.5 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 6x2 100mm AA 124.8 DPS, add BFT for 149.8 DPS, add flag for 164.7 DPS 9x2 40mm AA 99 DPS, add BFT for 118.8 DPS, add flag for 130.7 DPS 11x3 25mm AA 67.1 DPS, add BFT for 80.5 DPS, add flag for 88.6 DPS 20x1 25mm AA 36 DPS, add BFT for 43.2 DPS, add flag for 47.5 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 6x2 100mm AA 124.8 DPS, add BFT for 149.8 DPS, add flag for 164.7 DPS 9x2 40mm AA 99 DPS, add BFT for 118.8 DPS, add flag for 130.7 DPS 11x3 25mm AA 67.1 DPS, add BFT for 80.5 DPS, add flag for 88.6 DPS 20x1 25mm AA 36 DPS, add BFT for 43.2 DPS, add flag for 47.5 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 3 (AAGM3) +25% DPS 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 6x2 100mm AA 156 DPS, add BFT for 187.2 DPS, add flag for 205.9 DPS 9x2 40mm AA 123.8 DPS, add BFT for 148.6 DPS, add flag for 163.4 DPS 11x3 25mm AA 83.9 DPS, add BFT for 100.7 DPS, add flag for 110.7 DPS 20x1 25mm AA 45 DPS, add BFT for 54 DPS, add flag for 59.4 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 6x2 100mm AA 124.8 DPS, add BFT for 149.8 DPS, add flag for 164.7 DPS 9x2 40mm AA 99 DPS, add BFT for 118.8 DPS, add flag for 130.7 DPS 11x3 25mm AA 67.1 DPS, add BFT for 80.5 DPS, add flag for 88.6 DPS 20x1 25mm AA 36 DPS, add BFT for 43.2 DPS, add flag for 47.5 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
  20. 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
  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. (The CV rework just teased is a WIP, so I can not cover that as we have no numbers for anything yet.) 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. 3x2 130mm AA 50.7 DPS, add BFT for 60.8 DPS, add in signal flag 66.9 DPS 4x4 45mm AA 82.4 DPS, add BFT for 98.9 DPS, add in signal flag 108.8 DPS 2x4 25mm AA 16.8 DPS, add BFT for 20.2 DPS, add in signal flag 22.2 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. 3x2 130mm AA 50.7 DPS, add BFT for 60.8 DPS, add in signal flag 66.9 DPS 4x4 45mm AA 82.4 DPS, add BFT for 98.9 DPS, add in signal flag 108.8 DPS 2x4 25mm AA 16.8 DPS, add BFT for 20.2 DPS, add in signal flag 22.2 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. 3x2 130mm AA 50.7 DPS, add BFT for 60.8 DPS, add in signal flag 66.9 DPS 4x4 45mm AA 82.4 DPS, add BFT for 98.9 DPS, add in signal flag 108.8 DPS 2x4 25mm AA 16.8 DPS, add BFT for 20.2 DPS, add in signal flag 22.2 DPS AA Guns mod 3 gives +25% AA DPS 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. 3x2 130mm AA 63.4 DPS, add BFT for 76 DPS, add in signal flag 83.7 DPS 4x4 45mm AA 103 DPS, add BFT for 123.6 DPS, add in signal flag 136 DPS 2x4 25mm AA 21 DPS, add BFT for 25.2 DPS, add in signal flag 27.7 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
  22. So I just got my first T10 recently, the DM I was wondering if anyone knows if the mission to get the legendary upgrade ends on December 31 like it says or if it just resets at the end of the year until you get the upgrade. Thanks for your help if anyone knows the answer
  23. Counter_Gambit

    Harugumo Question

    Is the legendary upgrade for Harugumo being released in a later patch Update?
  24. Many ships' handling are greatly improved with Engine Boost Modification instead of rudder shift, even if the ships' rudder shifts slowly.
×