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Found 5 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. (The CV rework is still a WIP, so I will update the AA numbers when they settle down.) Khabarovsk Heavyweight Artillery slot 5 Unique (Legendary) Upgrade The Khab Unique Upgrade gives -6% main gun reload, +8% main gun range, -13% main gun traverse Unique Upgrade in slot 5 4.7 second main gun reload and with BFT the reload is 4.2 seconds, add in slot 6 MBM3 & the reload is 3.7 seconds 10.3 second main gun traverse with slot 6 MBM3 the traverse is 11.9 seconds (main gun reload shown above) 12.1km main gun range 11.1 second rudder shift. With slot 4 SGM2 you have 8.9 second rudder shift 8.7 km concealment with CE skill & camo. 2km assured acquisition of enemy ships Concealment upgrade in slot 5 5 second main gun reload and with BFT the reload is 4.5 seconds, add in slot 6 MBM3 & the reload is 4 seconds 9 second main gun traverse with slot 6 MBM3 the traverse is 10.3 seconds (main gun reload shown above) 11.24km main gun range 11.1 second rudder shift. With slot 4 SGM2 you have 8.9 second rudder shift 7.9 km concealment with CE skill, camo & concealment upgrade. +5% maximum dispersion for shells fired at you 2km assured acquisition of enemy ships Target Acquisition System mod 1 in slot 5 5 second main gun reload and with BFT the reload is 4.5 seconds, add in slot 6 MBM3 & the reload is 4 seconds 9 second main gun traverse with slot 6 MBM3 the traverse is 10.3 seconds (main gun reload shown above) 11.24km main gun range 11.1 second rudder shift. With slot 4 SGM2 you have 8.9 second rudder shift 8.7 km concealment with CE skill & camo. 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 5 second main gun reload and with BFT the reload is 4.5 seconds, add in slot 6 MBM3 & the reload is 4 seconds 9 second main gun traverse with slot 6 MBM3 the traverse is 10.3 seconds (main gun reload shown above) 11.24km main gun range 6.7 second rudder shift. With slot 4 SGM2 you have 5.3 second rudder shift -80% steering gears repair time (I could not find the repair time in the Wiki) 8.7 km concealment with CE skill & camo 2km assured acquisition of enemy ships IMO, this if for those stay at range Khab drivers. The Unique Upgrade in slot 5 gives you 0.9km more range and a little faster guns for a small concealment nerf (0.8km less stealth). Since the Khab is usually played as a light cruiser, this gives you a little more reload and a little more range. Master Thread link for ALL T-10 Unique (Legendary) Upgrades
  2. After a bit of a spending spree, I have officially got enough credits and free XP to buy the Iowa with all the upgrades researched. When I do, she will be my first tier 9 and I'm very much looking forward to seeing how she performs. However, herein lies the rub: I've crunched the numbers and I've found that after I sell the NC with all its modules and upgrades, purchasing the Iowa will leave me with exactly 8,859,553 credits. Is this enough to buy and equip all her upgrades, fill all of her equipment modules, and retrain my 19 point captain for her without having to buy any more gold or credits from the premium shop? I would figure this out myself, but I can't see the costs of her upgrades without actually buying the ship. Thank you in advance, 1Sherman.
  3. Gramzon_the_Dragon

    Tirpitz - Upgrade Choices

    Heyo, looking for opinions. Running my German BB skipper in my tirpitz and specced for secondaries because that's fun. But for that purpose of close range brawling, what upgrades should i take? Slot 1: main armaments mod 1 to try and keep my torpedoes from getting sniped 2 km from the haymaker to another BB, or keep on aux. armaments mod 1 for double secondary gun HP. currently have secondary mod. Slot 4: Damage control for lower fire duration, or rudder shift to wiggle better? Some might even argue for propulsion mod for better stop n go but I'd probably disagree. Currently have damage control. Slot 5: Target acquisition or concealment. I'm not running concealment on my commander, so I figure it won't help much and went for target acquisition to help spot torps a little better and push smoke a little better since tirp has no hydro. Ruynning target acq. Suggestions, thoughts, concerns?
  4. I've always had one belief in WG "World Of" titles that I've held since I first played WoT(I now don't play it) up until now(in WoWS, and I just had a battle in my Marblehead that confirmed it, once again. It is, "If the playerbase has gotten to the point where most of them know exactly how to deal with the commonly accepted set-up of a certain vehicle, change it. Go for something not mainstream, something radical, something CRAZY even, just so long as it gives you an advantage. Go for something that they won't expect, something that will allow you to get the drop on them, to surprise, maybe even to confuse them and leave them scratching their heads and asking "what the heck is going on here?"." The reason I hold this belief is simple: Anything that will startle/confuse the enemy will make it harder/slower for them to get the upper hand, and thus, EASIER FOR YOU to get the upper hand. So, anyway, I have the sad, renamed remnant of Legendary Commander Steven Seagal in my Marblehead. One of Steven Seagal's two boosted skills is the rarely-used Expert Loader.(-75% instead of -50% to main battery loading time for when all guns are loaded for switching ammo types) I thought, "you know what, I've never used Steven Seagal's Expert Loader skill, as when he was my Farragut captain, I didn't need either, but I've experimented with his better Expert Marksman before. Why don't I try his Expert Loader on my Marblehead, given his weird combination of DD and Cruiser skills already that I've put on?" So two hours ago, I took my Marblehead out looking for some pirates. And I was in a top-tier match. So mostly, for a while I only fired HE, but then this broadside enemy Kuma came around the side of this island. I had taken an HE pot-shot at it earlier, just to get some free damage before switching back to burning down BBs, so I think they thought I was going to fire HE at them again. I had just finished reloading HE, but then, a light bulb went off in my head. "Aha! An opportunity to showcase the ridiculous 2.7 second switch from ammo types with all guns reloaded! We will NOT fire this HE first. It's AP time!" So I switched to AP, and in 2.7 seconds, AP was ready to fire, and fire I did. The first salvo was 4 citadels, and 6.7 seconds later, 2 more citadels and a couple of pens,(they were up against the side of another island to their left, and I was to their right) and the Kuma was well and truly vaporized. "sionara, sucker!" It was pretty exciting, to say the least, if not OP. How about you guys? What is your take on this kind of strategy? Have YOU ever switched up the loadout or tactics of one of your ships when it seems everyone knows how to deal with it? Tell me in my poll, and I can't wait to hear your feedback! - Regards, Legoboy0401
  5. Renato1280

    Doubt - Upgrades

    Are the upgrades that we buy at the arsenal permanent? Do we buy once and does it unlock the upgrades for all available and apropriate ships? Or is it an item we have to buy it for every ship and demount and mount it?
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