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Found 11 results

  1. With the rework to CV's and AA I find my aircraft recovery time being more and more important. (yes yes I get resource management) My question is this - Is it even worth uprading. I'm looking at the stats- Attack = +86 hp (4.6%) increase /// Speed +9 (4.4%) increase. However.... Restoration is +7 (10.44%) loss Bombers = +97 hp (4.6%) /// Speed +4 (2%) But again... Restoration is +8 (13.1%) loss Torps are better no question but with the other two... less than 100hp is 1/2 a second under the new AA and the speed is negligable but 7 and 8 more seconds per plane over the course of an entire match? Thats a lot of lost time especially with AA being brutally punishing of even minor mistakes. Am I missing something here becasue to me these "upgrades" seem like alot more like downgrades to me. Seriously asking, I really feel like I must be missing something or interpreting something wrong.
  2. nastydamnanimal

    Dream MINO BEWARE

    If I could design my mino it would be something like this.... muhahahaha.....muh...muhahahahahah kill youzzz!!!
  3. slokill_1

    Brawling Bougogne?

    Is a Brawling Bourgogne viable? I've got the Massachusetts which is a lot of fun. My favorite BB right now. Halsey's got AFT, manual 2ndary control and IFHE and the crew really like him. I read somewhere that Bourgogne can also get 11.3 km 2ndaries. I'm tempted to try it since I have one more free respec left. I've got J. Honore in there with a survivability build right now, which is reliable. The main battery hits to 24 km or so, and with signal flag and speed boost she hits 38.5 knots! But even so, with the main battery reload, a brawling build could be a menace... Has anyone tried this? Do you like it?
  4. Just earned my Tash and Im not sure what upgrades fit best for the post-hotfix game. What builds are you Tashy captains running lately?
  5. so from the website: End of WWII in Europe Start: Sun. May 05 10:00 PM PT / your local time: Mon. May 06 7:00 AM End: Thu. May 09 10:00 PM PT / your local time: Fri. May 10 7:00 AM We’ll be paying homage to all veterans of the war—those who were ready to sacrifice everything to provide each one of us with a recognizable future. Blessed memory of the fallen heroes; the eternal glory of those who fought and won! On the occasion of the Anniversary of Victory, take advantage of an array of glorious discounts in the game client and complete the dedicated chain of combat missions. Discounts and bonuses: −60% to the cost of consumables in credits. −50% to the cost of upgrades in credits. You can convert Elite Commander XP into Free XP at the cost of 1 doubloon for each 25 35 Free XP. You can convert associated ship XP into Free XP at the cost of 1 doubloon for each 25 35 Free XP. −50% to the cost of Tier II–V Soviet, British, American, and French ships in credits. −30% to the cost of Tier VI–VII Soviet, British, American, and French ships in credits. −15% to the cost of Tier VIII–X Soviet, British, American, and French ships in credits. NOT SEEING THIS IN GAME @Kami@Radar@Gneisenau013 any thoughts?
  6. I just got my Gearing. Now comes the hardest part. How to Build it. My Captain skills are (PT), (LS), (SE), (CE), (RPF or Radio Location), (AR) and my final three points will be either in BFT or Torpedo Acceleration (TA) depending upon my Gearing upgrades. Now, my upgrades I currently have are MA1, Def. AA, blank, blank, concealment, blank. I am debating between: Aiming Systems Mod 1 OR AA Mod 1 for the first blank, Propulsion Mod 2 OR Steering Gear Mod 2 for the second blank Main Battery, AA guns or Torps for the third blank. I would like your advice and reason for choosing. P.S. I have a great dislike for CV's (mainly coming from my Shima).
  7. With the arrival of the new discount for captain skill resets, upgrade dismounts, etc., I decided to take a look at the upgrade setups for my ships. For the most part, I am content with them. However, with the exception of destroyers (for which I always take propulsion mod 2) and carriers, I am constantly torn between steering gears mod 2 and damage control system mod 2 for just about all of my tier 6+ battleships and cruisers. On one hand, DCM 2 seems useful for reducing the overall impact of DOT and thus more generally useful, but on the other hand SGM2 seems to offer the ability to angle more quickly after firing, better control for torpedo beats, etc. Which upgrade is better and for what class? Is it generally a "one size fits all" scenario or are there certain battleships/cruisers for which DCM2 is better than SGM2 and vice versa?
  8. Although it's been more than a month now since the CV rework, I still have not been able to any comprehensive guides on the recommended captain skills for the different classes thus far. All I've heard so far is that concealment has been somewhat reduced in importance compared to before the rework, but nothing solid. What are the new builds for carriers in this post-rework environment, and how have the old builds for the other classes changed as well, if at all? In addition, has concealment expert been rendered obsolete? Is AA-spec the new optimal build?
  9. 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.
  10. 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?
  11. 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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