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Found 17 results

  1. Haven't been able to find this in the forum so the question I'm asking is: if upgrades are put on one of these temporary Clan Battle ships, like the Montana, Moskva, or Shimakaze, what happens once those are removed again (looks to be in 4 days)? I've not done a clan battle, nor upgraded one of these ships. But a thought comes to mind that if I were to put upgrades on one of these ships, might they be returned to inventory once the ship is no longer available? If that were the case, that would mean I'd have upgrades bought at the current discounted prices, banked in my inventory for future use which would be some kind of nice.
  2. Since this is the first time en entirely new ship type has entered the game, when can we expect the new American, German, and Russian sub's wiki entries to be added after the patch drops? They could be very useful. Has the Wiki team already been working on this?
  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. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. 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 EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be.
  4. Mono_De_Mantequilla

    Torpedo Tubes Modification 1

    With patch 0.9.1 bringing multiple changes to Upgrades, what does everyone think of the new Torpedo Tubes Modification 1? It provides: 20% faster traverse speed of torpedo tubes 40% reduction in chance of critical damage to torpedo tubes 5% speed increase to torpedoes TTM1 goes in slot 3, and thus would substitute for Aiming Systems Modification 1, which most DDs slot there. I can see it being an obvious choice for Mutsuki, but what other destroyers will benefit more from this than ASM1?
  5. So, here is my bid to help continue the growth of the Clan Naval Base. Please be advised these ideas are merely that, spaghetti thrown at the Wall of Wargaming Ideas and hoping something sticks. I am really open to other ideas, input and general considerations from players who may see different benefits from such structures (even if 180 degrees in the opposite direction.) WG Devs...please keep the Clan Base interesting, I love the concept and actually think it should be integrated into/with the Dockyard/Research Bureau (since they are both here to stay). Currently, clans can build the following structures; Officer's Club, Dry Dock, Shipbuilding Yard, Research Center, Design Bureau, Coal Port, Steel Port, Academy, Treasury, and a Rostral Column. My proposal would be to add the following structures; Headquarters Building, Intelligence and Signals Office, Facilities Engineering Bay, Magazines and or Ammunition Depot, Naval Gunnery and Proving Grounds, Machine and or Mechanics Shop, Naval Petroleum Reserve, Oil Refinery, and an Improved Tool Production Shop. Possible Benefits: (Again very open to other ideas to feed to WG Devs) Headquarters Building (Stages 5) - Stage 1 (Clan Leader + 1 Subordinate Officer) Stage 2-5 (+1 Subordinate Officer) each may benefit by receiving a 1 to 5 percent bonus equivalent, whenever giving out Treasury Rewards to Line Officer players. For example, the The Headquarters Building is at Stage 5, and the clan elects to give a Line Officer (Junior Member) 1,000 steel as a reward from the Treasury for a job well done during clan battles. When this is done, each officer in the Headquarters group would receive a five percent bonus to their own steel. So each would receive 50 steel. The same would work for coal. Intelligence and Signals Office (Stages 5) - Cost 2,500, 5,000, 10,000, 20,000, and 40,000 oil - Reduce Coal/Silver Costs for the purchase of signals by X percentage with each stage complete in the Armory or Research Bureau. Facilities Engineering Bay (Stages 5) - Cost 2,500, 5,000, 10,000, 20,000, and 40,000 oil - Engineers are renown for their ability to develop systems and shortcuts to save money and time. This could be tied directly to future dockyard events. If a dockyard event requires 50,000,000 points to complete within 30 days (example), then perhaps each stage would either reduce the speed at which points tick by 1 percent or reduce the overall completion points number by 1 percent. So a stage 5 Bay would reduce the 50,000,000 requirement to 2,500,000 points (or increase the tick rate of the journey by ~58 points per a minute (round up and make it 60) over the span of 30 days (+2.5 mil points). This would still make events such as the Puerto Rico (challenging) but would provide more incentive to join active clans, play the game, and perhaps, get more players to participate in challenges knowing they have a five percent bonus right off the top. Magazines and Ammunition Depot (Stages 5) - Cost 10,000, 20,000, 40,000, 60,000, 90,000 oil - Naval Battles are an interesting concept to earn oil, but seem static and players have lost interest as clan bases are completed. How about these stages help reduce the minimum requirements for the clan to earn the next stage. Each stage completion reduces it the minimum by 2 to 3 percentage points. Therefore, a Stage 5 Depot would reduce the damage requirement from 10,000 minimum to receive a Naval Battles Star to 9,000 to 8,500 and so on. Naval Gunnery & Proving Grounds (Stages 5) - Cost 10,000, 20,000, 40,000, 60,000, 90,000 oil -The proving ground would reduce the cost of ships for sale for resources in the Armory (as these two ideas seem to have a common theme) by a few thousand coal or steel for each structure built. And each stage increases the maximum tier the benefit helps with Stage 5 maxing out at Tier X ships. Again, not sure what percentage maybe 1 percent per a stage. Machine and Mechanics Shop (Stages 5) - Cost 2,500, 5,000, 10,000, 20,000, and 40,000 oil - Enables the construction of Premium Consumables (either permanent for ships that can be built by tier or mass production of the current format). Once complete, these would make X amount of premium consumables a week and they would be added to the clan treasury for distribution by the leadership to other clan members. This would help reduce silver costs for players and reward those who want to be active/clan members/players with better resources. Naval Petroleum Reserve (Stages 4) - Cost 1,000, 2,500, 5,000 and 10,000 oil - A stockpile of reserves is helpful in times of crisis. Each stage allows a clan to "invest" saved oil, steel or coal for a set period of time and upon realizing this time, it will mature and provide a bonus. For example, the clan invests 20k oil, steel (in treasury), and coal (in treasury) for two months. After two months, those items increase in value by 10 percent. Each stage increases the maximum amount of a certain resource that can be put into investment. For example, Stage 1 is 20,000 oil, 20,000 coal, and 2,000 steel. Stage 2-4 provide an additional 10,000 oil, 5,000 coal, and 500 steel that can be invested (or something along these lines). Oil Refinery (Stages 3) - Cost 80,000 Oil each - Refined oil is better than crude. Each Crate opened provides an additional 1 oil. Each stage improves this by +1. Improved Tool Production Shop (Stages 4) - Cost 10,000, 20,000, 30,000, and 40,000 oil - New tools keep ships moving and help engineers maximize their time. Reduces the time in which Unique Upgrades or other Research Bureau items can be purchased/completed. Again, not sure on the percentage as WG has been elusive on details of how this transition will happen. However, if they are not tying it into the Clan Naval Base, they are missing an opportunity for cohesive team play. In conclusion, the benefits to these additions would get more clan interested in competitive play again as oil is best farmed in Clan and Naval Battles. I think, a few additions would spark renewed interest in clan activities and again give leadership decision challenges moving forward. Thanks for reading.
  6. If one was to mount upgrades on a clan battle loaner ship, would it cost gold to demount the upgrades?
  7. 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.
  8. nastydamnanimal


    If I could design my mino it would be something like this.... muhahahaha.....muh...muhahahahahah kill youzzz!!!
  9. 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?
  10. 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?
  11. 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?
  12. 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).
  13. 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?
  14. 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?
  15. 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.
  16. 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?
  17. 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?