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hexeris

New Fire Prevention skill

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Apart from reducing the maximum number of fires to 3 (which I can count on one hand the number of times I've had 3 fires on my BB's) is the -10% chance of fire a straight up -10% or the same as the current useless Fire Prevention skill?

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It's like a resistance stat. If they enemy attacking you gets a fire start roll on a shell, you roll again to resist it. If you miss, the fire starts. It's not useless, it's effectiveness never outweighed any other tier 2 skill before.

Edited by Pulicat

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It i the same as before

 

It will be -10% of a ships %chance to start a fire.

 

So if a ship has a 20% chance to start a fire and you have the skill they will have an 18% chance to start a fire....more or less. 

 

(It's really more complicated than that since it is based on a per shell basis but this is more or less how it works if not exact numbers)

Edited by Cpt_RickSchwifty

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It i the same as before

 

It will be -10% of a ships %chance to start a fire.

 

So if a ship has a 20% chance to start a fire and you have the skill they will have an 18% chance to start a fire....more or less. 

 

(It's really more complicated than that since it is based on a per shell basis but this is more or less how it works if not exact numbers)

 

By saying "it is the same as before," does that make the information and calculations in this thread from 2015 still valid (also includes a links to a post by the devs in both the original devs and a google translate version in english)?

 

So if what you say and the previous posts say are true, and I've not got confused along the way, it would seem that the benefits of the Fire Prevention skill are minimal, and that in general, there may be much better things to spend those four skill points on.

 

Of course, a lot of it is going to depend on the situation - what class and tier the ship is that's firing salvos of HE at you, what ship you're in, whether or not the captain shooting at you has the Demolition Expert skill,  etc., but due to the way the description is worded (even though technically accurate) it is very easy to misunderstand the level of protection you're really getting.

 

Ever since I found that post I linked to, I've been avoiding the FP skill for my captains until I can get a better understanding of the conditions necessary to make that skill worth taking.

Edited by Chambersenator

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Apart from reducing the maximum number of fires to 3 (which I can count on one hand the number of times I've had 3 fires on my BB's)

 

Don't forget that it does not simply reduce the maximum number of fires, it specifically makes it so that there can only be one fire (instead of two) in the midship section, which is by far the most common HE target.  This makes it much less likely for you to get to 2 simultaneous fires, relieving a lot of pressure on your R key.

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Don't forget that it does not simply reduce the maximum number of fires, it specifically makes it so that there can only be one fire (instead of two) in the midship section

 

Exactly! This skill is awesome now because of that, IMO. Reduction of fire chance is a nice bonus on top of that. 

 

I'll look more into the skill tree once 0.6 comes out, but there is a good chance I'll get fire prevention on most of my BBs.

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Thanks for the replies guys but at 4 pts its a bit lacklustre better options I think, have to wait and see

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It is an interesting skill. I will probably take it on almost every one of my BB captains. Something like this possibly with a 19-point captain:

 

http://shipcomrade.com/captcalc/00001000101000001000100001001000

 

 I will just have everything but BoS and HA with a more common 14-point captain. At least in theory. I'm not sure if fire prevention beats out BoS for usefulness, but it looks like it. Of course I could also dump BoS and HA for manual secondaries and a filler tier I skill.

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It is an interesting skill. I will probably take it on almost every one of my BB captains. Something like this possibly with a 19-point captain:

 

http://shipcomrade.com/captcalc/00001000101000001000100001001000

 

 I will just have everything but BoS and HA with a more common 14-point captain. At least in theory. I'm not sure if fire prevention beats out BoS for usefulness, but it looks like it. Of course I could also dump BoS and HA for manual secondaries and a filler tier I skill.

 

Thing is, at least regarding fire, is that most of the time for battleships having it go out early just means another one gets started that much sooner. So in the end you don't save anything even if you run the BoS, damage control module, and flags.

 

Other games with that sort of situation use immunity timers (ex. same area can't have a new fire started for 2 minutes), diminishing returns (first fire on a section does full damage, second fire does half, etc down to no damage at 4th until so much time passes), or have a "spammable" way to remove the effect(s). WarGaming, as usual, let their ego run away with them and forgot to do anything like that due to believing no one would notice just how lopside the damage-dealing vs. damage-taking system was.

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