619 [-GPS-] Landing_Skipper Members 2,954 posts 45,848 battles Report post #1 Posted January 18, 2017 Anyone else looked at this? https://worldofwarships.com/en/news/common/update-notes-060/ Look at the new commander skill table (drop down). Up to 12 points, the new table requires more commander XP. 13 points is the break even point. 14 points and above require less commander XP than before. I am very confused by the official notes. It sounds like if you had a 10 point captain before, you get a 10 point captain. That's fine up to 14 points, but look at 16 points. Old rules it took 231,000 commander XP to get 16 skill points. Now it will take only 222,000 to get 17 points. A 17 point captain has 294,000 now. That's only 6,000 shy of the 300,000 required for a 19 point captain under the new rules. I'm still confused but realized that this table shows the amount of commander XP needed to get from your current skill level to the next one. It does NOT show the cumulative commander XP you needed to get that 16 point captain you needed for Kiev. There are some numbers which look random to me but must make sense to someone: 224,100 and 120,100. It seems that they relate to cumulative commander XP. I have a number of 15, 16, 17 and 18 point Commanders. I set specific goals for specific ships and worked hard to achieve those goals. Minekaze was my first 15-point captain and boy did it make a difference to get concealment down to 5.4 km. It used to take 15 points to maximize your Bismarck's secondaries with BFT, AFT and manual secondaries. Now you can do it with only 14 points. However, you actually need 17 points to get on par with your old 15-point build which included either Vigilance or Superintendent. In practice, you'll probably give up BFT until that 17th point because the other 3-point skills are more vital. Unless you hate planes even more than DD torps. Sorry for rambling. I started this post much earlier today and realized I had misunderstood the table when I came back. Share this post Link to post Share on other sites
4,053 [SYN] MrDeaf Members 16,027 posts 12,803 battles Report post #2 Posted January 18, 2017 For one thing, your captain should not lose a level after the changes, even if he is short on XP At least, that's what was posted by one of the devs. Share this post Link to post Share on other sites
3,862 RedSeaBear Members 5,454 posts 21,208 battles Report post #3 Posted January 18, 2017 I know what you mean. While people are "discussing" the inclusion of "skill that cannot be named" and rightfully so. They seemed to have missed something or they don't care. In the name of "captain diversity" you won't be able to recreate the same captain skill builds in the new system. Your standard USN DD captain goes from being a 15 point build to a 17 point build. And if you want a good build for say the Blyskawica you'll need 19 points. You have to give up useful skills because of cost and take Useless skills because there isn't any thing good at level 1. I for one don't like this direction. Of course I hear people happy with the idea of more choices and different options. But I liked a simple skill tree that had the skills you needed in the order that made sense. I don't need or want diverse options I want skills that are useful. I would rather spend my time perfecting my combat skill instead of playing the captain skill min/max mini game. The winner of a battle should be on the skill a captain brings while at the key board NOT from the skills picked off a tree. 1 Share this post Link to post Share on other sites
6,837 [RLGN] Estimated_Prophet Members 19,258 posts 35,684 battles Report post #4 Posted January 18, 2017 The winner of a battle should be on the skill a captain brings while at the key board NOT from the skills picked off a tree. Like driving a Graf Spee into a fight using only the free, 1 point captain and scoring a Kraken? Share this post Link to post Share on other sites
1 VonHeidler Members 19 posts 957 battles Report post #5 Posted January 18, 2017 (edited) brilliant , make the first skills harder to obtain but finishing easier , in Wot ( console ) the first few crew skills are very critical and make a huge difference in making a tank functional , this is not quite as bad ( 80% camo rating or repair speed skills , WOT console has a perk that 1/2s the movement penalty .... I have a 10 perk tiger and a few other camo stacking heavies some matches its laughably unbalenced) I am a Seal Clubber in WOT and I strongly feel that a new player should get undissmable 1 crew for each nation with a few starting skills/perks in that game, with a mandatory instructional video explaining the system doing so for this would probably also be a good thing Edited January 18, 2017 by VonHeidler Share this post Link to post Share on other sites
0 ScorpidBlackDragon Beta Testers 13 posts 9,917 battles Report post #6 Posted January 22, 2017 This new scale explains why my 18 point IJN commander eas suddenly skill level 19. 300K from 18 to 19 is MUCH esdiet than 10 million! Share this post Link to post Share on other sites