119 [CCF] Furysghost Members 821 posts 10,384 battles Report post #1 Posted February 7, 2017 l browsed thru the notes feeling oretty under the weather today cold virus is making the rounds...ughhhh. Anyways l saw some cool stuff like the depot but this one REALLY caught my eye...."Commander Skill "Adrenaline Rush" now works for the secondary battery". Oh BB capts gonna luv that one 1 Share this post Link to post Share on other sites
679 [CVLOV] Francois424 Beta Testers 3,640 posts 2,638 battles Report post #2 Posted February 7, 2017 l browsed thru the notes feeling oretty under the weather today cold virus is making the rounds...ughhhh. Anyways l saw some cool stuff like the depot but this one REALLY caught my eye...."Commander Skill "Adrenaline Rush" now works for the secondary battery". Oh BB capts gonna luv that one There are far more useful (almost obligatory) skills to take instead of adrenaline rush. The new tree is not good at allowing having these "Side-skills" anymore; the old one was much better at having points to spare. YMMV Share this post Link to post Share on other sites
478 Final_Spark Beta Testers 2,440 posts 8,653 battles Report post #3 Posted February 7, 2017 They're taking out the 250x signal flag supercontainers and replacing them with the new upgrades. Also, improved supercontainer chance across the board. Share this post Link to post Share on other sites
39,448 [HINON] Lert Alpha Tester 27,823 posts 26,907 battles Report post #4 Posted February 7, 2017 The new tree is not good at allowing having these "Side-skills" anymore That's the entire point of the new tree, allowing for alternate builds, forcing the player to pick and choose instead of just going for the same build on every ship. 3 Share this post Link to post Share on other sites
822 BURN_Miner Members 3,010 posts 10,193 battles Report post #5 Posted February 7, 2017 That's the entire point of the new tree, allowing for alternate builds, forcing the player to pick and choose instead of just going for the same build on every ship. Yup yup. It's nice to have a variety of choices rather than a "cookie cutter" specs for almost ever ship type. IE Battleships are "A" (except for brawlers, then I'll move 1 point here), ALL DD's get "B", CA's get "C" (except for stealthers, then I'll move 1 point).. That is unless one has an 18/19 pt. Captain in the old builds, then it was cookie cutter galore (with some minor exceptions), just my humble opinion though. Share this post Link to post Share on other sites
2,596 [-KIA-] TenguBlade Banned 9,382 posts 28,311 battles Report post #6 Posted February 7, 2017 There are far more useful (almost obligatory) skills to take instead of adrenaline rush. The new tree is not good at allowing having these "Side-skills" anymore; the old one was much better at having points to spare. YMMV I heavily disagree, at about half health you get the effects of MBM3 without losing turret traverse speed. Share this post Link to post Share on other sites
3,862 RedSeaBear Members 5,454 posts 21,236 battles Report post #7 Posted February 7, 2017 My Scharnhorst and Tirpitz laugh manically in the distance. Share this post Link to post Share on other sites
679 [CVLOV] Francois424 Beta Testers 3,640 posts 2,638 battles Report post #8 Posted February 7, 2017 That's the entire point of the new tree, allowing for alternate builds, forcing the player to pick and choose instead of just going for the same build on every ship. Fine but next time WG tells that a skill is not being used and more whining from their team... and tries to shove more changes ppl do not want... I'll just answer them with "I told you so". Share this post Link to post Share on other sites
119 [CCF] Furysghost Members 821 posts 10,384 battles Report post #9 Posted February 7, 2017 That's the entire point of the new tree, allowing for alternate builds, forcing the player to pick and choose instead of just going for the same build on every ship. yeah amen to that some head scratching going on here l can tell you Share this post Link to post Share on other sites
119 [CCF] Furysghost Members 821 posts 10,384 battles Report post #10 Posted February 7, 2017 The KM mashingun... OP range.... 2ndaries gonna reap some tears er salt! Share this post Link to post Share on other sites
523 [HINON] Admiral_Franz_von_Hipper Members 2,136 posts 5,764 battles Report post #11 Posted February 7, 2017 I feel like mashing AR on the Nassau now. Share this post Link to post Share on other sites
1,753 goldeagle1123 Members 5,424 posts 3,448 battles Report post #12 Posted February 7, 2017 There are far more useful (almost obligatory) skills to take instead of adrenaline rush. The new tree is not good at allowing having these "Side-skills" anymore; the old one was much better at having points to spare. YMMV Other than EM, there is not. TA is incredibly situational, the consumable cooldown skill is garbage, it only gives 5% cooldown reduction, and the DCP one isn't that useful either, 10% isn't much, that's like 20 seconds on a BB with the stock DCP. That's almost never going to make a real impact, and is essentially useless on CAs and DDs. Share this post Link to post Share on other sites
153 [-BMV-] Angelhunter Members 763 posts 5,345 battles Report post #13 Posted February 7, 2017 No one will ever get within 10.6k of a Bismarck ever again.... Share this post Link to post Share on other sites
83 Zim_Xero Members 765 posts 2,849 battles Report post #14 Posted February 7, 2017 There are far more useful (almost obligatory) skills to take instead of adrenaline rush. The new tree is not good at allowing having these "Side-skills" anymore; the old one was much better at having points to spare. YMMV I also disagree with this. I dont have the greatest stats, but my math skills are good. I have Adrenaline Rush on every single commander. Share this post Link to post Share on other sites
706 [BROOK] TornadoADV Beta Testers, In AlfaTesters 3,164 posts Report post #15 Posted February 7, 2017 If only they raised it back to the old 30%, but then everybody would have AR. Share this post Link to post Share on other sites
532 KnightFandragon Members 3,003 posts 1,451 battles Report post #16 Posted February 7, 2017 No one will ever get within 10.6k of a Bismarck ever again.... Kinda the point of secondaries, to make you think twice about getting close to a BB. Though honestly, if WG coded fire correctly, it would be alot more "skill, utility, and teambased". 1: Make it do like 25 fire dmg per tick. The trade off being, every 5s its active, say, on your Midships, it will make a check against all AAA/Secondary guns in that area and apply a 15% chance to destroy 1 AAA/Secondary gun. Just as an example. On top of that, when it does make a successful check to destroy an AA gun/secondary, it then makes another check, of like 25% chance to EXPLODE the ammo for that gun, causing a larger 500 point explosion, which then has a chance to spread more fires across the ship, basically speeding up the Process. The trade off would be DCPs would have the same % Chance each 5s to put out the fire based on 10%+Captain skill-25% per additional "fire/flooding" they have to put out. So you have 1 fire with a 10 point captain, each 5s that passes, you have a 20% fire to put out 1 fire. If you get 2 fires, then you now have a 15% chance per fire to put one out. If you get 3 fires, its 15*0.75 again, further reducing the chance of fighting the fires. Basically it would represent the fires eventually getting so out of control, you cant stop them. Finally, fire duration would be like 60s instead of 2m. This would, as you damage BBs, eventually open up spots where DDs could rush in and torp ships relatively free of charge. Teamwork to cover the BBs, teamwork to destroy the BBs. Giving "teamwork" more OPness... Share this post Link to post Share on other sites
83 Zim_Xero Members 765 posts 2,849 battles Report post #17 Posted February 7, 2017 I agree. High effect secondaries can chew up to half a a DDs health if they wanna go in for a kill shot, instead of taking what their given. Share this post Link to post Share on other sites
2,380 [NG-NL] Reymu Members 7,182 posts 12,779 battles Report post #18 Posted February 7, 2017 Bismarck captain will love this. Share this post Link to post Share on other sites
777 [BARF] 1nc0mp3t3nt_1 Beta Testers 5,816 posts 5,484 battles Report post #19 Posted February 7, 2017 There are far more useful (almost obligatory) skills to take instead of adrenaline rush. The new tree is not good at allowing having these "Side-skills" anymore; the old one was much better at having points to spare. YMMV My Freddy and Grosser beg to differ. Any buff to the 10.6Km main armament is greatly appreciated 1 Share this post Link to post Share on other sites
97 [GLF] MinkeWhale Members 582 posts 9,136 battles Report post #20 Posted February 8, 2017 Adrenaline rush is great. DPM is always good. I also find this to be an excellent gunboat skill. In a knife fight you get stronger the longer the fight lasts. Only a bad skill for campers that don't take damage until the game is lost. Share this post Link to post Share on other sites