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LMMSDeadDuck

Damage Control Party Modification 1 - recommended ship?

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Hello all,

 

I recently got a "Damage Control Party Mod 1" from a super crate which offers a +40% action time on Damage Control Party in the 4th module slot.

 

I almost always run with a "Steering Gears Mod 2" modification in this slot because slow turning reaction typically drives me nuts.  This is why I don't favor BB play.  BBs are important, but just not my favored style.

 

It seems that one would get the most use out of this on a BB since the action time is typically longer, so the bonus would be higher. Plus when I use it, it's usually because I'm brawling and things have gotten real nasty real fast.  A longer immunity period is nice.  But then steering becomes almost unbearable to me.

 

Does anyone have any thoughts on the ship to use it on?  DDs and Cruisers only have 5 seconds action time, so a bump up to 7 seconds seems like it's more helpful in specific situations whereas I'm usually steering all over the place. 

 

Thank you for your thoughts!


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German BBs, if you have any. You can then tank much more.

 

It doesn't really do that. It gives you a DCP action time comparable to USN BBs. Not worth the sacrifice.

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It doesn't really do that. It gives you a DCP action time comparable to USN BBs. Not worth the sacrifice.

 

Well, shite.

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I suppose you'll get the best returns if you use it on USN BBs, who have a 30 sec action time.

 

However I'm not sure if it's worth rudder shift, some of the higher tier USN BBs have pretty slow rudders. And ships that stay in standoff range generally don't benefit from the added 15 secs.


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I got a something-or-other party I in a super box recently, and still don't know if it did anything for me or was completely irrelevant.


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It doesn't really do that. It gives you a DCP action time comparable to USN BBs. Not worth the sacrifice.

 

By "action time" it just means the immunity period, right?

 

If so, this isn't as stoopid as the spotting plane mod which requires that you give up 7% dispersion reduction - right when you need tight dipsersion most - but it's close.


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By "action time" it just means the immunity period, right?

 

If so, this isn't as stoopid as the spotting plane mod which requires that you give up 7% dispersion reduction - right when you need tight dipsersion most - but it's close.

 

Yes, so example would be it makes US Battleships DCP action time 28 seconds, adding on 40% of 20s which is 8s.

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Here's the math, in case you're wondering:

 

  • For Destroyers, Cruisers, Carriers and Warspite:  Active immunity period changes from 5 seconds to 7 seconds.
  • For IJN Battleships:  Active immunity period changes from 10 seconds to 14 seconds.
  • For USN Battleships:  Active immunity period changes from 20 seconds to 28 seconds.
  • For all other Battleships:  Active immunity period changes from 15 seconds to 21 seconds.

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So all it does is increase the small "time slot" of when you can't be set on fire after using the damage control perk?


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Here's the math, in case you're wondering:

 

  • For Destroyers, Cruisers, Carriers and Warspite:  Active immunity period changes from 5 seconds to 7 seconds.
  • For IJN Battleships:  Active immunity period changes from 10 seconds to 14 seconds.
  • For USN Battleships:  Active immunity period changes from 20 seconds to 28 seconds.
  • For all other Battleships:  Active immunity period changes from 15 seconds to 21 seconds.

 

 

Are you saying that this is the only benefit?

 

Can anyone please clarify this point?

 

.


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Are you saying that this is the only benefit?

 

Can anyone please clarify this point?

 

.

 

For the most part yes. So for BB's, especially dreadnoughts like the New Mexico/Colorado/Arizona who can't disengage fast enough and will be focused fired on, The 28 second immunity period will be used when used with damage control party at the same time.

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