109 [CMFRT] Slayer_Jesse Beta Testers 300 posts 7,762 battles Report post #1 Posted February 28, 2017 I wasn't aware that IFHE works for secondaries. and with the HE pen bonus, this sounds pretty strong. So is jingles wrong, or could this work? Current Bismark build: http://shipcomrade.com/captcalc/0000100000000010000010001000100019 Taking IFHE would leave me with 1 point only. If i skip it, i could take SI and HA, or take FP and a 1 pointer. Note that i went up the german BB line purely for the secondaries, so im more inclined to build for that. If i could have my secondaries penning cruisers and BB superstructures i'd be awesome. Share this post Link to post Share on other sites
3,150 [HINON] RivertheRoyal Privateers 6,266 posts 3,405 battles Report post #2 Posted February 28, 2017 It's viable. Share this post Link to post Share on other sites
2,596 [-KIA-] TenguBlade Banned 9,382 posts 28,311 battles Report post #3 Posted February 28, 2017 Inertia Fuzes is viable, especially because the side effect is your main guns citadel CAs with HE if you get the skill. Share this post Link to post Share on other sites
2,366 [-K-] Mesrith Members, Beta Testers 3,105 posts 10,659 battles Report post #4 Posted February 28, 2017 Viable? Sure. Is it really worth spending 4 more points in an already-cramped secondary build to exchange fire damage for direct damage? In my opinion, no. Share this post Link to post Share on other sites
442 [K0] Flashtirade Members 1,758 posts 10,316 battles Report post #5 Posted February 28, 2017 For the last point you can take PM to keep your secondaries alive longer. Share this post Link to post Share on other sites
2,366 [-K-] Mesrith Members, Beta Testers 3,105 posts 10,659 battles Report post #6 Posted February 28, 2017 For the last point you can take PM to keep your secondaries alive longer. Secondaries and AA are not affected by PM. Only main battery, torpedoes, engine, and rudder...anything that can be temporarily disabled. Secondaries and AA have no disabled state, only intact or destroyed. Share this post Link to post Share on other sites
3,407 Compassghost Supertest Coordinator 7,223 posts 14,450 battles Report post #7 Posted February 28, 2017 In my last brawl with a Yamato, my secondaries alone did 63K damage from fires and general damage. 1 Share this post Link to post Share on other sites
1,520 Wombatmetal Members 4,515 posts 3,255 battles Report post #8 Posted February 28, 2017 Secondaries and AA are not affected by PM. Only main battery, torpedoes, engine, and rudder...anything that can be temporarily disabled. Secondaries and AA have no disabled state, only intact or destroyed. Secondaries and AA will be covered by PM at some point per Octavian. Just not enough time to get it in with the commander skills Share this post Link to post Share on other sites
109 [CMFRT] Slayer_Jesse Beta Testers 300 posts 7,762 battles Report post #9 Posted February 28, 2017 Viable? Sure. Is it really worth spending 4 more points in an already-cramped secondary build to exchange fire damage for direct damage? In my opinion, no. generally id agree with you, I'd want more survivability. But this is a purely "for lulz" build to me. Share this post Link to post Share on other sites
2,366 [-K-] Mesrith Members, Beta Testers 3,105 posts 10,659 battles Report post #10 Posted February 28, 2017 Secondaries and AA will be covered by PM at some point per Octavian. Just not enough time to get it in with the commander skills I'm pretty sure you're confusing this with Adrenaline Rush, which did not affect AA and secondaries but has already been changed. There's no way for PM to even interact with them unless they change it to also prevent destruction instead of just incapacitation. Share this post Link to post Share on other sites
3,513 atPrick__ Members 16,315 posts 12,285 battles Report post #11 Posted February 28, 2017 Just because something is new doesn't mean that it is necessarily better. Fire damage has been a staple in this game for a long time, it's gone relatively unchanged except IFHE. Burn stuff. It works. The farther out and more your secondaries fire the better, rather have that... Share this post Link to post Share on other sites
1,782 [WOLF2] HazardDrake Beta Testers 6,749 posts 15,813 battles Report post #12 Posted February 28, 2017 Secondaries and AA are not affected by PM. Only main battery, torpedoes, engine, and rudder...anything that can be temporarily disabled. Secondaries and AA have no disabled state, only intact or destroyed. Solution. Take PM and then swap, out the main armaments health mod for the secondary/AA health mod. Share this post Link to post Share on other sites
1,815 [-KIA-] ValkyrWarframe Members 5,245 posts 16,559 battles Report post #13 Posted February 28, 2017 To be honest, there are better four-point skills you can take. I would take concealment expert over IFHE, and instead use demolition expert so the secondaries can set more fires (and also cause Kurfurst has a 41% fire chance for the 420mm guns). Share this post Link to post Share on other sites
478 [BHSN] scruffycavetroll Members 2,564 posts 4,523 battles Report post #14 Posted February 28, 2017 it is viable, i wouldn't go that route though. Share this post Link to post Share on other sites
11,983 [SALVO] ArIskandir Members 17,227 posts 10,454 battles Report post #15 Posted February 28, 2017 So many more uses for 4 pts than a highly situational skill Share this post Link to post Share on other sites
964 [PLPT] SergeantHop Members 4,435 posts 6,599 battles Report post #16 Posted February 28, 2017 (edited) It's best used on German battleships with 128mm and 150mm secondaries. The reason behind this is that the 105mm secondaries are bound by the standard caliber/6 levels of penetration, however the 150s and 128s follow the German battleship rules of caliber/4. This allows 128s to pen 32mm armor, which is the fore and aft plating, and most deck armors of tier 8-10 battleships. For 105s, it brings the penetration up to be able to do alpha to tier 7 battleship bows/decks. Whether or not this is important to you is your call, but as others stated, it depends on whether or not you want to do alpha or DOT to your enemies. Either way, it's pretty well bound by RNG. YMMV either way. Edited February 28, 2017 by SergeantHop 1 Share this post Link to post Share on other sites
4,521 [WOLF7] awiggin Members 12,620 posts Report post #17 Posted February 28, 2017 The entire reason for the new skill tree was to break out of the cookie cutter builds. Certainly it's viable, but opinions will vary. Share this post Link to post Share on other sites
1,471 [SWFSH] Fast_Battleship_Iowa [SWFSH] Volunteer Moderator 2,629 posts 7,415 battles Report post #18 Posted February 28, 2017 Viable? Yes. Would I take it? No. I'd rather pick up Fire Prevention (if you really hate HE) or Concealment Expert (useful for disengaging). Even MAA is viable since German battleships have a spectacular amount of DPS on their larger AA mounts. For your last remaining point I'd go with preventative maintenance. It will help prevent your turrets from getting knocked out, which is quite useful on a good brawling ship. Priority Target isn't a bad pick either, and Expert Loader might be worth looking at if you find yourself switching shells often. Share this post Link to post Share on other sites
422 ckupf Members 1,947 posts 8,913 battles Report post #19 Posted February 28, 2017 Sure it's viable, not my choice but sure. I would combine it with DE to keep those fires happening seeing as how secondary dependent the build is. Share this post Link to post Share on other sites
3,407 Compassghost Supertest Coordinator 7,223 posts 14,450 battles Report post #20 Posted February 28, 2017 After using this build, my average damage broke 100K OWO. It also bow pens so I use it against bow on BBs ina brawl. Share this post Link to post Share on other sites
6,103 [KNMSU] Battlecruiser_Siegfried Members 7,086 posts Report post #21 Posted February 28, 2017 (edited) Here's the thing about secondary builds - they're awesome versus fools. Because anyone in a top tier game that would let a huge, slow-turning BB loiter in (even extremely long) secondary range without obliging them to eat a fistful of torpedoes... is a fool. You're much better banking on your main battery to chew up enemies at long-to-mid range and then having your secondaries there to as a reliable additional damage source (should the game turn close-range), than obliging yourself to seek those ranges even when they're not in your best interests to close to. Edited February 28, 2017 by IJN_Hyuga Share this post Link to post Share on other sites
12,714 [PSP] Snargfargle [PSP] Members 19,325 posts Report post #22 Posted February 28, 2017 Remember that ships have a limited number of locations that can be set on fire and a fire only removes a certain amount of damage per second. It may be that IFHE could actually result in more DPS from secondaries (especially ones with the manual control skill) than a normal bombardment plus a fire would. Fire setting works well from a distance but I, personally, want my secondaries to deliver as much punch as possible. Every second that close-in ship stays afloat is another second that its main guns have a chance to reload, another second that its repair might come off cooldown, or another second for its torpedo tubes to swing around and target me. Someone should do the math and see which hypothesis is correct. On a side note: Do secondaries always fire HE? It seems to me that they do because I've set fires on close-in ships when I had AP loaded in the main batteries. However, I'm not exactly sure of this. Share this post Link to post Share on other sites
6,103 [KNMSU] Battlecruiser_Siegfried Members 7,086 posts Report post #23 Posted February 28, 2017 Remember that ships have a limited number of locations that can be set on fire and a fire only removes a certain amount of damage per second. It may be that IFHE could actually result in more DPS from secondaries (especially ones with the manual control skill) than a normal bombardment plus a fire would. Fire setting works well from a distance but I, personally, want my secondaries to deliver as much punch as possible. Every second that close-in ship stays afloat is another second that its main guns have a chance to reload, another second that its repair might come off cooldown, or another second for its torpedo tubes to swing around and target me. Someone should do the math and see which hypothesis is correct. On a side note: Do secondaries always fire HE? It seems to me that they do because I've set fires on close-in ships when I had AP loaded in the main batteries. However, I'm not exactly sure of this. No, some of them are definitely AP. Share this post Link to post Share on other sites
777 [BARF] 1nc0mp3t3nt_1 Beta Testers 5,816 posts 5,484 battles Report post #24 Posted February 28, 2017 I wasn't aware that IFHE works for secondaries. and with the HE pen bonus, this sounds pretty strong. So is jingles wrong, or could this work? Current Bismark build: http://shipcomrade.com/captcalc/0000100000000010000010001000100019 Taking IFHE would leave me with 1 point only. If i skip it, i could take SI and HA, or take FP and a 1 pointer. Note that i went up the german BB line purely for the secondaries, so im more inclined to build for that. If i could have my secondaries penning cruisers and BB superstructures i'd be awesome. When it comes down to Warships, Jingles is actually fairly accurate in giving advice for casuals to play and not be total pants. I still get my kicks out of him calling a ship by its name incorrectly, but it seems to happen far less often than it does in tanks. IFHE is a viable skill for HE secondaries, but some ships would benefit more from other skills, to be frank. Plus, getting me to give up superintendent is NEVER going to happen Share this post Link to post Share on other sites
17,545 [WOLF5] HazeGrayUnderway Members 38,567 posts 31,222 battles Report post #25 Posted February 28, 2017 Secondaries and AA are not affected by PM. Only main battery, torpedoes, engine, and rudder...anything that can be temporarily disabled. Secondaries and AA have no disabled state, only intact or destroyed. LOL there goes that build tweak I had in mind Share this post Link to post Share on other sites