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Taiho/Hakuryu players, how have you finalized your captain's skills?

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Taiho/Hakuryu players, how have you finalized your captain's skills?   6 members have voted

  1. 1. Taiho/Hakuryu players, how have you finalized your captain's skills?

    • ¯¯ Endurance 1A - Priority Target
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    • Endurance 1B - Preventive Maintenance
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    • Attack 1B - Aircraft Servicing Expert
    • Support 1B - Dogfighting Expert
    • Versatility 1A - Incoming Fire Alert
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    • _ Versatility 1B - Evasive Maneuver
    • ¯¯ Endurance 2A - High Alert
    • Endurance 2B - Jack of All Trades
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    • Attack 2A - Expert Marksman
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    • Attack 2B - Torpedo Acceleration
    • Support 2B - Expert Rear Gunner
    • Versatility 2A - Adrenaline Rush
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    • _ Versatility 2B - Last Stand
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    • ¯¯ Endurance 3A - Basics of Survivability
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    • Endurance 3B - Survivability Expert
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    • Attack 3A - Torpedo Armament Expertise
    • Attack 3B - Emergency Takeoff
    • Support 3A - Basic Firing Training
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    • Support 3B - Superintendent
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    • Versatility 3A - Demolition Expert
    • _ Versatility 3B - Vigilance
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    • ¯¯ Endurance 4A - Manual Fire Control for Secondary
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    • Endurance 4B - Fire Prevention
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    • Attack 4A - Inertia Fuse for HE Shells
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    • Attack 4B - Air Supremacy
    • Support 4A - Advanced Firing Training
    • Support 4B - Manual Fire Control for AA
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    • _ Versatility 4B - Concealment Expert

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7 posts in this topic

Have you been enjoying the new captain skills and found out the best setup for your carrier yet? Share with us!!

 

Here is Flamu's recommendation:

 

 

 

And here is the calculator, if they are any help: http://shipcomrade.com/captcalc

 

For your reference:

 

Endurance 1A - Priority Target (Show number of enemies aiming at you)
Endurance 1B - Preventive Maintenance (-30 module incaps for every 100 module incaps)
Attack 1A - Expert Loader (-50% reload time if you switch ammo with main guns already loaded)
Attack 1B - Aircraft Servicing Expert (+5% aircraft HP, -10% aircraft servicing time for CVs)
Support 1A - Direction Center for Catapult Aircraft (Launch 2 catapult fighters/spotting aircrafts, but -20% aircraft speed)
Support 1B - Dogfighting Expert (Aircrafts gain +10% damage/tier and +10% ammo against high tier enemy aircrafts)
Versatility 1A - Incoming Fire Alert (Indicator for >6-second incoming gunfire)

Versatility 1B - Evasive Maneuver (-20% detection range and +75% HP when empty of ammo, but -30% speed for torpedo and dive bombers)

 

Endurance 2A - High Alert (-10% cooldown of Damage Control Party)
Endurance 2B - Jack of All Trades (-5% cooldown of all consumables)
Attack 2A - Expert Marksman (+0.7°/s traverse for >139mm guns, +2.5°/s traverse for =< 139mm guns)
Attack 2B - Torpedo Acceleration (+5 knots torpedo speed, but -20% torpedo range)
Support 2A - Smoke Screen Expert (+20% smoke screen radius)
Support 2B - Expert Rear Gunner (+10% damage for aircrafts' rear guns)
Versatility 2A - Adrenaline Rush (-0.2% reload time for each 1% lost of HP; e.g. -10% reload time for 50% lost of HP)
Versatility 2B - Last Stand (engine and rudder can no longer be incapacitated, only partially suppressed)

 

Endurance 3A - Basics of Survivability (-15% module incap, fire, and flood debuff duration)
Endurance 3B - Survivability Expert (+350 HP for each ship tier)
Attack 3A - Torpedo Armament Expertise (-10% torpedo reload, -20% torpedo bomber servicing time)
Attack 3B - Emergency Takeoff (you CV can now recover and launch aircrafts when on fire, but servicing time doubles if you recover aircrafts when CV is on fire)
Support 3A - Basic Firing Training (-10% reload for =< 139mm main guns, -10% reload for secondary guns, +20% AA damage)
Support 3B - Superintendent (+1 charge for all consumables)
Versatility 3A - Demolition Expert (+2% chance of fire for every HE/secondary/dive bomb hit)
Versatility 3B - Vigilance (+25% torpedo acquisition range)

 

Endurance 4A - Manual Fire Control for Secondary (-15% secondary dispersion if Tier 1-6; -60% secondary dispersion if Tier 7-10, but secondary guns now only fire at your designated target)
Endurance 4B - Fire Prevention (-10 fires for every 100 fires, and your ship is immune to more fires if already has 3 fires)
Attack 4A - Inertia Fuse for HE Shells (+30% armor penetration for your HE, but -3% change of fire for the HE)
Attack 4B - Air Supremacy (+1 aircraft per squadron for fighters and dive bombers)
Support 4A - Advanced Firing Training (+20% range for =< 139mm main guns, +20% secondary and AA range)
Support 4B - Manual Fire Control for AA (+100% AA damage for > 85mm AA guns, but AA guns now only fire at your designated target)
Versatility 4A - Radio Location (A passive [i.e. always on] ability that gives you a white "arrow" in the middle of the screen pointing at the nearest ship. No effect if you are a CV. Might be nerfed soon)
Versatility 4B - Concealment Expert (-10% detection range for DD, -12% for CL/CA, -14% for BB, -16% for CV)

 


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Have you been enjoying the new captain skills and found out the best setup for your carrier yet? Share with us!!

 

Here is Flamu's recommendation:

 

 

 

And here is the calculator, if they are any help: http://shipcomrade.com/captcalc

 

For your reference:

 

Endurance 1A - Priority Target (Show number of enemies aiming at you)
Endurance 1B - Preventive Maintenance (-30 module incaps for every 100 module incaps)
Attack 1A - Expert Loader (-50% reload time if you switch ammo with main guns already loaded)
Attack 1B - Aircraft Servicing Expert (+5% aircraft HP, -10% aircraft servicing time for CVs)
Support 1A - Direction Center for Catapult Aircraft (Launch 2 catapult fighters/spotting aircrafts, but -20% aircraft speed)
Support 1B - Dogfighting Expert (Aircrafts gain +10% damage/tier and +10% ammo against high tier enemy aircrafts)
Versatility 1A - Incoming Fire Alert (Indicator for >6-second incoming gunfire)

Versatility 1B - Evasive Maneuver (-20% detection range and +75% HP when empty of ammo, but -30% speed for torpedo and dive bombers)

 

Endurance 2A - High Alert (-10% cooldown of Damage Control Party)
Endurance 2B - Jack of All Trades (-5% cooldown of all consumables)
Attack 2A - Expert Marksman (+0.7°/s traverse for >139mm guns, +2.5°/s traverse for =< 139mm guns)
Attack 2B - Torpedo Acceleration (+5 knots torpedo speed, but -20% torpedo range)
Support 2A - Smoke Screen Expert (+20% smoke screen radius)
Support 2B - Expert Rear Gunner (+10% damage for aircrafts' rear guns)
Versatility 2A - Adrenaline Rush (-0.2% reload time for each 1% lost of HP; e.g. -10% reload time for 50% lost of HP)
Versatility 2B - Last Stand (engine and rudder can no longer be incapacitated, only partially suppressed)

 

Endurance 3A - Basics of Survivability (-15% module incap, fire, and flood debuff duration)
Endurance 3B - Survivability Expert (+350 HP for each ship tier)
Attack 3A - Torpedo Armament Expertise (-10% torpedo reload, -20% torpedo bomber servicing time)
Attack 3B - Emergency Takeoff (you CV can now recover and launch aircrafts when on fire, but servicing time doubles if you recover aircrafts when CV is on fire)
Support 3A - Basic Firing Training (-10% reload for =< 139mm main guns, -10% reload for secondary guns, +20% AA damage)
Support 3B - Superintendent (+1 charge for all consumables)
Versatility 3A - Demolition Expert (+2% chance of fire for every HE/secondary/dive bomb hit)
Versatility 3B - Vigilance (+25% torpedo acquisition range)

 

Endurance 4A - Manual Fire Control for Secondary (-15% secondary dispersion if Tier 1-6; -60% secondary dispersion if Tier 7-10, but secondary guns now only fire at your designated target)
Endurance 4B - Fire Prevention (-10 fires for every 100 fires, and your ship is immune to more fires if already has 3 fires)
Attack 4A - Inertia Fuse for HE Shells (+30% armor penetration for your HE, but -3% change of fire for the HE)
Attack 4B - Air Supremacy (+1 aircraft per squadron for fighters and dive bombers)
Support 4A - Advanced Firing Training (+20% range for =< 139mm main guns, +20% secondary and AA range)
Support 4B - Manual Fire Control for AA (+100% AA damage for > 85mm AA guns, but AA guns now only fire at your designated target)
Versatility 4A - Radio Location (A passive [i.e. always on] ability that gives you a white "arrow" in the middle of the screen pointing at the nearest ship. No effect if you are a CV. Might be nerfed soon)
Versatility 4B - Concealment Expert (-10% detection range for DD, -12% for CL/CA, -14% for BB, -16% for CV)

 

 

This is the best way to spec your IJN CV captain, totals up to 17 pts:

  • Aircraft service expert
  • Torp acceleration
  • Torp Arm expertise 
  • Demo expert
  • Air Supremacy
  • Concealment expert

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This is the best way to spec your IJN CV captain, totals up to 17 pts:

  • Aircraft service expert
  • Torp acceleration
  • Torp Arm expertise 
  • Demo expert
  • Air Supremacy
  • Concealment expert

 

vjC1fI0.jpg

^^^ So like this? A powerful and concise piece of advice indeed. :great: Speaking of a couple of spare points not enough to make up for Demolition Expert and Concealment Expert, what do you think of picking among [1] Dogfighting Expert, [2] High Alert, [2] Jack of All Trades, and [2] Expert Rear Gunner? Should we even bother training them, or just keep the spare points spare for DE and CE?


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Unless playing low-tier on small map, drop CE and take Dogfight as well as Evasive. The extra ammo is good for your fighters, and the HP buff from Evasive is handy for your bombers until they leave the AA.


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Unless playing low-tier on small map, drop CE and take Dogfight as well as Evasive. The extra ammo is good for your fighters, and the HP buff from Evasive is handy for your bombers until they leave the AA.

 

CaxW0qf.jpg

 

^^^So like this?? I like the build. Hopefully by using your build I can be as awesome as you.:D


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