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Usedcarjock

Damage Control Party Mod 1 Worth?

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This modification adds +40% action time to the Damage Control Party. It also takes up the first modification slot which typically does not have any useful mods. I think this mod could be useful on a BB, but whether that be USN or KM is another thing entirely. Any recommendations?

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It is best on ships that tank a lot of damage. Like big slow battleships and perhaps some cruisers.

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it would be pretty nice on a USN BB, with their extended damage control time (20 seconds extended to 28, that's half a minute with no chance of fires or flooding). but that's really the only thing i could see that being useful on. any other BBs would be iffy, imo.

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Many tactics I use either as a CV, or as an HE spamming DD is to set a ship on fire after the DC has expired.

That's usually 10-15 seconds for battleships, but can be as low as 5 seconds for CVs and carriers.

In that time, the ship is immune to flooding or fires.  I know this, so I wait a few seconds after the fires go out to refocus firing at that ship again.

With this mod in place, especially on battleships, It'll take a little longer - and I don't know who has it, so that's a couple wasted salvoes.

Gives time to duck behind an island or cease fire and take concealment before that immunity fades.

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You get to maximize its value only on BBs with he longest action time for their DCP. 20 secs for US BBs becomes 25 secs at the cost of an upgrade slot. It's up to you if you're willing to give up +50% main battery survivability for that.

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It is best on Missouri. The repair last for 28 seconds then. Quiet useful that way.

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US BBs are probably the ships that might be able to get a bit of usefulness out of it.

Here is info from LWM on it:

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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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 I tried it on my Missouri and while I found it somewhat useful I gave it up because at least one of my front turrets seemed to get destroyed most battles and then was in one yesterday and had both front turrets destroyed  . Today did not lose one ; but will see what happens after a few more matches as todays sample size was 2 .

:Smile_honoring:

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If it took even 1 second off of the cool down, it would be better. On a battleship, damage control party runs for 20 seconds and you can't be set on fire or flood while it is running, this adds 8 seconds to that. It would be most useful if you hit your dcp too soon and there are torps or bombs on the way in still and they hit during that 8 seconds. On CL' and dd's it only runs for 5 seconds, you only get 2 extra seconds and is all but useless. I just sell them for the 650,000 credits. For me getting those in a super container is like getting coal in your stocking at Christmas. Which is how I felt last night when I got 1 in my 90 base xp grind for it. I guess it's better than nothing, but not much better. What a let down.

Edited by Sovereigndawg

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17 minutes ago, Chien_Lu_Anderman said:

 I tried it on my Missouri and while I found it somewhat useful I gave it up because at least one of my front turrets seemed to get destroyed most battles and then was in one yesterday and had both front turrets destroyed  . Today did not lose one ; but will see what happens after a few more matches as todays sample size was 2 .

:Smile_honoring:

Too many Yamatos at T9 and USN armor scheme isn't the greatest at protecting the turrets against bow over matches unlike Yamato and GK. I tried it and removed it on my Missouri. Yamato just has too much effective pen that the barbettes aren't strong enough.

 

If I had an Arizona I would probably use it on her. At T6 pen values are mediocre to poor for the ships that can overmatch (Bayern, Mutsu, Warspite). So even if they can overmatch the bow they don't have the pen to actually disable the turret.

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