89 [THORN] cfedler Members 103 posts 6,129 battles Report post #1 Posted September 16, 2017 So by luck i just got a supercontainer(which'll make 4 today including the 3 from my tier X's), and i got the Damage control party mod 1 module. is there any ship or class that it's worth trading off that first mod? because in my mind, it's the most worthless of the special mods Share this post Link to post Share on other sites
53 [DSW] PlayerAltF4 Members 154 posts 4,644 battles Report post #2 Posted September 16, 2017 I like it on US battleships. I run it on my Missouri (along with full anti-fire captain) and it has been working really well. I haven't noticed an increase in turrets being disabled or broken, but I have been able to disengage easier from HE spam situations. Share this post Link to post Share on other sites
1,246 MidnightShamalan Members 2,207 posts 5,424 battles Report post #3 Posted September 16, 2017 US BBs benefit from it the most, but BBs in general are what you would put it on. cruisers and DDs don't have a long enough damage control period for it to make any difference. Share this post Link to post Share on other sites
13 ES84312 Members 66 posts 3,729 battles Report post #4 Posted September 16, 2017 (edited) 1 hour ago, cfedler said: it's the most worthless of the special mods we're talking about some extra seconds, but on the other hand...625.000 credits... Edited September 16, 2017 by AT_Velos Share this post Link to post Share on other sites
1,899 [WAIFU] pikohan [WAIFU] Members 3,614 posts 15,347 battles Report post #5 Posted September 16, 2017 Quote Uses for Damage Control Party Modification 1 None. Share this post Link to post Share on other sites
187 [SPNRD] Beorn_of_the_NorthernSea Members 748 posts 5,808 battles Report post #6 Posted September 19, 2017 So, just to sell then... Damn, that was what I got in my lone super-container. ~B Share this post Link to post Share on other sites
7 OldFrog75 Members 163 posts 411 battles Report post #7 Posted September 24, 2017 (edited) On 9/15/2017 at 9:07 PM, cfedler said: because in my mind, it's the most worthless of the special mods I don't understand. Don't they repair any module as well as fires and floods? Why is that worthless? Or is DCP Mod I different from DCP I? Edited September 24, 2017 by OldFrog75 Share this post Link to post Share on other sites
89 [THORN] cfedler Members 103 posts 6,129 battles Report post #8 Posted September 24, 2017 49 minutes ago, OldFrog75 said: I don't understand. Don't they repair any module as well as fires and floods? Why is that worthless? Or is DCP Mod I different from DCP I? The DCP Mod 1 takes up your first mod slot and increases the duration of DCP. so you get +40% duration(which is an extra 8 seconds on an american battleship which has the longest DCP time) but you lose out on having Main Armaments mod 1. and I see that as a completely un-worthwhile trade Share this post Link to post Share on other sites
7 OldFrog75 Members 163 posts 411 battles Report post #9 Posted September 24, 2017 (edited) 8 minutes ago, cfedler said: The DCP Mod 1 takes up your first mod slot and increases the duration of DCP. so you get +40% duration(which is an extra 8 seconds on an american battleship which has the longest DCP time) but you lose out on having Main Armaments mod 1. and I see that as a completely un-worthwhile trade Ok...now you're way over my head. I'm still in Tier I with an occasional foray into Tier II so I have no idea what you're talking about. I guess these more esoteric concepts will be revealed to me in the future when the time is right for me to learn how to use them. Edited September 24, 2017 by OldFrog75 Share this post Link to post Share on other sites