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Are Legendary Upgrades Worth the Detriments?

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1 hour ago, cthuhulu said:

I am on the last part of the mission for the hindy with 30k base xp to go. I will be mounting this no matter what I read to the contrary. I wonder if I will be able to install this and uninstall this without spending doubloons to get a better feel for how the module plays. I didn’t see anything about this on the write ups but then I probably would have missed anyways.

What I want to know is really two things:

1. Is there a sell-it value?

2. If so, what is it? 

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1 minute ago, Herr_Reitz said:

What I want to know is really two things:

1. Is there a sell-it value?

2. If so, what is it? 

Probably similar to the special upgrades, maybe a little more. I'm sure if you sell it, it would be gone and you would not be able to get it back.

 

Of course, WG could make them permanent like the perma-camo.

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On 7/12/2018 at 9:22 AM, HazardDrake said:

You only have 12 games in the Gearing. Unless your stats are hidden and I’m not being told that.

On top of that, your hit ratio is MUCH higher on your VMF DDs, just like it is with me. Which kinda kills your assertion of the arcs not making a big difference.

There is no such thing as “muscle memory” eliminating the need for correcting via fall of shot. Muscle memory will get you in the ballpark and it will take less mental effort to apply the feedback you are getting, but you are still depending on fall of shot to get on target. You might be automatically correcting, rather than a newbie who has to actually think about it, which lets you focus on other things. That’s an advantage for sure, but even the best trick-shooters in the world do their stuff at known and consistent ranges. 

I don't take T10s out into pubs much when there are more important ships to grind. This hardly means I'm inexperienced with them.

Lower hit ratio doesn't mean I'm less accurate. It means I'm taking more shots. It's like a freebie play in the NFL. The other team already drew a penalty flag and you are safe, but you may as well see if you can get anything extra. I keep shooting even when people are near max range. That's the one flaw of USN arcs. If someone's kiting and you are too far out, most of your shells will fall short. It doesn't mean I couldn't figure out how to aim. It simply means I made a deliberate choice to keep shooting. Assuming I'm not getting spotted and there's nothing better to do, that's the right play to make. You tank your accuracy, but every shell that does hit is another chance for damage and fire.

Other things I do that reduce hit ratio: feeling people out of smoke, blindfire, and intentionally attracting attention to yourself.

Muscle memory most certainly does eliminate the need for correction. You memorize how much farther ahead you need to shoot. Maybe muscle memory isn't the best way to describe it, but you develop a sense of depth perception and don't have to think to understand how many units you must move to account for a visual change in speed or direction.

Edited by awildseaking

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It totally depends on the ship, what legendary mod offers and which slot/what it replaces.

IMO, the Gearing legendary module looks good, combined with RL skill and the Fletcher torpedoes. Yamato with the module stacked with Yamamoto's EM and the upcoming base turret traverse buff may be pretty good. The Zao module may be good. Others, not so much. 

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1 hour ago, iamplaya said:

seems to me like the only good legendary upgrades are japanese or russian ships

The Khab legendary upgrade is poo.

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I'm working on the Mino Mod right now. Just have to do the last 2 missions. Being able to be a T10 version of Perth and Haida promises to be fun!

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What I don't get is Why every  Legendary Upgrade module has to have a DownSide. Get this perk Lose that perk.

Never have I bought a Car with a DownSide, or anything else for that matter.

WG you guys got it WRONG. 

Players will choose to play or not play based on what they will get not on what they will lose.

The TIT FOR TAT method  is purely Communist. 

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51 minutes ago, _Lord_Scott_ said:

What I don't get is Why every  Legendary Upgrade module has to have a DownSide. Get this perk Lose that perk.

Never have I bought a Car with a DownSide, or anything else for that matter.

WG you guys got it WRONG. 

Players will choose to play or not play based on what they will get not on what they will lose.

The TIT FOR TAT method  is purely Communist. 

 

Because the idea was not to make the ship OP, but to keep roughly the same level of competitiveness as the T10 without the Unique Upgrade. It permits a slightly different play style.

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49 minutes ago, Kizarvexis said:

 

Because the idea was not to make the ship OP, but to keep roughly the same level of competitiveness as the T10 without the Unique Upgrade. It permits a slightly different play style.

Except pretty much every module is a straight up downgrade when taken as a package. 

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59 minutes ago, Kizarvexis said:

 

Because the idea was not to make the ship OP, but to keep roughly the same level of competitiveness as the T10 without the Unique Upgrade. It permits a slightly different play style.

If WG wants Money they doing it the wrong way.

I have yet to meet a Human that doesn't want the Best.

if the Legendary Mods are truly legendary.. The Excalibur Sword comes to mind.

 Everyone in this game can earn them I see ZERO Reason to do this as they have.

These Mods will only Drive away Players.

Make them something WORTH the Effort.

If they make them OP as you say so be it, sooner or later everyone will have them.

Incentive Drives the Game ahead not  what WG has placed before us.

Strive to have the best equipment. Don't Hold back the perks. 

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8 minutes ago, _Lord_Scott_ said:

If WG wants Money they doing it the wrong way.

I have yet to meet a Human that doesn't want the Best.

if the Legendary Mods are truly legendary.. The Excalibur Sword comes to mind.

 Everyone in this game can earn them I see ZERO Reason to do this as they have.

These Mods will only Drive away Players.

Make them something WORTH the Effort.

If they make them OP as you say so be it, sooner or later everyone will have them.

Incentive Drives the Game ahead not  what WG has placed before us.

Strive to have the best equipment. Don't Hold back the perks. 

they only want long time players like me a reason to play the game. i grinded everything and sit on to much resources. the modules are unimportant for all the casual players. most dont play t10

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The Shimakaze Accelerated Torpedo Reload is unusable. It take 30 seconds to move 180 degrees. The spec says it should decrease the speed by 80%. If the speed is decreased or the time is increase by 80% it should be 12.8 seconds to move 180 degrees. How do you get someone at WG to fix this? Player Support says there is no issue.

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Most of the DD ones are awful. 

Shima is an awful idea. Gearing is just poor (maybe useful for CB?). YY is supposedly kinda interesting, but the downgrade to radar makes it probably worse in CB. 

In contrast, a lot of the cruiser and BB ones are huge buffs. 

I've been debating on Grosser Kurfurst's.  I'd probably take it. I like shooting more. 

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5 minutes ago, CageyBee1954 said:

The Shimakaze Accelerated Torpedo Reload is unusable. It take 30 seconds to move 180 degrees. The spec says it should decrease the speed by 80%. If the speed is decreased or the time is increase by 80% it should be 12.8 seconds to move 180 degrees. How do you get someone at WG to fix this? Player Support says there is no issue.

Well, the Shimakaze has a 25 deg per sec torp traverse, which is 7.2s for a 180 deg turn.

 

So with the Unique Upgrade the 25 deg per sec traverse drops to 5 deg per sec traverse and that makes the 180 deg turn 36 sec for the torps.

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Got the shima legendary upgrade finally and it pissed me off.

Game designers HAVE TO review the 80% penalty. 40% for a 10% decrease in reload could make me look at it again, but 80%... dear developer, play it in your shima.

They already crippled shima, now with legendary, it's further more vs what others get.

Again, pissed off for the way they drive on the jap torping DDs. No torp advantage, detection almost same, ugly guns even vs a T6.

Check it and rebalance, please.

PS: don't know why got my NA profile...

Edited by evans_hero_na
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On 8/17/2018 at 11:21 AM, evans_hero_na said:

Got the shima legendary upgrade finally and it pissed me off.

Game designers HAVE TO review the 80% penalty. 40% for a 10% decrease in reload could make me look at it again, but 80%... dear developer, play it in your shima.

They already crippled shima, now with legendary, it's further more vs what others get.

Again, pissed off for the way they drive on the jap torping DDs. No torp advantage, detection almost same, ugly guns even vs a T6.

Check it and rebalance, please.

PS: don't know why got my NA profile...

Shimakaze Accelerated Torpedo Tube Reload Unique Upgrade slot 6

The Shimakaze Unique Upgrade gets a -25% torpedo reload, -80% torpedo traverse and +50% chance of torpedo incapacitation.


Shima Unique Upgrade.
5.74s main gun reload, add BFT and you get 5.17s reload 
22.78s Main gun turret 180 degree traverse and EM skill gives you 17.31s 180 degree traverse
11.37km main gun range
98.3s reload 8km torps and 88.4s with TAE skill.
114.8s reload 12km torps and 103.3s with TAE skill.
112.5s reload 20km torps and 101.3s with TAE skill.
36s torpedo 180 degree traverse! 
3x2 127mm AA 30.3 DPS, add BFT for 36.4 DPS, add in signal flag 40 DPS
14x1 25mm AA 25.2 DPS, add BFT for 30.2 DPS, add in signal flag 33.3 DPS
1x2 25mm AA 5 DPS, add BFT for 6 DPS, add in signal flag 6.6 DPS
2x3 25mm AA 12.2 DPS, add BFT for 14.6 DPS, add in signal flag 16.1 DPS

Torpedo Tubes mod 3 gives you -15% torpedo reload and +50% chance of detonation.
5.74s main gun reload, add BFT and you get 5.17s reload 
22.78s Main gun turret 180 degree traverse and EM skill gives you 17.31s 180 degree traverse
11.37km main gun range
111.4s reload 8km torps and 100.2s with TAE skill.
130s reload 12km torps and 117s with TAE skill.
127.5s reload 20km torps and 114.8s with TAE skill.
7.2s torpedo 180 degree traverse
3x2 127mm AA 30.3 DPS, add BFT for 36.4 DPS, add in signal flag 40 DPS
14x1 25mm AA 25.2 DPS, add BFT for 30.2 DPS, add in signal flag 33.3 DPS
1x2 25mm AA 5 DPS, add BFT for 6 DPS, add in signal flag 6.6 DPS
2x3 25mm AA 12.2 DPS, add BFT for 14.6 DPS, add in signal flag 16.1 DPS

Main Battery mod 3 (MBM3) gives -12% main battery reload, +13% main battery turret traverse;
5.05s main gun reload, add BFT and you get 4.55s reload 
26.19s Main gun turret 180 degree traverse and EM skill gives you 19.20s 180 degree traverse  
11.37km main gun range
131s reload 8km torps and 117.8s with TAE skill.
153s reload 12km torps and 137.7s with TAE skill.
150s reload 20km torps and 135s with TAE skill.
7.2s torpedo 180 degree traverse
3x2 127mm AA 30.3 DPS, add BFT for 36.4 DPS, add in signal flag 40 DPS
14x1 25mm AA 25.2 DPS, add BFT for 30.2 DPS, add in signal flag 33.3 DPS
1x2 25mm AA 5 DPS, add BFT for 6 DPS, add in signal flag 6.6 DPS
2x3 25mm AA 12.2 DPS, add BFT for 14.6 DPS, add in signal flag 16.1 DPS


Gun Fire Control System mod 2 (GFCS2) gives +16% main battery firing range
5.74s main gun reload, add BFT and you get 5.17s reload 
22.78s Main gun turret 180 degree traverse and EM skill gives you 17.31s 180 degree traverse
13.19km main gun range
131s reload 8km torps and 117.8s with TAE skill.
153s reload 12km torps and 137.7s with TAE skill.
150s reload 20km torps and 135s with TAE skill.
7.2s torpedo 180 degree traverse
3x2 127mm AA 30.3 DPS, add BFT for 36.4 DPS, add in signal flag 40 DPS
14x1 25mm AA 25.2 DPS, add BFT for 30.2 DPS, add in signal flag 33.3 DPS
1x2 25mm AA 5 DPS, add BFT for 6 DPS, add in signal flag 6.6 DPS
2x3 25mm AA 12.2 DPS, add BFT for 14.6 DPS, add in signal flag 16.1 DPS

AA Guns mod 3 gives +25% AA DPS
5.74s main gun reload, add BFT and you get 5.17s reload 
22.78s Main gun turret 180 degree traverse and EM skill gives you 17.31s 180 degree traverse
11.37km main gun range
131s reload 8km torps and 117.8s with TAE skill.
153s reload 12km torps and 137.7s with TAE skill.
150s reload 20km torps and 135s with TAE skill.
7.2s torpedo 180 degree traverse
3x2 127mm AA 37.9 DPS, add BFT for 45.5 DPS, add in signal flag 50 DPS
14x1 25mm AA 31.5 DPS, add BFT for 37.8 DPS, add in signal flag 41.6 DPS
1x2 25mm AA 6.3 DPS, add BFT for 7.5 DPS, add in signal flag 8.3 DPS
2x3 25mm AA 15.3 DPS, add BFT for 18.3 DPS, add in signal flag 20.1 DPS

 

The big differences between the Shima UU and the TTM3

The reload drop from the TTM3 for the TTR Unique Upgrade is not as significant for the torp traverse lost.
88.4s reload 8km torps, meaning a 12.2s drop from the TTM3 upgrade
103.3s reload 12km torps, meaning a 13.7s drop from the TTM3 upgrade
101.3s reload 20km torps, meaning a 13.5s drop from the TTM3 upgrade

The Shimakaze has a 25 degrees per second torp traverse, which is 7.2s for a 180 degree turn.
So with the Unique Upgrade the 25 degrees per second traverse drops to 5 degrees per second traverse and that makes the 180 degree turn 36 sec for the torps.

I think that the Shima Unique Upgrade torp traverse could be changed and I believe WG will only do it if the stats show it needs a buff. I think that the -80% torp traverse could be dropped to 60-65% and work, but that is my opinion.
If the torp traverse could be dropped to -40% that makes the torp traverse 12s for a 180 degree turn which seems too low.
If the torp traverse could be dropped to -50% that makes the torp traverse 14.4s for a 180 degree turn.
If the torp traverse could be dropped to -60% that makes the torp traverse 18s for a 180 degree turn.
If the torp traverse could be dropped to -65% that makes the torp traverse 20.6s for a 180 degree turn.
If the torp traverse could be dropped to -75% that makes the torp traverse 28s for a 180 degree turn which seems too high.


Edit: Did all the Shima slot 6 mods and what changes from each one.

Edited by Kizarvexis

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On 7/12/2018 at 10:29 AM, Herr_Reitz said:

What I want to know is really two things:

1. Is there a sell-it value?

2. If so, what is it? 

1. Yes

2. 1.25 million credits

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2 hours ago, evans_hero_na said:

Got the shima legendary upgrade finally and it pissed me off.

Game designers HAVE TO review the 80% penalty. 40% for a 10% decrease in reload could make me look at it again, but 80%... dear developer, play it in your shima.

They already crippled shima, now with legendary, it's further more vs what others get.

Again, pissed off for the way they drive on the jap torping DDs. No torp advantage, detection almost same, ugly guns even vs a T6.

Check it and rebalance, please.

PS: don't know why got my NA profile...

 

Considering you are on the NA forums...

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When are we getting a f2p demount option so that we can see in game whether or not it's worth the detriment without losing months of grind?

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Depends on the ship.  Got GK module (mine was already speced for reload).  In creased main reload by ~1 second BUT, secondary reload went up 15%.

Zao has no down side as do some of the others.

Many are crap as discussed above.

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On 8/18/2018 at 8:00 AM, BearlyHereBear said:

Depends on the ship.  Got GK module (mine was already speced for reload).  In creased main reload by ~1 second BUT, secondary reload went up 15%.

Zao has no down side as do some of the others.

Many are crap as discussed above.

 

Zao Enhanced Main Battery and Steering Gears, Slot 6


The Zao Unique Upgrade gives -20% rudder shift, -7% dispersion and +8% range. 


Zao Unique Upgrade
13.7s Main gun reload
36s turret 180 degree traverse, add EM skill and get 31.6s traverse
132m max dispersion at 16.23km
17.53km main gun range
3s  100mm (6x2) secondary gun reload, add BFT and get 2.7s reload
104s torps w/8km range
171s torps w/12km range
6x2 100mm AA 124.8 DPS, add BFT for 149.8 DPS, add flag for 164.7 DPS
9x2 40mm AA 99 DPS, add BFT for 118.8 DPS, add flag for 130.7 DPS
11x3 25mm AA 67.1 DPS, add BFT for 80.5 DPS, add flag for 88.6 DPS
20x1 25mm AA 36 DPS, add BFT for 43.2 DPS, add flag for 47.5 DPS
6.2s rudder shift, add slot 2 SGM1 for 5s rudder shift and add slot 5 SGM3 for 3s rudder shift 

Gun Fire Control System mod 2 (GFCSM2) +16% range
13.7s Main gun reload
36s turret 180 degree traverse, add EM skill and get 31.6s traverse
136m max dispersion at 16.23km
18.83km main gun range
3s  100mm (6x2) secondary gun reload, add BFT and get 2.7s reload
104s torps w/8km range
171s torps w/12km range
6x2 100mm AA 124.8 DPS, add BFT for 149.8 DPS, add flag for 164.7 DPS
9x2 40mm AA 99 DPS, add BFT for 118.8 DPS, add flag for 130.7 DPS
11x3 25mm AA 67.1 DPS, add BFT for 80.5 DPS, add flag for 88.6 DPS
20x1 25mm AA 36 DPS, add BFT for 43.2 DPS, add flag for 47.5 DPS
7.7s rudder shift, add slot 2 SGM1 for 6.2s rudder shift and add slot 5 SGM3 for 3.7s rudder shift


Main Battery mod 3 (MBM3) -12% reload, -13% traverse
12.1s Main gun reload
41.4s turret 180 degree traverse, add EM skill and get 35.6s traverse
136m max dispersion at 16.23km
16.23km main gun range
3s  100mm (6x2) secondary gun reload, add BFT and get 2.7s reload
104s torps w/8km range
171s torps w/12km range
6x2 100mm AA 124.8 DPS, add BFT for 149.8 DPS, add flag for 164.7 DPS
9x2 40mm AA 99 DPS, add BFT for 118.8 DPS, add flag for 130.7 DPS
11x3 25mm AA 67.1 DPS, add BFT for 80.5 DPS, add flag for 88.6 DPS
20x1 25mm AA 36 DPS, add BFT for 43.2 DPS, add flag for 47.5 DPS
7.7s rudder shift, add slot 2 SGM1 for 6.2s rudder shift and add slot 5 SGM3 for 3.7s rudder shift


Torpedo Tubes mod 3 (TTM3) -15% torp reload, +50% torp incapacitate
13.7s Main gun reload
36s turret 180 degree traverse, add EM skill and get 31.6s traverse
136m max dispersion at 16.23km
16.23km main gun range
3s  100mm (6x2) secondary gun reload, add BFT and get 2.7s reload
88.4s torps w/8km range and +50% chance to be incapacitated
145.4s torps w/12km range
6x2 100mm AA 124.8 DPS, add BFT for 149.8 DPS, add flag for 164.7 DPS
9x2 40mm AA 99 DPS, add BFT for 118.8 DPS, add flag for 130.7 DPS
11x3 25mm AA 67.1 DPS, add BFT for 80.5 DPS, add flag for 88.6 DPS
20x1 25mm AA 36 DPS, add BFT for 43.2 DPS, add flag for 47.5 DPS
7.7s rudder shift, add slot 2 SGM1 for 6.2s rudder shift and add slot 5 SGM3 for 3.7s rudder shift


AA Guns mod 3 (AAGM3) +25% DPS
13.7s Main gun reload
36s turret 180 degree traverse, add EM skill and get 31.6s traverse
136m max dispersion at 16.23km
16.23km main gun range
3s  100mm (6x2) secondary gun reload, add BFT and get 2.7s reload
104s torps w/8km range
171s torps w/12km range
6x2 100mm AA 156 DPS, add BFT for 187.2 DPS, add flag for 205.9 DPS
9x2 40mm AA 123.8 DPS, add BFT for 148.6 DPS, add flag for 163.4 DPS
11x3 25mm AA 83.9 DPS, add BFT for 100.7 DPS, add flag for 110.7 DPS
20x1 25mm AA 45 DPS, add BFT for 54 DPS, add flag for 59.4 DPS
7.7s rudder shift, add slot 2 SGM1 for 6.2s rudder shift and add slot 5 SGM3 for 3.7s rudder shift
 

Secondary Guns mod 3 (SBM3) -20% secondary gun reload
13.7s Main gun reload
36s turret 180 degree traverse, add EM skill and get 31.6s traverse
136m max dispersion at 16.23km
16.23km main gun range
2.4s  100mm (6x2) secondary gun reload, add BFT and get 2.2s reload 
104s torps w/8km range
171s torps w/12km range
6x2 100mm AA 124.8 DPS, add BFT for 149.8 DPS, add flag for 164.7 DPS
9x2 40mm AA 99 DPS, add BFT for 118.8 DPS, add flag for 130.7 DPS
11x3 25mm AA 67.1 DPS, add BFT for 80.5 DPS, add flag for 88.6 DPS
20x1 25mm AA 36 DPS, add BFT for 43.2 DPS, add flag for 47.5 DPS
7.7s rudder shift, add slot 2 SGM1 for 6.2s rudder shift and add slot 5 SGM3 for 3.7s rudder shift
 

 

So with the Unique upgrade over the GFCSM2, you get 1.3km less range, for 4m less dispersion and 1.5s less time on the rudder shift. I can see this working for those people who would want to get closer and dodge shells over the long range shooting. YMMV on which is better.
 

Edit: put the numbers in for all the mods in slot 6 so you can compare.

Edited by Kizarvexis

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Zao, hindy and Yamato are the three I see that have the biggest gain.......\

(I have the wooster upgraded and it helps only in certain situations,,,,radar a cap is very good) 

Edited by fbrrhd

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Redid the Gearing, Zao and Shima numbers to show all of the slot 5 or slot 6 mods for those Unique Upgrades.

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