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9TenSix2Eight

Road to US tier 10 Cruiser Legendary mode.

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please explain what you mean?  you mean the legendary modules for the  US cruisers?

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The Legendary Mod for DM is transformative, for me at least. It's slinky, like a Fletcher. Haven't got the Worster yet, but I heard its not that great.

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On 2/18/2020 at 7:32 AM, Bonfire79 said:

The Legendary Mod for DM is transformative, for me at least. It's slinky, like a Fletcher. Haven't got the Worster yet, but I heard its not that great.

(sad that it goes straight into the slot where concealment is)

Wooster module give you more utility duration at the exchange of losing concealment to be as stealthy as a DM, kinda of makes your radar range  ineffective

Edited by Skyspartan

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On 2/18/2020 at 5:32 AM, Bonfire79 said:

The Legendary Mod for DM is transformative, for me at least. It's slinky, like a Fletcher. Haven't got the Worster yet, but I heard its not that great.

As it stands today, Worcester's Legendary upgrade is one of the worst possible ones you can get, especially since her Radar range nerf a while back.

 

Des Moines' Legendary greatly transforms how she sails.

 

But again, this is how it is today.  With WG doing a pass on Legendary upgrades to stuff them in the Rebork Bureau, who knows what state they'll be in.  They said they were going to look at the bad Legendaries, but what's to stop them from nerfing the good ones like DM, Yamato, Zao Legendaries?

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On 2/18/2020 at 6:38 AM, 9TenSix2Eight said:

:cap_win:   Anyone can give me a good opinion about this mode?

 

Thank you in advance!

Here is the +x% this and -y% that calculated out.

 

 

NOTE, the Unique Upgrades (UU) are up for balancing when they move to the Research Bureau (RB) in patch 9.2, likely dropping on Wed, Mar 11th. They were called Legendary in development, but the name was changed when they were released in mid-2018.

 

1 minute ago, HazeGrayUnderway said:

As it stands today, Worcester's Legendary upgrade is one of the worst possible ones you can get, especially since her Radar range nerf a while back.

You trade 1km of detect range for up to almost 10s more RADAR run time w/the RADAR mod in slot 2. You also get more Hydro and can use the Hydro mod in slot 2 to maximize Hydro run time instead. Same for DFAA.

 

Unique Upgrade in slot 5
10.8km Concealment with camo and CE skill
RADAR  48 seconds, 9km (57.6s with special RADAR mod in slot 2)
Hydro 120 seconds, 3.42km torp, 4.92km ship (144s with special Hydro mod in slot 2)
DFAA 48 seconds (57.6s with special DFAA mod in slot 2)

 


Concealment Systems module in slot 5
9.8km Concealment with camo, CE skill, module
+5% maximum dispersion for shells fired at you
RADAR  40 seconds, 9km (48s with special RADAR mod in slot 2)
Hydro 100 seconds, 3.42km torp, 4.92km ship (120s with special Hydro mod in slot 2)
DFAA 40 seconds (48s with special DFAA mod in slot 2)

 

 

Note, the DM has 10.9km detect with a 10km RADAR and the Worcester has a 9.8km detect with a 9km RADAR with CSM1 in slot 5, so you can not stealth RADAR anyways with or without the UU.

I have not yet updated the TAM1 info in the article and will get to it when I have time. Right now, I want to play some after this post.

 

1 minute ago, HazeGrayUnderway said:

Des Moines' Legendary greatly transforms how she sails.

 

But again, this is how it is today.  With WG doing a pass on Legendary upgrades to stuff them in the Rebork Bureau, who knows what state they'll be in.  They said they were going to look at the bad Legendaries, but what's to stop them from nerfing the good ones like DM, Yamato, Zao Legendaries?

 

Des Moines Unique Upgrade
5.5s main gun reload
30s turret traverse (26.9s with EM skill)
15.83km main gun range
36s RADAR duration (43.2s with RADAR special mod in slot 2)
~8s acceleration to 27 knots with UU and Propulsion mod 2 in slot 4 (Without PM2 in slot 4, you should have ~21.6s to 27 knots)
6.9s rudder shift (5.5s with SGM2 in slot 2, 3.3s with SGM2 in slot 2 & SGM3 in slot 5, but your concealment is 11.8km instead of 10.6km and you give up the ~8s accel)
6s 127mm (6x2) secondary gun reload, with BFT is 5.4s reload

Short range AA 12x1 20mm, continuous DPS 211
Mid range AA 12x2 76.2mm, continuous DPS 875, 11 flak bursts with 1,400 DPS
long range AA 6x2 127mm, continuous DPS 163, 5 flak bursts with 1,680 DPS

 


Main Battery mod 3   -12% main gun reload, -13% main gun turret traverse
4.8s main gun reload
34.5s turret traverse (30.4s with EM skill)
15.83km main gun range
40s RADAR duration (48s with RADAR special mod in slot 2)
~27s acceleration to 27 knots (Propulsion mod 2 in slot 4 is ~21.6s to 27 knots)
8.6s rudder shift (6.9s with SGM2 in slot 2, 4.1s with SGM2 in slot 2 & SGM3 in slot 5, but your concealment is 11.8km instead of 10.6km and you give up the ~21.6s accel)
6s 127mm (6x2) secondary gun reload, with BFT is 5.4s reload

Short range AA 12x1 20mm, continuous DPS 211
Mid range AA 12x2 76.2mm, continuous DPS 875, 11 flak bursts with 1,400 DPS
long range AA 6x2 127mm, continuous DPS 163, 5 flak bursts with 1,680 DPS 

 

 

Gun Fire Control System mod 3  +16% range
5.5s main gun reload
30s turret traverse (26.9s with EM skill)
18.36km main gun range
40s RADAR duration (48s with RADAR special mod in slot 2)
~27s acceleration to 27 knots (Propulsion mod 2 in slot 4 is ~21.6s to 27 knots)
8.6s rudder shift (6.9s with SGM2 in slot 2, 4.1s with SGM2 in slot 2 & SGM3 in slot 5, but your concealment is 11.8km instead of 10.6km and you give up the ~21.6s accel)
6s 127mm (6x2) secondary gun reload, with BFT is 5.4s reload

Short range AA 12x1 20mm, continuous DPS 211
Mid range AA 12x2 76.2mm, continuous DPS 875, 11 flak bursts with 1,400 DPS
long range AA 6x2 127mm, continuous DPS 163, 5 flak bursts with 1,680 DPS 

 

 


Auxiliary Armaments mod 2 (AAM2) +15% DPS for continuous and flak bursts, +2 long range flak bursts, -20% secondary gun reload
5.5s main gun reload
30s turret traverse (26.9s with EM skill)
15.83km main gun range
40s RADAR duration (48s with RADAR special mod in slot 2)
~27s acceleration to 27 knots (Propulsion mod 2 in slot 4 is ~21.6s to 27 knots)
8.6s rudder shift (6.9s with SGM2 in slot 2, 4.1s with SGM2 in slot 2 & SGM3 in slot 5, but your concealment is 11.8km instead of 10.6km and you give up the ~21.6s accel)

4.8s 127mm (6x2) secondary gun reload, with BFT is 4.3s reload

Short range AA 12x1 20mm, continuous DPS 242.7
Mid range AA 12x2 76.2mm, continuous DPS 1,006.2
long range AA 6x2 127mm, continuous DPS 244.5, 5 flak bursts with 1,932 DPS

 

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