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pepe_trueno

secondary and AA related upgrades/commander skills

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the game offer us options to upgrade our ships and captains in multiple way but many of this options are either lackluster or outright useless so is there any hope  to improve secondary/AA related upgrades or add more of them so they become something else than a meme build?

 

AA for instance has 2 good upgrades BFT and auxiliary armament mod 1, the rest are lackluster at best. Secondary guns in the other hand have plenty of upgrades/captain skill but even after 11-14 captain points and 3 dedicated upgrades they still wont be doing any real number to enemy ships that get within their limited range

 

Few things that come to mind:

manual secondary skill: from 15/60% accuracy to 30%+4%per tier accuracy and +1km base range to secondary guns

advance firing training skill: add 20% increaced AA range

 massive AA skill: complete rework, replace its effect with "during reinforcement, selected side gains  a 5KM aura that deals 25+5*tier damage"

auxiliary armament mod 1: raise the value, Even with this upgrade secondary guns and specialy AA are easily destroyed 

 AA guns mod 1: anyone use this upgrade? it should make flaks harder to dodge like larger AOE or give less reaction time.   

 

olso what about adding a third amunition choise "beehive", it wont do much to any surface ship with more armored than a dd but it did exist and was used by some ships to turn their main guns into big flaks against air raids.

 

  

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AFT really needs its range-boosting affect for AA back.  Or rather, AA really needs that boost back.  

(There's an argument to be made about whether it should boost the range of the Large AA mounts, as that would give some ships a massive outer aura and flak range... but it's absolutely necessary for the Small and Medium AA mounts.) 

 

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23 minutes ago, pepe_trueno said:

secondary and AA related upgrades/commander skills

By pepe_trueno

the game offer us options to upgrade our ships and captains in multiple way but many of this options are either lackluster or outright useless so is there any hope  to improve secondary/AA related upgrades or add more of them so they become something else than a meme build?

AA for instance has 2 good upgrades BFT and auxiliary armament mod 1, the rest are lackluster at best. Secondary guns in the other hand have plenty of upgrades/captain skill but even after 11-14 captain points and 3 dedicated upgrades they still wont be doing any real number to enemy ships that get within their limited range

Few things that come to mind:

manual secondary skill: from 15/60% accuracy to 30%+4%per tier accuracy and +1km base range to secondary guns

advance firing training skill: add 20% increaced AA range

 massive AA skill: complete rework, replace its effect with "during reinforcement, selected side gains  a 5KM aura that deals 25+5*tier damage"

auxiliary armament mod 1: raise the value, Even with this upgrade secondary guns and specialy AA are easily destroyed 

 AA guns mod 1: anyone use this upgrade? it should make flaks harder to dodge like larger AOE or give less reaction time.   

olso what about adding a third amunition choise "beehive", it wont do much to any surface ship with more armored than a dd but it did exist and was used by some ships to turn their main guns into big flaks against air raids.

Unless your Captain has a lot of skill points, then you'll probably only choose one tier-4 skill.  Either Manual Fire Control for secondary battery or Advanced Firing Training to gain the 20% range increase and the increased AA damage.

Using the Advanced Firing Training skill combined with a secondary battery Upgrade Module increases the range of secondary batteries significantly, and they fire at all available targets within range.
With Manual Fire Control, you gain accuracy but don't gain extra range, and you're limited to one target and don't get an AA performance increase.

As for ship management demands, the MFC skill requires a player's attention to select a target.  AFT does not.

With 8 skill points to devote to the endeavor, you'd gain the accuracy and the range increases and the AA performance buff, with the requirement that you manually select surface targets.
But that's a lot of skill points invested in the set-up.

For some ships, the investment(s) are worthwhile.
For other ships that have few or even zero secondary battery guns, it is not worth it.

The CV Graf Zeppelin and several Battleships benefit from a secondary battery investment.
I can't think of a Destroyer that would benefit.
Submarines (in play testing) would not benefit.
Some cruisers could benefit, some would not provide enough "return" on the "investment".

The more secondary battery guns a ship has and the greater their range is, before upgrades and skills are added-in, the more a ship benefits, I feel.

I've got a Betagne, tier-5 BB, with secondary battery upgrade and AFT Captain's Skill. 
The 6.5 km secondary battery range is useful at Tier-5. 
Going up a tier or two and ships are capable of 7.2 km and greater secondary battery firing ranges.
Some high tier ships are capable of 11+ km secondary battery fire.

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Basic Firing Training is more useful for Destroyers, in my opinion.
It may have some benefit with certain cruisers.

BFT competes with other 3-point Captain's skills that offer more tangible benefits, in my opinion.

As for "Beehive" projectiles.  Few ships carried them in history, and their performance was controversial.  Would be a niche-market item and not a good return on the investment, I feel.

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I have suggested that "Beehive" rounds be included on both the Yamato and the Musashi as these both actually existed and were employed in battle.

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Secondaries and AA are fine as is. Former is supposed to be a side source of damage, and certain players like me enjoy getting in range to let them roll opponents.

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4 hours ago, Wolfswetpaws said:

Unless your Captain has a lot of skill points, then you'll probably only choose one tier-4 skill.  Either Manual Fire Control for secondary battery or Advanced Firing Training to gain the 20% range increase and the increased AA damage.

Using the Advanced Firing Training skill combined with a secondary battery Upgrade Module increases the range of secondary batteries significantly, and they fire at all available targets within range.
With Manual Fire Control, you gain accuracy but don't gain extra range, and you're limited to one target and don't get an AA performance increase.

As for ship management demands, the MFC skill requires a player's attention to select a target.  AFT does not.

With 8 skill points to devote to the endeavor, you'd gain the accuracy and the range increases and the AA performance buff, with the requirement that you manually select surface targets.
But that's a lot of skill points invested in the set-up.

For some ships, the investment(s) are worthwhile.
For other ships that have few or even zero secondary battery guns, it is not worth it.

The CV Graf Zeppelin and several Battleships benefit from a secondary battery investment.
I can't think of a Destroyer that would benefit.
Submarines (in play testing) would not benefit.
Some cruisers could benefit, some would not provide enough "return" on the "investment".

The more secondary battery guns a ship has and the greater their range is, before upgrades and skills are added-in, the more a ship benefits, I feel.

I've got a Betagne, tier-5 BB, with secondary battery upgrade and AFT Captain's Skill. 
The 6.5 km secondary battery range is useful at Tier-5. 
Going up a tier or two and ships are capable of 7.2 km and greater secondary battery firing ranges.
Some high tier ships are capable of 11+ km secondary battery fire.

 even after heavy investment secondary guns usualy have around 1/2 to 1/3 of the main guns range, that thing alone makes them very risky to use and overall  highly situational. olso if you take AFT you have to take manual sec, otherwise the accuracy  will be beyond terrible.

 Have to agree in that they are pointless on cruisers, hopefully one day WG will  buff cruisers secondary guns stats enought to make them usable   

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