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Skyfaller

Modify the Expert Loader skill

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WG, 

How about modifying the expert loader skill into something more functional and applicable to all ship classes?

 

Baseline effect: Time taken to switch to new ammo type: -75% 

Destroyers: Next shot fired (aka the ammo being reloaded) will inflict 'Marked' debuff on target. 'Marked' = applies penalties that nullify Type 5 camo (-4% dispersion to incoming shells, +3% detection range at sea) for 20 seconds. Does not stack with other DDs

Cruisers: Next shot fired inflicts 'Blind' on target. 'Blind' = target loses all incoming team spotting data and cuts off outgoing teamspotting data from target ship for 20 seconds. Does not stack. 

Battleships: Next shot fired inflicts 'ShellShock'.  'ShellShock' causes all weapons on target to be unavailable to fire for 5 seconds. Does not stack. 

 

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I preffer to rework ER to halv the reload time without the main battery be full charged, but as a consumable so people cannot spam it.

Or with something like 30 sec cd or something like that so people cant abuse

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1 minute ago, Nabucodonosor21 said:

I preffer to rework ER to halv the reload time without the main battery be full charged, but as a consumable so people cannot spam it.

Or with something like 30 sec cd or something like that so people cant abuse

That would be super overpowered for anything but a 4 point skill and even then, questionable without a long cooldown.  

Anyways not even skill is meant for every ship and I think it fits fine with other skills.

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There are several skills that are only really applicable to some ship classes and useless to others, so EL is not unique in that regard. For example, SE is useful on most DDs and CVs, but a bad choice for a battleship and most cruisers. Vigilance is a very questionable choice for a CV. IFHE is also basically useless for half the ships in the game, etc, etc.

I run expert loader on all my CAs, some of my battleships, and even a few of my CLs (Soviet 180mm-armed ships and 155mm Mogami). It’s an incredibly useful skill that requires skill and practice to utilize effectively, but allows you to be more dynamic in your ammunition choices. I can’t count the number of times I’ve been able to quickly switch to AP to punish a broadside with 203mm AP, or quickly switch to HE to blap a DD with 406mm high explosive (Halsey and the Doe brothers’ improved EL is very useful on battleships).

Expert Loader is fine as is, and there is no need to add an overly complicated game mechanic for the sake of a single skill.

Edited by Nevermore135

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4 hours ago, Skyfaller said:

WG, 

How about modifying the expert loader skill into something more functional and applicable to all ship classes?

 

Baseline effect: Time taken to switch to new ammo type: -75% 

Destroyers: Next shot fired (aka the ammo being reloaded) will inflict 'Marked' debuff on target. 'Marked' = applies penalties that nullify Type 5 camo (-4% dispersion to incoming shells, +3% detection range at sea) for 20 seconds. Does not stack with other DDs

Cruisers: Next shot fired inflicts 'Blind' on target. 'Blind' = target loses all incoming team spotting data and cuts off outgoing teamspotting data from target ship for 20 seconds. Does not stack. 

Battleships: Next shot fired inflicts 'ShellShock'.  'ShellShock' causes all weapons on target to be unavailable to fire for 5 seconds. Does not stack. 

 

Wow...talk about making a 1 point skill an 8 point skill.

How exactly does DD & cruiser fire create a 20 second nerf to targets while a BB nerf to targets is titled "ShellShock" but only has a 5 second effect. Seems the 20 second nerfs are more "shock"ing than the BB's "ShellShock".

Any examples of how all the CV only skills will be redone so they are useful for all ships?

Edited by IfYouSeeKhaos

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44 minutes ago, IfYouSeeKhaos said:

Wow...talk about making a 1 point skill an 8 point skill.

How exactly does DD & cruiser fire create a 20 second nerf to targets while a BB nerf to targets is titled "ShellShock" but only has a 5 second effect. Seems the 20 second nerfs are more "shock"ing than the BB's "ShellShock".

Any examples of how all the CV only skills will be redone so they are useful for all ships?

Buffs to spotter planes and ship-launched fighters! Sure, that's still many ships missing, and comically useless, but still. Step up from before!

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8 hours ago, IfYouSeeKhaos said:

Wow...talk about making a 1 point skill an 8 point skill.

How exactly does DD & cruiser fire create a 20 second nerf to targets while a BB nerf to targets is titled "ShellShock" but only has a 5 second effect. Seems the 20 second nerfs are more "shock"ing than the BB's "ShellShock".

Any examples of how all the CV only skills will be redone so they are useful for all ships?

BBs shellshock affects ALL armament..from torps to secondaries to AA to main guns.

The DD and cruiser effects are geared towards teamwork and towards their respective roles.

A BB hardly uses expert loader due to the long reloads and even at 75% reduction its going to be a  7.5 second delay (form 30 baseline) ..so when you consider a BB using this skill upon another BB, causing a 5 second reload cycle/delay on  an enemy BB's armaments it can be the difference between being hit broadside and being hit at an angle. When hitting cruisers it has a mediocre effect (cruiser ROF being much faster). When hitting a DD it causes their guns and torps to reload which can be a huge problem for it since its guns refire faster and torps are basically knocked out for 5 seconds and could throw off their torp release positioning. The BB skill is not meant to be overpowering, just useful in a narrow range of situations a BB can find himself in which makes it worth switching his loaded AP to HE (the most common scenario) to hit a DD or such. 

The cruiser debuff protects the cruiser from being focused by others if the red ship shooting at it is also the spotter. Again, HIGHLY situational since the moment you fire your cruiser guns you become visible to other ships if in range...and HIGHLY situational if all cruisers coordinate to blind multiple red ships in the front. Teamwork. 

The DD debuff is purely teamwork related..it does not benefit the DD much as far as how much damage it will do to target but it can make the target easier to hit by others in the team. 

 

The entire skill tree needs to be revamped to make it useful to all classes in some manner. When Subs come in they will either need to add more columns to the skill tree or re-vamp the skill tree itself. I'm not going to get into CV skills here because this is not the thread for it.

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11 hours ago, Skyfaller said:

BBs shellshock affects ALL armament..from torps to secondaries to AA to main guns.

The DD and cruiser effects are geared towards teamwork and towards their respective roles.

A BB hardly uses expert loader due to the long reloads and even at 75% reduction its going to be a  7.5 second delay (form 30 baseline) ..so when you consider a BB using this skill upon another BB, causing a 5 second reload cycle/delay on  an enemy BB's armaments it can be the difference between being hit broadside and being hit at an angle. When hitting cruisers it has a mediocre effect (cruiser ROF being much faster). When hitting a DD it causes their guns and torps to reload which can be a huge problem for it since its guns refire faster and torps are basically knocked out for 5 seconds and could throw off their torp release positioning. The BB skill is not meant to be overpowering, just useful in a narrow range of situations a BB can find himself in which makes it worth switching his loaded AP to HE (the most common scenario) to hit a DD or such. 

The cruiser debuff protects the cruiser from being focused by others if the red ship shooting at it is also the spotter. Again, HIGHLY situational since the moment you fire your cruiser guns you become visible to other ships if in range...and HIGHLY situational if all cruisers coordinate to blind multiple red ships in the front. Teamwork. 

The DD debuff is purely teamwork related..it does not benefit the DD much as far as how much damage it will do to target but it can make the target easier to hit by others in the team. 

 

The entire skill tree needs to be revamped to make it useful to all classes in some manner. When Subs come in they will either need to add more columns to the skill tree or re-vamp the skill tree itself. I'm not going to get into CV skills here because this is not the thread for it.

The point I was making is not all skills are made for all ships... you're suggesting switching this 1point skill into making it a very powerful skill (a DD being able to make an opposing DD more detectable & easier to hit for 20 seconds is a huge benefit...not to.mention the reload buff) for all 3 main classes.

I was suggesting if this skill get altered to become a must have for all non CV ship types what other skills will get the buff hammer?

Was also wondering why this skill of all the skills you could have chosen to buff?

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On 7/21/2020 at 10:15 PM, Skyfaller said:

WG, 

How about modifying the expert loader skill into something more functional and applicable to all ship classes?

Baseline effect: Time taken to switch to new ammo type: -75% 

Destroyers: Next shot fired (aka the ammo being reloaded) will inflict 'Marked' debuff on target. 'Marked' = applies penalties that nullify Type 5 camo (-4% dispersion to incoming shells, +3% detection range at sea) for 20 seconds. Does not stack with other DDs

Cruisers: Next shot fired inflicts 'Blind' on target. 'Blind' = target loses all incoming team spotting data and cuts off outgoing teamspotting data from target ship for 20 seconds. Does not stack. 

Battleships: Next shot fired inflicts 'ShellShock'.  'ShellShock' causes all weapons on target to be unavailable to fire for 5 seconds. Does not stack.

Neat ideas, but I'd expect to see skills like this in World of Warcraft, not World of Warships.

Allowing turrets to reload individually with new ammo, like when you're holding down the fire button, would make this skill a lot better imho.

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