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Skuggsja

Captain Skills Change Suggestions for Cruisers and Battleships

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So I've had some thoughts on the rework of captain skills. Unlike some, I hardly think it's killing the game by any means. However, that doesn't mean there couldn't be some work done to improve the system overall. These are just my opinions and I figured I would throw them here to see if anyone felt the same.

First, CRUISERS. For the most part, I think the cruiser skills are relatively decent. Nothing spectacular but nothing too bad either. However, the amount of torpedo skills seems excessive in consideration of the amount of truly useable torpedoes on cruisers in-game. Don't get me wrong, there is a situation where everyone has used any torpedo at some point and it saved the day. I'm talking about in general though, how often do you get to use your Russian Cruiser or German Cruiser torpedoes, and so with success? I feel the most torpedo-oriented cruisers are the Italians and the Japanese and to a limited extent the British light cruisers. If I'm using my 4km Russian torpedoes or my 6km German torpedoes on my cruisers its usually a bad situation and I don't need to reload them faster, they don't need to travel faster, and the damage amount probably doesn't need to be boosted anyway.

Currently, there are 6 points you can invest in torpedoes, but a lot of cruisers have limited torpedo capability or none, and this takes up a bit of space in the skill tree that might have better use. I propose combining these skills into a Torpedo Expert skill and/or combining these skills and offer something like Extended Torpedo Range with a debuff to detection or speed of the torpedoes. With the additional slot freed up, I would propose a point be used to introduce and enhance Fighter Patrol Craft skills
 

Torpedo Expert: 4 Points
- Combines Swift Fish, Enhanced Torpedo Explosive Charge, and Torpedo Reload
-10% Torpedo Tube Reload Speed
+5 Knots to Torpedo Speed
+10% Torpedo Damage (Reduced from 15%)

This skill would be for the most hardcore torpedo oriented cruisers, and their players, in the current game. It combines the other torpedo skills into an expensive skill so that the others don't just feel like filler for some ships and useless for others, freeing up two slots.

Extended Torpedo Range: 3 Points
- Brings back the older torpedo skill that could be useful on some ships with mediocre torpedo performance that could become more useful with some skills invested. I'm not sure what the figures should be set at so I'm just using some random numbers that seem good to me. With this skill, the French torpedoes could reach out to 11KM, Germans to 8KM, and British to 12KM or 10KM depending on the ship. The IJN could be looking at 12Km, 14KM, and 22KM torpedoes and the Italians up to 15.5KM.
+ 2Km Torpedo Range
+5% to Torpedo detectability
-3 Knots to Torpedo Speed

Combat Air Patrol Fuel Tanks: 2 Points
- Borrowing this from the carriers. Due to the limited amount of new, additional AA skills, I think more potent fighter planes would be a good thing and a way to increase AA without messing with a ton of AA statistics. It would help the lock-on time due to the presence of aircraft within the patrol radius.
+10% Ranges of Fighter Consumable

Improved Hangar Storage: 1 Point
If fighters do lock on, it's generally a 1 for 1 trade on the attack planes. Thus, by adding one more plane to the fighter patrol, a good lock on to the enemy planes causes the loss of 1 more attack aircraft.
+1 To the Total Number Of Fighter Planes Launched



Now for BATTLESHIPS which I generally like the setup of. The rearranged older skills, and changes to them, are all fine by me. However, I feel like there should maybe be a few changes to some of the new skills, mostly rearranging the penalties and bonuses. First, Dead Eye and Super Heavy AP Shells should have some changes.

Dead Eye: 4 Points
-10% to dispersion when no enemy ships are in detection
+50% to detection time after firing (The standard is 20 seconds, so this will now be 30 seconds, slowing down the fire rate of these somewhat more accurate shots)
OR
+30% to Fire and Flooding Time ( If you're going to be more accurate, thus doing more damage, you should have a penalty inflicted so that one someone shoots back, it's more costly and the HP exchange feels better between any class of ship. This is simply removed from the Super Heavy AP Shells skill and placed here)

Super Heavy AP Shells: 3 Points
+5% to AP damage
+30% to Fire and Flooding Time (Removed. This bonus in damage isn't as considerable as that of Dead Eye. The difference in a Shikimia shell, as an example, hitting due to less dispersion from Dead Eye is 19400 potential damage. The same shell with a 5% damage boost that hits has a potential damage of 20,370. That's less than a 1000 HP difference and that's only if the shells and do a full penetration on a citadel. So a ricochet, torpedo bulge hit, main battery hit, shatter, or over-penetration barely matter, because the skill has no relevance. I'd rather get hit for slightly more damage less often that to be hit for a ton of damage, more often.)

Edited by Skuggsja
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Ooo...Ooo...

I'll take the Torpedo Expert choice for my DDs please :-)

Agree the Super Heavy AP shell skill seems like an easy pass for the little extra damage dealt potential in comparison to the (extremely) extra damage received potential.

Edited by IfYouSeeKhaos

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On 1/24/2021 at 12:48 PM, Skuggsja said:

So I've had some thoughts on the rework of captain skills. Unlike some, I hardly think it's killing the game by any means. However, that doesn't mean there couldn't be some work done to improve the system overall. These are just my opinions and I figured I would throw them here to see if anyone felt the same.

First, CRUISERS. For the most part, I think the cruiser skills are relatively decent. Nothing spectacular but nothing too bad either. However, the amount of torpedo skills seems excessive in consideration of the amount of truly useable torpedoes on cruisers in-game. Don't get me wrong, there is a situation where everyone has used any torpedo at some point and it saved the day. I'm talking about in general though, how often do you get to use your Russian Cruiser or German Cruiser torpedoes, and so with success? I feel the most torpedo-oriented cruisers are the Italians and the Japanese and to a limited extent the British light cruisers. If I'm using my 4km Russian torpedoes or my 6km German torpedoes on my cruisers its usually a bad situation and I don't need to reload them faster, they don't need to travel faster, and the damage amount probably doesn't need to be boosted anyway.

Currently, there are 6 points you can invest in torpedoes, but a lot of cruisers have limited torpedo capability or none, and this takes up a bit of space in the skill tree that might have better use. I propose combining these skills into a Torpedo Expert skill and/or combining these skills and offer something like Extended Torpedo Range with a debuff to detection or speed of the torpedoes. With the additional slot freed up, I would propose a point be used to introduce and enhance Fighter Patrol Craft skills
 

Torpedo Expert: 4 Points
- Combines Swift Fish, Enhanced Torpedo Explosive Charge, and Torpedo Reload
-10% Torpedo Tube Reload Speed
+5 Knots to Torpedo Speed
+10% Torpedo Damage (Reduced from 15%)

This skill would be for the most hardcore torpedo oriented cruisers, and their players, in the current game. It combines the other torpedo skills into an expensive skill so that the others don't just feel like filler for some ships and useless for others, freeing up two slots.

Extended Torpedo Range: 3 Points
- Brings back the older torpedo skill that could be useful on some ships with mediocre torpedo performance that could become more useful with some skills invested. I'm not sure what the figures should be set at so I'm just using some random numbers that seem good to me. With this skill, the French torpedoes could reach out to 11KM, Germans to 8KM, and British to 12KM or 10KM depending on the ship. The IJN could be looking at 12Km, 14KM, and 22KM torpedoes and the Italians up to 15.5KM.
+ 2Km Torpedo Range
+5% to Torpedo detectability
-3 Knots to Torpedo Speed

Combat Air Patrol Fuel Tanks: 2 Points
- Borrowing this from the carriers. Due to the limited amount of new, additional AA skills, I think more potent fighter planes would be a good thing and a way to increase AA without messing with a ton of AA statistics. It would help the lock-on time due to the presence of aircraft within the patrol radius.
+10% Ranges of Fighter Consumable

Improved Hangar Storage: 1 Point
If fighters do lock on, it's generally a 1 for 1 trade on the attack planes. Thus, by adding one more plane to the fighter patrol, a good lock on to the enemy planes causes the loss of 1 more attack aircraft.
+1 To the Total Number Of Fighter Planes Launched



Now for BATTLESHIPS which I generally like the setup of. The rearranged older skills, and changes to them, are all fine by me. However, I feel like there should maybe be a few changes to some of the new skills, mostly rearranging the penalties and bonuses. First, Dead Eye and Super Heavy AP Shells should have some changes.

Dead Eye: 4 Points
-10% to dispersion when no enemy ships are in detection
+50% to detection time after firing (The standard is 20 seconds, so this will now be 30 seconds, slowing down the fire rate of these somewhat more accurate shots)
OR
+30% to Fire and Flooding Time ( If you're going to be more accurate, thus doing more damage, you should have a penalty inflicted so that one someone shoots back, it's more costly and the HP exchange feels better between any class of ship. This is simply removed from the Super Heavy AP Shells skill and placed here)

Super Heavy AP Shells: 3 Points
+5% to AP damage
+30% to Fire and Flooding Time (Removed. This bonus in damage isn't as considerable as that of Dead Eye. The difference in a Shikimia shell, as an example, hitting due to less dispersion from Dead Eye is 19400 potential damage. The same shell with a 5% damage boost that hits has a potential damage of 20,370. That's less than a 1000 HP difference and that's only if the shells and do a full penetration on a citadel. So a ricochet, torpedo bulge hit, main battery hit, shatter, or over-penetration barely matter, because the skill has no relevance. I'd rather get hit for slightly more damage less often that to be hit for a ton of damage, more often.)

His intention on the Dead Eye is very good, a different view of the skill would be like this, imagine a Yamato with 26.6 km range and the player put Dead Eye on the ship, the penalties would be like this:

Dead Eye inactive when the player is shooting at a target over 20km.
+10% dispersion of the main battery projectiles.
+10% of the main battery charging time.

In that case the player would be forced to get closer to the combat if he wanted the skill activated, the benefits of the skill would be like this:

Below 20km -10% dispersion of the main battery projectiles.

This would put ships like GK and Kremlin in the meta game again and would also put an end to the problem of players sniping from the bottom of the map at 23 or 24km with Dead Eye without giving necessary support to the team, in which case the battles would be closer and even benefit battleships becoming more protected from aircraft carriers and destroyers, given that they would be closer to allied cruisers.

The idea is not to kill the skill but to bring more life to the matches.

Edited by Batataimortal

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