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Papa_Het

How do you "activate" new capt skills?

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A few of the new skills say they can be "activated"  how do you do this?

 

Can you turn them on and off in game?

 

 

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Top grade gunner is one.

 

Same with swift in silence.

 

Can these be toggled on and off in game?

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As long as you have them on your commander, they activate automatically whenever the stated conditions are met. If your DD isn’t detected, swift in silence is active; if there’s a spotted enemy within your cruiser’s detection range, top grade gunner is active. 

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https://wiki.wargaming.net/en/Ship:List_of_Commander_Skills

Note the effects in green.  A skill effect is activated by a certain set of conditions.  It's not a manual thing.

 

Uhh... except for the buff to Priority Sector buff in the Expert AA Marksman skill.

Edited by iDuckman
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You activate them by paying the price one way or another ...........................

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Currently a contentious issue; that such skills, including Dead Eye, have no indication/indicator explicitly displaying that they are, in fact, 'active.'

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They are active when the conditions in the their description are met. This doesn't require you to do anything. There is nothing to tell you in game when they are active. I really think there should be as the condition can be really confusing. And it's not exactly easy to tell if your 8% speed buff is applied when you're twisting and turning.

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24 minutes ago, MidnightPhoenix07 said:

As long as you have them on your commander, they activate automatically whenever the stated conditions are met. If your DD isn’t detected, swift in silence is active; if there’s a spotted enemy within your cruiser’s detection range, top grade gunner is active. 

No idea why WG didn't add a UI indicator of whether the skill is active. Seems like such an obvious UX omission.

Wonder if modmakers can fix this?..

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Just now, vak_ said:

No idea why WG didn't get UI indicator of whether the skill is active.

Wonder if modmakers can fix this?..

As far as I’ve heard, there was supposed to be a UI indicator when a skill was active (besides just seeing the effect like SiS or TGG), but it didn’t make it into the 10.0 patch and will be coming at a later point. If they had the indicators and they just weren’t included in the files to download, one would think they’d do a hotfix patch to add them in, but to me it seems like they’re going to wait until a regular patch to actually add them. 

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I don't mind these skills being automatic provided certain conditions are met.

Take the stealth speed skill. If you are undetected and have been, your speed gets boosted a little bit. With flags and all in on Shima you go from a top speed of about 44.1ish knots to around 49.6ish give or take. Its nice to be fast. If you needed to be. In a already fast ship. The Smaland you can pretty much boost across the map when carefully using the limited boost to get close to 50 knots.

Anything faster will have to come from the French. They are very good at that.

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1 hour ago, vak_ said:

No idea why WG didn't add a UI indicator of whether the skill is active. Seems like such an obvious UX omission.

Wonder if modmakers can fix this?..

To be fair, if you really feel you need an indicator, you're probably not using the minimap as well as you could.

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1 hour ago, Estimated_Prophet said:

Currently a contentious issue; that such skills, including Dead Eye, have no indication/indicator explicitly displaying that they are, in fact, 'active.'

AND hopefully WG will make us some nice shiny indicators for this in the future!

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6 hours ago, xHeavy said:

Anything faster will have to come from the French. They are very good at that.

They're close to home and can replace engines every month or so...

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