274 [FEB-M] Alloh Members 310 posts 9,671 battles Report post #1 Posted April 21, 2021 (edited) Since DEVs are working again on captain's skills, there is one factor on some skills that are closer to MAGIC than skill, training or better equipment. OR sometimes the explanation given would be MAGIC, and we can achieve same result with some NON-MAGIC, mundane solution. Quick examples: +5% damage for AP, or HE. How skill or training can change that? BUT the distinguished ship/crew can get better ammo, not available to regular ships due its novelty or scarcity Some buff IF enemies (can, cannot) see you: How what happens (or not) in a remote enemy ship will affect the performance of you ship? This is MAGIC. We must get rid of these conditionals! Adrenaline Rush improves reaction time for crews do change IF enemies can be seen or not, even more if your ship is being hit/damaged. But that's happening in “my” ship, not due to something happening on another ship. No change required. Since we're on this topic, another important change, already suggested, is to allow players to CHOOSE either "class" to use, separating cruisers into CA, CL. Then a BB can use BB or Cruiser skill set, while Heavy Cruisers (CA) can choose either Cruiser or Battleship skills, Light cruisers (CL) can select Cruiser or Destroyer sets, and DDs can pick one of DD or CL skills. OR, a simplified version: BB use (BB or CA) CA/CL use one of (BB,CA,DD) DD select either (CA,DD). Back to NON-MAGIC skills version, I started with a copy of skill tables from WoWs wiki, and compiled this list: BASE SKILLS Name Description Effect Notes NON-MAGIC version or explanation Situational Awareness An alert to the commander that the ship has been spotted by the enemy. An indicator is displayed when your ship is detected by an enemy ship or aircraft. Functions during commander re-training and on ships without a commander. Watch teams using binoculars and reporting to captain upon detecting enemy ships, planes, torpedos, etc I will add a comment for each ship class Edited April 21, 2021 by Alloh 2 2 4 Share this post Link to post Share on other sites
274 [FEB-M] Alloh Members 310 posts 9,671 battles Report post #2 Posted April 21, 2021 (edited) BB list Icon Skill Name Description Effect NON-MAGIC version or real world justification Gun Feeder Accelerates shell type switching if all main battery guns are loaded. -50% to reload time when the shell type is switched. (on next reload) Gunner Crew training.Applies to "NEXT RELOAD", there should be no way to change loaded shells except shooting! Allows load new shell type into empty guns while other type remains in loaded guns! Pyrotechnician A better chance of causing fires on enemy ships. +1% chance of main and secondary HE shells causing a fire. Improved Incendiary Ammo Consumables Specialist Better availability of consumables. -10% cooldown time of:Catapult Fighter, Spotting Aircraft, Main Battery Reload Booster,Torpedo Reload Booster, Defensive AA Fire. Crew training and machine tuning Grease the Gears Faster turret rotation. +20% main battery turrets traverse speed. Crew training and machine tuning, and More grease! Inertia Fuse for HE Shells Increases the armor penetration of high explosive (HE) main and secondary shells, while decreasing their chance of setting the enemy ship on fire. +25% armor penetration of HE shells.Base fire chance reduced by half. Improved Ammo with Hardened Tip Consumables Enhancements Longer lasting consumables. +10% action time of:Smoke Generator, Hydroacoustic Search, Engine Boost, Surveillance Radar. Crew training and machine tuning Super-Heavy AP Shells Increase AP shell damage in exchange for vulnerability to fire and flood. +5% AP shell damage+30% fire and flood duration. NON-MAGIC: +5% AP dmg +30% detonation risk +30% dmg chance to guns > due improved, heavier ammo Long-Range Secondary Battery Shells Longer range secondaries. +20% secondary battery firing range. Crew training and machine tuning Adrenaline Rush Increases reload speed of all armament as the ship's health decreases. For each 1% HP lost: -0.2% reload time of all armaments +0.2% AA continuous damage. Crew training and Adrenaline Rush Dead Eye Activated if there is no visible enemy ship within the ship's standard detectability range.[1] When activated:-10% dispersion of main battery shells.Replaced by +10% Speed when undetected NON-MAGIC: -10% dispersion main guns. +10% SpeedDue crew training and machine tuning. Enemies’ visibility is irrelevant Improved Secondary Battery Aiming Greatly increases the accuracy of secondary guns against a designated target (if any). Guns that cannot bear on a designated target will fire with normal accuracy. -35% dispersion of secondary shells against a designated target.The target must be manually designated. Should become “Weapon 4”, otherwise unchanged. Crew training, Improved communications with gunners, and machine tuning Close Quarters Combat More secondary firepower and, when an enemy ship is spotted within the range of the secondary batteries, a main battery bonus is activated. -10% reload time of secondary batteries.When activated:-10% reload time of main battery. NON-MAGIC: -10% secondaries’ reload -8% main guns reload Due crew training and machine tuning. Enemies’ visibility is irrelevant Emergency Repair Specialist More efficient damage control and repair parties. -3% cooldown time of Damage Control Party and Repair Party. Crew training and machine tuning Incoming Fire Alert Provides a warning of long-range main battery fire. Receive a warning of a salvo fired at your ship from a distance of more than 4.5 km. Nearly magic, but can be due to Vigilance Crew training and better binoculars Preventive Maintenance Reduces the risk of main turrets, torpedo tubes, steering gear, and engine becoming incapacitated. -30% to the risk of incapacitation of modules. Crew training and machine tuning Vigilance Extends ship's torpedo acquisition range. +25% detection range of enemy torpedoes. Crew training and machine tuning Priority Target The detection indicator displays the number of opponents that are currently aiming at your ship. The detection indicator will show the number of enemies targeting you with main battery. Nearly magic, but can be due to Vigilance Crew training and better binoculars AA Gunner Increased anti-aircraft fire effectiveness. +10% damage from continuous AA and flak. Crew training and machine tuning Basics of Survivability Quicker firefighting, flooding control, and module repair teams. -15% to time of module restoration, firefighting, and recovery from flooding. Nearly magic, but can be due Crew training and machine tuning Enhanced Anti-Torpedo Protection Greater resistance to damage from torpedoes. +10 percentage points to the damage reduction of the Torpedo Protection System. NON-MAGIC: crew installed extra torpedo protections, all bulkheads closed during combat to contain floods Expert AA Marksman More AA explosions. When Sector Reinforcement is activated, stronger damage shift to the priority sector. +1 flak burst per salvo.In the priority AA sector:+25% continuous damage.[3] Crew training and machine tuning and BETTER AMMO Emergency Repair Expert Better damage control and repair. Damage Control Party and Repair Party: +1 charge (each). +10% action time. Crew training and machine tuning Concealment Expert Reduces detectability range. -10% detectability range of the ship. Nearly magic, but can be result of crew’s actions as engines tuning to reduce smoke, radio silence, lights off... Fire Prevention Expert Reduces the risk of catching fire. The maximum number of fires on a ship is reduced to three. -10% to the risk of fire. -1 maximum number of fires burning at one time. Firefighting Crew training, All crew trained in Firefighting. Edited April 21, 2021 by Alloh 2 1 Share this post Link to post Share on other sites
274 [FEB-M] Alloh Members 310 posts 9,671 battles Report post #3 Posted April 21, 2021 (edited) CA/CL CAs should be able to select Cruiser or Battleship skills CLs should choose either Cruiser or Destroyer skills - Whole tab, cannot pick some from CL with some from DD! And bring back the "special, BB-grade" secondaries to Ägir and Siefried. Makes no sense that they are equal to Roon and Saint-Louis! Icon Skill Name Description Effect NON-MAGIC version or real world justification Grease the Gears Faster turret rotation to help turrets keep up with maneuvers. +15% main battery turrets traverse speed. Crew training and machine tuning, and More grease! Swift Fish Faster torpedoes means less reaction time at the target. +5% torpedo speed. Crew training and torpedo engine tuning Consumables Specialist Better availability of consumables. -10% cooldown time of:Catapult Fighter, Spotting Aircraft, Main Battery Reload Booster, Torpedo Reload Booster, Defensive AA Fire. Crew training and machine tuning Gun Feeder Accelerates shell type switching if all main battery guns are loaded. -50% to reload time when the shell type is switched. (on next reload cycle) Crew training and machine tuningApplies to "NEXT RELOAD", there should be no way to change loaded shells except shooting! Allows load new shell type into empty guns while other type remains in loaded guns! Pyrotechnician A better chance of causing fires on enemy ships. +1% chance of main and secondary HE shells causing a fire. Improved Incendiary Ammo Fill the Tubes Faster torpedo rack reloads. Put more metal fish into the water. -10% torpedo tubes reload time. Crew training and machine tuning Consumables Enhancements Longer-lasting consumables. +10% action time of:Smoke Generator, Hydroacoustic Search, Engine Boost, Surveillance Radar. Crew training and machine tuning Eye in the Sky A quick-response spotter plane. Spotting Aircraft: +2 charges, -50% cooldown time, -50% action time. Crew training and machine tuning, and an external fuel tank. Heavy HE and SAP Shells More ship damage from penetrating non-AP shells, potentially with a cost. +10% main battery HE and SAP shell damage.+15% detectability of ships with a main battery caliber of 149 mm and above. NON-MAGIC: +10% main guns HE/SAP dmg +10% Detectability increase WHEN SHOOTING. Due Improved Heavier Ammo. If ship’s not shooting, the ammo is irrelevant, but heavier shell requires more propelent, thus more fire when smoke when shooting. See “Heavy AP Shells” Enhanced Torpedo Explosive Charge Torpedo warheads do more damage. +15% torpedo damage. Another torpedo model with bigger warhead Adrenaline Rush Increases reload speed of all armament as the ship's health decreases. For each 1% HP lost: -0.2% reload time of all armaments +0.2% AA continuous damage. Crew training and machine tuning and Adrenaline Rush Heavy AP Shells More damage for penetrating AP shells of heavy cruisers. +5% damage for AP shells 190mm and larger. NON-MAGIC: +10% main guns AP dmg +10% Detectability increase WHEN SHOOTING. Due Improved Heavier Ammo. If ship’s not shooting, the ammo is irrelevant, but heavier shell requires more propelent, thus more fire when smoke when shooting. See “Heavy HE/SAP Shells” Top Grade Gunner If an enemy ship is spotted within the ship's standard detectability range,[1] this skill is activated. -10% reload time of secondary batteries.When activated:-8% reload time of the main battery. NON-MAGIC: -10% secondaries reload time -8% primaries reload time Due crew training and machine tuning. Enemy visibility is irrelevant Outnumbered If there are more visible hostile ships than allies within the ship's standard main battery firing range, this skill is activated.[1] When activated:+8% ship speed -10% main battery dispersion. NON-MAGIC: -8% main gun dispersion +8% ship speed Due crew training and machine tuning. Enemy visibility is irrelevant Radio Location Shows the direction to the nearest enemy ship, detected or not. In battle, an azimuth range arc appears.The enemy is alerted that a bearing has been taken. That’s why all ships have directional antennas, RDF – Radio Direction Finder – works similar to a “passive radar”. For better realism, should indicate multiple targers, like 3 nearest, and have a random fade timer, to simulate enemy ships using radio broadcasts. Inertia Fuse for HE Shells Increases the armor penetration of high explosive (HE) main and secondary shells, while decreasing their chance of setting the enemy ship on fire. +25% armor penetration of HE shells.Base fire chance reduced by half. Improved HE Ammo with delay fuse Incoming Fire Alert Provides a warning of long-range main battery fire. Receive a warning of a salvo fired at your ship from a distance of more than 4.5 km. Nearly magic, but can be due to Vigilance Crew training and better binoculars Last Stand When the engine or steering gears are incapacitated, they continue to operate (but with a penalty). The ship remains able to move and maneuver - slowly - while the engine or steering gears are incapacitated. Nearly magic, but can be due to Crew training and better maintenance Priority Target The detection indicator displays the number of opponents that are currently aiming at your ship. The detection indicator will show the number of enemies targeting you with main battery. Nearly magic, but can be due to Vigilance Crew training and better binoculars Expert AA Marksman More AA explosions. When Sector Reinforcement is activated, stronger damage shift to the priority sector. +1 flak burst per salvo.In the priority AA sector:+25% continuous damage.[3] Gunner Crew training Superintendent Increases capacity of consumables. +1 additional charge to all consumables mounted on a ship. Crew training and machine tuning, and +1 item of each. Survivability Expert Increases the size of the ship's Health Pool. +350 ship HP for each ship tier. Nearly magic… maybe improvements added to the hull by the crew, like additional armor plates Concealment Expert Reduces detectability range. -10% detectability range of the ship. Nearly magic, but can be result of crew’s actions as engines tuning to reduce smoke, radio silence, lights off... AA Gunner Increased anti-aircraft fire effectiveness. +20% damage from continuous AA and flak. Crew training and machine tuning Edited April 21, 2021 by Alloh 3 Share this post Link to post Share on other sites
274 [FEB-M] Alloh Members 310 posts 9,671 battles Report post #4 Posted April 21, 2021 (edited) DDs Some DDs, as French ones, are indeed small cruisers, and would benefit from those cruiser-related improvements. They are as big or larger than some light cruisers. Icon Skill Name Description Effect NON-MAGIC version or real world justification Grease the Gears Faster turret rotation to help turrets keep up with maneuvers. +15% main battery turrets traverse speed. Crew training and machine tuning, and More grease! Liquidator Increased chance to cause flooding on a torpedo strike. +30% chance (multiplicative) of causing flooding. Improved Torpedos Warheads – new torpedo model Consumables Specialist Shorter cooldown time of certain consumables. -10% cooldown time of:Catapult Fighter, Spotting Aircraft, Main Battery Reload Booster, Torpedo Reload Booster, Defensive AA Fire. Crew training and machine tuning Gun Feeder Accelerates shell type switching if all main battery guns are loaded. -50% to reload time when the shell type is switched. Gunner Crew training and machine tuningApplies to "NEXT RELOAD", there should be no way to change loaded shells except shooting! Allows load new shell type into empty guns while other type remains in loaded guns! Pyrotechnician A better chance of causing fires on ships. +1% chance of main and secondary HE shells causing a fire. Improved incendiary Ammo Swift Fish Faster torpedoes. +5% torpedo speed. Crew training and machine tuning on torpedos engines. Consumables Enhancements Longer action time of certain consumables. +10% action time of: Smoke Generator Hydroacoustic Search Engine Boost Surveillance Radar. Crew training and machine tuning Extra-Heavy AP Shells More damage from armor-piercing penetrations. +5% main battery AP shell damage. Improved Ammo with Hardened Tip Main Battery and AA Specialist Improved firepower. -5% main battery reload time. +10% continuous AA damage. Crew training and machine tuning Fill the Tubes Put more metal fish in the water. -10% torpedo tubes reload time. Crew training and machine tuning Adrenaline Rush Increases reload speed of all armament as the ship's health decreases. For each 1% HP lost: -0.2% reload time of all armaments +0.2% AA continuous damage. Crew training and machine tuning and Adrenaline Inertia Fuse for HE Shells Increases the armor penetration of high explosive (HE) main and secondary shells, while decreasing their chance of setting the enemy ship on fire. +25% armor penetration of HE shells.Base fire chance reduced by half. Improved Ammo with Delay Fuse Main Battery and AA Expert Even more firepower. +20% main battery range. +15% flak damage. Crew training and machine tuning and better propelent and ammo Swift in Silence So long as the ship remains undetected, the speed bonus is activated. +5% main battery reload time.+8% ship speed while activated. NON-MAGIC: +8% ship speed Activated when the ship is NOT FIRING for 15sec. Deactivate if shoot Due crew training and machine tuning. Enemy visibility is irrelevant Radio Location Shows the direction to the nearest enemy ship, detected or not. In battle, an azimuth range arc appears.The enemy is alerted that a bearing has been taken. That’s why all ships have directional antennas, RDF – Radio Direction Finder – works similar to a “passive radar”. For better realism, should indicate multiple targers, like 3 nearest, and have a random fade timer, to simulate enemy ships using radio broadcasts. Fearless Brawler When the ship is detected, the main battery reload bonus is activated. +1 flak burst per salvo.+5% detectability range of the ship.When activated:-10% main battery reload time. NON-MAGIC: +1 Flak per salvo -8% main gun reload +5% increase Detectability Range WHEN SHOOTING Due crew training and improved ammo. If ship’s not shooting, the ammo is irrelevant, but shooting more often make you more visible. Enemy visibility is irrelevant Incoming Fire Alert Provides a warning of long-range main battery fire. Receive a warning of a salvo fired at your ship from a distance of more than 4.5 km. Nearly magic, but can be due to Vigilance Crew training and better binoculars Preventive Maintenance Reduces the risk of main turrets, torpedo tubes, steering gears, and engine becoming incapacitated. -30% to the risk of incapacitation of modules. Crew training and machine tuning, and better preventive maintenance Priority Target The detection indicator displays the number of opponents that are currently aiming at your ship. The detection indicator will show the number of enemies targeting you with main battery. Nearly magic, but can be due to Vigilance Crew training and better binoculars Last Stand When the engine or steering gears are incapacitated, they continue to operate (but with a penalty). The ship remains able to move and maneuver - slowly - while the engine or steering gears are incapacitated. Crew training and machine tuning, and better preventive maintenance Superintendent Increases capacity of consumables. +1 charge to all consumables mounted on a ship. Crew training and machine tuning, and +1 charge of each item Survivability Expert Increases the size of the ship's Health Pool. +350 ship HP for each ship tier. Nearly magic… maybe improvements added to the hull by the crew, like additional armor plates Concealment Expert Reduces detectability range. -10% detectability range of the ship. Nearly magic, but can be result of crew’s actions as engines tuning to reduce smoke, radio silence, lights off... Dazzle When your undetected ship is spotted, reduces the accuracy of hostile fire directed at your ship. When activated:+20% dispersion of enemy shells fired at your ship for 15 seconds. NON-MAGIC: React Faster Option 1: +10% enemy guns dispersion for 15sec IF SHIP IS MOVING +10% enemy guns dispersion for 15sec IF SHIP IS TURNING -------Option 2:-15% rudder time and acceleration during 15sec WHEN SHIP IS DETECTED Due crew readiness and faster response time than enemy ship’s crew. Edited April 21, 2021 by Alloh 1 Share this post Link to post Share on other sites
5,206 [PVE] Sovereigndawg Members 12,079 posts 21,321 battles Report post #5 Posted April 21, 2021 The skill trees do read like a wizard's handbook. It would be nice to have some more realistic skills. Share this post Link to post Share on other sites
1,183 [SYN] chewonit [SYN] Beta Testers 2,565 posts 15,411 battles Report post #6 Posted April 21, 2021 This game is more like a fantasy RPG/FPS than a historical naval arcade. 3 Share this post Link to post Share on other sites
3,198 [WOLF5] AJTP89 Supertester 5,240 posts 4,603 battles Report post #7 Posted April 21, 2021 That ship sailed a long time ago. Increased fire chance has always been a skill, just for one example. IFHE is another. The rest are just following that trend. WG wants ship upgrades, skills are just a way to do that. Also, remember we can make our ship go faster just by hoisting a certain signal flag. I think there's always been a bit of magic going on 3 Share this post Link to post Share on other sites
361 Whiskey_Rebel Members 633 posts 4,389 battles Report post #8 Posted April 21, 2021 47 minutes ago, Alloh said: some skills that are closer to MAGIC than skill I always understood that the skills represented the aggregate abilities of all the crew. That the "commander" you move from ship to ship was essentially a proxy and a way of avoiding WoT's complicated and laborious crew skill system. There's nothing that the CO can do to give his ship a 1% improved chance to set fires with HE, for example. But the gunners and fire control officers may have the KSAs to make it happen. 1 Share this post Link to post Share on other sites
5,329 [KWF] warheart1992 Members 6,769 posts 7,727 battles Report post #9 Posted April 21, 2021 12 minutes ago, AJTP89 said: That ship sailed a long time ago. Increased fire chance has always been a skill, just for one example. IFHE is another. The rest are just following that trend. WG wants ship upgrades, skills are just a way to do that. To do justice to WG to some extent, I think IFHE was an early attempt to implement something along the lines of SAP without introducing the ammo type itself. 1 Share this post Link to post Share on other sites
2,493 [CVA16] Sabot_100 Members 9,440 posts 28,715 battles Report post #10 Posted April 21, 2021 Gun Feeder would be MAGIC too. Large caliber shells had no means of extraction of loaded shells and exchanging them during combat. But with this feat you can perform this impossible task even faster than if you just fired the gun and loaded the next shell. I think we are stuck with "magical" skills 1 Share this post Link to post Share on other sites
274 [FEB-M] Alloh Members 310 posts 9,671 battles Report post #11 Posted April 21, 2021 (edited) 22 minutes ago, Sabot_100 said: Gun Feeder would be MAGIC too. Large caliber shells had no means of extraction of loaded shells and exchanging them during combat. But with this feat you can perform this impossible task even faster than if you just fired the gun and loaded the next shell. I haven't noticed before, and have to agree... there really should be no easy way to change a shell type once loaded. That skill should apply to "Next Reload", like, they can send a different shell faster than another of the same! Changed to:Applies to "NEXT RELOAD", there should be no way to change loaded shells except shooting! Allows load new shell type into empty guns while other type remains in loaded guns! i.e., Let's say the ship has A-B-X-Y turrets. Player shoots A-B. Then order an "Ammo Type Change". -WITHOUT this skill, behaves as of now, and will load current ammo, and will load the new type for all guns after shooting. Includes discharging unused guns into water. -WITH this skill, A-B will be loaded with "new" ammo type immediatly, while X-Y will remain with previous ammo type. Edited April 21, 2021 by Alloh 1 Share this post Link to post Share on other sites
7,035 [WOLF9] iDuckman Wiki Lead, Privateers 19,257 posts 5,227 battles Report post #12 Posted April 21, 2021 2 hours ago, Alloh said: I started with a copy of skill tables from WoWs wiki, and compiled this list: You're hired !! not really. Share this post Link to post Share on other sites
311 [T_O_P] Hammer_n_Sickle Members 713 posts Report post #13 Posted April 21, 2021 ...and FFS the skills icons need to be arranged in such way that (when switching tabs) the same skill is in the same friggin spot and not in a different one somewhere way off to the side or something. It's a hot mess right now. some icons are in similar spots and some aren't. from this perspective i like "before rework" that there was no mess. 1 Share this post Link to post Share on other sites
2,493 [CVA16] Sabot_100 Members 9,440 posts 28,715 battles Report post #14 Posted April 21, 2021 (edited) 35 minutes ago, Hammer_n_Sickle said: and FFS the skills icons need to be arranged in such way that (when switching tabs) the same skill is in the same friggin spot and not in a different one Some skills change tiers based on ship type so keeping them in the same position would be impossible Overall, the idea of getting rid of all the "magical" skills is probably a non-starter. The outcry would be HUGE! That said, at lot of the existing skills need adjusting (Glue the Gears) . Edited April 21, 2021 by Sabot_100 Share this post Link to post Share on other sites
0 anonym_M9X3TkIyIaEj Members 216 posts Report post #15 Posted April 25, 2021 This is an excellent idea OP. Should have some further refinement but i think its among the best I've read in a long while. For DeadEye, now to be defunct, id say that "due to training and battle hardening sailors and officials operate with more calm and efficiency as they know they are safe from enemy fire at this distance." GJ OP. Share this post Link to post Share on other sites
1,522 [SAMPS] Wye_So_Serious Members 2,408 posts 40,063 battles Report post #16 Posted April 25, 2021 On 4/21/2021 at 10:20 AM, Alloh said: Since DEVs are working again on captain's skills, there is one factor on some skills that are closer to MAGIC than skill, training or better equipment. OR sometimes the explanation given would be MAGIC, and we can achieve same result with some NON-MAGIC, mundane solution. Quick examples: +5% damage for AP, or HE. How skill or training can change that? BUT the distinguished ship/crew can get better ammo, not available to regular ships due its novelty or scarcity Some buff IF enemies (can, cannot) see you: How what happens (or not) in a remote enemy ship will affect the performance of you ship? This is MAGIC. We must get rid of these conditionals! Adrenaline Rush improves reaction time for crews do change IF enemies can be seen or not, even more if your ship is being hit/damaged. But that's happening in “my” ship, not due to something happening on another ship. No change required. Since we're on this topic, another important change, already suggested, is to allow players to CHOOSE either "class" to use, separating cruisers into CA, CL. Then a BB can use BB or Cruiser skill set, while Heavy Cruisers (CA) can choose either Cruiser or Battleship skills, Light cruisers (CL) can select Cruiser or Destroyer sets, and DDs can pick one of DD or CL skills. OR, a simplified version: BB use (BB or CA) CA/CL use one of (BB,CA,DD) DD select either (CA,DD). Back to NON-MAGIC skills version, I started with a copy of skill tables from WoWs wiki, and compiled this list: BASE SKILLS Name Description Effect Notes NON-MAGIC version or explanation Situational Awareness An alert to the commander that the ship has been spotted by the enemy. An indicator is displayed when your ship is detected by an enemy ship or aircraft. Functions during commander re-training and on ships without a commander. Watch teams using binoculars and reporting to captain upon detecting enemy ships, planes, torpedos, etc I will add a comment for each ship class My opinion of commander skills is that they should be entirely informational and defensive and dispense with the asinine offensive buffs. Share this post Link to post Share on other sites
984 pepe_trueno Members 1,532 posts 9,408 battles Report post #17 Posted April 25, 2021 (edited) while nice on paper having a skill set for every class has become a gigantic middle finger for odd builds like heavy cruisers that want to play with secondary or survival builds so i support being able to pick wich commander class skill tree we want to use, As an Alternative scrap this whole mess and replace the class skills with generic tabs say: offence tab: y skills that buff different parameters of main guns, torpedoes or planes defence tab: mostly skills that buff AA,secondary guns, damage mitigation and concealment utility tab: mostly skills that buff consumables and ships maneuverability think of it like a diablo 2 skill tree where we could spend points in any of the tabs if we researched the previous skills i know its a game and not a sim but would not mind skills that actualy make sense like super heavy AP penalty being reduced shell speed instead of fire duration Edited April 25, 2021 by pepe_trueno 1 Share this post Link to post Share on other sites