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Shadowrigger1

Main Battery Modification 2

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Someone help me understand this modification.  Why would anyone pay 500k Silver to make their ship worse ?    This is a display bug right? or does this thing have some special unlisted upgrade besides making your guns slower ?

 

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I never use that upgrade for the fact that it kills loading time.     While it does increase your turrets turning speed, it is negligible at most.   And an experienced BB player knows that rate of fire is far more important than turret speed.        Instead I use the gunfire control modification to either increase accuracy or extend range.

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I use it on my Furutaka. Accuracy is fine for me, but I find a little more turret speed an OK tradeoff for an extra secondish reload.

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I do agree with all the posters, including the above. I only use it in Furutaka for the same reason. Every other ship I do not.

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That is not one of the better modules in game.  I use range or accuracy module when available.  BBs have real bad fire rates and you need to keep it as fast as you can.:izmena:

 

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I use it on a very few ships in game. I use it on the Grem, because the Grem can take the small hit to reloading, and it makes the turrets turn noticeably faster. I also use it on some of the Japanese DDs. I had it on the Minekaze, Mutsuki, and Hatsuharu, basically so that in the rare emergency cases where you need to use the guns to survive, you can get all of them on target ASAFP. Since the RoF on those guns is ball already, losing .5 rounds per minute is negligible. I've never used them on the BB because the way BBs play just makes it unnecessary. 

 

On ship I think might want that mod though is the coming German tier 7 Yorck. That ship has a turret turn time of 51.4 seconds. Putting on the mod would increase loading time from 12 seconds to 13.2 seconds, and make turrets rotate 180 degrees in 44.7 seconds. Not great, I know, but a hell of a lot better than 51.4 seconds. With the captain's skill for turret turn time and the mod both mounted, it should cut turret turn time on the Yorck down to 38.1 second. Again, not good, but should be manageable.

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Alpha Tester, In AlfaTesters
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I think it's a must-have for the Gremy.

 

I also put it on my Grem.  Coupled with the tier 2 captain skill with the +2.5 deg/sec traverse speed it doesn't do half bad.

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That equipment is an odd setup by WG.  There are only a couple bits of equipment that make you accept a trade off.  I have yet to think of a convincing reason for not simply giving us a choice of buying better accuracy, or better loading times, or faster traverse.  It seems to me just having the choice of only one of those three should be compromise enough.  The only time that one makes sense is in ships that can maneuver fast enough that you spend a lot of time with your guns loaded but unable to keep up with the hull rotation.  Gremmy is an obvious choice.  The Furutka is so much better now than when introduced, that I don't feel the need for that module now.     

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When I first started playing I thought it was buffing both stats. It wasn't until I got to New Orleans that I realized it was debuffing ROF. I will say it did pretty well on the Cleveland - which has pretty terrible traverse speed. They probably should just make it give you traverse with no effect to ROF...theres nothing wrong with that at all.

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I also put it on my Grem.  Coupled with the tier 2 captain skill with the +2.5 deg/sec traverse speed it doesn't do half bad.

 

I did the same thing in my Gremy. I don't play the ship as much as I did in CBT, but that combination of module and captain skill still makes this ship  a terror on the sea.
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OMFG! I can't believe I misread this as lessening reload time. Fuuuuuu!! Why WG, why?! Now I have to remove it from all my BBs that I thought were shooting faster.

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I had to use this mod on the myoko, as the turret traverse time is godawful, and even with this mod, it only brings Myoko's RoF down to Mogami and Ibuki level. Since in IJN cruisers you have to keep moving and turning to stay alive, I found that this mod was worth it.

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When stacked with the Commander skill you can get some impressive Deg/Sec values. 

 

The Warspite goes from 72s Traverse 2.5 Deg/s to 3.575 (edit/note: includes cmdr skill for +0.7Deg/s 155mm+) which drops the Traverse to 50.35s which is a big buff in comparison to the ~3s additional reload to Main Battery. 

The main thing to ask yourself when selecting this module is that would you rather have slightly faster 'pew pew' with a different mod or faster Turret Traverse which translates into more 'pew pew pew' because of Turrets on Target. 

 

The accuracy mod in my opinion is a security blanket. It's great if you're always getting RNGed screwed so it's usually a very safe bet. I usually grab the accuracy mod while I'm Grinding out Stock then once I have a feel for the ship I trash it for what I feel is more useful. 

 

 

Edited by Ivlerlin

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OMFG! I can't believe I misread this as lessening reload time. Fuuuuuu!! Why WG, why?! Now I have to remove it from all my BBs that I thought were shooting faster.

 

I did the same thing on my New York. I was wondering why my guns were taking a incredibly painful 37 seconds to reload... Then I realized that it was debuffing ROF. I quickly swapped it for the range upgrade. Its worthless on a BB.

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When I first started playing I thought it was buffing both stats. It wasn't until I got to New Orleans that I realized it was debuffing ROF. I will say it did pretty well on the Cleveland - which has pretty terrible traverse speed. 

 

Yes, thinking of putting it on there. I find it accurate enough at the ranges where I don't get outdodged anyway.

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