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_Marines

Poll: How do you configure your Yamato?

How do you configure your Yamato?  

28 members have voted

  1. 1. Consumable: Slot 3

    • Spotting Aircraft
    • Catapult Fighter
  2. 2. Upgrades: Slot 1

    • Main Battery Mod 1
    • AA Guns Mod 1
    • Secondary Battery Mod 1
  3. 3. Upgrades: Slot 2

    • Gun FCS Mod 1
    • Main Battery Mod 2
    • AA Guns Mod 2
    • Secondary Battery Mod 2
  4. 4. Upgrades: Slot 3

    • Gun FCS Mod 2
    • Main Battery Mod 3
    • AA Guns Mod 3
    • Secondary Battery Mod 3
  5. 5. Upgrades: Slot 4

    • DCS Mod 1
    • Propulsion Mod 1
      0
    • Steering Gear Mod 1
  6. 6. Upgrades: Slot 5

    • DCS Mod 2
    • Propulsion Mod 2
      0
    • Steering Gear Mod 2
  7. 7. Upgrades: Slot 6

    • TAS Mod 1
    • Concealment System Mod 1
  8. 8. Commander skills:

    • Artillery 1: Expert Loader
    • Artillery 2: Expert Marksman
    • Artillery 4: Demolition Expert
    • Artillery 5: Last Chance
      0
    • Secondary Arm 1: Basic Firing Training
    • Secondary Arm 2: Torp Arm Expertise
      0
    • Secondary Arm 4: Advanced Firing Training
    • Survive 1: Basics of Survivability
    • Survive 2: Fire Prevention
    • Survive 3: High Alert
    • Survive 4: Last Stand
    • Survive 5: Preventive Maintenance
    • Conceal & Acquire 1: Situation Awareness
    • Conceal & Acquire 2: Incoming Fire Alert
    • Conceal & Acquire 3: Vigilance
    • Conceal & Acquire 5: Concealment Expert
    • Aircraft 1: Expert Rear Gunner
      0
    • Aircraft 3: Dogfighting Expert
      0
    • Aircraft 4: Aircraft Servicing Expert
      0
    • Aircraft 5: Air Supremacy
      0
    • Special 3: Superintendant
    • Special 5: Jack of All Trades

11 comments in this topic

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Our friend ScarTheArmada at WOWS EU forum (http://forum.worldofwarships.eu/index.php?/topic/23366-what-upgrades-do-you-use-on-your-ships/) brought up this very interesting issue. Please vote! Post! Discuss!:teethhappy:

 

Consumable:

 

Slot 3:

Spotting Aircraft - (+20% main range)

Catapult Fighter - (A lame fighter squadron)

 

Upgrades:

 

Slot 1

Main Battery Mod 1 - (-20% incap, repair time, and chance of magazine det)

AA Guns Mod 1 - (+20% AA mount survive)

Secondary Battery Mod 1 - (+20% secondary battery survive)

 

Slot 2

Gun FCS Mod 1 - (increase main accuracy; i.e. reduce maximum disper from 276m to 256m)

Main Battery Mod 2 - (+15% main traverse speed, but +10% main loading time)

AA Guns Mod 2 - (+20% AA mount range)

Secondary Battery Mod 2 (+20% secondary range and increase secondary accuracy)

 

Slot 3

Gun FCS Mod 2 - (+16% main range)

Main Battery Mod 3 - (-12% main loading time, but -17% main traverse speed)

AA Guns Mod 3 - (+20% AA mount effectiveness)

Secondary Battery Mod 3 (-20% secondary loading time)

 

Slot 4

DCS Mod 1 - (-3% risk of flood and -5% risk of fire)

Propulsion Mod 1 - (-20% risk of engine incap and -20% engine repair time)

Steering Gear Mod 1 - (-20% risk of steering gear incap and -20% steering gear repair time)

 

Slot 5

DCS Mod 2 - (-15% time of flood and -15% time of fire)

Propulsion Mod 2 - (-20% time to reach full power)

Steering Gear Mod 2 - (-20% rudder shift time)

 

Slot 6

TAS Mod 1 - (+50% assured acquisition range, +20% max acquisition range, and +20% torp acquisition range)

Concealment System Mod 1 - (-10% detectability)

 

Commander skills:

 

Artillery 1: Expert Loader - (-20% reload time when switch shells)

Artillery 2: Expert Marksman - (+0.7°/s main traverse speed and +2.5°/s other gun traverse speed)

Artillery 4: Demolition Expert - (+3% chance of fire for HE)

Artillery 5: Last Chance - (-9% reload time of all guns when HP<20%)

Secondary Arm 1: Basic Firing Training - (-10% secondary reload time and +10% AA efficiency)

Secondary Arm 2: Torp Arm Expertise - Please do not select for your Yamato.

Secondary Arm 4: Advanced Firing Training - (+20% secondary range and +20% AA range)

Survive 1: Basics of Survivability - (-15% repair, fire, and flood time)

Survive 2: Fire Prevention - (-7% risk of fire; Note: as opposed to the tooltip suggests, this skill may reduce fire risk of only 3% or less)

Survive 3: High Alert - (-10% reload time of Damage Control Party consumable)

Survive 4: Last Stand - (Able to move and maneuver even when incapped) 

Survive 5: Preventive Maintenance - (-34% risk of module incap)

Conceal & Acquire 1: Situation Awareness - (Indicator when detected)

Conceal & Acquire 2: Incoming Fire Alert - (Indicator for >6-second incoming gunfire)

Conceal & Acquire 3: Vigilance - (+20 torp acquisition range)

Conceal & Acquire 5: Concealment Expert - (-10% detectability by DD, 12% by CL/CA, 14% by BB, and 16% by CV)

Aircraft 1: Expert Rear Gunner - (+10% efficiency of aircraft's rear gun)

Aircraft 3: Dogfighting Expert - (+10%/tier of combat performance for fighters when fighting higher tier enemy aircraft; no effect on Yamato because Tier X)

Aircraft 4: Aircraft Servicing Expert - I'm pretty sure this does not affect Catapult Fighters

Aircraft 5: Air Supremacy - (+1 fighter and +1 bomber; no effect on Yamato)

Special 3: Superintendant - (1 additional charge for every consumable)

Special 5: Jack of All Trades - (-10% reload time of every consumable)

 

Edited by _Marines

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yeah i dont bother with main battery survivability much, since these turrets are nearly impossible to destroy anyway, so i went with secondary survivability. Because Yamato has such strong secondaries I go for making mine stronger. For that reason i dont bother getting upgraded main gun range either, and i find improved main gun accuracy isn't really needed. And i definitely wont take main battery mod 3 with how slow those turrets turn, though that mod works great on Montana and Iowa. DCS mod 1, Steering Gear Mod 2, and TAS Mod 1 are pretty much givens.

 

Commander skills BFT and AFT, expert marksman and superintendent are the big ones i use.

 

Also worth noting, Dog fighting expert should never be taken by any T10 ship, since it provides no benefits at all to T10 Aircraft.

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Because Yamato has such strong secondaries I go for making mine stronger.

 

Agreed. These secondary upgrades make my 10 km radius a no-go zone for DDs and CAs.:teethhappy:

 

View Postryuukei8569, on 01 January 2016 - 06:02 PM, said:

i dont bother getting upgraded main gun range either, and i find improved main gun accuracy isn't really needed.

 

 Totally agreed. The 276m dispersion of of Yamato's main guns are already accurate enough for me and I have been one-shotting Izumo's, so I think praying to the RNG god may work better than improving the main guns' accuracy.:D

 

I have BFT, AFT, Expert Marksman, and Superintendent for my commander as well. I also selected Incoming Fire Alert, just in case if some perv fires a full salvo at my broadside when I'm not paying attention.

 

Edited by _Marines

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Here is another thread on WOWS EU forum discussing the topic: http://forum.worldofwarships.eu/index.php?/topic/11189-upgrades-and-captain-skills-for-amagi-and-yamato/

 

daki at #5 has some good points.:D

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As usual slot 2 and 3 are the biggest divide.  It's like what's more pointless at tier 10:  AA that will never stop a Midway anyway, or secondaries that you probably won't ever be in range of.

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I put on high alert, vigilance and superintendent and just don't run a level 5 captain skill on a 17 point commander.  That extra 40% range for torpedoes has saved me recently.

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I put on high alert, vigilance and superintendent and just don't run a level 5 captain skill on a 17 point commander.  That extra 40% range for torpedoes has saved me recently.

 

I agree. Every DD just loves sending their torpedoes for my Yamato.:look:

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Just hide in the back and shoot anything that cant shoot you... your good at it

don't play to help your team, just play for yourself that's what this game encourages people to do


 

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Just hide in the back and shoot anything that cant shoot you... your good at it

don't play to help your team, just play for yourself that's what this game encourages people to do

 

Not sure if sarcasm or serious, but in a Yamato I am indeed in "survival mode" most of the time. Everybody just loves the moment when they sink a Yamato.

 

Because of such dynamics, I find Yamato excel at a defensive role. She does it pretty well protecting friendly line-of-battle's rear and fending off the enemy's offensive strike group.:teethhappy:

Edited by _Marines

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Hey, does air supermacy allow you 2 fighter scouts in the air at the same time? :trollface:

 

I wish, lol. Better yet, allow all catapult fighters in the Yamato to launch as a squadron. I bet that will be wonderful.:D

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