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_Marines

Poll: Minekaze/Kamikaze R players, what captain's skills do you opt for 0.5.3?

How are you configuring your Minekaze/Kamikaze R in 0.5.3?  

19 members have voted

  1. 1. Commander skills

    • (1) Artillery: Expert Loader
      2
    • (1) Secondary: Basic Firing Training
      2
    • (1) Survive: Basics of Survivability
      2
    • (1) Conceal: Situation Awareness
      14
    • (2) Artillery: Expert Marksman
      2
    • (2) Secondary: Torp Arm Expertise
      8
    • (2) Survive: Fire Prevention
      1
    • (2) Conceal: Incoming Fire Alert
      2
    • (2) Special: Last Stand
      14
    • (3) Secondary: Torp Acceleration
      3
    • (3) Survive: High Alert
      1
    • (3) Conceal: Vigilance
      3
    • (3) Special: Superintendent
      13
    • (4) Artillery: Demolition Expert
      5
    • (4) Secondary: Advanced Firing Training
      2
    • (4) Survive: Survivability Expert
      12
    • (4) Special: Manual Fire Control for AA Armaments
      1
    • (5) Artillery: Last Chance
      2
    • (5) Survive: Preventive Maintenance
      1
    • (5) Conceal: Concealment Expert
      15
    • (5) Special: Jack of All Trades
      2
  2. 2. Others: Upgrades Slot 1

    • Main Battery Mod 1
      6
    • Torp Tube Mod 1
      11
    • AA Gun Mod 1
      2
  3. 3. Others: Upgrades Slot 2

    • Gun FCS Mod 1
      3
    • Main Battery Mod 2
      1
    • Torp Tube Mod 2
      13
    • AA Guns Mod 2
      2
  4. 4. Others: Upgrades Slot 3

    • DCS Mod 1
      4
    • Propulsion Mod 1
      12
    • Steering Gear Mod 1
      3

5 comments in this topic

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289
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1,017 posts
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So 0.5.3 is here. What are you guys choosing for your new commander skills? Anyone enjoying Torpedo Acceleration? Let's vote, discuss!:D

 

Commander skills:

 

(1) Artillery: Expert Loader - (-50% reload time when switching shells; previously 20%)

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

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

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

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

 

(2) Artillery: Expert Marksman - (+0.7°/s traverse speed for >139mm guns; +2.5°/s traverse speed for other guns)

(2) Secondary: Torp Arm Expertise - (-10% torpedo reload time)

(2) Survive: Fire Prevention - (7 less fires for every 100 potential fires; effectively less than 3% reduction of fire for every HE/dive bomber hit taken)

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

(2) Special: Last Stand - (Able to move and maneuver even when incapped; previously 4 skill points

 

(3) Secondary: Torp Acceleration - (+5 knots torp speed, but -20% range; 0.5.3 new skill)

(3) Survive: High Alert - (-10% cooldown for Damage Control Party)

(3) Conceal: Vigilance - (+25% torp acquisition range; previously 20%)

(3) Aircraft: Dogfighting Expert - (+10%/tier of combat performance for fighters when fighting higher tier enemy aircraft)

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

 

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

(4) Secondary: Advanced Firing Training - (+20% main gun range and +20% AA range)
(4) Survive: Survivability Expert - (+2,000 HP; 0.5.3 new skill)

(4) Aircraft: Aircraft Servicing Expert - (+5% survivability and -10% servicing time for carrier-based aircrafts)

(4) Special: Manual Fire Control for AA Armaments - (+100 AA efficiency for >85mm guns; 0.5.3 new skill)

 

(5) Artillery: Last Chance - (-30% reload time of all guns when HP<10%; previously 9% and 20%)

(5) Secondary: Manual Fire Control for Secondary Armaments - (-15% max secondary dispersion, that is, if you have secondaries; 0.5.3 new skill)

(5) Survive: Preventive Maintenance - (-50 incaps for every 100 potential module incaps; previously 34 incaps for every 100)

(5) Conceal: Concealment Expert - (-10% detectability by DD, 12% by CL/CA, 14% by BB, and 16% by CV)
(5) Aircraft: Air Supremacy - (+1 fighter and +1 bomber; no effect on Minekaze and Kamikaze R)

(5) Special: Jack of All Trades - (-15% cooldown for all consumables; previously -10%)

 

Others: Upgrades

 

Slot 1

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

Torp Tube Mod 1 - (-20% incap and repair time)

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

 

Slot 2
Gun FCS Mod 1 - (increase main guns accuracy)
Main Battery Mod 2 - (+15% main traverse speed, but +10% main loading time)

Torp Tube Mod 2 - (+20% torp tube traverse speed and -10% torp tube repair time)
AA Guns Mod 2 - (+20% AA mount range)
 

Slot 3
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)

Edited by _Marines

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4,728
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I'm using my Hatsuharu captain.  No TA for me.

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56
[CAFE]
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I don't have a dedicated captain, and since my shim and Kagero both have torpedo acceleration I'm running my cruiser captain in it.

 

Current spec is.

 

Situational Awareness

Expert Loader

Superintendent

Demolition Expert

Concealment Expert

 

The only skill that is really useful that I'm missing is last stand. Torp Arm Expertise is nice, but not essential. All I really want out of the captain is Concealment Expert and the 7km torpedoes and this is the only way I have to get those atm.

Edited by Neltak

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289
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Interesting. I kind of think that Torpedo Acceleration is for DDs with torpedo range longer than needed, such as Shimakaze perhaps, so I am not opting for TA for my Minekaze either.:aqua:

 

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102
[SONUM]
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I didn't take Torpedo Acceleration for my Minekaze captain just yet.  Might respec when I get Concealment Expert on her captain though.

 

For Kamikaze R my captain is the same one I use on Fubuki, therefore I do have TA on that one (70k away from Concealment Expert trolling).  And the play-style is appreciably different.  I can stealth launch with 5.6km torp range/6.0 km detection, but it takes a bit of trig guessing based on the target's speed.  Most of the time I just yolo it, especially if the turrets are facing the wrong direction.  Or I get lucky and launch around islands.

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