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PrivateRico

Commander skill questions.

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In your opinion for a cruiser with six inch guns in triple gun turrets is the skill Expert Marksman worthwhile to have or are those points better utilized on something else?

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You can do the math to find out if it's worthwhile to you.

 

Start with the turret rotation time -- usually it's listed as X number of seconds for 180' rotation.

 

  1. Take 180' and divide it by X.  This will give you the number of degrees per second your turrets rotate.
  2. Now for almost every cruiser in the game, Expert Marksman adds 0.7' per second to the rotation speed.  So add 0.7 to the value you got from the equation above.
  3. Next, take 180' and divide it by your new number.  This will give you the new value for X number of seconds for a 180' rotation which you can directly compare to your old stat.

 

Examples:

Let's take a Cleveland with 32.7s for 180' turn.

  1. 180' / 32.7s =  5.505'/s
  2. 5.505'/s + 0.7'/s = 6.205'/s
  3. 180' / 6.205'/s = 29.009s

 

Thus, for a Cleveland, it increases its turret rotation speed from 32.7s to 29.0s -- shortening the time it takes to rotate by 3.7 seconds.

 

Let's do one more.  How about one of the new Soviet Cruisers, the Budyonny.  It has 25s for 180'

  1. 180' / 25s = 7.2'/s
  2. 7.2'/s + 0.7'/s = 7.9'/s
  3. 180' / 7.9'/s = 22.785s

So for the Budyonny, it drops from 25s down to 22.8s -- a gain of only 2.2s.

 

Always make sure you do the math before spending the points.  For some ships, it's generally not worth while and your points could be better spent elsewhere.

 

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I personally find the skill useful even on cruisers, that extra rotation can sometimes make it possible to track a target when you are turning.

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The point is...no other things useful....

 

This is my line of thinking. Last Stand is mainly for destroyers, the torpedo reload one is good for carriers (and DDs).... and that's about it. None of the other tier 2 skills really have much going for them. The fire reduction one is barely noticeable in its reduction and the incoming fire alert shouldn't even be needed. So that leave Expert Marksman for Cruisers and Battleships.

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This is my line of thinking. Last Stand is mainly for destroyers, the torpedo reload one is good for carriers (and DDs).... and that's about it. None of the other tier 2 skills really have much going for them. The fire reduction one is barely noticeable in its reduction and the incoming fire alert shouldn't even be needed. So that leave Expert Marksman for Cruisers and Battleships.

 

Some people swear by incoming fire alert.  It's downright useful when a battleship is shooting you from behind an island.

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I prefer Last Stand for all of my Soviet Cruisers.  Once the gun rotation is at 25s for 180' (better than 7'/s) you don't really need to worry about maneuvers throwing off turret tracking.

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Honestly, I really like Last Stand on cruisers.  It's most effective when you're bottom tier in a match and you're drawing a lot of fire.  But even if that's not the case, running it and premium repair makes you almost immune to propulsion incap and allows you to spam repair on fires a bit more generously. 

 

I'm still going with marksman first and then dumping points into Last Stand.  But I know it's really going to suck getting those next two points without it when my cleveland captain finally gets 15 points.  There's nothing more intensely frustrating than losing your rudder right in the heat of battle especially right after you burned your repair on your engine...

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Some people swear by incoming fire alert.  It's downright useful when a battleship is shooting you from behind an island.

 

I rely on the alert. Seems to work for me.

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