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dacapm

Please make secondary builds viable!

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Well this will be my first complaint post and request post.  MAKE secondary builds viable PLZ!!!!  For those of us whose ships dont have torps we need a option that can do more that pin prick the enemy.  Boost the fire chance at least!  Or make the dmg average out to what a ship with secondaries and torps can dish out at close range.  The US line suffers greatly from this.

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The US line doesn't have great secondaries. The US line tends to be strong on AA, light on secondaries. It's a balance thing. 

 

I haven't played up the IJN BB line, but from my understanding and observation, secondaries are beast on many IJN BBs. Warspite's also got good secondaries. 

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Secondary armament builds are viable for select Battleships (most notably:  Mikasa, Warspite, Nagato, Izumo, Yamato and Tirpitz).  They aren't optimal, however, as boosting the performance of your main battery will always yield higher dividends.  The reason is simple enough:  You'll be using your main batteries almost constantly and your secondaries only in limited situations.

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I cannot tell if you're talking about cruisers or battleships? The Tier 5 skill is quite effective on the Iowa and Montana and downright powerful on the Yamato. The whole point of other ships having torps is because that is one if not their only primary damage dealer.

 

Tirpitz, Warspite, Nagato, Iowa, Montana, Yamato, and the coming Scharnhorst all have powerful secondary options if you build it correctly.

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Side point: does DE affect secondary fire % too?

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Side point: does DE affect secondary fire % too?

 

I thought it would, it does not. Just checked on my Atago. 8% with and without.

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The US line doesn't have great secondaries. The US line tends to be strong on AA, light on secondaries. It's a balance thing. 

 

I haven't played up the IJN BB line, but from my understanding and observation, secondaries are beast on many IJN BBs. Warspite's also got good secondaries. 

 

 

This is quite true.  Secondary builds on USN BB's just aren't as strong as on IJN BB's.  Honestly, I feel that it's better to just to with an AA build with high tier USN BB's since that's their strong suit already.   Besides, if you go with BFT and AFT on your USN BB's captain, you're also enhancing his secondary skill as well as his AA skill.

 

 

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I thought it would, it does not. Just checked on my Atago. 8% with and without.

 

It specifically says main caliber shells.
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Well this will be my first complaint post and request post.  MAKE secondary builds viable PLZ!!!!  For those of us whose ships dont have torps we need a option that can do more that pin prick the enemy.  Boost the fire chance at least!  Or make the dmg average out to what a ship with secondaries and torps can dish out at close range.  The US line suffers greatly from this.

So you're saying make secondaries do as much damage as torps? That's ridiculous. 

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 It specifically says main caliber shells.

 D'oh, fair point.

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Just let Demolitions Expert also work with secondaries, add Manually Controlled Secondaries as the new T5 skill, and move down the Manually Designated Secondaries from T5 to T2 or T3, since it's inferior to T4's Manual AA skill (as Manual Secondaries cuts off secondaries entirely unless a target is designated whereas Manual AA still works even without target designation).

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 D'oh, fair point.

 

I wish it effected secondaries, but no such luck. What I believe does effect secondaries though, are the signals. Not 100%, but it doesn't say main battery chance, I don't think, just specifies the caliber.

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Just let Demolitions Expert also work with secondaries, add Manually Controlled Secondaries as the new T5 skill, and move down the Manually Designated Secondaries from T5 to T2, since it's inferior to T3's Manual AA skill (as Manual Secondaries cuts off secondaries entirely unless a target is designated whereas Manual AA still works even without target designation).

 

Manually controlled secondaries? I don't see how that's going to work. Also, Manual AA is T4. But yeah, i see your point. 

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I'd really like to see them make secondaries controllable. I know everyone says that, but I think it's doable. Give the opportunity to do damage based on skill rather than if the drunk gunner flails his gun at the target correctly. Or, in the case of the manual designation, flails his gun after having a couple cups of coffee. 

 

Point is, it wouldn't be too hard to implement gameplay-wise. We already have two types of weapon that we switch between. Why not add true manual secondaries?

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Secondaries need a range buff across the board frankly. They're far too short ranged to be useful; by the time they are useful, you're in suicidal range. The only two exceptions are Izumo and Yamato due to theirs reaching 10km.

 

USN AA is actually moot, there are very few CV players left, AA is useless if you don't ever get the chance to use it, even more useless when shooting down planes gives no significants credits nor experience and is simply a number.

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Manually controlled secondaries? I don't see how that's going to work. Also, Manual AA is T4. But yeah, i see your point. 

 

It can work; WG themselves are planning to test the feature on Mikasa before they decide to release her into the shop.  And if it works out, can be a new T5 captain's skill as well as opening the floodgates to more T2/T3 dreadnoughts with strong secondaries.

 

As to how, here's my idea of how WG could incorporate it.

Either using the [3] or [4] key to select them, and while active, the secondaries gain accuracy and dispersion more like the Manual Secondaries Captain skill, if not outright the same level of accuracy and dispersion as their main gun equivalents on smaller ships.  However, while active as the "main weapon", they lose the "auto-fire on nearby targets" ability.  To keep some fairness with them, players CANNOT toggle between HE or AP the way a player can toggle wide/narrow torpedo volleys; they are fixed to whatever they fire normally.

 

The secondaries would show their maximum firing arcs like a torpedo display, but without the torpedo lead indicator, instead having the usual gun sight crosshairs.  This is mainly to show the maximum firing angle of the secondaries closest towards the bow and aft.  All the secondaries' reload bars would be displayed while selected, so you know which guns are ready.  If players thought Atlanta's reload bars were crowded, just imagine how crowded Montana's and Yamato's would be.  Since secondaries are all fixed to the same range, there is no difference in whether higher-mounted secondaries can fire further than lower-mounted ones.

 

Then once the main guns are ready to be fired again, you switch back to them via [1] or [2] and the secondaries will return to AI control, either with the atrocious dispersion and accuracy but ability to hit two targets on opposite sides, or with Manually Designated Secondaries that auto-fire only on the selected target with improved accuracy.  This depends on whether or not you got the Captain skill that was the former Manual Secondaries, now renamed Manually Designated Secondaries.

 

The only other changes is unifying the UI interface so that the skill is compatible with any class, taking up a number slot without interfering much with torpedoes or planes.

 

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It can work; WG themselves are planning to test the feature on Mikasa before the decide to release her into the shop.  And if it works out, can be a new T5 captain's skill as well as opening the floodgates to more T2/T3 dreadnoughts with strong secondaries.

 

As to how, here's my idea of how WG could incorporate it.

Either using the [3] or [4] key to select them, and while active, the secondaries gain accuracy and dispersion more like the Manual Secondaries Captain skill, if not outright the same level of accuracy and dispersion as their main gun equivalents on smaller ships.  However, while active as the "main weapon", they lose the "auto-fire on nearby targets" ability.  To keep some fairness with them, players CANNOT toggle between HE or AP the way a player can toggle wide/narrow torpedo volleys; they are fixed to whatever they fire normally.

 

The secondaries would show their maximum firing arcs like a torpedo display, but without the torpedo lead indicator, instead having the usual gun sight crosshairs.  This is mainly to show the maximum firing angle of the secondaries closest towards the bow and aft.  All the secondaries' reload bars would be displayed while selected, so you know which guns are ready.  If players thought Atlanta's reload bars were crowded, just imagine how crowded Montana's and Yamato's would be.  Since secondaries are all fixed to the same range, there is no difference in whether higher-mounted secondaries can fire further than lower-mounted ones.

 

Then once the main guns are ready to be fired again, you switch back to them via [1] or [2] and the secondaries will return to AI control, either with the atrocious dispersion and accuracy but ability to hit two targets on opposite sides, or with Manually Designated Secondaries that auto-fire only on the selected target with improved accuracy.  This depends on whether or not you got the Captain skill that was the former Manual Secondaries, now renamed Manually Designated Secondaries.

 

The only other changes is unifying the UI interface so that the skill is compatible with any class, taking up a number slot without interfering much with torpedoes or planes.

 

 

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It can work; WG themselves are planning to test the feature on Mikasa before the decide to release her into the shop.  And if it works out, can be a new T5 captain's skill as well as opening the floodgates to more T2/T3 dreadnoughts with strong secondaries.

 

Source?

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Manually controlled secondaries? I don't see how that's going to work. Also, Manual AA is T4. But yeah, i see your point. 

 

Easily workable. Make them target whatever your main battery is targeting. If it's out of range, they don't fire. Allow manual selection of secondary battery on other targets such as you can do now. They'll then target that rather than what the main battery is targeting. Make their hit rate be approx what the players average hit rate is. Easymode. 

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I'd really like to see them make secondaries controllable. I know everyone says that, but I think it's doable. Give the opportunity to do damage based on skill rather than if the drunk gunner flails his gun at the target correctly. Or, in the case of the manual designation, flails his gun after having a couple cups of coffee. 

 

Point is, it wouldn't be too hard to implement gameplay-wise. We already have two types of weapon that we switch between. Why not add true manual secondaries?

 

It would make BBs over powered as hell and cruisers to a lesser extent.  You do realize some BBs have the secondary firepower of some cruisers right. You'd basically be giving the Kongo the secondary firepower of a St. Louis.

 

Granted shorter ranges but you get the point.

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People say that Nagato has great secondaries, but I spec'ed mine for secondaries and they have been completely useless. Well, they got a little bit better when WG changed some of the guns to fire HE, but overall the secondaries do almost no damage. You need to be very close for a long time in order to do any real damage with them.

 

I do wish that secondaries would get a bit of a boost in terms of either accuracy or slightly improved damage. I'm not asking to make BBs invincible - I love playing DDs too - and I don't think they should be accurate enough to nail a DD every shot, but I expect the secondaries to do good work on enemy cruisers and BBs if I am using a secondary build.

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It would make BBs over powered as hell and cruisers to a lesser extent.  You do realize some BBs have the secondary firepower of some cruisers right. You'd basically be giving the Kongo the secondary firepower of a St. Louis.

 

Granted shorter ranges but you get the point.

 

It would give battleships something to defend themselves a bit better than the way the secondaries currently are. I just played a game in my Warspite, and had a wonderful secondary hit rate of 10%. Rounded up, of course. Battleships are meant to be powerful though, so giving them some close in teeth to repel the YOLO destroyers. Maybe make the secondaries more easy to kill, or at least disable, to compensate though.

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It would give battleships something to defend themselves a bit better than the way the secondaries currently are. I just played a game in my Warspite, and had a wonderful secondary hit rate of 10%. Rounded up, of course. Battleships are meant to be powerful though, so giving them some close in teeth to repel the YOLO destroyers. Maybe make the secondaries more easy to kill, or at least disable, to compensate though.

 

If you play correctly and time your shots, the main guns do that for you nicely.

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