13 SavingJ Members 71 posts 10,768 battles Report post #1 Posted August 8, 2016 Just wanted to get an idea on what you guys pick for the slot when you have last stand. Share this post Link to post Share on other sites
46 B4lduR_28 Members 267 posts 4,277 battles Report post #2 Posted August 8, 2016 propulsion mod. I only run last stand on my DD and your still much easier to gun down when at half speed so I try do go for the redundant "security" of picking both Share this post Link to post Share on other sites
1,386 [SYN] Camo68 Members 3,775 posts 25,446 battles Report post #3 Posted August 8, 2016 Depends on the ship, BBs - Damage, DDs - Propulsion, Share this post Link to post Share on other sites
1,322 [-K-] Special_Kay Beta Testers 5,660 posts 19,594 battles Report post #4 Posted August 8, 2016 Depends entirely on the ship: 1. Do I tend to fight in withdrawl often enough to take HE to the rudder with some regularity? Mod up them steering gears. 2. Am I always losing engines because I'm a bad destroyer player who gives up broadside all day long? No, but if I was, I would need to mod for better propulsion endurance. 3. Failing the above, or particularly if I expect to not only sustain HE damage but endure being under fire for some length of time, I'm going with the DCS modification. But I tend to not have last stand on ships that fall into this category, which makes it irrelevant to the thread. In reality I'm usually going to mod steering gears when I have last stand, because I want to be able to save my damage control party in a destroyer until I really need it, and if I lose rudder speed from having it damaged, I will have trouble dodging any torpedoes I may come across. Destroyers tend to get focussed more than other ships, which means if someone's hitting my rudder with HE, there's a decent chance that someone else is launching aerial or ship-borne torpedoes at me. Share this post Link to post Share on other sites
296 Falls_USMC ∞ Members 990 posts 9,588 battles Report post #5 Posted August 8, 2016 Always propulsion. Speed is life. 1 Share this post Link to post Share on other sites
1,244 Seraphil Alpha Tester 4,156 posts 8,061 battles Report post #6 Posted August 8, 2016 Propulsion, unless in a BB/CV, or a cruiser with a torpedo belt, then Damage Control. Share this post Link to post Share on other sites
2,298 [A-D-F] alexf24 Members 7,879 posts 44,765 battles Report post #7 Posted August 8, 2016 Generally propulsion but it depends on the class. DDs always. CL/CA depends. BBs Damage Control. Share this post Link to post Share on other sites
1,593 [CRMSN] Cobraclutch Beta Testers, In AlfaTesters 6,021 posts 4,739 battles Report post #8 Posted August 8, 2016 Propulsion. I always use repairs for fires and only use it if I know 110% that I wont get lit on fire. So the faster propulsion gets repaired the better. Share this post Link to post Share on other sites
424 [A-D-F] Xenomancers Members 2,309 posts 8,150 battles Report post #9 Posted August 9, 2016 Normally I skip this mod on DD's - just a waste of coin. For everything else I take the damage control. Share this post Link to post Share on other sites
3,890 [-K--] vak_ Beta Testers, In AlfaTesters 8,179 posts 10,923 battles Report post #10 Posted August 9, 2016 For which ship? DD? Steering gear mod. CA? Damage control mod. Share this post Link to post Share on other sites
873 [MPIRE] aether_tech Beta Testers 3,804 posts 6,762 battles Report post #11 Posted August 9, 2016 Steering for DD's, if you have Last Stand, you'll still be moving at a resonable speed - but the rudder's sluggishness (expecially on VMF DDs) is something that has gotten me killed in the past, and ever since I switched to the Rudder survivability mod, it's been a much better experience overall for me. Though, it should be noted, I have Accel Mod instead of Rudder Shift. 1 Share this post Link to post Share on other sites
17,944 [WOLF5] HazeGrayUnderway Members 39,282 posts 31,553 battles Report post #12 Posted August 10, 2016 (edited) Considering "Last Stand" tends to be used more by DD Captains and that the OP posted this Poll in the "Destroyers" subforum, I'd say: Propulsion Mod 1. DCSM1 is irrelevant for a ship that can't take much damage to begin with. SGM1 seems okay to mitigate that loss of steering control, but "Last Stand" lets you turn still after damage to your steering. To a lower degree, yes, but you can still turn. Which is why I say PM1 is my choice. With "Last Stand" you still have minimal steering control and propulsion. But IMO, the loss of speed for a DD can be a killer, even with LS. You can't afford to be spotted and have minimal speed or worse, be immobile. No DD will survive the incoming fire. With LS and PM1, you preserve your DD speed and retain minimal steering control, which is all you can ask for when under fire. Edited August 10, 2016 by HazeGrayUnderway Share this post Link to post Share on other sites
170 OneTonGun Beta Testers 447 posts 6,131 battles Report post #13 Posted August 12, 2016 Propulsion. DDs turn well enough already. Acceleration will save your butt countless times. Share this post Link to post Share on other sites
1,322 [-K-] Special_Kay Beta Testers 5,660 posts 19,594 battles Report post #14 Posted August 13, 2016 Propulsion. DDs turn well enough already. Acceleration will save your butt countless times. Pretty sure this thread is about the module damage reduction chance modifications, not the faster rudder shift/acceleration modifications. Share this post Link to post Share on other sites
170 OneTonGun Beta Testers 447 posts 6,131 battles Report post #15 Posted August 13, 2016 Pretty sure this thread is about the module damage reduction chance modifications, not the faster rudder shift/acceleration modifications. Yeah I was considering both mods under a Last Stand activation (ie a Hit), should have clarified it. I use Prop Mod 1 and 2 on all DDs except I use Steering Mod 2 on Russian DDs. My experience has been that if you aint moving, you aint turning ;). A still DD is a dead DD. Share this post Link to post Share on other sites
170 OneTonGun Beta Testers 447 posts 6,131 battles Report post #16 Posted August 13, 2016 Depends entirely on the ship: 1. Do I tend to fight in withdrawl often enough to take HE to the rudder with some regularity? Mod up them steering gears. 2. Am I always losing engines because I'm a bad destroyer player who gives up broadside all day long? No, but if I was, I would need to mod for better propulsion endurance. 3. Failing the above, or particularly if I expect to not only sustain HE damage but endure being under fire for some length of time, I'm going with the DCS modification. But I tend to not have last stand on ships that fall into this category, which makes it irrelevant to the thread. In reality I'm usually going to mod steering gears when I have last stand, because I want to be able to save my damage control party in a destroyer until I really need it, and if I lose rudder speed from having it damaged, I will have trouble dodging any torpedoes I may come across. Destroyers tend to get focussed more than other ships, which means if someone's hitting my rudder with HE, there's a decent chance that someone else is launching aerial or ship-borne torpedoes at me. On your number 2 statement. Presuming that players have to be "bad" to use Prop mods is quite a stretch. Looking at your DD history you primarily, almost exclusively, play lower DD tiers, some mid. The players at that level are rather bad, they don't shoot well, they don't torp well, they meander about with bad awareness so you could probably not run any mods at all and wouldn't even notice it. The lower level DDs are very small too. Much harder to hit. Once you start getting more time in Tier 10, 9, and 8 you will find that the players are better (yes there are still baddies, but less so), the cruisers are Very deadly to DDs (ie Radar), and the planes are extreme. The DDs are definitely much larger and take more hits. Cheers! Share this post Link to post Share on other sites
1,322 [-K-] Special_Kay Beta Testers 5,660 posts 19,594 battles Report post #17 Posted August 13, 2016 On your number 2 statement. Presuming that players have to be "bad" to use Prop mods is quite a stretch. Looking at your DD history you primarily, almost exclusively, play lower DD tiers, some mid. The players at that level are rather bad, they don't shoot well, they don't torp well, they meander about with bad awareness so you could probably not run any mods at all and wouldn't even notice it. The lower level DDs are very small too. Much harder to hit. Once you start getting more time in Tier 10, 9, and 8 you will find that the players are better (yes there are still baddies, but less so), the cruisers are Very deadly to DDs (ie Radar), and the planes are extreme. The DDs are definitely much larger and take more hits. Cheers! I've finished Tashkent and Mahan. I think that nearly 200 matches in T8 ships, most of which were T9 or T10 matches, qualifies me to understand the meta. Am I the ultimate authority? No. Am I presuming to invalidate dissenting opinions? No. I was describing my decision-making process, because it's helpful to have folks doing so in a thread like this. Pretending T5 is low-tier is a little misguided, but in any event I'm not so unintelligent as to get confused about how higher-tier matches play out because I've seen a greater number of mid-tier matches. Regardless, that's all hardly reason to set up the straw man argument of "only bad players take the propulsion modification." I can see where one may take offence to my conclusion that I don't need propulsion module durability because I'm not bad at destroyers, but the key point is that I would need it if I was bad. That, to me, is the biggest reason I would want this mod: if I had a tendency to eat shells in the boilers. However, I use zigzagging and high speed to great effect, which results in comparatively more frequent rudder damage, which tends to be more dangerous because it has a more severe impact on my ability to avoid further damage (especially when there are torpedoes in the water). Someone else who is also not a bad player, but who has a different playstyle, may well prefer to safeguard their propulsion—as this thread has borne out. I am curious about one thing, if you'll indulge me: you bring up the "extremeness" of planes in high-tier matches, presumably as a point for propulsion endurance in last stand-using destroyers. Why is that? Do you find that losing ~30% of your top speed is worse for avoiding strike plane damage than having a less responsive rudder? That would run counter to my experience, though I could see it for a USN destroyer running defensive AA instead in lieu speed boost. Share this post Link to post Share on other sites
170 OneTonGun Beta Testers 447 posts 6,131 battles Report post #18 Posted August 13, 2016 (edited) I've finished Tashkent and Mahan. I think that nearly 200 matches in T8 ships, most of which were T9 or T10 matches, qualifies me to understand the meta. Am I the ultimate authority? No. Am I presuming to invalidate dissenting opinions? No. I was describing my decision-making process, because it's helpful to have folks doing so in a thread like this. Pretending T5 is low-tier is a little misguided, but in any event I'm not so unintelligent as to get confused about how higher-tier matches play out because I've seen a greater number of mid-tier matches. Regardless, that's all hardly reason to set up the straw man argument of "only bad players take the propulsion modification." I can see where one may take offence to my conclusion that I don't need propulsion module durability because I'm not bad at destroyers, but the key point is that I would need it if I was bad. That, to me, is the biggest reason I would want this mod: if I had a tendency to eat shells in the boilers. However, I use zigzagging and high speed to great effect, which results in comparatively more frequent rudder damage, which tends to be more dangerous because it has a more severe impact on my ability to avoid further damage (especially when there are torpedoes in the water). Someone else who is also not a bad player, but who has a different playstyle, may well prefer to safeguard their propulsion—as this thread has borne out. I am curious about one thing, if you'll indulge me: you bring up the "extremeness" of planes in high-tier matches, presumably as a point for propulsion endurance in last stand-using destroyers. Why is that? Do you find that losing ~30% of your top speed is worse for avoiding strike plane damage than having a less responsive rudder? That would run counter to my experience, though I could see it for a USN destroyer running defensive AA instead in lieu speed boost. In my past communications with WarshipsToday they consider 1-5 to be Low Tier. Personally I think it should be 1-4 is Low, 5-7 is Mid with 8-10 being High. That has been my debate with them, so far no changes... thus I am not "pretending" just using a recognized site's standard. This is a sticking point with me because I only have 162 total battles in tiers 1-4. I have a total of 2,282 DD battles yet they classify me as an "especially low tier" DD player. Bah! Um, I am not the one that insinuated anyone has to be "bad" to consider using Prop Mod... no "straw man" argument commencing on my side... that aside... Yes, I prefer to keep top speed in higher tiers to out run plane torps altogether. If you can flat outrun torps, your turning time is less important. As to the suggestion to run Def AA for High Tier USN, yes that is what I used to do when 2 CVs were a constant on each side. If nothing else, just to get the dang spotters off me as fast as possible, kill em or hurt em enough to make em leave. I don't use it now though since 5.9 CV limits. Anywaaaayyyy, you have a great weekend. Cheers! Edited August 13, 2016 by OneTonGun Share this post Link to post Share on other sites