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71
General Discussion / Re: Generic Captain Skills for destroyers
« Last post by Shindlers Fist on January 25, 2021, 05:01:17 pm »
Build for Torpedo Destroyers

This is when your torpedo out ranges your detectability.

Modules:
Slot 1: Main Armaments Modification 1
Slot 3: Torpedo Tubes Modification 1
Slot 5: Concealment System Modification 1

Captain Talents 10 points
Tier 1: Preventative Maintenance
Tier 2: Last Stand
Tier 3: Fill the Tubes
Tier 4: Concealment Expert

Liquidator: +30% chance for flooding
Main Armaments Modification is more important at tier 1 but you can get this skill on your 11th point

Swift Fish: +5% torpedo speed
60 knots is a decent speed,  If the the 5% will get you close or over then you should get it.  However anything 70 knots and above is a waste of a point.
But just to be clear Last Stand is a priority skill for the second Tier.

Slot 2: Engine Room Protection: -20% chance to engine and steering incapacitation, -20% to engine and steering repair time
With Preventative Maintenance the incapacitation chance is increased a further 30%
Last Stand skill makes this module pretty irrelevant .  You could replace Last Stand with Swift fish and take the protection module.  However your more likely to use your Repair Module to fix broken torpedo tubes and fires than engines and steering.


Alternate Build with a 9 point Captain
Tier 1: Liquidator and Preventive Maintenance
Tier 2: Swift Fish and Last Stand
Tier 3: Fill the Tubes
72
General Discussion / Generic Captain Skills for Battleships
« Last post by Shindlers Fist on January 21, 2021, 02:49:15 pm »
This is just a generic build based on a 10 point captain.

Tier 1: Gun Feeder - -50% to switching shell types
Tier 2: Grease the Gears - -20% to turret traverse
Tier 3: Basics of Survivability - - 15% to fire, flooding and module repair
Tier 4: Fire Prevention - - 10% to catching fire, reduces number of fires by 1
73
General Discussion / Generic Captain Skills for Cruisers
« Last post by Shindlers Fist on January 21, 2021, 02:40:54 pm »
Generic skills for a standard cruiser with a 10 point Captain.
I based this on a German cruiser, average everything (torpedoes, guns, armor, AA, etc)


Tier 1: Grease the Gears - +15% faster turret traverse
Tier 2: Consumables Enhancement - +10% to the action time of your consumeables
Tier 3: Superintendent - +1 to all consumeables
Tier 4: Top Grade Gunner - -10% secondary batter reload time, -8% main battery reload after spotting an enemy ship
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General Discussion / Generic Captain Skills for destroyers
« Last post by Shindlers Fist on January 21, 2021, 02:23:10 pm »
This is just a generic build based on a 10 point captain.  It's pretty standard for torpedo destroyers.


Tier 1: Preventive Maintenance - 30% to stuff modules being incapacitated
Tier 2: Last Stand - Your are still able to have speed and maneuver with a penalty when your gears and engine are shot out.   STILL REQURED FOR ALL DESTROYERS  :(
Tier 3: Fill the Tubes - -10% to torpedo reload time
Tier 4: Concealment Expert: -10% detectability
75
Wow now they are actually buffing it to a main gun reload speed of 38 which is a drop from 40
76
General Discussion / Re: Latest BONUS CODES
« Last post by Totenliste on December 24, 2020, 01:31:37 pm »
"Bonus Code Marathon" codes (Expire Jan 10, 2021)

1714BATTLEOFGANGUT

FRIGATEOLEG

CATHERINETHEGREAT

ATTHEBOTTOMOFTHEBAY
77
General Discussion / Rigged Santa Containers and WG statement
« Last post by Totenliste on December 07, 2020, 04:52:26 pm »
https://www.youtube.com/watch?v=-hyuejlhsts

And yes I can verify this, as 5 of the 8 ships I got were on the short list: Orkan, Makarov, Vanguard, Yudachi, and Duca D'Aosta.

WG has verified the claim and is offering a refund if anyone wants one.

https://www.wows-gamer-blog.com/2020/12/wg-statement-regarding-santa-containers.html
78
General Discussion / Re: AA Boost
« Last post by Shindlers Fist on November 29, 2020, 02:39:39 am »
The -tilde- key

the O key works just as well.
79
General Discussion / AA Boost
« Last post by oldrustyguns on November 24, 2020, 06:13:14 pm »
I stumbled on a control that is probably well known but, just in case. There is a key on the left hand end of the keyboard and sits above tab and below escape. I took woodshop. If during battle you push this key it enhances your AA on the side of the ship your main guns are directed. It lasts 30 sec or so and recharges as fast. Hope it helps. o7
80
Ok as sad as this is the Oklahoma has a funny secondary build. Starts at 5.5km. Add Secondary module. Captain obviously with Basic and Advanced fire training. Add secondary signal flag and for god's sake the speed flag to boost it a little over 20 knots. Gives you 8.3 km secondary guns. Now at tier 5 that's about as far as dds can shoot. For those that play Mikasa or PEF yeah its that brutal.
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