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Showing results for tags 'commander skill'.
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Commander Skills are changing! Emergency takeoff is now permanent for CVs, rejoice! Catapult Fighter will be affected on all ships (Unlimited use). DCAA Unnerfs -20% Airspeed, and only the Catapult Fighters will be applied to this Spotting Aircraft is being changed into seaplane bombers, Bye-Bye 20% range buff and hello seaplane bombing. New Commander skill details: CV Compensation and Details!: (IMPORTANT NOTE: DO NOT SELL YOUR Kaga,GZ or Saipan!, Kaga will have the same planes on the Shoukaku with bonus additives while GZ will have Uptiered buff HP planes and Saipan will have a choice for Torpedo bombers and attackers!)
- 18 replies
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- cv rework
- commander skill
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I know some people might find this as a joke. but I think IFHE as a commander skill is bad. As it restricts us from only taking certain amount of commander skills instead of actually changing playstyle for myself. I dont know how others manage, but in Akizuki, Atlanta, who has some "JOKE" gun HE penetration cannot do anything on uptiered. And once I spend life on ifhe either i have to sacrifice something that I really shouldnt (i.e. Concealment or Radio location). I know developers will never read this but I still want to hear your opinions. Wouldnt it be better if IFHE was as part of a Module/Upgrade because it is a part of ship which has nothing to do with commander so I think IFHE in ship's upgrade slot is better. Like Shell Modification 1/ Ifhe = HE shells do more penetration. (and fire chance reduced by 40%) if youre wondering what to put as empty commander skill now, how about "advanced flooding resistant crew" or something like that, "-15% flooding damage per time"
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This skill works on"returning to carrier",does it mean the moment after press "F" with an airborne air group or only the moment when taking off and landing?
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- evasive manuever
- commander skill
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Guess combo the commander skill takes more consideration from now on... But depending on how ppl want to play the game and what ship can be used.
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Regarding the 2 fighter and fire prevention, also Radio Finding
Selubi posted a topic in Locked Threads
Well for the most part I do think wargaming did a good job so far in the new commander tree, but I would like to address these 3 skills Direction Center for Catapult Aircraft - I do think many contributors have said this but, this skill is just too useful for a 1 point skill. its a mini hydro that lasts practically almost forever. It would be great if this is to be moved to 2 point skill. Fire prevention - Let's be honest. this game is turning more and more to the direction of World of Battleships. It's a fine skill, but please move it to 4 point as it is too useful for a 3 pointer. Because no one really will use this skill except battleships (maybe also moskva) like survivability is for destroyers. I do think this skill is a battleship equivalent for survivability expert on destroyers. on the flip side, Manual AA could be downgraded to 3 point as no one will really take it because of the other skill at 4 point. heck, I'd choose AFT over this skill in almost every ship. Radio Position Finding - While it might be fine in random battles, this is very lethal for competitive play, particularly the ones with coordinated teams. because you only need a SINGLE skill in the whole team to know stuffs. Imagine a chapayev in a team battle in their usual radaring position with this skill around. not fun. Edit : I just found the public test feedback thread, so I'll just post there instead Duplicate post. Thread locked, no warning/sanction applied. ~amade -
So I have Fubuki for quite long time, my current build is not good enough for ranked and to be honest, the Torpedo Acceleration tempted me. I have 15 point captains but knowing fully well that new Japanese DD would be released makes me reluctant to reset since I have no plan to keep Fubuki after she downgraded to tier 6. So I need opinion regarding these: 1. Should I reset my commander? 2. Where would this commander be in the future? The New Fubuki or Kagerou?
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How is the stacking of expert marksman and torret traverse upgrade calculated?
FenrirApalis posted a topic in General Discussions
so is it torret turn speed+expert marksman -15% or is it torret turn speed+expert marksman -15% of stock turn time (without commnder skill) ? -
basic explanation are 'An indicator is displayed when shells are fired at your ship that have a travel time greater than six seconds.' but how does it work actually? it look simple, but when I try to think about it.... it pretty complex I'll split into a few point that I wonder --assume all ship in my sample have this skill--- -1- does 'locking target' have anything to do with this skill? -2- If I fire upon unlocking target, will he receive this warning? or... -3- only if someone being locked and being fire upon can receive this warning? example, if two ship stay close together, and I fire a salvo while only locking one of them but surely both ship are in shell landing area, -4- will both ship receive this warning? or only ship that I locked? -5- if those shell are bad aim (like... it's gonna miss for sure mile away) will I still receive this warning? ------------------------- my theory 2 are If 'locking target' don't have anything to do with this skill..... it's mean only way system know that I being fire at is... when someone fire a shell, system will automatic calculate landing area of those shell, and system also calculate leading of my ship that where I am in next 6+ second if my leading are match with shell landing area, I will get warning, and everyone that have leading match those shell landing area too right? ----------------------------------------------- personally, this skill are pretty important when I play cruiser who tend to get snipe from Battleship, 6 second should be a nick of time for CA to dodge those shell. so I want to know how exactly it work.