Itwastuesday Posted May 15 Share Posted May 15 Anyone ever run this? I was starting to think if this wouldn't be cool on something. USBB heal/dcp immunity max? Lighthouse cruiser, perhaps conde, maximized radar on something... I've only ever tested it on Immelmann cv sniping build and quickly switched out of it. 1 Link to comment Share on other sites More sharing options...
Kynami Posted May 15 Share Posted May 15 Yorktown running an interceptor heavy build is the place I've seriously used a slot 5 consumables mod myself. An extra smoke on both tactical squadrons and several extra charges of interceptors across all squadrons. Plus a bonus heal on the torpedo bombers. Generally though concealment is just too valuable to consider the consumables slot on most standard ships. But it can be a funny meme on the likes of St. Vincent in CBs when you can get a extra few thousand health per heal because of it. 2 Link to comment Share on other sites More sharing options...
Admiral_Karasu Posted May 15 Share Posted May 15 2 minutes ago, Kynami said: Yorktown running an interceptor heavy build is the place I've seriously used a slot 5 consumables mod myself. An extra smoke on both tactical squadrons and several extra charges of interceptors across all squadrons. Plus a bonus heal on the torpedo bombers. Generally though concealment is just too valuable to consider the consumables slot on most standard ships. But it can be a funny meme on the likes of St. Vincent in CBs when you can get a extra few thousand health per heal because of it. In other words, it's an option if you decide to forego the concealment boost? The lighthouse build then is a potential build for doing that, but are there any other situations where you might not want to have that concealment? Link to comment Share on other sites More sharing options...
Kynami Posted May 15 Share Posted May 15 8 minutes ago, Admiral_Karasu said: but are there any other situations where you might not want to have that concealment There are a few ships that have their unique upgrades in that fifth slot. But this pretty much precludes using either concealment or the consumables mod if you have any desire to use the unique. 2 Link to comment Share on other sites More sharing options...
Yedwy Posted May 15 Share Posted May 15 1 hour ago, Itwastuesday said: Anyone ever run this? I was starting to think if this wouldn't be cool on something. USBB heal/dcp immunity max? Lighthouse cruiser, perhaps conde, maximized radar on something... I've only ever tested it on Immelmann cv sniping build and quickly switched out of it. Essex Link to comment Share on other sites More sharing options...
Itwastuesday Posted May 15 Author Share Posted May 15 27 minutes ago, Yedwy said: Essex Maybe yeah, loses the least by not taking the plane capacity mod or whatever it is. Thinking about it, 10% just isn't a lot for most consumables or is rather unnecessary for the longer duration ones. Going from 15s to 16.5 on reload booster probably doesn't do anything. Link to comment Share on other sites More sharing options...
Daniel_Allan_Clark Posted May 15 Share Posted May 15 2 hours ago, Kynami said: Yorktown running an interceptor heavy build is the place I've seriously used a slot 5 consumables mod myself. An extra smoke on both tactical squadrons and several extra charges of interceptors across all squadrons. Plus a bonus heal on the torpedo bombers. Generally though concealment is just too valuable to consider the consumables slot on most standard ships. But it can be a funny meme on the likes of St. Vincent in CBs when you can get a extra few thousand health per heal because of it. This is where I run consumables as well. Link to comment Share on other sites More sharing options...
Wolfswetpaws Posted May 15 Share Posted May 15 Interesting topic. 🙂 Link to comment Share on other sites More sharing options...
Type_93 Posted May 15 Share Posted May 15 If your not taking concealment in slot 5, the extra rudder shift is a much better option especially if you’re running a lighthouse build. 2 Link to comment Share on other sites More sharing options...
Admiral_Karasu Posted May 15 Share Posted May 15 I might consider having a lighthouse build on the Yamato. My favorite playstyle seems to be, meaning when I have the most fun, when I go back and forth behind the cap zone like the ducks go in the fairground. Link to comment Share on other sites More sharing options...
Wulf_Ace Posted May 15 Share Posted May 15 10% is just to little compared how much concelment is good and how much its important. Maybe use it on Bungo? so its spotter plane last longer? 1 Link to comment Share on other sites More sharing options...
Ducky_shot Posted May 15 Share Posted May 15 5 hours ago, Itwastuesday said: Anyone ever run this? I was starting to think if this wouldn't be cool on something. USBB heal/dcp immunity max? A funny one to do it on is Missouri. Along with the DCP mod in slot one and radar and DCP and repair skills, you can have something like 31 second repair, 31 second dcp and like 54 second radar. Have I had it be useful with the radar? No. It's just a meme. Link to comment Share on other sites More sharing options...
Captain_Rawhide Posted May 15 Share Posted May 15 (edited) I use it on Henri IV which has a Lighthouse build. I also use it on Minotaur for a longer smoke duration. Edited May 15 by Captain_Rawhide Link to comment Share on other sites More sharing options...
Unlooky Posted May 16 Share Posted May 16 11 hours ago, Wulf_Ace said: 10% is just to little compared how much concelment is good and how much its important. Maybe use it on Bungo? so its spotter plane last longer? How many extra salvos do you actually get with it? Link to comment Share on other sites More sharing options...
MBT808 Posted May 16 Share Posted May 16 I'd say the only ship I've not run concealment mod on is Khabarovsk(the rudder is bad enough to make the trade off worth it). Otherwise, no never. Concealment mod is so crazy good that the benefits of the other two really don't compare. Even on ships with bad concealment(like Kleber), having that dispersion penalty for incoming fire does matter and can save you occasionally. Link to comment Share on other sites More sharing options...
pepe_trueno Posted May 16 Share Posted May 16 (edited) concealment is a must have on nearly every ship not using a light house build and those would usually go for rudder module. i rather blame WG for making concealment a broken mechanic pretty much everything sucks in comparison Edited May 16 by pepe_trueno Link to comment Share on other sites More sharing options...
WES_HoundDog Posted May 16 Share Posted May 16 1 hour ago, Unlooky said: How many extra salvos do you actually get with it? none, you just get 3 off without it. Sure it might give you a little more time to fool around with those 3 though. Link to comment Share on other sites More sharing options...
Project45_Opytny Posted May 16 Share Posted May 16 19 hours ago, Wulf_Ace said: Maybe use it on Bungo? so its spotter plane last longer? Use the spotter mod in slot 1 for this. Link to comment Share on other sites More sharing options...
Daniel_Allan_Clark Posted May 16 Share Posted May 16 12 hours ago, pepe_trueno said: I rather blame WG for making concealment a broken mechanic pretty much everything sucks in comparison The game desperately needs a concealment rework at the moment... Doing so would also solve some of the problems with plane and sub implementation as well... Link to comment Share on other sites More sharing options...
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