Musket22 Posted August 19 Share Posted August 19 Most often given and IMO totally useless in CO-Op, the anti-detonation flag - I have over 2,400 of them. 1 1 Link to comment Share on other sites More sharing options...
Admiral_Karasu Posted August 19 Share Posted August 19 Remind me, can these things be sold? Link to comment Share on other sites More sharing options...
Ensign Cthulhu Posted August 19 Share Posted August 19 Oh, I've been detonated quite a few times in co-op. Conveniently as I was just about to get a massive, lethal torpedo salvo into the water. Link to comment Share on other sites More sharing options...
aleksi111 Posted August 19 Share Posted August 19 (edited) Detonation flags are useless only if you main CVs (?and Submarines?) Weird that given how allergic they were to incoming damage, what with the multiple million liters of Avgas, upto 50 torpedoes and hundreds of bombs onboard ontop of ammunition for weapons and AA guns... Edited August 19 by aleksi111 1 Link to comment Share on other sites More sharing options...
clammboy Posted August 19 Share Posted August 19 (edited) I love signals I’m a junkie now. I mount 8 on every ship every game. But I don’t play coop except to finish a mission sometimes. I have almost a billion credits don’t play or buy superships so I buy signals when I run out. Edited August 19 by clammboy 5 Link to comment Share on other sites More sharing options...
WES_HoundDog Posted August 19 Share Posted August 19 Wg needs to put in a player auction house so players can sell their unwanted wares to other players. Yeah yeah, spare me the not in WG money making interests posts. Link to comment Share on other sites More sharing options...
mashed68 Posted August 19 Share Posted August 19 Why would you keep that many? I keep 10 at a time, sell the rest. Most I have of anything is almost 200 smoke flags since the only smoke ships I normally play are Italian, but they are worth keeping instead of selling off. Link to comment Share on other sites More sharing options...
HamptonRoads Posted August 19 Share Posted August 19 1 hour ago, Admiral_Karasu said: Remind me, can these things be sold? Yes at 6000 credits each. 2 hours ago, Musket22 said: Most often given and IMO totally useless in CO-Op, the anti-detonation flag - I have over 2,400 of them. Juliet Charlie signals are very useful on destroyers and light cruisers. I mount them primarily on these vessels in co-op, occasionally I'll mount them on CAs for operations. 2 Link to comment Share on other sites More sharing options...
thornzero Posted August 19 Share Posted August 19 When I play Naval Battles randoms I mount anti-det on destroyers. I thought about it for BBs because sometimes a torpedo tickles the right spot. I had a Grom send me a couple spreads in Brawls and I dodged all of them except for one single solitary torp and it did 41k damage and finished me off. Getting stars means surviving and doing damage and I need not get detonated. I added up the cost of 8 signals one time and was shocked. Over 1m in credit value that you will never get back in a match. [Granted some people mount super bonuses and could actually recoup this cost per battle sort of.] There is a time and a place outside of pve. I do not run them in brawls but every now and again I look and some people run a few to the max and I just don't see the point for such a quick match. I keep as many anti-det, smoke, and speed as possible [6-7oo]and the rest I keep about 15o-2oo just in case. I use the coupons for credits which is like once a month I think. 1 Link to comment Share on other sites More sharing options...
Mono_De_Mantequilla Posted August 19 Share Posted August 19 The coal cost for signals is much more reasonable than that for credits. And the monthly coupons help too. Link to comment Share on other sites More sharing options...
Ensign Cthulhu Posted August 19 Share Posted August 19 16 minutes ago, thornzero said: I added up the cost of 8 signals one time and was shocked. Over 1m in credit value that you will never get back in a match. [Granted some people mount super bonuses and could actually recoup this cost per battle sort of.] For me, anti-det, heal enhancement and damage mitigation are mandatory when carrying blue or red boosters. I play randoms infrequently enough that I have more than enough to last me for a long time in this context. 1 Link to comment Share on other sites More sharing options...
Justin_Simpleton Posted August 19 Share Posted August 19 I don't sell signals and I rarely buy any. There is a group of signals useful for battleships that I always run out of and so I have to demount them on every battleship and debate if it's worth mounting the one that I might have. I really can't tell if the detonation signals help or not. Link to comment Share on other sites More sharing options...
Type_93 Posted August 19 Share Posted August 19 I run 8 full flags in randoms and still make credits every match. I know co-op don’t make hardly any credits even with an outstanding game, but why would you run any flags in co-op? 3 Link to comment Share on other sites More sharing options...
ArIskandir Posted August 19 Share Posted August 19 One man's garbage is another man's treasure... 4 Link to comment Share on other sites More sharing options...
Aethervox Posted August 19 Share Posted August 19 (edited) On 8/19/2024 at 11:37 AM, Musket22 said: I have over 2,400 of them. Sell them if you don't want them. Edited August 20 by Aethervox 1 Link to comment Share on other sites More sharing options...
HamptonRoads Posted August 20 Share Posted August 20 4 hours ago, Type_93 said: why would you run any flags in co-op? Co-op is a race with the other players to sink ships. Signals that allow you to increase damage through fire/flood (Victor Lima, India X-Ray, Juliet Whiskey Unalone) help. Secondary signal (Mike Yankee Soxisix) would be useful for secondary builds. Sierra Mike (speed) might help you to get to the red bots faster than the other guy. Link to comment Share on other sites More sharing options...
Wrath_of_Deadguy Posted August 20 Share Posted August 20 I save det flags for when I'm stacking consumable bonuses I can't afford to waste on the whims of RNG. They're far from useless- they're insurance against the pointless loss of red and blue boosters. 3 Link to comment Share on other sites More sharing options...
aleksi111 Posted August 20 Share Posted August 20 6 hours ago, ArIskandir said: One man's garbage is another man's treasure... Jake says thanks! 2 1 Link to comment Share on other sites More sharing options...
Wulf_Ace Posted August 20 Share Posted August 20 why people call signals the wrong way as flags, flags are diffrent thing in this game 1 Link to comment Share on other sites More sharing options...
Darlith Posted August 20 Share Posted August 20 6 hours ago, HamptonRoads said: Co-op is a race with the other players to sink ships. Signals that allow you to increase damage through fire/flood (Victor Lima, India X-Ray, Juliet Whiskey Unalone) help. Secondary signal (Mike Yankee Soxisix) would be useful for secondary builds. Sierra Mike (speed) might help you to get to the red bots faster than the other guy. Not sure I find the fire/flood worth the cost more of the time for Co-op, different story for operations. For floods, most of the time I am looking for my torps to kill a target outright not hoping tick damage will finish them, especially since unless their Damage control was tripped recently they just fix the flood immediately. Subs and CVs however might have some use of them. Fires suffer from the damage control issue, you want to burn a bot BB you have to set a fire, wait 30 seconds then try to set more, the extra couple of percent fire chance can help but usually not leaning on fire damage much outside of a couple ships in co-op. Secondary I find more arguably useful since many BBs could use all the help they can get and the range boost would allow them to reach out and hurt the bots quicker. This might also be a good time for those fire signals. Though still not sure the cost to benefit ratio stacks up here. Mileage may vary by ship of course, Bismarck and co. being ones I most likely would toss it on. Speed is probably the one I find the most beneficial in co-op, since time to engagement is pretty much everything in this mode, more speed is universally good. All that said whatever floats your ship. Link to comment Share on other sites More sharing options...
Captain Slattery Posted August 21 Share Posted August 21 I fly flags in random battles. I will sometimes fly them in ops. I don't have enough of them to fly them in coop. The same applies to economic/xp bonuses. Link to comment Share on other sites More sharing options...
Itwastuesday Posted August 21 Share Posted August 21 I only have the hydro and smoke flags in excess (and flooding flags but much less). Everything else in such short supply that I no longer run signals anywhere but cb. Link to comment Share on other sites More sharing options...
Pugilistic Posted August 21 Share Posted August 21 I havent detonated in a Random, Ranked, or Clan battle since about 2017. My last det was in 2022, probably in an operation. Juliet Charlie is your friend. Link to comment Share on other sites More sharing options...
Estaca_de_Bares Posted August 21 Share Posted August 21 Juliet Charlie is useful when you're going "competitive" (Ranked, Clan Battles) or trying to grind/farm fast (boosters and/or Operations). For casual gameplay there's no actual need, although there are times when you think to yourself "this match would've gone way different if a certain someone -i.e. me most of the time- hadn't detonated". Still, an average rate of a detonation every couple of weeks isn't much of a hassle, and I don't use MM1 on any ship. I remember reading somewhere, though, that detonations seem not to be purely random but have some kind of cumulative behaviour: each die roll where you should've blown to pieces and didn't because of JC increases your chance towards the next roll, thus detonating way more often after a long streak of using the signal. It was just anecdotal evidence from the player that wrote about it, but it coincided with my own gut feeling after playing exclusively Ranked (hence JC every single match) for nearly a month. Salute. Link to comment Share on other sites More sharing options...
Captain Slattery Posted August 21 Share Posted August 21 54 minutes ago, Estaca_de_Bares said: I remember reading somewhere, though, that detonations seem not to be purely random but have some kind of cumulative behaviour: each die roll where you should've blown to pieces and didn't because of JC increases your chance towards the next roll, thus detonating way more often after a long streak of using the signal. It was just anecdotal evidence from the player that wrote about it, but it coincided with my own gut feeling after playing exclusively Ranked (hence JC every single match) for nearly a month. Salute. Anecdotal evidence is valuable data. It is subject to bias and the Placebo effect but often reveals a path to research and corroborative data. I never dismiss my 'gut feeling'. Most often it's your brain telling you important information. Link to comment Share on other sites More sharing options...
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