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Wishlist for the upcoming big Captain Skills Overhaul (CV Rework)


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Posted (edited)

We all know that with the big CV rework there will probably be a total overhaul and rework of most skills in the game (with free reset period). So, what would people like to see if we just think out load and wish for better times?

First thing I can think of is, when we got the Big rework last time we (if I remember correctly) had an opportunity to "kill off" a lot of 6-14 point commanders and move all that captain XP to a captain of our choice for a pretty cheap cost (credits I think). When this happened last time I freed up so much space in my reservs and got All my Legendary captains to 21 points in a Jiff. So, if we could do this again I probably invest some Coal to get the last "Seasoned" Commanders that I dont have (the ones with enhanced skills) and get them to 21 points as well for the few ships I dont play with my legendaries.

Subs:

I would LOVE if they dropped the "Watchful" skill for Subs since its broken A-F, but as well keep most of them situational just like they are right now. Subs need no more buffs.

Rest of the surface ships:

I would LOVE to see some totally new skills where WG actually used their brains and asked someone who plays the game which they should be so we dont keep having like 50 % of skills that NO ONE uses EVER because they are totally useless, like now. Imagine actually having multiple different builds to play with and test out instead of just having ONE standard build for each class like most of them today. 

Would probably not hurt as well if they take a look at all the modules at the same time, there are lot of modules that no one ever takes. imagine getting some new actual viable ones? Maybe more leaned into the class?

Thoughts? Wishes?!

Edited by OldSchoolGaming_Youtube
  • OldSchoolGaming_Youtube changed the title to Wishlist for the upcoming big Captain Skills Overhaul (CV Rework)
Posted
10 minutes ago, OldSchoolGaming_Youtube said:

We all know that with the big CV rework there will probably be a total re-haul and rework of most skills in the game (with free reset period). So, what would people like to see if we just think out load and wish for better times ....

First thing I can think of is, when we got the Big rework last time we (if I remember correctly) had an opportunity to "kill off" a lot of 6-14 point commanders and move all that captain XP to a captain of our choice for a pretty cheap cost (credits I think). When this happened last time I freed up so much space in my reservs and got All my Legendary captains to 21 points in a Jiff. So, if we could do this again I probably invest some Coal to get the last "Seasoned" Commanders that I dont have (the ones with enhanced skills) and get them to 21 points as well for the few ships I dont play with my legendaries.

Subs:

I would LOVE if they dropped the "Watchful" skill for Subs since its broken A-F, but as well keep most of them situational just like they are right now. Subs need no more buffs.

Rest of the surface ships:

I would LOVE to see some totally new skills where WG actually used their brains and asked someone who plays the game which they should be so we dont keep having like 50 % of skills that NO ONE uses EVER because they are totally useless, like now. Imagine actually having multiple different builds to play with and test out instead of just having ONE standard build for each class like most of them today. 

Would probably not hurt as well if they take a look at all the modules at the same time, there are lot of modules that no one ever takes. imagine getting some new actual viable ones? Maybe more leaned into the class?

Thoughts? Wishes?!

Personally, I like the "Watchful" skill when playing my Submarines.  Agree to disagree, and we're moving along.  🙂 

1.  My "wish list" would involve removing the "conditional" nature of the skills which only work when certain conditions are met.

2.  I'd like for every skill to be available for whatever ship may be in question.  This would help with the "build diversity" you desire, in my opinion.
Example:
There was a time when someone could take Radio Direction Finding while sailing a Battleship.  
While it may have been an unpopular choice, it did have a niche purpose and did contribute to overall "build diversity".

3.  As things are now, Submarine Captain Skills do not include Concealment Expert.  I'd like to change that.
Either every navy and every Captain knows how to camouflage every ship & 'boat', or not.  🙂
  (This dovetails with my #2 idea, as you can see.)

4.  [This space reserved for future use.]  🙂 

  • Like 2
Posted
35 minutes ago, OldSchoolGaming_Youtube said:

Subs:

 keep most of them situational just like they are right now.

Most Sub skills are uninteresting useless garbage or noob traps... skills that activate when you are spotted? in a Sub, wth? If there's a class that needs a major overhaul and update of skills, it is Subs. Most skills are hollow remnants of what they once were... there's no defined build options for Subs. Not surprising tbh as nothing makes much sense about Subs anymore.

39 minutes ago, OldSchoolGaming_Youtube said:

Rest of the surface ships:

I would love to finally have a skill modifying Turning Circle/Rudder time, there are skills for any other parameter but not for those. What about Expert Helsman?

 

  • Like 2
Posted

You mean don't you, OP, the 'rebork' of the CV rework? I'd prefer the return of the old Cpt skills along with the RTS CVs (you know, when nothing was broken). 😁

  • Haha 2
Posted
42 minutes ago, Wolfswetpaws said:

Personally, I like the "Watchful" skill when playing my Submarines.  Agree to disagree, and we're moving along.  🙂 

I think Anyone that ever played a Sub LOVES "Watchful", probably because its one of the most OP/broken skills in the entire game, hence my wish for it being dropped. But we agree to disagree, and we're moving along.  🙂 

 

42 minutes ago, Wolfswetpaws said:

1.  My "wish list" would involve removing the "conditional" nature of the skills which only work when certain conditions are met.

I think most of these as well in mostly Subs skills, which about Half of them have conditions, which indicates that even WG understands Subs being broken/OP and therefore forced conditions upon half their skills (which you don't see in any other class as far as I know), so probably a good reason behind it .....  But we agree to disagree, and we're moving along.  🙂 

 

42 minutes ago, Wolfswetpaws said:

There was a time when someone could take Radio Direction Finding while sailing a Battleship.  
While it may have been an unpopular choice, it did have a niche purpose and did contribute to overall "build diversity".

Ive never taken RPF/RL on a BB and I dont see a great value in RPF/RL in a BB but hey, if players wanna spec it, its probably get more use than skills like "Incoming fire alert", "IFHE", bot "AA skills" and "Close qurters combat".

 

42 minutes ago, Wolfswetpaws said:

3.  As things are now, Submarine Captain Skills do not include Concealment Expert.  I'd like to change that.
Either every navy and every Captain knows how to camouflage every ship & 'boat', or not.  🙂
  (This dovetails with my #2 idea, as you can see.)

So, you would like Subs to have even better concealment on surface then they really have?! So a U-4501 that already can donut spray torps from 2.1 km periscope should also have 4.8 km surface conceal?! Gato with its Nukes a conceal of 5,2 km?

Hey, a Wishlist is a Wishlist, so lets just agree to disagree, and we're moving along.  🙂

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Posted
48 minutes ago, ArIskandir said:

Most Sub skills are uninteresting useless garbage or noob traps... skills that activate when you are spotted? in a Sub, wth? If there's a class that needs a major overhaul and update of skills, it is Subs. Most skills are hollow remnants of what they once were... there's no defined build options for Subs. Not surprising tbh as nothing makes much sense about Subs anymore.

I would love to finally have a skill modifying Turning Circle/Rudder time, there are skills for any other parameter but not for those. What about Expert Helsman?

 

But you dont think there is a reason for this? Even WG understood that giving an already broken class a boatload of actual working skills (or Concealment expert for that matter) would just break the game? Why else would WG hide most skills behind condition just for subs?

Sure, most sub players would still probably suicide in 4 min but those with hands would just be ridiculous toxic to play against.

Posted
46 minutes ago, Aethervox said:

you know, when nothing was broken

Rofl

Excuse me?

There was lots broken then too...

The game has always been mess from a balance standpoint. The game will always be a mess from a balance standpoint.

If you want a tightly balanced e-sports shooter, this is not that game.

  • Like 1
Posted
1 hour ago, ArIskandir said:

I would love to finally have a skill modifying Turning Circle/Rudder time, there are skills for any other parameter but not for those. What about Expert Helsman?

 

While it's understandable that a player desires to improve their rudder-shift and turning radius, doing so would require modifying the hull or hull modules.
So, strictly speaking, it's a hull design thing, instead of a skill thing.  (Yes?  No?  Disagree and why?)  🙂 

What a player can do, without a Captain's skill, is become familiar with how their turning radius is affected by their hull speed.
If one looks at various charts in @LittleWhiteMouse's ship reviews, there are "best turn rates" and "sustained turn rates" and turn radii accordingly, which depend upon the speed the hull is traveling at.

For example, a Destroyer may have a best turning radius that happens when it only is traveling around 20 knots, compared with how it turns when traveling at 35 knots.
Some Battleships have similar hull characteristics, too.  They turn tighter when they're moving at about 18 to 20 knots, compared with 26 to 30+ knots.

There have been times when I want to make a turn and avoid beaching on an island. 
So in the turn I'll reduce my engine output to "1/2 ahead" or "3/4 ahead" to gain a better turning radius.
After I've avoided the island, I can resume "Full ahead" engine output.
This is something I've noticed among all my ships (CV, BB, Cruiser, DD, and Submarine) to some extent or another.

 

Posted
38 minutes ago, OldSchoolGaming_Youtube said:

Ive never taken RPF/RL on a BB and I dont see a great value in RPF/RL in a BB but hey, if players wanna spec it, its probably get more use than skills like "Incoming fire alert", "IFHE", bot "AA skills" and "Close qurters combat".

I found the RPF useful in fighting DDs with BBs.  It tells you where to start turning your guns and rudder.  It would probably be helpful fighting subs, too.

 

Posted
27 minutes ago, OldSchoolGaming_Youtube said:

But you dont think there is a reason for this? Even WG understood that giving an already broken class a boatload of actual working skills (or Concealment expert for that matter) would just break the game? Why else would WG hide most skills behind condition just for subs?

I understand how the actual state of things for Sub skills came to happen, and I don't think Subs need any particular buff to performance to any greater degree than other ship types. I agree no further boosts to Concealment for Subs is needed and the Watchful skill is a ridiculous padding for dummies that not only provides unfair advantage but denias Sub play from a core value, which is tension. Sub play should be a 'tense' experience where every mistake can bring severe consequences, not the relaxed walk in the park that it became. 

Having said that, the current skills are mostly useless and have no reason to exist. 

Tier 1: Only Liquidator makes any sense, the rest is total garbage... a skill active when you are detected (which you shouldn't), another one with a ridiculous conditional trigger and 2 more totally useless for a Sub.

Tir 2: Only improved battery and Enhanced Consumables make any sense for a Sub. There's another noobtrap skill only active when you are detected, and again another 2 filler skils that make no sense for Subs and are just copy paste from DDs.

Tier 3: This is the only tier with some reasonable options, but even here there are problems. Watchful is busted (thus not optional but a must), Sonarman became just 'good for noobs' skill (so a trap and points sink) and the Impulse thing is crippled by another counter intuitive activation skill (meaning activates when you are screwing up). 

Tier 4: Tier 4 is just the saddest of all, outside AE which is always useful the rest were crippled by stupid activation rules. Torpedo aiming is stupid because you need the double ping before firing the torps... that's the idiots way to ping, you must know that. Sonarman is again linked to Hydrophone which makes it only situational, waste of 4 points (if there were anything else...). Battery and Propeller are so so but again saddled to conditional activation that not necessarily activate if you play the right way (most time at surface). 

Imo the model for Sub skills should be tier 2 Battery. A trade off, you get some but you lose some. That way you could tailor the Sub to your play style but at the cost of weakening performance on other areas, keeping performance balanced

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Posted
33 minutes ago, Wolfswetpaws said:

While it's understandable that a player desires to improve their rudder-shift and turning radius, doing so would require modifying the hull or hull modules.
So, strictly speaking, it's a hull design thing, instead of a skill thing.  (Yes?  No?  Disagree and why?)

I would say to apply the same logic for skills providing better Concealment, longer firing ranges, faster turret rotations, etc. All would require modifications to the hull structure, yet they exist.

Posted
49 minutes ago, Justin_Simpleton said:

I found the RPF useful in fighting DDs with BBs.  It tells you where to start turning your guns and rudder.  It would probably be helpful fighting subs, too.

 

Still a 4 point skill tho, there are plenty of other valuable skills at tier 4 for BBs, and Subs will be ducking in and out of RPF.

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Posted
21 minutes ago, ArIskandir said:
53 minutes ago, Wolfswetpaws said:

While it's understandable that a player desires to improve their rudder-shift and turning radius, doing so would require modifying the hull or hull modules.
So, strictly speaking, it's a hull design thing, instead of a skill thing.  (Yes?  No?  Disagree and why?)

I would say to apply the same logic for skills providing better Concealment, longer firing ranges, faster turret rotations, etc. All would require modifications to the hull structure, yet they exist.

1.  Applying the same logic, for me, means consistency.  Both with availability, and to some extent with "reality".
1a.  If every other ship can take Concealment Expert, then Submarines should be able to, also.
1b.  Submarines are literally smaller than Destroyers (on average, at least, with a few possible exceptions regarding tonnage?) and have less surface area exposed to view when sailing on the surface of the water (un-submerged).
Thus, a Submarine *should* be less detectable than a Destroyer (on average, etc. & etc.).  There's literally less above water for the eye to see.
1c.  But, the game has been set-up for Submarines to "face-plant" into DD's because of the detection mechanics and hull concealment values.

2.  (Simply because if I start a numbered list, there should at least be a "two"), if it were up to me, I'd reduce the Submarine detection radius by at least 1 km, and for some submarines it would be 1.5 km, with 2 km being tested and evaluated for the most detectable submarines (I-56, I'm looking at you).  The evaluation of the 2 km might or might not validate my assertion, but I'm interested in having it play-tested.

3.  It has been my experience that Submarines are not over-powered. 
(Instead, I think they were recently over-nerfed with the torpedo arming-distance mechanic.  But, agree to disagree and moving along.)
There are portions of the player population who are experts in ASW and able to sink submarines with aplomb.
You being one of those players, @ArIskandir, eh?  🙂 
That being said, I've also seen players struggle with the basiscs of ASW and failing to sink a submarine in a timely & efficient manner, even when alone with one and not under threat of supporting gunfire from the submarine's team-mates.
I consider this apparent and personally observed ASW peformance difference to be a player problem more than a game mechanic problem.  To solve it, I suggest that all players educate themselves.  Yuro has a couple of excellent videos on his Youtube channel about how to play and play against Submarines.  And you, @ArIskandir have plenty of example videos on your own youtube channel, and Ahskance has done good videos on the homing torpedoes on his youtube channel.  The resources are out there, in my opinion, especially when combined with some of the educational topics on the old forum and this forum.

4.  What changes, with every update to some degree or another, is the game content and the game mechanics and performance parameters of ships & weapons.
Such changes may have good intentions and might even be warranted, and some changes are disagreed with by portions of the player population (here on DevStrike and elsewhere).
Eventually, enough changes are made to make training topics and youtube videos obsolete.
Some changes are drastic enough to be considered "re-works".  CV's.  Submarines, Captain's Skills, and etc. & etc.

 

Posted

I just want WG to bring PM back for cruisers.

Posted
1 minute ago, Nevermore135 said:

I just want WG to bring PM back for cruisers.

Prioity Mail, or Preventive Maintenance?  😉 

Posted

I doubt there'll be more reworking than just carrier skills and some AA skills.

Posted (edited)
46 minutes ago, Wolfswetpaws said:

1.  Applying the same logic, for me, means consistency.  Both with availability, and to some extent with "reality".
1a.  If every other ship can take Concealment Expert, then Submarines should be able to, also.
1b.  Submarines are literally smaller than Destroyers (on average, at least, with a few possible exceptions regarding tonnage?) and have less surface area exposed to view when sailing on the surface of the water (un-submerged).
Thus, a Submarine *should* be less detectable than a Destroyer (on average, etc. & etc.).  There's literally less above water for the eye to see.
1c.  But, the game has been set-up for Submarines to "face-plant" into DD's because of the detection mechanics and hull concealment values.

2.  (Simply because if I start a numbered list, there should at least be a "two"), if it were up to me, I'd reduce the Submarine detection radius by at least 1 km, and for some submarines it would be 1.5 km, with 2 km being tested and evaluated for the most detectable submarines (I-56, I'm looking at you).  The evaluation of the 2 km might or might not validate my assertion, but I'm interested in having it play-tested.

Dear Wolf, I think you misquoted this post because in the quoted part I was referering to Surface ships, not Subs... but anyway, since Subs is the topic here:

Honestly I just 'lost my patience' with Subs, there's no integral concept to what they are and what they bring to the game anymore. Imho just some ragtag leftover mechanics that make little overall sense. You can't do trick shots anymore, can't properly fight Subs anymore, can't shotgun anymore... what's left in Subs that's fun to play anymore?

I can't seriously talk about Concealment (or any other Characteristic) changes without having an ultimate 'vision' or objective to conform to. Why would you need extra Concealment if you can't shotgun anyway? makes no sense to be at close range anymore so there's no the point for improving Concealment in terms of gameplay. 

46 minutes ago, Wolfswetpaws said:

3.  It has been my experience that Submarines are not over-powered. 
(Instead, I think they were recently over-nerfed with the torpedo arming-distance mechanic.  But, agree to disagree and moving along.)

I don't think they are inherently OP (except in regards of XP earnings), just highly asymmetrical in terms of skill... difficult to 'dumb-proof' without making it easier to exploit by good players. It's the same problem for every play mechanic that involves high asymmetry. 

Edited by ArIskandir
  • Like 1
Posted
1 hour ago, Nevermore135 said:

I just want WG to bring PM back for cruisers.

This and Survivability Expert for battleships.

Posted
2 hours ago, ArIskandir said:

I understand how the actual state of things for Sub skills came to happen, and I don't think Subs need any particular buff to performance to any greater degree than other ship types. I agree no further boosts to Concealment for Subs is needed and the Watchful skill is a ridiculous padding for dummies that not only provides unfair advantage but denias Sub play from a core value, which is tension. Sub play should be a 'tense' experience where every mistake can bring severe consequences, not the relaxed walk in the park that it became. 

Having said that, the current skills are mostly useless and have no reason to exist. 

Tier 1: Only Liquidator makes any sense, the rest is total garbage... a skill active when you are detected (which you shouldn't), another one with a ridiculous conditional trigger and 2 more totally useless for a Sub.

Tir 2: Only improved battery and Enhanced Consumables make any sense for a Sub. There's another noobtrap skill only active when you are detected, and again another 2 filler skils that make no sense for Subs and are just copy paste from DDs.

Tier 3: This is the only tier with some reasonable options, but even here there are problems. Watchful is busted (thus not optional but a must), Sonarman became just 'good for noobs' skill (so a trap and points sink) and the Impulse thing is crippled by another counter intuitive activation skill (meaning activates when you are screwing up). 

Tier 4: Tier 4 is just the saddest of all, outside AE which is always useful the rest were crippled by stupid activation rules. Torpedo aiming is stupid because you need the double ping before firing the torps... that's the idiots way to ping, you must know that. Sonarman is again linked to Hydrophone which makes it only situational, waste of 4 points (if there were anything else...). Battery and Propeller are so so but again saddled to conditional activation that not necessarily activate if you play the right way (most time at surface). 

Imo the model for Sub skills should be tier 2 Battery. A trade off, you get some but you lose some. That way you could tailor the Sub to your play style but at the cost of weakening performance on other areas, keeping performance balanced

I agree that most skills are pretty useless as is since WG actually balanced them on the already strong Subs. What I have done pretty much in every Sub is take this, but even then I "waste" precious skill points on things I know I probably every get use off, so you end up just throwing out the skill points where i makes most sense.

image.thumb.png.5e1f95226688b87497ac8738551dbc99.png

Liquidator works and is cheat for 1 points. All tier 2 ones are always active and helps with survivability. Watchful is a no brainer and if you dont use that you shouldn't play subs. Super intendent is always active. Adrenaline rush the same but the battery one at tier 4 is mostly a waste since I spend most my time on surface and never go below 50% battery, so that is the only one with condition I use. Rest of the skills are pretty crap.

I know I guy that runs a Sub YT channel that always say he runs Helmsman but he has no understanding how it works.....

What WG really should do is to nerf most aspects that are connected to skills and then make the skills get the subs to where they are today with no skills today, that would have been a great and balanced change. Having them as is today is just a testament on how clueless WG is on balancing ships. The Sub skills are just a afterthought in this case.

  • Like 1
Posted
23 minutes ago, OldSchoolGaming_Youtube said:

I agree that most skills are pretty useless as is since WG actually balanced them on the already strong Subs. What I have done pretty much in every Sub is take this, but even then I "waste" precious skill points on things I know I probably every get use off, so you end up just throwing out the skill points where i makes most sense.

image.thumb.png.5e1f95226688b87497ac8738551dbc99.png

Liquidator works and is cheat for 1 points. All tier 2 ones are always active and helps with survivability. Watchful is a no brainer and if you dont use that you shouldn't play subs. Super intendent is always active. Adrenaline rush the same but the battery one at tier 4 is mostly a waste since I spend most my time on surface and never go below 50% battery, so that is the only one with condition I use. Rest of the skills are pretty crap.

I know I guy that runs a Sub YT channel that always say he runs Helmsman but he has no understanding how it works.....

What WG really should do is to nerf most aspects that are connected to skills and then make the skills get the subs to where they are today with no skills today, that would have been a great and balanced change. Having them as is today is just a testament on how clueless WG is on balancing ships. The Sub skills are just a afterthought in this case.

It's been a while since I played Subs, but I'm positive it wasn't possible to get Engine damaged (doubt it has changed) and fairly sure the only modules You could get damaged were sonar and torpedo tubes. That makes LS useless for Subs and PM a Lot less valuable. My build replace those 2 for enhanced propeller or the T3 consumable skill, sees very limited use but there's really nothing else. Tbh a simple 10-14 pt build is enough for Subs.  

 

Posted
1 hour ago, Captain Slattery said:

This and Survivability Expert for battleships.

The only practical benefit of SE on battleships was that it made it easy to identify players who didn’t know what they were doing (or were playing mind games, I suppose). Preventative maintenance, on the other hand, was extremely useful on cruisers like Atlanta with very fragile turrets as well as ships with exposed torpedo launchers on deck (German cruisers come to mind).

Posted
2 hours ago, Wolfswetpaws said:

1.  Applying the same logic, for me, means consistency.  Both with availability, and to some extent with "reality".

Lets face it, "Reality" went out the window some 7-8 years ago IF it ever was present in this game.

 

2 hours ago, Wolfswetpaws said:

1a.  If every other ship can take Concealment Expert, then Submarines should be able to, also.
1b.  Submarines are literally smaller than Destroyers (on average, at least, with a few possible exceptions regarding tonnage?) and have less surface area exposed to view when sailing on the surface of the water (un-submerged).

I dont mind they taking CE if the nerf the concealment so after CE it would be the same as today. I really dont get it! You can SUBMERGE at any time! You can be as effective at periscope, which is 2.1 km conceal, how much better conceal do you really need in Subs?! 1 km surface? AND the ability to just disappear at any time?! Asking as a 9 years DD Main veteran here.....

You cant really compare them to DDs because DDs is still effected by the hard concealment stats, that NEVER changes! ! They cant dive! They can also not just avoid Radar, plane spotting and hydro..... At ANY Time! They can't use magic 7-8-9 km Sub hydro to spot where surface ships are around them on 1+ min cooldown with unlimited consumables .... or spot Subs up to 9 km under water. 

Sometime I must wonder if some in here actually play Subs at all.

But lets agree to disagree as always! 

2 hours ago, Wolfswetpaws said:

Thus, a Submarine *should* be less detectable than a Destroyer (on average, etc. & etc.).  There's literally less above water for the eye to see.

They are, they can dive to 2.1 conceal at any time and to 0.0 conceal at any time! Rest is just balancing factors since this ISNT real life ..... and Subs are OP!

 

2 hours ago, Wolfswetpaws said:

1c.  But, the game has been set-up for Submarines to "face-plant" into DD's because of the detection mechanics and hull concealment values.

You only face plant into DDs if you:

  1. Dont use minimap
  2. Dont use experience
  3. Dont use other factors like allied DDs or CVs
  4. Dont use the UNLIMITED 7-8-9 km Sub hydro that you can spam on cooldown to see "Face planting" DDs coming a MILE AWAY....

 

1 hour ago, Captain Slattery said:

This and Survivability Expert for battleships.

Didnt they have that before? Remember some takin it for Yamato just to get over that 100 K HP hump.

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Posted
1 hour ago, ArIskandir said:

It's been a while since I played Subs, but I'm positive it wasn't possible to get Engine damaged (doubt it has changed) and fairly sure the only modules You could get damaged were sonar and torpedo tubes. That makes LS useless for Subs and PM a Lot less valuable. My build replace those 2 for enhanced propeller or the T3 consumable skill, sees very limited use but there's really nothing else. Tbh a simple 10-14 pt build is enough for Subs.  

 

Im not 100% on this and it would be nice to have some clarity about this, I just know I seen some bigger names use these skills and sometimes I get 3.4 things knocket out when getting a direct hit by ASW. We all know Subs and CVs cant detonate (for some insane WG reason) but as I siad not sure about this. Doesnt engine and rudder get knocked out sometimes?

Then they really should be crossed over like thay are at some other ships (like HE skills on AP only cruisers etc) ... but WG being WG ....

Posted (edited)
57 minutes ago, OldSchoolGaming_Youtube said:

Im not 100% on this and it would be nice to have some clarity about this,

Lol, take a seat. For the longest time not even CMs had any certainty about some Sub mechanics.

57 minutes ago, OldSchoolGaming_Youtube said:

I get 3.4 things knocket out when getting a direct hit by ASW.

As far as I know it is always sonar and torpedo tubes, never engine/rudder. Check your videos, on mine I had never identified getting engine/rudder damaged, not once. 

57 minutes ago, OldSchoolGaming_Youtube said:

Doesnt engine and rudder get knocked out sometimes?

No unless something changed recently (after release)

57 minutes ago, OldSchoolGaming_Youtube said:

I just know I seen some bigger names use these skills

Most of the 'bigger names' had no clue about Subs. Malta just released a gameplay of Subs on YT and shows he is a noob in Subs.  

Edited by ArIskandir
  • Like 2
Posted
25 minutes ago, ArIskandir said:

Lol, take a seat. For the longest time not even CMs had any certainty about some Sub mechanics.

As far as I know it is always sonar and torpedo tubes, never engine/rudder. Check your videos, on mine I had never identified getting engine/rudder damaged, not once. 

No unless something changed recently (after release)

Most of the 'bigger names' had no clue about Subs. Malta just released a gameplay of Subs on YT and shows he is a noob in Subs.  

Interesting! 

Yup, seems like many focused names/streamers/YT:ers dont know it (Im not one of them btw, I´m pretty sure my 559 subs are my moms fake YT accounts).

Should maybe change and see if there is a difference, but at the same time, where should I put these 4 free point? Into some conditioned skills I will never use?! As I said, Modules and Captain skilsl was an afterthought for WG when it came to subs. They made them to OP from scratch so they couldn't really give them potent skills and modules as well. Pretty amazed that they actually gave them buffs with the 2 new Subs flags and some new modules.

The Sub focused YT guy im talking about is definitely a bit clueless. Dont get Helmsman and think Gato is trash because it cant delete DDs from 1 km.....

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