Scorpion_Raider37 Posted October 7 Posted October 7 I now have enough RB to obtain a UU. I looked it up on this site, but everything I saw talked about mods, like aslain, etc. I've been utilizing this website, https://app.wowssb.com/, to get statistics when you switch out modules. I don't see any reason to use 19k RB when I won't really notice any differences, based on my experimentation with various builds. Do I have this wrong? For example, in slot 6, AAM2 beats GK's legmod, particularly when paired with Gunter Lutjens.
MBT808 Posted October 7 Posted October 7 Elbing legendary mod is a pretty significant upgrade. Gives a reload improvement, doubles traverse speed, and gives you a French speed boost. 1 hour ago, Scorpion_Raider37 said: For example, in slot 6, AAM2 beats GK's legmod, particularly when paired with Gunter Lutjens. I wouldn’t build a GK that way personally. Legendary mod is a better choice due to the improvement to both the main battery and secondary battery. However, due to the range nerf it’s not totally optimal(if it lost this range nerf, it would absolutely be worth running). Optimally a GK should be running MBM3 in slot 6 and ASM1 in slot 3 in conjunction with a proper hybrid secondary build. 1
Verytis Posted October 7 Posted October 7 Problem is probably the inclusion of "mods" as part of your search term. There are quite a number of UU that have notable influence on ship's abilities, aka "sidegrades", while others are considered straight upgrades such as those that improve dispersion. But at the same time there's some that are just quite useless. In general, a lot of the modifiers are quite obvious and don't require external sites to verify. Although there's a few where you might want to see exact changes. Eg. Gearing's specific concealment with UU. DM's UU and engine output.
OldSchoolGaming_Youtube Posted October 7 Posted October 7 3 hours ago, Scorpion_Raider37 said: I now have enough RB to obtain a UU. I looked it up on this site, but everything I saw talked about mods, like aslain, etc. I've been utilizing this website, https://app.wowssb.com/, to get statistics when you switch out modules. I don't see any reason to use 19k RB when I won't really notice any differences, based on my experimentation with various builds. Do I have this wrong? For example, in slot 6, AAM2 beats GK's legmod, particularly when paired with Gunter Lutjens. I think this 2 y.o. review is still quite accurate even tho there are some now VERY interesting additions. I dont have many myself but one I can highly recommend is Golden Leeuw, which makes it an Entirely new ship and boost is from 100K games to 200K games. My next I have my sights on is Colombo. 2
Frostbow Posted October 7 Posted October 7 8 hours ago, Scorpion_Raider37 said: I don't see any reason to use 19k RB when I won't really notice any differences, based on my experimentation with various builds. Do I have this wrong? Research Bureau points are extremely time and labor intensive to acquire, given that you have to regrind your ship lines. And unless you have millions of FXP you can use to insta-regrind lines, the regrind can prove to be a chore. With that in mind, I would advise using that 19K RB on Unique Upgrades (if you must) on ships that you really enjoy playing, where the Unique Upgrade can provide a more interesting experience, at the very least. On my end, I really enjoy the Des Moines. With her unique upgrade, it makes her a very nimble ship. On another note, the unique upgrade of the Petropavlovsk makes the heavy cruiser stronger. I've had a lot of fun generating citadel hits in PVP and Operations with the Petro's unique upgrade. The unique upgrade of the Republique (I got it before Wargaming moved them to the Reset Bureau) has made me laugh many times, with its reduced reload dealing damage to unsuspecting broadsides faster than expected. I have other UUs I keep on Tier Xs, with Colombo's as the latest. 8 hours ago, Scorpion_Raider37 said: For example, in slot 6, AAM2 beats GK's legmod, particularly when paired with Gunter Lutjens. I did not get the GK's UU, mainly because I find the Schlieffen more than enough. The 19K I had at that time I spent on the UU for Henri IV for the 100% lighthouse build. 1
Nevermore135 Posted October 7 Posted October 7 24 minutes ago, Frostbow said: d not get the GK's UU, mainly because I find the Schlieffen more than enough. The 19K I had at that time I spent on the UU for Henri IV for the 100% lighthouse build. I got GK’s UU before the change to the RB, and in Randoms the loss of range is extremely limiting - to say nothing of the viability of secondary builds on German BBs (not CCs) post skill-rework. It’s a decent choice if you run a secondary-spec GK exclusively for Ranked or Brawls (and I guess Operations now), but in Randoms it’s a hard sell vs. MBM3.
Estaca_de_Bares Posted October 7 Posted October 7 6 hours ago, MBT808 said: I wouldn’t build a GK that way personally. Legendary mod is a better choice due to the improvement to both the main battery and secondary battery. However, due to the range nerf it’s not totally optimal(if it lost this range nerf, it would absolutely be worth running). 5 hours ago, Verytis said: There are quite a number of UU that have notable influence on ship's abilities, aka "sidegrades", while others are considered straight upgrades such as those that improve dispersion. But at the same time there's some that are just quite useless. Keep in mind that this is something that happened over three years ago during 0.10.0, so things may have changed since then. There was discussion on the EU forum about some data-mining and code-digging that someone did regarding dispersion. Apparently, skills, upgrades and consumables that included modifiers stretched the function that determined dispersion radius. Here's an image I made back then to graphically explain the effect: In practice it meant that at maximum range, no matter the distance modifiers, you always got the same vertical dispersion. As a corollary, modifiers that increased range reduced dispersion for all distances bar maximum and point-blank range, and conversely those that reduced range would increase the dispersion radius for a given distance. Leaving that aside, I agree with @Verytis' statement that most UUs/LUs/LegMods/whatever are more a sidegrade than an improvement, so it comes down to your playstyle whether they're useful or not. I don't have that many of them (I got them from the mission chains to obtain them for their respective ships long ago) and, if memory serves right, I've mounted none on any ship. Out of those, Shimakaze's is the only one that can be called a straight downgrade: a -10% extra torp reload time over what TTM2 offers doesn't compensate the awful -70% traverse speed. Salute.
palestreamer Posted October 7 Posted October 7 2 hours ago, Nevermore135 said: I got GK’s UU before the change to the RB, and in Randoms the loss of range is extremely limiting - to say nothing of the viability of secondary builds on German BBs (not CCs) post skill-rework. It’s a decent choice if you run a secondary-spec GK exclusively for Ranked or Brawls (and I guess Operations now), but in Randoms it’s a hard sell vs. MBM3. I agree with this. GK is a monster in brawls with the UU and Lutjens, but I prefer Schlieffen in randoms. I am pretty happy with the Des Moines one, which makes it more agile.
Scorpion_Raider37 Posted October 7 Author Posted October 7 I like all of the feedbacks!! Piggybacking on my OP - I should have listed what ships I have that can mount UUs and which I play most. Hope this helps out. DM - I do have Salem too, I read that some of you have UUs on DM and use longer range on Salem. Apparently DM UU gives it UKlike behavior? GK - I play it a lot. But, I have Schlieffen that is a bigger monster with AA2 and GJ captain. See screenshots, this is my second go of it after I mounted AA2. Zao - I don't enjoy it because of the turret angles. Petro - I play it often. Yamato - Collecting port dust. I don't feel I aim well enough, hard to enjoy. Love seeing the dispersion but I need more work. Wooster - Port Queen until mission need fires. Montana - I played it a lot before. Mino - Port Queen Conq - Port Queen. I have Thunderer. Henri and Rep - I play Henri often. Rep PQ - don't like the guns going astray every 2nd salvo. I am re-grinding the German CA line right now and should have Hindy back soon. I'm close in getting Vermont unlocked. You want to attract more players in PTS, WG? Let us try out the UUs in there.
mashed68 Posted October 7 Posted October 7 I got enough RP just playing long before I started resetting ship lines, and spent it on the golden lion upgrade. Its hilarious, but also takes away from AA which is the whole point of the ship for me. Now that I reset, I save my RP for ships.
MBT808 Posted October 7 Posted October 7 6 hours ago, Estaca_de_Bares said: Keep in mind that this is something that happened over three years ago during 0.10.0, so things may have changed since then. There was discussion on the EU forum about some data-mining and code-digging that someone did regarding dispersion. Apparently, skills, upgrades and consumables that included modifiers stretched the function that determined dispersion radius. Here's an image I made back then to graphically explain the effect: In practice it meant that at maximum range, no matter the distance modifiers, you always got the same vertical dispersion. As a corollary, modifiers that increased range reduced dispersion for all distances bar maximum and point-blank range, and conversely those that reduced range would increase the dispersion radius for a given distance. Leaving that aside, I agree with @Verytis' statement that most UUs/LUs/LegMods/whatever are more a sidegrade than an improvement, so it comes down to your playstyle whether they're useful or not. I don't have that many of them (I got them from the mission chains to obtain them for their respective ships long ago) and, if memory serves right, I've mounted none on any ship. Out of those, Shimakaze's is the only one that can be called a straight downgrade: a -10% extra torp reload time over what TTM2 offers doesn't compensate the awful -70% traverse speed. Salute. I’m aware. I’ve been around quite a while.
Estaca_de_Bares Posted October 7 Posted October 7 (edited) 1 hour ago, MBT808 said: I’m aware. I’ve been around quite a while. True, I sometimes forget that many of us here already were dwellers of the old forums, but it's also true that many newer players (comparatively speaking), or even old players that didn't visit the forums that often, may not be aware of such nuances and intricacies. Salute. Edited October 7 by Estaca_de_Bares Minor correction. 1
22 cm Posted October 8 Posted October 8 (edited) I got almost all of my UU (16) the old way, by playing those ships and not buying them using RP points. The only one I ve bought using RP was for Gouden Leeuw, which is OK. Some of them are OK, but only a few: Grozovoi, Gearing, Moskva, DM, Yamato, Republik, GK. Zao's used to be good but they nerfed it and its crap now Edited October 8 by 22 cm
Captain_Rawhide Posted October 8 Posted October 8 (edited) 1 hour ago, 22 cm said: I got almost all of my UU (16) the old way, by playing those ships and not buying them using RP points. The only one I ve bought using RP was for Gouden Leeuw, which is OK. Some of them are OK, but only a few: Grozovoi, Gearing, Moskva, DM, Yamato, Republik, GK. Zao's used to be good but they nerfed it and its crap now Pay attention to the fourth line here. WG is notorious for nerfing stuff you spent really hard earned resources on. I stopped buying UU for that reason. It's better to have never had it than to have spent on it and then have WG nerf it. Edited October 8 by Captain_Rawhide 2
Itwastuesday Posted October 8 Posted October 8 DM - I am told this is almost necessary to play DM GK - no Zao - gives range and the maximum accuracy memes so maybe Petro - great for the maximum citadel memes, makes Petro a fun ship Yamato - it's not bad, but maximum accuracy is not what you need with huge Yamato overmatch shells, and it's not what you will get even with this mod Wooster - I like Wooster and always gave this one a pass. It was something silly like more consumables, right? In place of MOAR DPM, which is what you actually want Montana - lol no Mino - seems stupid. More smoke? Why? Conq - Probably decent, makes it have Thunderer rudder and better turret traverse instead of stealth. Both are useful on these 12 gun broadsiders. Henri - One of the key ingredients of the lighthouse build, probably decent even in normal build Rep - no Hindy - nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
22 cm Posted October 9 Posted October 9 9 hours ago, Itwastuesday said: Zao - gives range and the maximum accuracy memes so maybe Zao no, the old one was good.
Frostbow Posted October 9 Posted October 9 12 hours ago, Itwastuesday said: Montana - lol no I like Montana's Unique Upgrade. I got it right before the fools launched Research Bureau. Since then I have not demounted it. 12 hours ago, Itwastuesday said: DM - I am told this is almost necessary to play DM Yes. Very much so. 12 hours ago, Itwastuesday said: Zao - gives range and the maximum accuracy memes so maybe Same with the Montana UU, I got this via the For Honor mission chain. The accuracy is amazing. 12 hours ago, Itwastuesday said: Petro - great for the maximum citadel memes, makes Petro a fun ship Can confirm. Probably the best UU right now. 1
Scorpion_Raider37 Posted October 9 Author Posted October 9 Thanks all to everyone! I went for Petro's UU. Holy shit Batman! VERY HAPPY! I ate so much HP chunks like a fat kid with a box of Oreo cookies. (I was that kid) I already had the Heavy AP skill spec'd in. While I was looking into Petro, I found out all 3 turrets transverse 360', I knew about the rear but not the front two. Maybe because it's rare for a Petro to be seen kiting? That thing steers like a donkey.
Frostbow Posted October 9 Posted October 9 7 minutes ago, Scorpion_Raider37 said: Thanks all to everyone! I went for Petro's UU. Holy shit Batman! VERY HAPPY! I ate so much HP chunks like a fat kid with a box of Oreo cookies. (I was that kid) I already had the Heavy AP skill spec'd in. While I was looking into Petro, I found out all 3 turrets transverse 360', I knew about the rear but not the front two. Maybe because it's rare for a Petro to be seen kiting? That thing steers like a donkey. You chose well. With the UU and the Heavy AP skill, that translates to around 7,334 DMG max per shell. And you get more accurate guns, faster flight time, and better penetration compared to say, Moskva.
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