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T10 Research Bureau: Do you use any of the Upgrades?


Jakeshuffle

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I was doing some window shopping in the Research Bureau and reading the T10 ship upgrades was interesting. They seem pretty specific, of course, but I was look at the Des Moines as an example. All that extra maneuverability sounds like it can be a lot of fun. Are there any of these upgrades that you use on your ships? I'm wondering how useful they are.

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I went for that one on my Des Moines, it definitely makes it a bit more nimble, but you have to give up the extra 16% of range. It already has a fast reload so I didn't mind losing the faster reload either.

I use Kurfurst in brawls and ranked so I went for the ammunition hoist to speed up reload. Again you have to give up the 16% range, but in close quarter fights that doesn't seem to matter too much.

I'll probably save RB points for ships from here on. Also useful for buying smoke flags etc..

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1 hour ago, Jakeshuffle said:

 All that extra maneuverability sounds like it can be a lot of fun.

This is the only one I've bought so far...  because reading a lot of happy reviews about how DM is simply becoming another ship with this upgrade. Tbh... didn't change too much. I would sell it back if I could.

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I have the Minotaur UU from the days when you ground for it using the ship itself. I only just fitted it very recently because it would have compromised the ship's concealment if I wanted to take a radar build.

Now I have the Brisbane to be my Radar Minotaur, and the compromise isn't an issue. However, I don't think I would have paid 19,200 RP for it, because I still don't have all the RP ships that I want and I would prefer to save my RP for them.

1 hour ago, palestreamer said:

I use Kurfurst in brawls and ranked so I went for the ammunition hoist to speed up reload. Again you have to give up the 16% range, but in close quarter fights that doesn't seem to matter too much.

When I do finally get around to spending it on upgrades, Kurfurst is on my shortlist for similar reasons (albeit in co-op). It's actually marginally LESS efficient than MBM 3 in that slot for the main armament (10% reload time reduction Cf. 12%), but it does have the benefit of accelerating the secondary rate of fire also and it doesn't penalize the turret rotation rate. 

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I bought my ARP Yamato as part of the "bundle", so the main-gun accuracy legendary upgrade was installed as part of the features listed in the bundle.
So, I have an ARP Yamato with accurate main-guns that traverse slower than my tech-tree Yamato.
When I play the ships, I do notice the differences in comparison.
For now, I'm inclined to keep each as they are.  
Once in a while, though, the dispersion of the tech-tree Yamato can be annoying.  And then I'm tempted ... 🤔 

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I have Yamato, GK, Moskva, and Hindenburg UUs from before the upgrades moved to the Research Bureau. The UUs for Yamato and Moskva are very solid, but I don’t use the Hindenburg UU.

The main battery range penalty on GK’s UU is crippling in Randoms. Secondary build GK is also even less viable post skill-rework compared to before, so MBM3 is the stronger option for slot 6. My GK has been relegated to Coop since Preussen was released, which is the only reason I run the UU.

Edited by Nevermore135
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I have the following Legendary Mods (now called Unique Upgrades) from back when they were earned by very long and grind intensive missions...

Using:

  • Yamato 
  • Hakuryu
  • Gearing
  • Montana
  • Midway
  • Moskva
  • Z52
  • Hindenburg
  • Minotaur
  • Conqueror

Not Using:

  • Worcester
  • Des Moines
  • GK
  • Shimakaze
  • Zao
  • Yue Yang
  • Henri IV
  • Republique
  • Grozovoi
  • Khabarovsk

Honestly I don't find any of them truly great or super useful. And many that I do use I don't really notice much in the way of them improving stuff much. Like that Yamato one everyone always raves about. It's kind of meh and doesn't make much difference that I see. It "should" in theory make a difference but I have played games with and without to test and it just doesn't do much.

The ones I use I do so because I ground my butt off for them and they at least provide something useful (to compensate for what you give up usually) on paper at least. They "should" help. The ones I don't use is because you have to give up too much for whatever it is you gain. I will never use RB pts for them. The asking price is too high and the return is too low IMHO.

As always YMMV.

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8 hours ago, Jakeshuffle said:

I was doing some window shopping in the Research Bureau and reading the T10 ship upgrades was interesting. They seem pretty specific, of course, but I was look at the Des Moines as an example. All that extra maneuverability sounds like it can be a lot of fun. Are there any of these upgrades that you use on your ships? I'm wondering how useful they are.

 

5 hours ago, Wolfswetpaws said:

I bought my ARP Yamato as part of the "bundle", so the main-gun accuracy legendary upgrade was installed as part of the features listed in the bundle.
So, I have an ARP Yamato with accurate main-guns that traverse slower than my tech-tree Yamato.
When I play the ships, I do notice the differences in comparison.
For now, I'm inclined to keep each as they are.  
Once in a while, though, the dispersion of the tech-tree Yamato can be annoying.  And then I'm tempted ... 🤔 

 

Like Wolf, I have the Arp Yamato with its UU.

I'll be honest, as slow as the turrets rotate, I really don't notice the difference that much.

I do notice where the shells land, and the Arp Yamato with the UU is alot tighter.

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8 hours ago, Jakeshuffle said:

I was doing some window shopping in the Research Bureau and reading the T10 ship upgrades was interesting. They seem pretty specific, of course, but I was look at the Des Moines as an example. All that extra maneuverability sounds like it can be a lot of fun. Are there any of these upgrades that you use on your ships? I'm wondering how useful they are.

I only use my Research Bureau points on ships. I've got the Yolo Emilio and I'm looking to get the Ohio next.

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