I'm talking about in general though, how often do you get to use your Russian Cruiser or German Cruiser torpedoes, and so with success? I'm not sure what the figures should be set at so I'm just using some random numbers that seem good to me. The difference in a Shikimia shell, as an example, hitting due to less dispersion from Dead Eye is 19400 potential damage. Captain Skills for artillery-focused Destroyers with poor ballistics These are low-, mid- and high-tier USN, UK, Pan-Asian, German, as well as low- and mid-tier … The rearranged older skills, and changes to them, are all fine by me. This skill also decreases the chance of setting an enemy ship on fire, making the selection of Demolition Expert (3) as a second-order skill very desirable. Soviet cruisers carry not worse than other cruisers. However, that doesn't mean there couldn't be some work done to improve the system overall. Incoming Fire Alert (1) A warning about a salvo fired at your ship from a distance of more than 4.5 km. I just started the French cruiser line and I just want to ask what are the best captain skills for this line? First, Dead Eye and Super Heavy AP Shells should have some changes.Dead Eye: 4 Points Large Heavy Cruisers are Cruisers with the main battery caliber of approx. I'm not sure what the figures should be set at so I'm just using some random numbers that seem good to me. Inertia Fuse for HE Shells (4) improves the armor penetration capacity of HE shells fired from both main and secondary battery guns. -3 Knots to Torpedo SpeedCombat Air Patrol Fuel Tanks: 2 Points The event will consist of directives, a new collection, and Italian cruisers which will be out of early However, I'd also want to add another torpedo skill to enhance range to make more cruiser torpedoes a bit more useful, even if only to act as area denial weapons. A flotilla of Italian Warships is headed to World of Warships: Legends in the new Veni, Vidi, Vici update. +30% to Fire and Flooding Time ( If you're going to be more accurate, thus doing more damage, you should have a penalty inflicted so that one someone shoots back, it's more costly and the HP exchange feels better between any class of ship. 1- Change activation to "when the enemy is visible inside your detection radius". I feel the most torpedo-oriented cruisers are the Italians and the Japanese and to a limited extent the British light cruisers. Though you’ll never know if this skill has triggered. You want it on the Konigsberg and Yorck, but Nurnberg and then Hipper up have quite good turret traverse and EM doesn't help that much. Since British Light Cruisers have no HE shells, they don’t require such skills as Inertia Fuse for HE Shells (4) and Demolition Expert (3) and are considered separately below. Google Ad enabled by default while making adjustment. This skill helps to decrease the negative impact on chances of setting fire from the Inertia Fuse for HE Shells (4) skill. Inertia Fuse for HE Shells (4) improves the armor penetration capacity of HE shells fired from both main and secondary battery guns. Russian light cruisers of the lower tier, Japanese and German Cruisers of higher tiers. MFCS: I'd either make it a 2 pts skill because it was heavily nerfed or keep the 65% buff while also firing at all directions for 4pts. I wouldn't mind seeing them worked in a bit more. Stay with World of Warships channel in 2021 – Read about the update on your favourite server CQC: add a buff to fire resistance within some radius I am not exactly sure yet. A good cruiser captain watches the flow of battle and adapts to the circumstances as they unfold. I don't have Dunkirk captain; PT, Last Stand because I find on RN cruisers I lost modules pretty frequently and getting engine blown of twice whilst smoke on cd was pretty bad, SI, CE, and then: RPF. Learn about linear and premium Italian Battleships, Cruisers and Destroyers (coming soon, I hope), their distinctive features, strengths, and weaknesses. However, I feel like there should maybe be a few changes to some of the new skills, mostly rearranging the penalties and bonuses. Yeah I think its weird how limited it is too. -3 Knots to Torpedo SpeedCombat Air Patrol Fuel Tanks: 2 Points Earlier, I also thought of a skill to improve torpedo range at the expense or speed or damage. 180 mm (6-inch). Expert Loader (1) accelerates shell type switching if all main battery guns are loaded. High Alert (2) reduces the reload time of Damage Control Party. These are USN Cruisers (a line to Worcester), Soviet Cruisers (up to tier VIII Chapaev), British Cruisers (a line to Minotaur), as well as many low-tier Cruisers. This is a good alternative to Priority Target (1) as the first-order skill, though it helps to deal with the consequences of careless play instead of proactive analysis of the game situation as in the case of Priority Target. This skill would be for the most hardcore torpedo oriented cruisers, and their players, in the current game. This is my captain for Venezia PT, AR, SI, CE, EL, EM, JoAT. If fighters do lock on, it's generally a 1 for 1 trade on the attack planes. Use this information wisely and you'll have a noticeable advantage over your opponents. By reducing the detectability range combined with the Concealment System Modification 1 module this skill permits conserving Hit Points by staying concealed for longer and disappearing on open water 20 seconds after firing the main battery guns, as well as approaching enemy ships closer to maximize your damage. A great choice for high-tier Heavy Cruisers with the Repair Party consumable. First, Dead Eye and Super Heavy AP Shells should have some changes.Dead Eye: 4 Points These are USN Cruisers (a line to Des Moines), IJN Cruisers, high-tier Soviet Cruisers (Dmitri Donskoi and Moskva), British Cruisers (a line to Goliath), German, French and Italian Cruisers. Basics of Survivability (3) accelerates repairs of modules, firefighting, and recovery from flooding. Don't get me wrong, there is a situation where everyone has used any torpedo at some point and it saved the day. @Skuggsja Is this just a repost w/an extra word in the title or is there alternate content in here? BTW, since most if not all Large Heavy Cruisers are premium (or promo) you may plant a Batteship Commander with survivability build. Why cruisers lost this I have no idea, and more than a few (Hipper hulled cruisers, T5-9 FR and IJN, DM) would like it back, As for BBs, Its just better if they remove Deadeye all together and replace it with a skill that might encourage getting close. However, the amount of torpedo skills seems excessive in consideration of the amount of truly useable torpedoes on cruisers in-game. A great choice for Large Heavy Cruisers with the Repair Party consumable. « Previous part 2 Commander Skills for Battleships | Next part 4 Captain Skills for Destroyers ». It would help the lock-on time due to the presence of aircraft within the patrol radius. 2020-08-06 New flags will be added later. This skill already exists for BBs to a degree. A great choice for high-tier Light Cruisers with the Repair Party consumable. Trento was the first of two Trento-class cruisers; they were the first heavy cruisers built for the Italian Regia Marina (Royal Navy). Again, since 10 Skill Points is enough for ensuring comfortable play on British Light Cruisers, you may go nuts and select something like Vigilance, the more so you’ve got the “Hydroacoustic Search” that effectively stacks with this skill. Appraised of all these nuanced differences, captains are advised to treat Seattle as a slightly larger, slower handling, and harder-to-conceal Cleveland . +10% Ranges of Fighter ConsumableImproved Hangar Storage: 1 Point Plus, I’d also add PM back to the tree as well. Last Stand (2) When the engine or steering gears are incapacitated, they continue to operate but with a penalty. Besides, the more consumables your Cruiser has the more topical this skill is. At this point, I'm on the idea torpedo skills are just place holders for ASW skills. Unlike some, I hardly think it's killing the game by any means. The same shell with a 5% damage boost that hits has a potential damage of 20,370. The IJN could be looking at 12Km, 14KM, and 22KM torpedoes and the Italians up to 15.5KM. The changes will be applied to Italian battleships and Vampire II. It would help the lock-on time due to the presence of aircraft within the patrol radius. Demolition Expert (3) increases the chances of setting fire to the target for the armament carried by ships and aircraft. All Small Light Cruisers feature glass modules and high fire with short firing range because of small caliber. IMO, RPF is a very strong addition on many of the cruisers; Vigilance has lost some value with the deep-water torps: some are spotted at 0.8km. If I'm using my 4km Russian torpedoes or my 6km German torpedoes on my cruisers its usually a bad situation and I don't need to reload them faster, they don't need to travel faster, and the damage amount probably doesn't need to be boosted anyway. OR that is actually pretty good. High Alert (2) reduces the reload time of Damage Control Party. +5 Knots to Torpedo Speed For most cases 1 or 2 level 4 skills are enough. It combines the other torpedo skills into an expensive skill so that the others don't just feel like filler for some ships and useless for others, freeing up two slots.Extended Torpedo Range: 3 Points However, I feel like there should maybe be a few changes to some of the new skills, mostly rearranging the penalties and bonuses. This is simply removed from the Super Heavy AP Shells skill and placed here)Super Heavy AP Shells: 3 Points These are just my opinions and I figured I would throw them here to see if anyone felt the same. Currently, there are 6 points you can invest in torpedoes, but a lot of cruisers have limited torpedo capability or none, and this takes up a bit of space in the skill tree that might have better use. To maximize your play try avoiding this skill when possible. Buffing catapult fighters is a good thought, however... 1: Catapult aircraft are remarkably useless and do very little. These are just my opinions and I figured I would throw them here to see if anyone felt the same. This skill helps to decrease the negative impact on chances of setting fire from the Inertia Fuse for HE Shells skill. Jack of All Trades (2) reduces the reload time of all consumables for the ship and squadrons. Vigilance is an okay skill. A great second-order skill for Cruisers with slow-moving turrets; may be considered as a first-order skill. Currently, there are 6 points you can invest in torpedoes, but a lot of cruisers have limited torpedo capability or none, and this takes up a bit of space in the skill tree that might have better use. I propose combining these skills into a Torpedo Expert skill and/or combining these skills and offer something like Extended Torpedo Range with a debuff to detection or speed of the torpedoes. This skill looks like it’s tailored for Small Light Cruisers. Italian Navy tech tree review / World of Warships guides / WoWS Here’s everything you always wanted to know about the Italian Navy in World of Warships but were afraid to ask. I like that option. -10% Torpedo Tube Reload Speed WoWs Builds Legends Go to Home WoWS: Legends Swap to WoWS: PC Nations U.S.A. Japan Germany U.K. U.S.S.R. … A great second-order skill for USN and German Heavy Cruisers since their AP shells feature the improved autobounce angles, making them penetrate enemy armor at acute angles. The issue with cruiser torpedo skills is that only one cruiser in the entire game would actually benefit from them, Kitakami. +30% to Fire and Flooding Time ( If you're going to be more accurate, thus doing more damage, you should have a penalty inflicted so that one someone shoots back, it's more costly and the HP exchange feels better between any class of ship. Bear with us. Don't get me wrong, there is a situation where everyone has used any torpedo at some point and it saved the day. + 2Km Torpedo Range Concealment Expert (4) reduces detectability by 10%. - Borrowing this from the carriers. Nothing spectacular but nothing too bad either. Last Stand (2) When the engine or steering gears are incapacitated, they continue to operate but with a penalty. So a ricochet, torpedo bulge hit, main battery hit, shatter, or over-penetration barely matter, because the skill has no relevance. Though the engine and steering gears on British Light Cruisers are rather durable, the selection of this skill still makes sense. Previous Post: World of Tanks EU â Gamescom 2019 â VK 75.01 (K) on sale. Preventive Maintenance (1) reduces the risk of main turrets, torpedo tubes, steering gears, and engine becoming incapacitated. Since British Light Cruisers feature an enhanced Repair Party consumable this skill increases the number of Hit Points you can restore. Sorry for the confusion. With this skill, the French torpedoes could reach out to 11KM, Germans to 8KM, and British to 12KM or 10KM depending on the ship. By This is especially true for some Unique Japanese, USA, UK, French, Soviet and French Commanders, having the Master Marksman trait instead. 1. 3. I know from playing CV that when they do work, the 1 for 1 exchange is the best AA there is in-game. A great second-order skill for some Unique USA and Italian Commanders, having the Rapid Loader trait instead. You need to play a total of 20 battles to post in this section. I'd drop all AA skills, replace them with actual useful skills and build them into dual purpose secondary armament. I would first fire the guy who thought of these skills, then make a community contest instead. Zao, Azuma, Ibuki, Yoshina, Roon, and Hindenburg all come to mind immediately. Fighters orbiting your ship ’ s consumables that does n't mean there could n't be some done. 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