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Mesrith

WoWS Final 6.0 Commander Skills

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Final product is posted here: https://worldofwarships.com/en/news/common/update-notes-060/

Thinking out loud while I digest these changes...

Priority Target - Seems like a decent use of a point for many cruisers that want to avoid surprise citadel beatdowns.  I think general player skill and map awareness is enough to not need it, but for one point it's good information to have.  I wouldn't bother in destroyers (which usually pick isolated engagements) or battleships (which usually have half the team shooting at you anyway).  After reviewing the other choices, there's literally nothing else I'd even want to use on a destroyer.

Preventative Maintenance - Still not very useful, even for one point.  My interpretation of a Q&A question I asked about PM was that it does nothing to keep secondaries and AA alive, since they're not considered modules.  It also does not prevent full destruction of main battery and torpedoes, but will lower the chance of temporary incapacitation of engine, rudder, main battery, and torpedoes.  Equipment and Last Stand handle those better.

Expert Loader - Still very situational, but I'd like to know what the new text means.  Did it not work before (bugged?) when a turret was broken?  Does it now increase reload when you have a broken turret, regardless of whether you're switching shell type?  No clue.

Aircraft Servicing Expert - No brainer for carriers I suppose.

Direction Center for Catapult Aircraft - I'm struggling to understand why this would be useful enough to warrant a point.  I guess you get a backup spotter plane in case yours is shot down?  Is the second fighter craft worth the slower reaction they'll have?  Most good carrier players are already great at killing or avoiding scout fighters already, I'm not sure a second one will do much against them.

Dogfighting Expert - The new +10% fighter ammo probably makes it worth taking again for one point; it's been very debatable since the carrier MM changes.

Incoming Fire Alert - Seems redundant with Priority Target, which I'd rather have instead of this.

Evasive Maneuver - I don't know enough about carrier play to know the value of this, aside from letting you derp your planes back to your ship through the middle of the enemy fleet a bit more effectively.

 

 

High Alert - It is what it is, and is a decent use of 2 points if you have them to spare on a battleship.

Jack of All Trades - Eh, there's a flag for that.  It's ok, but I'm sure I can find something better for 2 points.

Expert Marksman - They missed this one and posted Expert Rear Gunner twice, so I don't know if there are changes or not.  Based on previous PTR notes I assume it stays the same.  I think it will still be my first choice for tier 2 on most battleships.

Torpedo Acceleration - I'm surprised they left this in.  It's a relic at this point, and is only useful on a handful of destroyers (I still use it on Gearing) and carriers.

Smoke Screen Expert - Cool!  We needed more smoke coverage for the garbage "hide your whole team in smoke" meta for team battles and ranked.  For any destroyer that is mostly used in those game modes, this will give your battleship friends even more room to sit bow-on and blindfire at the enemy, who will also be sitting in a larger smoke circle.  I suppose this could be decent for cruisers with smoke like Kutuzov and the Brits, in order to have more room to adjust position and dodge torps without leaving smoke.

Expert Rear Gunner - Same as before.

Adrenaline Rush - So if you're at 50% health, you get a 5% boost to all armaments, etc.  It's a decent offensive boost that I wouldn't want to plan around, but I could see taking this if I have the points.  The Asia server patch notes report it at 0.2% instead of 0.1%, doubling the effectiveness.  Sub_Octavien posted on a Reddit Q&A that AR does not affect secondaries and AA currently, but that they may add secondaries in the future.

Last Stand - The usual; still needed on any destroyer that expects to get shot much.

 

 

Basics of Survivability - Moved to tier 3...ouch.  I've pretty much taken that 15% repair and fire/flood reduction for granted, and will now have to really think about it.

Survivability Expert - Lower payoff for lower point cost.  I'll still probably take it on brawling destroyers.

Torpedo Armament Expertise -  Looks like it stays the same but moves up one point.

Emergency Takeoff - I could see this possibly saving a late-game situation where there are only a few ships left and you have a nearly-dead ship chasing your carrier, but my gut says that if you're already on fire and can't extinguish, you already done fucked up.

Basic Firing Training - Argh...they're killing all my tier 1 favorites by moving them to tier 3.  It's a bigger boost to AA defense now, but at the higher cost, will be less universal.

Superintendent - I've clung to Superintendent all along, even with premium consumables, but it competes with Basics of Survivability now.  Tough decision.

Demolition Expert - Lower bonus, lower cost.  I've never been a big fan of Demo Expert on most ships, and it stays about the same for me.  I guess you can take this and mostly counteract the IFHE penalty?  It now affects secondaries, but with some of the main survivability skills in this tier, I can't see taking this for a battleship.

Vigilance - Now stacks with Hydro.  My Freddy already sees torpedoes out to 5km, I'm not sure I need a wider radius at the cost of BoS, SI, or BFT.  This feels like it should have been moved to tier 2.

 

 

Manual Secondaries - Fine, I'll still use it on certain battleships and save a point in the process.

Fire Prevention - Unpopularly, I've always disagreed that fire was a big deal on the general forums.  With up to 5 repair party charges, reasonable map awareness, and knowing not to extinguish a lone fire, it's always been pretty manageable for good battleship players.  I know this will be a popular new choice and some people will lose their minds over its supposed impact, but I wonder if we won't all get a measure of "herd immunity" anyway.  If the community starts shifting away from fire damage because of Fire Prevention and the IFHE change, it may not be that useful to actually spend the four points on Fire Prevention.

Inertial Fuse for High Explosive - There are already good discussions of this skill elsewhere on this forum.  I don't really own any cruisers that are primary HE-throwers, but I'm curious to see what the consensus is for gunboat destroyers.

Air Supremacy - Same bonus, one less point.

Advanced Firing Training - Stays the same, but will probably be used less universally due to more competition.  I'm sensing a trend here.

Manual AA - I'm pretty surprised they didn't change this at all.  It's still inferior to AFT on the majority of ships due to its 85mm requirement.

Radio Location - Another trendy new skill that I'm not sure will have as large an impact as many think.  If you're playing a lone-wolf flanking destroyer early in the game, you're already not doing enough to help your team.  If Radio Location finds you late in the game it could be annoying, but an alert enemy probably already knows your general location due to old map information, seeing which direction your torpedoes are coming from, any lingering smoke, or even his dead teammates telling him "hey, there's probably a destroyer in D5".  I don't see myself using 4 points on this.

Concealment Expert - Same as before, at one less point.

 

 

My big takeaway from these changes is that there will be a global nerf to the average amount of AA power in each battle, and a general buff to the duration of fires and flooding.  Basics of Survivability, Basic Firing Training, and Advanced Firing Training were nearly universally-held skills previously.  BoS and BFT both cost 2 more points each, and AFT now has competition depending on ship type.

I think there are still only a few real choices to be made for most ships, but there are now more trendy choices that many people will fixate on, so actual build diversity will go up.  It's also a move away from universal builds to more specialist builds, since the cost/benefits have gone up when building around such things as secondaries, AA, and tanking.  I'll comment on actual builds down below.  Jesus, I have a lot of commanders to think about.

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3 minutes ago, Crossfader said:

Preventative Maintenance  might be better for DD's since there shit gets broken so often. You already are the "priority target" as soon as your spotted anyways...

Possibly.  Tier 1 seems pretty garbage across the board unless you're in an aircraft carrier.  I wonder if using PM + the standard equipment mod that reduces engine breakage would be enough to skip Last Stand?  Something to think about.

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15 minutes ago, orzel286 said:

Introducing something as broken as rdf and setting a foundation for competitive scene with clans in the same patch? That's some comedy gold stuff, 10/10 wg. :serb:

I didn't even think about RDF in the context of clan/team events.  That would be annoying to have some of your movements pointed out instantly, assuming team fights ever become anything more than sitting still and rotating smoke cooldowns.

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I'd like to point out that HEAP was nerfed back to 25% increase

Quote

 

-3% to chance of fire on target caused by HE shells
+25% to the armor penetration capacity of HE shells

 

Meaning 150mm/152mm are excluded from penetrating 32mm of BB bow/deck armor of tier 8+. However, Mogami 155 HE is still in the ballpark to do so.

Welp typo by WG.

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I like that you now only need 10 points to get Concealment Expert.  I've typically kept a lot more battleships than destroyers, even selling off favorites like the Fletcher and Benson until I could work up new commanders for them, because lacking Concealment Expert on non-Russian destroyers was so punishing at tiers 7 and up.

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29 minutes ago, Flametz said:

I'd like to point out that HEAP was nerfed back to 25% increase

Meaning 150mm/152mm are excluded from penetrating 32mm of BB bow/deck armor of tier 8+. However, Mogami 155 HE is still in the ballpark to do so.

It is the 30% buff, they had a typo apparently in the NA patch notes.

14 minutes ago, Mesrith said:

I like that you now only need 10 points to get Concealment Expert.  I've typically kept a lot more battleships than destroyers, even selling off favorites like the Fletcher and Benson until I could work up new commanders for them, because lacking Concealment Expert on non-Russian destroyers was so punishing at tiers 7 and up.

My 14.5 pt Blyskawica captain is ready...

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4 minutes ago, How_Terrible said:

Is there any concenus on what the best one point skill for BB's will be?

Other than Preventative Maintenance, I'd say Expert Loader especially on the Stephen Segal Captain.

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26 minutes ago, Mesrith said:

I think all of my battleship commanders will start with Expert Loader, from lack of anything more compelling.

I might go with the double plane one - it will be a 90s hillbilly hydro, though with somewhat better coverage in the sky than currently.

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12 minutes ago, Crossfader said:

double spotter plane is gonna be really good vs both CV's and torps

Explain.  Do they fly together, or in a staggered circle to cover two different sides?  If they're together, the slower flight speed gives you a lower chance of catching torpedoes on the way.  I don't feel like non-terrible CV players care all that much about scout fighters.  Seems like a dubious skill, but I guess we'll see tomorrow.

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9 minutes ago, Mesrith said:

Explain.  Do they fly together, or in a staggered circle to cover two different sides?  If they're together, the slower flight speed gives you a lower chance of catching torpedoes on the way.  I don't feel like non-terrible CV players care all that much about scout fighters.  Seems like a dubious skill, but I guess we'll see tomorrow.

WG said they will in a circle like they do now but on opposite side, so there is always a plane coming around

 

Didn't WG already say their nerfing the fighter flight time also? They would need to because have 2 fighters constantly circling for what 2 minutes is pretty insane

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1 minute ago, Psycodiver said:

WG said they will in a circle like they do now but on opposite side, so there is always a plane coming around

 

Didn't WG already say their nerfing the fighter flight time also? They would need to because have 2 fighters constantly circling for what 2 minutes is pretty insane

Yeah, I tried this on PTS. They both launch, basically join up at one point behind you, then circle in opposite directions. According to the patch notes, instead of 360 seconds (6 minutes) it is now 90 seconds (1.5 minutes).

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