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Báo cáo lỗi dịch thuật
You prefer inmunity from CVs? You prefer less shatter & more DMG in exchange for fire chance?
It depends on your playstyle really.
Well, as I said, like small dmg done per salvos is concerned in all games and not anti-Cv playstyle, and like iam dissapointed by dmg done at mid to long range with HE shells, if I am sure +30% worth the spending, then I go for +30% pen first... but IS IT ?
Is it worthy with a Worcester to want +30% pen for a cost of 3% chances set of fire ?
That’s where my dilemma is...
And why I am not sure, u see ? 🤔
(AA will stay great anyway, enough to deter air threats in first part of games and kill planes, so it remains secondary for me... the real point is about +30%, is it useful enough to reduce shatters but to reduce my 13% fire chances to 10 in the same time, I am really not convinced about that).
It's not only worth, it's mandatory.
The reason why the damage of the HE shells of the Worcester (and Seattle, Cleveland etc.) is so poor is because they don't have enough penetration. With IFHE (the +30% pen skill), you can do 2000-5000 damage every 4 seconds to most ships.
To be clear, the +30% pen does not increase your damage by 30%. It increased the armor that the HE shells can penetrate in order to deal damage at all. Penetration too low: No damage at all. Penetration high enough: Normal damage.
This is my USN CL build:
http://shipcomrade.com/captcalc/1100000000000010000001000010100119
Depending on how much you want to play the Atlanta, you may want to swap out Superintendent (SI) for Demolition Expert (DE).
Advanced Firing Training (the +20% AA range, AFT) is very good on the Worcester because with the AA range upgrade in addition, you can shoot down planes that would be able to spot you otherwise (the Worcester's "detectability range by air" is smaller than her AA range with all range and stealth upgrades). Denying the enemy plane vision is very powerful.
Concealment Expert (CE) is very good to get into positions, and the Inertia Fuse for HE Shells (IFHE) skill is, as i said, mandatory to do damage.
But thx for the link, it’s useful, I didn’t know, I will check that more carefully later. 👍🙂
For others skills, I guess I am fine, I chose this:
https://steamcommunity.com/sharedfiles/filedetails/?id=1557946362
seems me the best choice for now.
I love the french voice over when playing french ships, but i don't know the names of french skills, sorry. :P
The following is just an advice from my point of view. If you really think an other skill is more useful to your playstyle, stay with that. Especially if you cannot afford to reset the skill points of your captain (which i would highly recommend since you are still missing 2 points für the HE pen, and that would greatly increase your efficiency and the xp you can earn to level your captain further in the first place).
With 14 skill points, i'd absolutly recommend this build for the Worcester:
http://shipcomrade.com/captcalc/1000000000000010000001000010000119
The extra charge on consumables is debatable because the +2% fire chance isn't bad either, and on the Atlanta, the +2% fire chance is way better. I prefer the extra charge for radar on the Atlanta, and the extra charge for radar, heal, AA-defense skill and hydro/sonar on the Worcester.
However, the other 4 skills (getting the information of how many ships are targeting you, the reduced reload time based on missing HP, the better concealment and the better HE pen) are all mandatory for USN light cruisers in my opinion.
You can use the last 5 points as you like, although, as i said, getting the AA range skill can help you to deny the enemy team plane/air vision even with no carriers in the match (many ships have scout planes and catapult fighters), and for the last skill, the -30% risk of your modules getting destroyed is the best 1-point-skill after Priority Target (the skill thet lets you know how many ships are targeting you).
If you don't want to focus on AA, the +2% fire chance and something like the -5% cooldown on consumables might be for you... or, if you are really having troubles with torpedoes, the torpedo detection skill. But it's not really worth 3 points imo, especially since the Worcester has the torpedo detection consumable already.
Last Stand, the skill that lets you move with a damaged engine, is not very useful on high tier ships that aren't destroyers. A damaged engine or rudder happens too rarely, and the other skill on the line - Adrenaline Rush, the reduced reload right next to Last Stand - is way more use- and powerful.
Yes, you might experience a damaged rudder or engine with the Atlanta more often, but in that case your damage control party (the skill that puts out fires and repairs broken modules) should be enough.
I'd like to leave you a link to the replay/video of one my best cleveland matches, just to show you my recommended build (especially the improved HE pen and using the better AA range to deny vision by planes) in action:
https://www.youtube.com/watch?v=WpIoVc0N35c
At 18:20, you can really see the effect of the HE pen skill. The enemy cleveland did not use it, and dealt no damage to the 25mm armor plate of my cleveland, while i had no issue dealing 3,000 damage per volley to the enemy cleveland. He did hit my superstructure with the second salvo though, and was able to deal 726 damage (because the superstructure on the clevceland has only 16mm armor).
But as you can see there, IHFE/the +30% HE pen makes a huge difference.
And since i already wrote a novel for you, let me add an explanation how HE pen works:
HE shells can pen armor that is up to, but not including, 1/6 of their caliber thick, rounded. There are some exceptions where it's 1/4 (all german ships, british battleships), but the USN ships have 1/6.
So for 152mm shells, that's 24mm armor your can pen (152/6 = 25.33, rounded to 25mm -> 25mm is the threshold you cannot pen). However, 25mm is VERY common, many t8+ cruisers have 25mm armor, many t5-t7 battleships have 25mm armor as well. With 30% more pen, the threshold is 33mm instead of 25mm, which means you can penetrate up to 32mm of armor instead of up to 24mm, and 32mm is also a very common armor value. The british and french battleships are basically covered in 32mm armor, the bow and stern of most t8+ battleships is 32mm armor. The Deck armor of many cruisers and some battleships is 30-32mm thick.
So instead of only doing damage when you hit the superstructure on ships (which is 16mm for cruisers and 19mm for battleships), you suddenly start doing damage on most parts of most ships.
The Atlanta has only 127mm guns, but IFHE allows her HE to pen up to 27mm of armor instead of only 20mm.
it is a really helpfull resume indeed, much more clear now for HE shells. i will keep that in mind.
about worcester capt skills, when i posted the screenie, i realizd i wasnt at lvl17, but lvl16, wich change quite a lot potential skills i can get.
and so, i spent 350douloons (of the 450 daily bonus these days) to reshare skills.
about torp detect skill, u have a fair point, i didnt see it that way, but its true its maybe less prio than the +2% fires chances. i will follow ur advice and do that, take the +2% fire chances to rebalance +30%pen (and usuefull for atlanta in the same time as u said, good plan i like that)
and so for now i remodeled like this:
https://steamcommunity.com/sharedfiles/filedetails/?id=1558004427
about last stand, its mostly about torps i have concerns in worcesters, like u are in smoke set, hydro on cool down unfortunatly (bad luck but it happens sometimes lol), torps coming u just succeed to dodge but the last one hit the stern of the ship, when it happens engine and props are dead nearly everytime... thats why i thought it could be usefull, such as for DDs or here US CLs (dont remember if i did also for my cleveland/marrblehead capt, but i guess so).
so i guess last stand i will keep it.
but i changed for +30% pen, and the last 2 skill points (after +2% fire chances i still need to get with lvl17 pt next time) will go to +5% reload booster maybe, i hesitated to put in on turret rotation or survivbilty expert, but stats are already such good on that with worcester then i am not sure it worth the 2 last skill points i will have... not sure ?
well, it will be survivability expert or reload booster i assume, i still have time to think about anyway, it will only be the 18th & 19th points, lots of xp to earn for :p
for the rest, i changed to have +30% pen and conceilment expert already now, wich is the most important in immediate futur i guess.
and as i cancelled +20% props survivabilty to have last points missing for +30%pen now, that values even more the spending for Last Stand skill in fact.
so, its fine.
many thanks for tips again, u helped me much ! (y) :D
Don't forget Adrenalin Rush. The skill to the left of Last Stand, giving you 0.2% shorter reload times per 1% missing health.
That's huge. There is a skill that reduces the reload times for 10%, but only for 139mm or smaller guns, and it costs 3 points. And the reload upgrade (6th slot of the ship upgrades) gives you -12% on reload, but with a downside.
You will take damage during the match, and once you got down to 40-50% health, it's like you got a second reload upgrade. Super powerful.
The 5% reload on consumables isn't worth it in comparison to the improved reload for your guns.
Speaking of Upgrades, if you use the Steering Gears Modification 2 (reducing the rudder shift time by 20%), try the Propulsion Modification 2 instead. It really helps you when you are making good use of islands or friendly smokes.
Staying in smoke and you see torpedoes comming? You will accelerate so quickly that you might be able to avoid them or at least take less torpedoes (does not work when going backwards, only the forward acceleration is improved).
And if you haven't got that yet, there is a radar upgrade that you can buy for 17.000 coal (i think) in the arsenal.
IFHE is the best choice , Wooster already has a killer AA
Also that Torpedo aquisition , because you have Hydro also , I would pick something else. As said before , AR is good also.
Nothing you mention is as helpful.
Right now your guns cannot penetrate 25mm plate which covers most cruisers at that tier.
if you take IFHE your HE can pen 32mm which is the plate used all over battleships
It really is a 'no brainer'
Argh, an other example of my misunderstanding of English names lol
By survability expert, i meant adrenaline rush ! 😂
Just a mistake, but I get it.
My hesitation was between reload booster, turret rotation and adrenaline rush (and adrenaline rush is the most interesting one).
Sry for confusion 😀
Update:
Yep for upgrades lvl2, I spend my coal for that these times, I didn’t think of Worcester improvement first bcoz it’s not really my first enjoyed play style and ship.
But indeed, radar mk2 will be worthy for it, I will do that.
Agreed on steering gear, I bought it for Worcester (I checked today).
Globally I guess I have a good understanding of settings and how manage ships.
It’s just game mechanics then I still have vague sight by moments like for the HE shells pen.
Yet I checked “how it works “ videos (on the moment I say “oh yeah logical I understand”), but it seems I didn’t remember it about HE lol, I will check them again. 😂
Agreed with what u say btw, and I did some games since with Worcester, it worked SO MUCH better now (3 times 80to105k dmg, when my avrg was at 52k before per game)... +30% pen definitely worth it lol ! 👌
It’s even the first skill to seek to reach in fact... if I only knew in first ~50games I did with Worcester...
But it’s cool, problem solved.
http://wiki.wargaming.net/en/Ship:Commander#List_of_Endurance_Skills
Thx for the link Ryuu, ‘ll check :)