World of Warships New Commander Skills Cruiser Guide

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  • čas přidán 21. 01. 2021
  • World of Warships 0.10.0 has launched, and with it, the Commander Skills system has received a complete overhaul. Gone are the cookie cutter loadouts and now players are actually going to have to take serious consideration into whether or not they want to take on an offensive or more defensive approach to their loadouts. This guide is a walkthrough of the new WoWS commander skills for Cruisers and shows you each skill, as well as a loadout for the USS Des Moines. The New Commander Skill rework does hurt some ships, but it also helps others. Des Moines benefits from the rework greatly and becomes an even bigger DPM beast.
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Komentáře • 69

  • @dameanwhite
    @dameanwhite Před 3 lety +38

    "If you use spotter plane instead of radar, uninstall the game..."
    Laughs in Yuro

  • @Kwolfx
    @Kwolfx Před 3 lety +4

    On many cruisers a lot of people are dumping Concealment mod and Concealment captain skill and just going for all DPM and double rudder in the highest tiers, but the crazy thing is, it seems to work. There are a lot of battleships with better concealment than some cruisers have right now.

  • @tekaid23
    @tekaid23 Před 3 lety +27

    "But how often do we really come up against CVs? Once every 3 games?" *Swears in EU while sobbing quietly....

    • @nineonine9082
      @nineonine9082 Před 3 lety +5

      Round without CVs? Asia, waves with frequent double cvs.

    • @jimbane1568
      @jimbane1568 Před 3 lety +2

      I think he means how many games he becomes the preferred target of the CV. IMO 1 of 4 their cv sucks and cant dodge flak so he's not a problem, 1/2 the cv focuses the other side. So that's 75% of the time, roughly what Zoup said.

    • @bjornefellhanded9708
      @bjornefellhanded9708 Před 3 lety +3

      Bloody rare NOT to see Cv's now. Fuck those things

    • @fatcat2015
      @fatcat2015 Před 3 lety

      Hol up becoming a CV main

  • @Wairaotoledo
    @Wairaotoledo Před 3 lety +4

    That 8% speed boost on outnumbered looks like a permanent speed booser for cruisers if there are more enemies than allies in firing range (most f the time in DM life), looks pretty interesting, also that adds you -10% dispersion...
    For low firing range CCs like DM or Woosters could work pretty well that aditional speed

  • @MalletCNCWorks
    @MalletCNCWorks Před 3 lety +5

    Nice reference for my Des Moines.

  • @ZirconX1
    @ZirconX1 Před 3 lety +6

    Zoup.
    You missed the entire meta of the new rework on cruisers too my man...
    It is all about long range sniping passive play now.
    You dont take concealment on cruisers.
    You dont put on the conceal module either. You go for rudder shift.
    You take the HE damage skill because it makes you more detectable.
    You take the reload speed boost when enemies are inside your detect range.
    That is why you want to be spotted from as far as possible.
    You take adrenaline rush.
    You take the reload speed module.
    You try to stay at 50% HP or a bit lower.
    You burn everything down from halfway accross the map while using your OP rudder to dodge shells with a reload time that is so low it might as well not exist.
    Welcome to the rework cruisers edition.

    • @randyscraft
      @randyscraft Před 3 lety +1

      Yep those Hindenburgs are so OP with that Heavy HE shit. Then Deadeye HE Spammers....tier10 is now the HE open water 20 km spamming game.

    • @kroes1687
      @kroes1687 Před 3 lety

      Wow this was insightful I will do this to my cruisers

  • @MrMurphyum
    @MrMurphyum Před 3 lety +2

    Guyz! In my translation the standard detectability range is the one that you have on the ships before the modifiers applied, like camo, module and capt.skill.
    So on the Des Mones is not 10.9, but larger a bit, like 13km or what.

    • @BrianTanggaard
      @BrianTanggaard Před 3 lety +2

      I have tested top grade gunner commander skills and it is your current Detectability and not standard, so it counts everything. so I think Wargaming made a mistake. would make more sense if it was just standard for then one would have to heavy HE and SAP shell make more sense. the back is if it is standard, then you have to remember what it is, because you can not see it in some places
      I have tested them with Yamato and a hindenburg
      where i have take the hindenburg heavy HE and SAP and top grade gunner in a test batte, not in Radom or co-op

  • @michaelmeli23
    @michaelmeli23 Před 3 lety +16

    Day 3 of the rework, and it's not looking any brighter.

    • @Armqus
      @Armqus Před 3 lety +6

      Hey. I'm mostly a weekend player on WoWs. I'm just getting used to the rework and can't really yet tell the negatives and positives of the update. Could someone please elaborate? Why not brighter? I can't hate WG cause I don't have any background info, but I'd rather not hate em, the game seems pretty fine in my opinion.

    • @Kur0Y4sha
      @Kur0Y4sha Před 3 lety +6

      @@Armqus mostly because BB commander 4 point skill Deadeye...
      it makes every BB become a stupidly accurate sniper so they just stand at spawn to use the skill

  • @redtitan75
    @redtitan75 Před 3 lety +2

    I think the ships that got the short end of this rework are the supercruisers such as Alaska with the removal of skill like fire prevention as well as having no skill to reduce fire duration and repair party cooldown, i used to be able to tank a lot of he spam which is no longer the case and the result is that i found myself playing more passively.

    • @ZirconX1
      @ZirconX1 Před 3 lety +4

      Might want to reconsider that and look up the new meta build which is not what he uses here.
      You want to snipe with them now. My Alaska is doing fine with the new meta build. Here it is.
      You want to increase your detect range with the HE damage skill.
      You do not take conceal skill.
      You do not equip conceal module. You take rudder shift.
      You want to be spotted from as far as possible.
      Why? That 4 point skill that boosts your reaload 10% when enemies are spotted in your detection range.
      So the farther you can be spotted from.
      The more often you have that 10% boost to reload speed.
      You take adrenaline rush.
      Stay at about 40%-50% HP. That is another 10% reload speed boost.
      You take the reload speed mod.
      Another 12%.
      That makes 32% reload speed boost.
      And you burn everything down from halfway accros the map using your now OP rudder shift to dodge shells
      with a reload speed so fast it might as well not exist.
      My Alaska with this build gets about 14 seconds reload.
      Process that for a moment.
      An Alaska. Flinging it's superheavy shells at you. Every 14 seconds.
      You burn them down with HE. When they start turning away and go "Fuck this shit I'm out" and they show you broadside you fling AP - oh yes take the AP shell damage boost skill as well.
      Welcome to the new Cruiser meta. Where your detect range must be higher than BBs with no skill points or modules.

    • @redtitan75
      @redtitan75 Před 3 lety +1

      Already started doing that, i modified my build on my Stalingrad and Alaska and started playing them more mobile with double ruddershift to flank, taking advantage of it's accurate long range guns to attack and duck with my 6 seconds double rudder shift and the top grade gunner perk is definitely useful in that ship given my current detectability of 15.7 km. Yoshino is the ship i didn't need to change anything in term of playstyle because my strategy in Yoshino is to be mobile and play it like a giant Zao.

  • @94EXPOS
    @94EXPOS Před 3 lety +4

    I sure hope you do vids for each and every ship commander you respec. Really enjoyed the doubled comments and perspectives from each of you. Hope you skip over more quickly on the useless/barred choices in the future. Also I would prefer that you stick with 19 pt Commander respecs and not go to 21 as I doubt very many of us will be spending the commander and/or free xp that we do have on each and every one of our commanders to pop them up to 21 pts. Personally the Des Moines (thanks to your choice of ship:-) is the only ship I have respec'd my Commander for so far and I have every tier X in the game. I feel very uncomfortable and confused as well as not having the time to respec each and every one of my Ship Commanders at this point without proper knowledge and information. I will play my DM in Randoms and Clan Battles and play the rest in COOP in the mean time. I will watch your other vids on the different types of ships.....BB's, DD's and CV's and do the same, so I will at least have 1 ship of each type that will be respec'd. Thank You for doing these.

  • @adw3953
    @adw3953 Před 3 lety +12

    Most people are actually hating the update than actually like it. Mostly cause of Deadeye.

  • @rickfortier8664
    @rickfortier8664 Před 3 lety +1

    I have to quibble about your choice of 'Loader' over 'Grease the Gears'.
    1. IF your reload is at 4 to 5 seconds, that's plenty fast.
    2. On the other hand, you're taking all the reload boosts for close-in combat but leaving your turret turning time above 24sec.

  • @rupertbearz3790
    @rupertbearz3790 Před 3 lety +1

    Really like your videos, learning a lot from them. Only been playing the game for one day, sold on playing cruiser right now. If you could only play one cruiser, which would it be and why?

  • @JC-fz2pv
    @JC-fz2pv Před 3 lety +1

    I use to always take the reload mod, however post rework it seems to be all about range for cruisers. I’m thinking the range mod is going to be better now.

  • @HomeDronen
    @HomeDronen Před 3 lety

    Hello...What should I do after completing my selection, and found out that I made a terrible mistake in selecting one or more of these skills, for example selecting torpedos for a battleship that doesn't use them. Is there a way to completely start fresh or am I stuck with my selection? Thank you! Yeah I'm a idiot.. LOL!

  • @Fuzzywumple
    @Fuzzywumple Před 3 lety +3

    Omg i use to love your ship reviews, especially when you covered the history. I trust your opinion and have found that I tend to agree with you. Thanks for making this vid.

    • @ZirconX1
      @ZirconX1 Před 3 lety +1

      Might want to reconsider that and look up the new meta build which is not what he uses here.
      You want to increase your detect range with the HE damage skill.
      You do not take conceal skill.
      You do not equip conceal module. You take rudder shift.
      You want to be spotted from as far as possible.
      Why? That 4 point skill that boosts your reaload 10% when enemies are spotted in your detection range.
      So the farther you can be spotted from.
      The more often you have that 10% boost to reload speed.
      You take adrenaline rush.
      Stay at about 40%-50% HP. That is another 10% reload speed boost.
      You take the reload speed mod.
      Another 12%.
      That makes 32% reload speed boost.
      And you burn everything down from halfway accros the map using your now OP rudder shift to dodge shells
      with a reload speed so fast it might as well not exist.
      My Alaska with this build gets about 14 seconds reload.
      Process that for a moment.
      An Alaska. Flinging it's superheavy shells at you. Every 14 seconds.
      You burn them down with HE. When they start turning away and go "Fuck this shit I'm out" and they show you broadside you fling AP - oh yes take the AP shell damage boost skill as well.
      Welcome to the new Cruiser meta. Where your detect range must be higher than BBs with no skill points or modules.

    • @Terrathrax
      @Terrathrax Před 3 lety

      @@ZirconX1 Indeed this is interesting. Thanks for the input. Are you sure that the Heavy HE increases the standard detection range?
      "Why? That 4 point skill that boosts your reaload 10% when enemies are spotted in your detection range." There is no such skill for cruiser captains. Am I missing something?

    • @Terrathrax
      @Terrathrax Před 3 lety

      @@ZirconX1 Tried this in my T8 Irian, but found out that without best concealment, I can't help dd's as well as before. Will continue testing.

  • @dameanwhite
    @dameanwhite Před 3 lety +4

    Actually Zoup, since you bring up Master and Commander, can you use your influence with WG to get us a Jack Aubrey special captain? He could have a weather gauge perk that gives a slight reload and dispersion boost against targets targets that have their guns pointed away or something like that. I would drop serious $$$ on a Jack Aubrey commander.

    • @jkorshak
      @jkorshak Před 3 lety +1

      That would require a deal with publishers or whoever owns the Master and Commander properties, including a Captain Jack Aubrey. They've done it with other people and properties but I think it would be doubtful of WG to pay whatever licensing in the hopes of widespread customer appeal and related sales. Basically because Aubrey is mostly a literary character and not that widely known in popular culture, and a Napoleonic character at that. Unlike, for instance, when they had Steven Seagal from the Under Siege movie when they first premiered the Missouri - since renamed John Doe.

    • @dameanwhite
      @dameanwhite Před 3 lety +1

      @@jkorshak It's a pity, because I would actually be more than willing to buy him if he were available.

  • @AlvinMcManus
    @AlvinMcManus Před 3 lety

    just wish you would do a 10pt Capt and how you would grow the capt beyond that level.

  • @chipsterb4946
    @chipsterb4946 Před 3 lety +3

    I’m not at all sure that adding 250 HP to your AP damage is worth 3 skill points. I’d much rather have another heal/radar/etc.
    Top Grade Gunner is a no brained for cruisers.
    Bumping up to 21 points on special commanders makes perfect sense. Especially since you can spec Halsey, for example, for a tech tree ship plus 3 other skill sets for Premiums. For example, set up Halsey on your favorite tech tree BB then set up Premium skill sets for a DD, a CA, and a CV. Plus every time you use it on one your favorite Premiums you earn elite Commander XP.

    • @ZirconX1
      @ZirconX1 Před 3 lety +1

      The damage increase is PER SHELL.
      Which is a much bigger deal than you think.
      9 guns. Potential damage increase per salvo if all hits: 2250
      That is 2.25K more. Each salvo.
      If you take all the reload speed boost skills. Adrenaline rush and the new 4 point skill.
      And you also put on the reload boost module.
      You are looking at a 32% reload boost when at 50% HP.
      In other words.
      32% increased DPM.
      You are slapping an extra 2250 damage on each of those super fast firing salvos.
      The Des Moines fires fast. Even faster with the full reload speed build.
      About 3.7 seconds fast.
      That is 16 salvos per minute.
      16 times 2250 potential damage. 36K.
      36K potential damage increase per minute. Added on top of your base DPM.
      Now that I've ran you through the maths of it.
      Does 36K per minute sound too expensive for 3 points still? :-)

    • @chipsterb4946
      @chipsterb4946 Před 3 lety +1

      @@ZirconX1 it is a 5% increase in damage from AP shells. No arithmetic required.
      Compare that to the 8% reduction in reload time with Top Grade gunner. If I choose Adreneline Rush instead of Heavy AP shells, my improved reload rate makes up that 5% with a loss of only 25% of my HP. An extra heal may keep me afloat and firing instead of back in port where my guns do no damage at all. It simply is a choice.
      The most important factor that you ignore in your analysis is that you don’t shoot AP all of the time. Top Grade Gunner and Adreneline Rush improve BOTH AP and HE damage output.
      I don’t mind different opinions at all. I do object to arrogant imbeciles talking as if they know everything.
      ETA: I tried both approaches on Des Moines. Greater AP damage is nice when you use it, but I’m not building for it.

  • @jagsdomain203
    @jagsdomain203 Před 3 lety

    Zoup.... Can always count on you to be realistic about CV. Thanks
    Did the ship modals change to?
    I do like the CV changes. Give you the option of doing attack or defence.

  • @DiozerGaucho
    @DiozerGaucho Před 3 lety

    hi... captain for zao, henry... can help me?

  • @matiscouillard1618
    @matiscouillard1618 Před 3 lety +1

    How do you get the 21 point captain?

  • @B-LineHunter
    @B-LineHunter Před 3 lety

    Thanks, I didn't know the reset all exist

  • @Mark-ml3nv
    @Mark-ml3nv Před 3 lety +1

    As a destroyer captain, the new meta is use the stealthy speed skill to rush the cv and on the way spot those BBs to disable the broken dead-eye skill. No longer rely on cruiser backup, as they don't play anymore due to dead-eye. CVs got buffed again to once again wreck dds. So the only dds worth playing now are Halland and Smaland. Halland now is better due to better AA and torp range. Another small buff for dds is nerfing the secondaries on ships like Pommern, Georgia. Not such a mess since the CV rework, thanks WG.

  • @GeoffParsons1469
    @GeoffParsons1469 Před 3 lety +4

    How often do you come across CVs? once every 3 or 4 games..
    SEA hold my beer..

  • @TheExcessive1
    @TheExcessive1 Před 3 lety +2

    On all of these videos for the respec, it would have helpful to see some gameplay and results There is one vague comment that the GK, secondary build was a bust,

    • @denzilcapps5456
      @denzilcapps5456 Před 3 lety +1

      All the comments about the GK nerf just goes to prove it was OP and need said nerf...

  • @edwardmonken4562
    @edwardmonken4562 Před 3 lety +1

    I’m not a big fan of this rework the skill a cool and def get you thinking what would be best for the ship at hand but the problem is most of the higher cost skills are just to situational and there is no way of knowing in game when you have or have not activates said skills there’s def work that needs to be done in the next patch

  • @Bohdisattva326
    @Bohdisattva326 Před 3 lety +1

    Radar is barely needed on Des Moines these days with t10 being 1 DD a side

  • @soondead007
    @soondead007 Před 3 lety +2

    My poor Mikoyan, can not get the 5 percent damage boost. That thing was an ap shooting monster. No really good options for it in the new skill rework.

    • @07azrael
      @07azrael Před 3 lety +1

      It's your top tier right?

    • @soondead007
      @soondead007 Před 3 lety +1

      @@07azrael well, much like your mom, it's not the best choice, and there are certainly much better options, but after you have had a few, it's pretty fun to drive.

  • @sg_dan
    @sg_dan Před 3 lety +1

    Is it just me or is secondary Siegfried not worth anymore? I can only get my secondaries out to 10km.

    • @Scott11078
      @Scott11078 Před 3 lety +1

      Secondary anything really. I loved my GK till this shit. Sure my secondaries can reach out to 12.5km but it can't hit the broadside of a barn with the broadside of another barn.

  • @billwalker9509
    @billwalker9509 Před 3 lety +1

    Hey, Zoup, the wiki has updated Unique commander skills at wiki.wargaming.net/en/Ship:Unique_Commanders. Still considered a work-in-progress.

  • @BrianTanggaard
    @BrianTanggaard Před 3 lety

    I have tested top grade gunner commander skills and it is your current Detectability and not standard, so it counts everything. so I think Wargaming made a mistake. would make more sense if it was just standard for then one would have to heavy HE and SAP shell make more sense. the back is if it is standard, then you have to remember what it is, because you can not see it in some places. I have tested them with Yamato and a hindenburg
    where i have take the hindenburg heavy HE and SAP and top grade gunner in a test batte, not in Radom or co-op

  • @micahwhite1246
    @micahwhite1246 Před 3 lety +1

    Thinking about not going past 10 points from now on. Too heavy consequences for mistakes.

  • @oscargaming7582
    @oscargaming7582 Před 2 lety

    It is a real DISGRACE from WG that by the end of the year they have changed the percentage of skills.
    Example Grease Gears was 20% and now it is 15%

  • @depth386
    @depth386 Před 3 lety +1

    Eye in the Sky is garbage, if you do the math on it you'll see that on net you actually get LESS total time with the spotter plane. It's literally spending points to nerf yourself.

  • @dawidantosik8632
    @dawidantosik8632 Před 3 lety +1

    Your friend is bit too arrogant and ignorant. Laughs about scout plane says that he is ignorant. But talking that 1% better fire chance gives you 1 more fire for 100 shoots means that he isnt very smart or donk know firestarting mechanics. Fire chance is decreased by fire protection of target ship, his comander skills, modules and so on. This can possibly mean that with particular target your fire chamce is decreased to lets say 4%. Adding just 1% more chance to set fire is great improvement. If you want to set fire ofc.

  • @jagsdomain203
    @jagsdomain203 Před 3 lety +1

    Is it me or do cruiser skills seem very weak.

    • @stevenwiederholt7000
      @stevenwiederholt7000 Před 3 lety +2

      Its not you. IMO cruisers took it in the shorts!

    • @AgentFrosty
      @AgentFrosty Před 3 lety +2

      I get where you're coming from, but in my eyes the only cruisers that actually took a hit are the supercruisers that lost fire prevention and basics of survivability, and Seigfreid losing its ability to build secondaries. Look at that build that Zoup just made for Des Moines. That ship is going to be DEADLY with all those reload boosters. By my math, if something gets spotted that procs that Topgrade Gunner skill, he'll have a reload of 4.39sec--faster than Des Moines has ever fired already--and say he was at half health with Adrenaline Rush, that's 3.9sec reload. Add onto that the 5% per AP shell damage, and you have a Des Moines slinging more-potent superheavy American AP or HE every 3.9 seconds. Think about that for a moment. Destroyers and other Cruisers are going to melt under that amount of fire. Battleships? Better hope you've got the guns to overmatch that bow, otherwise they're going to melt too, and if they don't die they'll take one hell of a beating.
      I have a friend that loves Minotaur, she usually plays in a DD-hunting role with Radar. She never pops radar until she gets detected. She's running special radar duration module. Now with the duration buff skill and Topgrade Gunner, she's got an extra 8% faster reload (Minotaur was already great at dpm) and a radar that lasts for almost 60 seconds. She's even deadlier than she was before as well. So yeah... I don't think cruisers took as big a hit as you think. IMO from looking at all the skills, the only ones that lost are brawling BB's and Supercruisers, and the HE-spamming small-caliber cruisers that relied on bft/aft for long-distance spamming, which I think need to die slow horrible deaths anyways.

    • @jagsdomain203
      @jagsdomain203 Před 3 lety +1

      @@AgentFrosty there has been a big problem with light CA being more powerful than heavy BB and BB.
      It brings that into so what ballance.
      Having torp skills seem like a lazy way of WG to fill slots.
      Smoke generating would have nice. Now people are going no stealth and increasing everything eles.
      What is the best for middling cruiser now like Hipper, NO or T6, 7, 8 French

    • @AgentFrosty
      @AgentFrosty Před 3 lety +1

      @@jagsdomain203 Yeah, it does, it was much needed. The torp skills, yeah they don't make much sense, but there's a few cruisers out there that torp skills make sense on. (Irian, Minotaur again) I plan on trying a smoke/torp Minotaur build to team with my friend's Radar Minotaur. If we can work together it should be pretty nasty at holding down/denying caps.

    • @stevenwiederholt7000
      @stevenwiederholt7000 Před 3 lety +1

      @@AgentFrosty
      Are You Trying To Make Me Feel Better!!! :-)

  • @07azrael
    @07azrael Před 3 lety +5

    Bft is dead. PT is overprized.. Dead eye is broken. DM nerfed. Having a 19 captain now is like having a 16 one with old skills. Thanks WG again for nerfing our experience and make it an one way of always grinding and sniping..