One thing that would be helpful (for those of us that don’t have the client open when watching your video) is to actually say what the default values are before and what they are after the UU. For example: What does the 18% reduction in reload time actually make Republiquè or Kremlin’s reload time? Sure, we can look it up, but to include this in the video is like super easy for you to help your audience.
7:51 - In all the years I've been playing the game, I don't recall seeing a detonation from secondaries. Wow. I have the GK, ZM (Zombie Montana) and Yamato mods. Grabbed back before they moved from coal to research. They're all worth the penalties, and, yes, Yamamoto does negate Yamato's penalty. I'd probably have even more secondary fun with Lutjens in the GK, but I have too much fun otherwise having Megatron blasting away in Turret #2...lol
I run GK as my main BB, Lutjens, unique upgrade, full secondary build, and I also am the Messenger of Oblivion with old Megatron blasting his way through the enemy. That's such a gorgeous camo. Might be the best in the game.
Great review. Need more of these. Now in addition to reacquiring the two RB ships a 'sold' for new premium ships, I need to get another two UUs based on your review.
Seeing as the Monty upgrade is in slot 5, I would argue that if you are going to compare survive-ability you need to compare it to Ship Consumables Modification 1 10% longer repair part and damage con is nothing to shake a stick at with the American ships. Seeing as full survive-ability build you can get an American Damage Control running 33.88 seconds, and your repair will run for the same duration. Giving you an extra 5.88 seconds of healing.(though really this is only ~3 seconds over a normal survival build) That being 3.88% more healing with the full build, and 1.98% more over a standard build.(4.66% and 2.38% respectively with heal flag) Now is that better than burning for 10% less time? That's debatable because it's purely situational. More healing does help you against all forms of damage, and burning for less time only helps you against fires. Floods are mostly pointless to even mention because it's rare you flood and not die, or need to repair it right away. Plus the extra duration of the damage con is also time you simply can not burn for. The GK upgrade just feels like the best option for the ship. The loss of range can be made up for by simply bringing the spotter plane over the fighter. Ta'da you've got your range back and then some, and you get better main guns and secondaries rather than having to choose. Yamato legend feels like a personal preference thing. Would you like slower reload but a higher chance of shells hitting? Or would you like to reload faster and throw more shit down range and you'll likely end up overall hitting the same number of times. Though it's not bad. Conq upgrade is kind of a waste of an upgrade. Concealment or Ship Consumables Mod 1 are just better for Conq specifically. Now the fast rudder shift can be fun. Hell look at Thunderer, it's basically a legend mod Conq with the old 457mm guns, but it's also able to still equip things in slot 5. If that upgrade was in slot 4, then we'd be talking. Then it would be worth taking, but Conq just gets more out of the other two viable slot 5 upgrades. Repub is also a waste of RB points. When the upgrade was a free mission sure. For RB Points? No. You give up 24% of your range for ~1s faster reload on your main guns compared to the standard reload mod. Basically you go from 21.1s reload to 19.68, seems like a lot because your brain is only looking at the first digit and it looks like 2 seconds right? It's 1.44 seconds, and your main gun range drops to 19.84km. It's simply not worth it. Now if the reload buff was 24% and the range loss was 18%, there would be no question, you would run MBFCS, but as it stands... you give up so much to gain so little. It's just not worth it. If it was still free it wouldn't hurt, or even if legend upgrades could be bought for Coal it wouldn't be bad. For RB points, and 19,200 RB points? Nope, never, save your RB Points for something that actually matters. Kremlin's AMBLM is a weird one. Sure it's still only 6% more than the standard reload mod, but seeing as she has a longer reload at base, she stands to gain more. Standard reload mod drops her to ~29s reload. Her legend mod drops her to 27.06, or in other words, ALMOST puts her at the standard reload rate for T9/10 BBs. BUT dropping down to 18.22km of range is a bit much. It's a lot harder to make that work, not impossible, but harder. Overall I would say it's worth it unlike Repub. Oh the difference having a bad reload can make.
For BB- I got the Republique and the Re-Load got as fast as 13s or 14s something like this, maybe a handfull of times (very fun)!, And I got the Gouden Leeuw one (ok Cruiser). Thanks fun, subject and they got explained too ++. thank you Sea Lord!. take care.
I have one 21 point captain with manual secondaries, close quarters combat, and emergency repair. MB reload when a ship is within secondary range (12,5 km) is 26 seconds with 16.25" MB artillery. I sometimes use this captain for the special battle types like airship escort and CB. With adrenaline rush MB and secondary reload time decrease quickly. I don't use this captain in randoms. I use Lutgens with a different skills.
Republique’s reload is already pretty solid. I usually run range mod on it because that gives me the most consistent shot pattern. Basically extend the max range out as far as possible and then engaging targets at about 2/3 that distance gives me the best results.
The conqueror UU is seriously undersold here. With subs and CVs that concealment argument means nothing. Microplay and dodging is very important and increases the ceiling of what the ship can do.
I agree, I am looking forward to getting this for Conquerer after having great fun with a lighthouse build / double rudder mod on Vanguard. It is near unsinkable.
I completely agree with this. It lets it negate the raised citadel nerf and dance similar to Vanguard. It also just generally makes the ship more fun to play.
@sealordmountbatten Here is something to consider on the Republique. The upgrade is already on Main Battery mod slot that you can put 12% reload at the Cost of 13% travers speed. So in essence you are gaining 4% more reload but lossing a whopping 24% range. That isnt a good trade imo and being in the passive meta today you need range
I don't have the BB ones, but I do have the ones for the Audacious, it's just a direct upgrade. I've also got the one for the Golden Lion, direct upgrade and makes the ship good.
in my opinion this is the upgrades you need for BBs from best to worse 1) Montana 2) Republique 3) GK 4) Yamato 5) Conqueror 6) Kremlin I have all these upgrades and testing them for many years.
Yeah, I'm going to have to disagree with most of what you said. None of these upgrades are worth the RB points you have to spend. They are all getting something good and trading something you already have that is good. If they were available for some amount of steel or coal maybe. The RB is nothing but another resource sink in the game. The only one I would consider is the Yamato UU. But since I have the ARP Yamato which has the upgrade already baked in I dont have to worry about it. Bottom line for me is the upgrades are way to expensive to obtain and you have to give up something that is already good in the upgrade slot. They only way it makes sense is if WG'ing had an extra upgrade slot that only took the UU's but we know they would never do anything that smart.
@waynelawrence5220 lmao. YOU are wrong. You can only have an arp module in a bundle. Arp yamato has the arp module only if you buy it with a bundle. It is not baked in the ship. It is not the characteristic of the stock ship. It has a separate module, and it comes with the armory bundle.
I think you misunderstood or misinterpreted the effects of the Legendary Upgrade on the GK. You get an improvement in load time for both main battery (10 percent faster) and secondary battery (15 percent faster). And your main battery range drops from 20.6 to 19 km. But your maximum dispersion will also decrease from 266m at full range...
I use the legmods for Petropavlovsk, Moskva and Des Moines. I don't have the Yamato in my port, because I'm chronically short of credits. But if I solve that problem I'll get her legmod too. The other UUs don't interest me.
I can't resist seeing how they always leave a fire for free, yes, it's ok not to use the R to turn it off when you are in very big focus, but if you don't turn it off, it's the same as having a perma fire, you give away HP like this, even if you have 5 heals, it irritates me to see how they always wait for that second fire that rarely comes.
Very situational. I got caught yesterday using R on a single fire (95% hp intact) as I went behind an island breaking contact. Then the CV (the broken class) proceeds to: 1.) spot me 2.) take half my hp in the first torpedo spread, start two floods. 3.) take out my rudder with the first hit - no more dodging. 4.) Omnipotent spotting leads to neighborhood KGV starting 2 fires. 5.) CV lands 2 more torpedo strikes on the stricken BB. 6.) Scharnhorst sunk, 90 seconds after using R. Had I waited to use R, I could have dodged the second torpedo strike and put out the fires+floods.
@@xPureNRG007x yes, 1 case of 50 is not the norm, I always watch videos, and most of them, they eat only 1 free fire, and do not touch the r, another fire arrives, and they do not touch it, that is, 2 permafires already, and they have to use the heal, which they would not have needed, if they had used the R.
I dont have any unique upgrades so far, since i am still very much new to wows, but i will soon get the yamatos module from my first line regrind. On another note, am i the only one who feels like most of the UUs are just way to expensive?
I got several Unique Ship Upgrades back when you just played the T10 ship, completed the missions and got the UU for that ship. Research Bureau, or the ReGrind Bureau, is a sad end game machinic that should never been added to the game by lazy short sighted devs. To date I've never reset a line but I still some how have over 60k of those dumb points. None of the Unique Upgrades or Premium ships in the Regrind Bureau have tempted me to sell a line and play it over again.
I have quite a few of the RB ships, and got the Gouden Leeuw UU. I’ve never had the urge to regrind a line however, so I wait until the 200% RB bonus is about to reset. Then I do the reset twice and use FXP instead of grinding. 2 days is good for 2x-3x resets with 2 being at 200%, so 50k RB pts in two days.
"Maybe you've been around for a minute and you have enough ..." SLM -- is this Louisiana slang to use the term 'minute' or 'hot minute' to mean 'a long time'? Always confuses me.
I just don't get why such costly/unique upgrades have negative attributes on them. Well most of them have negative attributes. It really pushes me away from wanting to spend resources on them.
@@Joey_Liu That would make sense if they didn't have NEGATIVE ATTRIBUTES. I'm literally talking about not wanting to spend the time and resources on them. It's like you didn't read what you're responding to.
The UUs are supposed to change how a ship is played, not only enhance. You see this with smaller ships, like trying to make a gunboat DD into a torp DD.
@irishwind1971 That makes a bit more sense, but this video is about BBs, most of these so called unique upgrades are not all that unique and have a big downside. Like the Yamato one, it don't offer a change in play style. Just a buff and debuff combo that slightly enhances it's normal play style. I'm all for UUs that can change play style or just give a direct buff. The debuff part just seems unnecessary on the mods that only offer a buff and not a change in play.
One thing that would be helpful (for those of us that don’t have the client open when watching your video) is to actually say what the default values are before and what they are after the UU. For example: What does the 18% reduction in reload time actually make Republiquè or Kremlin’s reload time? Sure, we can look it up, but to include this in the video is like super easy for you to help your audience.
@sealordmountbatten
7:51 - In all the years I've been playing the game, I don't recall seeing a detonation from secondaries. Wow.
I have the GK, ZM (Zombie Montana) and Yamato mods. Grabbed back before they moved from coal to research. They're all worth the penalties, and, yes, Yamamoto does negate Yamato's penalty.
I'd probably have even more secondary fun with Lutjens in the GK, but I have too much fun otherwise having Megatron blasting away in Turret #2...lol
@@Tigerhawk30 GERMAN SCIENCE IS THE BEST IN THE WORLD!!!
I have seen it once in a Yuro video, I think it was against an Atlanta.
I run GK as my main BB, Lutjens, unique upgrade, full secondary build, and I also am the Messenger of Oblivion with old Megatron blasting his way through the enemy. That's such a gorgeous camo. Might be the best in the game.
Great review. Need more of these. Now in addition to reacquiring the two RB ships a 'sold' for new premium ships, I need to get another two UUs based on your review.
Seeing as the Monty upgrade is in slot 5, I would argue that if you are going to compare survive-ability you need to compare it to Ship Consumables Modification 1 10% longer repair part and damage con is nothing to shake a stick at with the American ships. Seeing as full survive-ability build you can get an American Damage Control running 33.88 seconds, and your repair will run for the same duration. Giving you an extra 5.88 seconds of healing.(though really this is only ~3 seconds over a normal survival build) That being 3.88% more healing with the full build, and 1.98% more over a standard build.(4.66% and 2.38% respectively with heal flag) Now is that better than burning for 10% less time? That's debatable because it's purely situational. More healing does help you against all forms of damage, and burning for less time only helps you against fires. Floods are mostly pointless to even mention because it's rare you flood and not die, or need to repair it right away. Plus the extra duration of the damage con is also time you simply can not burn for.
The GK upgrade just feels like the best option for the ship. The loss of range can be made up for by simply bringing the spotter plane over the fighter. Ta'da you've got your range back and then some, and you get better main guns and secondaries rather than having to choose.
Yamato legend feels like a personal preference thing. Would you like slower reload but a higher chance of shells hitting? Or would you like to reload faster and throw more shit down range and you'll likely end up overall hitting the same number of times. Though it's not bad.
Conq upgrade is kind of a waste of an upgrade. Concealment or Ship Consumables Mod 1 are just better for Conq specifically. Now the fast rudder shift can be fun. Hell look at Thunderer, it's basically a legend mod Conq with the old 457mm guns, but it's also able to still equip things in slot 5. If that upgrade was in slot 4, then we'd be talking. Then it would be worth taking, but Conq just gets more out of the other two viable slot 5 upgrades.
Repub is also a waste of RB points. When the upgrade was a free mission sure. For RB Points? No. You give up 24% of your range for ~1s faster reload on your main guns compared to the standard reload mod. Basically you go from 21.1s reload to 19.68, seems like a lot because your brain is only looking at the first digit and it looks like 2 seconds right? It's 1.44 seconds, and your main gun range drops to 19.84km. It's simply not worth it. Now if the reload buff was 24% and the range loss was 18%, there would be no question, you would run MBFCS, but as it stands... you give up so much to gain so little. It's just not worth it. If it was still free it wouldn't hurt, or even if legend upgrades could be bought for Coal it wouldn't be bad. For RB points, and 19,200 RB points? Nope, never, save your RB Points for something that actually matters.
Kremlin's AMBLM is a weird one. Sure it's still only 6% more than the standard reload mod, but seeing as she has a longer reload at base, she stands to gain more. Standard reload mod drops her to ~29s reload. Her legend mod drops her to 27.06, or in other words, ALMOST puts her at the standard reload rate for T9/10 BBs. BUT dropping down to 18.22km of range is a bit much. It's a lot harder to make that work, not impossible, but harder. Overall I would say it's worth it unlike Repub. Oh the difference having a bad reload can make.
For BB- I got the Republique and the Re-Load got as fast as 13s or 14s something like this, maybe a handfull of times (very fun)!, And I got the Gouden Leeuw one (ok Cruiser). Thanks fun, subject and they got explained too ++. thank you Sea Lord!. take care.
doesnt matter which one you want...its limited by what can go in your ship
... it's almost like you didn't watch the video. Where it's explained on the ships that were played...
I have one 21 point captain with manual secondaries, close quarters combat, and emergency repair. MB reload when a ship is within secondary range (12,5 km) is 26 seconds with 16.25" MB artillery. I sometimes use this captain for the special battle types like airship escort and CB. With adrenaline rush MB and secondary reload time decrease quickly. I don't use this captain in randoms. I use Lutgens with a different skills.
Republique’s reload is already pretty solid. I usually run range mod on it because that gives me the most consistent shot pattern. Basically extend the max range out as far as possible and then engaging targets at about 2/3 that distance gives me the best results.
The conqueror UU is seriously undersold here. With subs and CVs that concealment argument means nothing. Microplay and dodging is very important and increases the ceiling of what the ship can do.
I agree, I am looking forward to getting this for Conquerer after having great fun with a lighthouse build / double rudder mod on Vanguard. It is near unsinkable.
I completely agree with this. It lets it negate the raised citadel nerf and dance similar to Vanguard.
It also just generally makes the ship more fun to play.
@sealordmountbatten Here is something to consider on the Republique. The upgrade is already on Main Battery mod slot that you can put 12% reload at the Cost of 13% travers speed. So in essence you are gaining 4% more reload but lossing a whopping 24% range. That isnt a good trade imo and being in the passive meta today you need range
I don't have the BB ones, but I do have the ones for the Audacious, it's just a direct upgrade. I've also got the one for the Golden Lion, direct upgrade and makes the ship good.
I really like the conqueror mod allot. Makes it very able to dodge and juke at med to long range. Worth the concealment to me.
I use accel mod with it.
in my opinion this is the upgrades you need for BBs from best to worse
1) Montana
2) Republique
3) GK
4) Yamato
5) Conqueror
6) Kremlin
I have all these upgrades and testing them for many years.
Yeah, I'm going to have to disagree with most of what you said. None of these upgrades are worth the RB points you have to spend. They are all getting something good and trading something you already have that is good. If they were available for some amount of steel or coal maybe. The RB is nothing but another resource sink in the game. The only one I would consider is the Yamato UU. But since I have the ARP Yamato which has the upgrade already baked in I dont have to worry about it. Bottom line for me is the upgrades are way to expensive to obtain and you have to give up something that is already good in the upgrade slot. They only way it makes sense is if WG'ing had an extra upgrade slot that only took the UU's but we know they would never do anything that smart.
Arp yamato does not have the UU "baked in." UU for the arp yamato is sold in a bundle and is a module just like the original yamato.
@@LegionaryOfRome Sorry your wrong, when I got mine it came with the UU
@waynelawrence5220 lmao. YOU are wrong. You can only have an arp module in a bundle. Arp yamato has the arp module only if you buy it with a bundle. It is not baked in the ship. It is not the characteristic of the stock ship. It has a separate module, and it comes with the armory bundle.
Looking forward to CA guide. Especially French CA.
I think you misunderstood or misinterpreted the effects of the Legendary Upgrade on the GK. You get an improvement in load time for both main battery (10 percent faster) and secondary battery (15 percent faster). And your main battery range drops from 20.6 to 19 km. But your maximum dispersion will also decrease from 266m at full range...
Dispersion stays the same. It just shows as less because you have less main battery range now
I use the legmods for Petropavlovsk, Moskva and Des Moines. I don't have the Yamato in my port, because I'm chronically short of credits. But if I solve that problem I'll get her legmod too. The other UUs don't interest me.
I only got unique upgrades for Yamato and Gearing. Never regret Yamatos unique upgrade.
If you have Thunderer you already have legmod Conqueror so that's 20k points saved.
Monty’s part is the one I take because it still has a bad rudder shift for no reason
I prefer to exchange research points for a whole ship, not for a module.
I can't resist seeing how they always leave a fire for free, yes, it's ok not to use the R to turn it off when you are in very big focus, but if you don't turn it off, it's the same as having a perma fire, you give away HP like this, even if you have 5 heals, it irritates me to see how they always wait for that second fire that rarely comes.
Very situational. I got caught yesterday using R on a single fire (95% hp intact) as I went behind an island breaking contact. Then the CV (the broken class) proceeds to: 1.) spot me 2.) take half my hp in the first torpedo spread, start two floods.
3.) take out my rudder with the first hit - no more dodging. 4.) Omnipotent spotting leads to neighborhood KGV starting 2 fires. 5.) CV lands 2 more torpedo strikes on the stricken BB. 6.) Scharnhorst sunk, 90 seconds after using R. Had I waited to use R, I could have dodged the second torpedo strike and put out the fires+floods.
@@xPureNRG007x yes, 1 case of 50 is not the norm, I always watch videos, and most of them, they eat only 1 free fire, and do not touch the r, another fire arrives, and they do not touch it, that is, 2 permafires already, and they have to use the heal, which they would not have needed, if they had used the R.
Hi the Polish MEN here
Hey polish man
I dont have any unique upgrades so far, since i am still very much new to wows, but i will soon get the yamatos module from my first line regrind.
On another note, am i the only one who feels like most of the UUs are just way to expensive?
i am wondering is Arp Yamato eligible for legendary mod from Yamato?
I believe the ARP Yammy has it baked in
@allanbourdius only if you bought the bundle. IIRC you have to buy it separately otherwise
Dam way to cash in for wargaming
@@Joey_Liu Got it from event mission contaner last year :D
@@Joey_Liu got it from last year mission event container :D
I got several Unique Ship Upgrades back when you just played the T10 ship, completed the missions and got the UU for that ship.
Research Bureau, or the ReGrind Bureau, is a sad end game machinic that should never been added to the game by lazy short sighted devs. To date I've never reset a line but I still some how have over 60k of those dumb points. None of the Unique Upgrades or Premium ships in the Regrind Bureau have tempted me to sell a line and play it over again.
I have quite a few of the RB ships, and got the Gouden Leeuw UU. I’ve never had the urge to regrind a line however, so I wait until the 200% RB bonus is about to reset. Then I do the reset twice and use FXP instead of grinding. 2 days is good for 2x-3x resets with 2 being at 200%, so 50k RB pts in two days.
"Maybe you've been around for a minute and you have enough ..."
SLM -- is this Louisiana slang to use the term 'minute' or 'hot minute' to mean 'a long time'? Always confuses me.
Yes it is, well not Louisiana slang, but just an expression I’ve always heard and used
I'm no masochist. We no longer get free RPs. After Ohio i stopped caring about RPs.
I just don't get why such costly/unique upgrades have negative attributes on them. Well most of them have negative attributes. It really pushes me away from wanting to spend resources on them.
@quor2243 it’s wargamings way of making you spend more time playing the game so that they make more money.
@@Joey_Liu That would make sense if they didn't have NEGATIVE ATTRIBUTES.
I'm literally talking about not wanting to spend the time and resources on them. It's like you didn't read what you're responding to.
The UUs are supposed to change how a ship is played, not only enhance. You see this with smaller ships, like trying to make a gunboat DD into a torp DD.
@irishwind1971 That makes a bit more sense, but this video is about BBs, most of these so called unique upgrades are not all that unique and have a big downside. Like the Yamato one, it don't offer a change in play style. Just a buff and debuff combo that slightly enhances it's normal play style.
I'm all for UUs that can change play style or just give a direct buff. The debuff part just seems unnecessary on the mods that only offer a buff and not a change in play.
Because balance is still a thing
Not to flex, but i got a close quarters expert with a submarine.
Impressive, ya kill a DD with that Secondary Deck gun?
Always a joy to see!
This should be an achievement!
Many are not worth it.
They give up too much and gain very little.
I only have gouden leeuw and shima upgrades. Havent seen any other useful ones.
we watch for your blathering of nonsense. lol
I see the Gouden Leeuw more in clanbattles because of the unique upgrade, not in this list?
Not a battleship
Cuz it's not a battleship. Maybe he will make another separate video for cruisers
@@allanbourdius my bad 🤦