World of warships perks description. The system of commander skills in World of Warships - only the brave conquer the seas. How to Play an Aircraft Carrier in World of Warships: Priority Objectives

Hello dear readers and subscribers of our blog. Everyone probably remembers the well-known proverb: "As you name a ship, so it will float." However, in World of Warships, little depends on the ship's name. The skills of the commander are more important here. World of Warships, along with other games of the Wargaming studio, provides for the possibility of crew training. In this article, we will tell you what you need to download first, what is the second, and what you should not download in principle.

In this article, you will learn:

Captain's school

The opportunity to learn skills (perks) appears for players who have reached level 5. All experience gained in battle contributes to an increase in the level of the captain. For each receipt, one skill point is awarded. When buying a new ship, you can send an existing captain for retraining, or hire a new one using credits, coins or doubloons. His experience is in direct proportion to the type of currency for which he was purchased. When you transfer a captain from one vessel to another without retraining, it is fraught with a fifty percent penalty to the action of certain skills. And some of them will turn off altogether. The restrictions are lifted when the player has accumulated a sufficient amount of combat experience.

WoWS has a tiered skill system. There are five levels in total, and the number of each coincides with the number of points that will be required to learn the skills of this level. Thus, to pump level I perks you will need 1 skill point, and 5 points will have to be spent on level V skills. Access to the next level can be obtained by learning at least one skill on the previous one. Also, the player has the opportunity to reset skills and redistribute points again. True, you will have to pay for this pleasure in doubloons.

Teaching the captain any skill takes place in two stages:

  1. Choosing an available skill. Those that can be explored now are white, while those that are not open are gray.
  2. Directly studying the skill. To do this, just click on the icon with the left mouse button and confirm your choice.

As you can see, there is nothing difficult here. If you decide to reallocate skill points for doubloons, all learned skills are canceled, and the points spent on them are returned. This can be done as follows:

  1. Open the Port and go to the captain's personal file. Look at the left side of the screen and find the Redistribute button there.
  2. Press the button, making sure you have enough doubloons to take the action. Keep in mind that the more learned skills the commander has, the higher the cost of dropping them will be.
  3. Redistribute points again.

The maximum number of points for each captain in the game is 19. This significantly limits the number of skills a player can learn. And therefore, it is extremely important to think about your actions in advance and choose those perks that will really be useful on a particular type of ship.

Level I

1. Master loader - reduces the time for changing the types of shells by 30%, if the player has already managed to load all the guns. On destroyers, the skill is absolutely useless. Firstly, with the rate of fire of these ships, and so everything is in order, and secondly, the change in the types of shells on them is extremely rare. On cruisers, this perk will also not be very useful. But for battleships this is a real find. With a thirty-second recharge, we will receive a "discount" of as much as 9 seconds.

2. Basic fire training - reduces the reload time of all guns with a caliber of up to 150 mm by 10% and also gives a 10% AA defense buff. This perk is indispensable for destroyers, and especially for American branch, in particular, for cruisers - from I to VI level inclusive. It makes sense to pump this skill on battleships equipped with powerful AA defenses.

3. Fundamentals of damage control - accelerates the process of eliminating fires, repairing equipment and eliminating flooding. The most useful thing about this perk is the 15% reduction in the time to eliminate the fire. Considering that by default the ship burns for a minute, with the learned skill we can reduce this time to 51 seconds. And in combination with the modification "Damage control system", the fire will be extinguished in 43 seconds without the use of a repair kit.

4. Radio interception - is almost a complete analogue of the "light bulb" from World of Tanks. After learning this skill, you get an indicator that signals that your ship has been spotted by the enemy. A very useful thing for destroyers.

5. Master Gunner - Gives a 10% anti-air defense buff for aircraft with gunners. Quite a dubious perk. It does not provide any significant advantages. On the other hand, the cost of studying it is only one point.

II level

2. Expert torpedo armament - accelerates the reloading of torpedo tubes and the training of torpedo bombers. Here, perhaps from the name itself, it is clear that the perk is necessary for all destroyers and aircraft carriers without exception.

3. Fire prevention training - reduces the likelihood of a fire by 7%. For cruisers and destroyers, which already do not suffer from fires, this skill is not very useful. But for a battleship, it's just a must-have. It would also be useful for aircraft carriers, but if the choice is between this and the previous skill, then the choice should still be made in favor of accelerating torpedo reloading.

4. Artillery Alert - adds an indicator that warns the vessel from entering the firing zone from a long distance. Quite a dubious perk. Its usefulness directly depends on individual style player. At high levels, the long distance is about 12-15 km. If you play at distances of up to 10 km and prefer point-blank fights, this skill is useless for you. But in wall-to-wall battles, it has a certain meaning.

III level

1. Increased Availability - Reduces the “Emergency Command” loading time by 10% (up to 81 sec.). Previously, the perk cost 2 points and was installed on almost all ships. After he was transferred to level III, the question arose: is he really necessary to spend 3 points on it? Moreover, we can go into the equipment and purchase an improved "Emergency Team", which recharges in 60 seconds.

2. Vigilance - expands the detection distance of enemy torpedoes by 20%. This skill will be useful for destroyer commanders, as for this type of ships, a torpedo hit can be fatal. It also makes sense to take it for a cruiser.

3. Air Combat Master - increases the effectiveness of combat fighters in proportion to the difference in speed with the attacked group of aircraft. Simply put, this skill works only for those air groups that are slower than their opponent. It is practically useless at the beginning of the game, but at higher levels it can give a speed increase of up to 29 knots.

4. Superintendent - adds one additional charge to all established special skills: smoke, recovery work, etc.

IV level

1. Demolitionist - adds 3% to the probability of setting fire to an enemy ship. Of course, the percentage is small. But if you take into account the number of shells and main battery guns, then in total this skill gives a good bonus. It should be noted right away that it is useless in relation to battleships.

2. Enhanced fire training - adds 20% to the attack range of auxiliary caliber weapons up to 150 mm. Not a bad bonus for destroyers, although not necessarily a necessary one. Considering that their working distance is 5-7 km, we can say that even without this skill, the tools will perfectly cope with their task. This perk is most useful for light cruisers.

3. From last strength- when the engine or steering machine is crete, the equipment does not turn off, but continues to function with fines. The skill is not so important for battleships, because they still rarely penetrate the citadel and crit the rudders. But the commanders of destroyers and cruisers should learn this skill first. After all, even with penalties, the steering speed will be sufficient to maintain maneuverability at the proper level.

4. Pre-flight service wizard - reduces the time it takes to prepare aircraft, while increasing their survivability. With this skill, everything is clear. Of all the skills for 4 points, this is perhaps the only decent option for aircraft carriers.

V level

1. Last chance - increases the reload speed of all guns with low combat effectiveness (less than 20%). The perk can take root on battleships that can live long enough even with minimal HP.

2. Prevention - reduces the chances of receiving critical damage and reduces the probability of module failure by 34%. It can be useful on destroyers, which are often subject to critical damage from a torpedo tube.

3. Jack of all trades - increases the charging speed of all learned abilities and skills. It is worth taking this skill for battleships, since fast loading of repair and restoration is of decisive importance for them. The perk will also come in handy on destroyers - for fast reloading of smoke, and on top tier IX-X cruisers.

4. Air supremacy - makes it possible to change the number of aircraft in squadrons. It would seem the most suitable option for aircraft carriers. However, in fact, its effectiveness is not so great as to spend 5 skill points for this. Aircraft carrier commanders should pay attention to the following perk.

5. Master of disguise - decreases the distance at which the ship enters the enemy's field of vision. In combination with the camouflage on the aircraft carrier, this skill will allow you to get close to the enemy at a fairly close distance. It will also be useful for destroyers.

In the current version of WoWS, there are no uncontested branches of the development of the captain's skills, in the game everything is like in a famous song - only the brave conquer the seas. Each player can choose skills to suit their style of play. In any case, before you start pumping, you need to evaluate the effectiveness of each selected skill and calculate the required number of points. And we wish you a fair wind and victories in sea battles. Subscribe to our blog updates and learn a lot about your favorite games. All bye and see you soon.

My opinion about the new skills + explanation of the mechanics of penetrating a land mine

Having tested different skills on the basis, I can now reason about them. But since different people want different things from their ships - instead of setups, I'll just go through the skills, assessing their usefulness, sometimes trying to explain what it does and why it is needed at all.

For example, this will affect the inertial fuse - you can follow the link and see how the penetrations change for all land mines in the game, but it's easier to read here.

Skills I will evaluate on a five-point system, based on the correct choice of skill - a destroyer skill for a destroyer, a battleship skill for a battleship, etc.

So, let's begin.

1st level

When choosing a skill of the first level, I often thought what to take - everything is equally useless. However, some skills are more useful than others.

Priority target- shows the number of players who have captured you in the crosshair. And it is also superimposed on the icon, signaling the illumination of the radar or aircraft. Quite a useless thing, I always assume that everyone will shoot at me.

Usefulness - 1/5

Prophylaxis- minus 30% to the probability of module failure. Quite a useful thing for destroyers - less often the engine will be knocked out. For everything else - so-so, but it can also come in handy.

Usefulness - 4/5

Master loader- minus 50% to the reload time when changing the projectile. Useful only for battleships, and even then, in most cases, it is recommended to shoot with what is loaded, and then reload.

Usefulness - 1/5

Pre-Flight Service Wizard- plus 5% to the combat capability of aircraft carriers and minus 10% by the time of their preparation. For an avik, it's a must-have, fighting efficiency and reloading will always come in handy. However, there is not even a choice.

Usefulness - 5/5

Ejection aircraft guidance point- plus one ejection aircraft, minus 20% to the flight speed of ejection aircraft. A very useful thing on battleships and cruisers with a fighter (Japanese and German cruisers are all like that, Americans from level 8 replace it with a radar).

Why the skill is good - the planes fly not in one link, but in two planes. That is, they, firstly, can shoot down the sight of two avik links at once, and secondly, they shine almost everything around in two directions, allowing you to see destroyers and torpedoes earlier.

But it is necessary to launch them from the battleship so that by the time Avik arrived, the planes were already in the air. For the cruiser, the free light of the destroyers is a little further away from you for 6 minutes.

Usefulness - 4/5

Air Combat Master- plus 10% to the average damage of fighters for each level of the difference, plus 10% to the ammunition of fighters. Already less useful than IGOs, but ammunition is also good. However, it is not necessary for amers in shock setups. It will also make it relatively easy to fight Saipan fighters on a Tier 7 avik.

Usefulness - 4/5

Artillery alarm- warns of an enemy volley with an approach time of more than 6 seconds. I take a lot of places and practically on all cruisers - it helps to dodge without leaving the sight.

Usefulness - 5/5.

Evasion maneuver- when returning to an aircraft carrier for attack aircraft (torpedo bombers, bombers) - minus 20% to visibility, plus 75% to combat effectiveness, minus 30% to speed. If this skill worked as it should, I would say that its usefulness is in question - minus 30% to the speed will greatly reduce the PDA of the avik.

But now this skill can be exploited - while the planes are under fire, let them return to the avik, receiving a bonus, and when they leave, poke next to the avik and get the required speed back. Again, under the attack of fighters, you can press F and get a buff to HP. But I think they will fix it.

Usefulness - 5/5 (not yet corrected), after - 2/5.

2nd level

There are already more interesting skills, but there are certain leaders.

Increased readiness- minus 10% to the reload time of the "Emergency command". It would be useful if the "Jack of all trades" were not in the neighborhood, although some battleships, constantly suffering from fires, can be of great help.

Usefulness - 2/5.

Handyman- minus 5% to the reload time of all installed equipment. Useful for those ships that play from consumables - battleships, some cruisers and destroyers. However, the bonus itself is not that big.

Usefulness - 3/5

Master gunner- plus 2.5 degrees per second to the traverse speed of guns with a caliber of less than 139 mm; +0.7 degrees per second for larger caliber guns. There are actually quite a few ships in the game whose guns rotate very quickly - American destroyers, top Soviet and German destroyers, top British cruisers, Atlanta, Flint, Akizuki. For everyone else, an increase in speed would be helpful. But this skill gives a significant benefit only for small calibers, as well as for slowly turning guns. For example, on Hindenburg with this skill, the traverse time of the guns decreased from 25 seconds to 23 - it's not worth it. But on the Kurfürst, from 46 seconds to 39 - is already more impressive. Steven Seagal has it even more impressive on American battleships. In general, take destroyers on most battleships and on mid-level.

Usefulness - 4/5

Accelerating torpedoes- plus 5 knots to the speed of torpedoes, minus 20% to their range. Generally useful on destroyers with slow torpedoes and / or excessive range. But on the other hand, now there are almost no such people - for example, reducing the Japanese 10 km to 8 is not very useful. Although some play like that and they like it. But on aircraft carriers to take without a doubt, the range is not needed there.

Utility - 5/5 (aircraft carriers), 2/5 (all others)

Smokescreen Master- plus 20% to the radius of smoke (1.44 area). May be useful on British cruisers - their small smoke becomes significantly larger. For the rest it is doubtful.

Usefulness - 3/5

Master gunner- plus 10% to the damage of attack aircraft gunners. Not very helpful. On Avik, the first step is to take the acceleration of torpedoes. But it can come in handy if there is no longer anything to spend points on or is taken on an American shock avik.

Usefulness - 3/5

Desperate- plus 0.2% to the reload speed of all types of weapons for each lost percentage of durability. I really liked this skill - in fact, with half the HP, + 10% to the rate of fire is given, which is very good. In general, it is useful for everything that loses HP, and the more controlled, the better. On battleships - almost a must-have. It's practically useless on aviks.

Usefulness - 5/5

With the last bit of strength- the ability to move and turn with a penalty in case of rudder / engine breakage. This skill is now influenced by prevention and is not as useful as it used to be.

I don’t take it, but many people like it.

Usefulness - 3/5

Level 3

Here the interesting thing already begins - "everything is so tasty"

Damage control basics- minus 15% by the time of troubleshooting, fires, flooding. Quite a working skill, but for firefighting there is now perhaps a more interesting skill at level 4.

Usefulness - 3/5

Survivability Master- plus 350 HP per ship level - useful for destroyers, especially for those who have little HP and / or have to exchange it often.

Usefulness - 3/5

Torpedo Weapon Master- minus 10% to the reload time of torpedoes, minus 20% to the preparation time of torpedo bombers. If you often launch torpedoes on cooldown and they are your main weapon or play on avik, you should take it.

Usefulness - 4/5

Extreme takeoff- the ability to lift and take aircraft on a burning avik, plus 100% to the preparation time during a fire. If there were no fine for the preparation time - it would definitely make sense, but it turns out quite niche - it is most useful on an aircraft carrier up to level 8, which often encounters cannibalism, and the fire does not allow fighters to be raised. Or you have been set on fire, and the planes are ready.

Usefulness - 2/5

Basic fire training- plus 10% to the rate of fire of guns up to 139 mm, plus 20% to the AA defense power. Now costs 3 points, but this skill is still required on artillery destroyers. But in PMK setups, it is no longer so useful. But it gives a bonus to air defense. Overall, not a bad thing.

Usefulness - 4/5

Superintendent- plus 1 charge to the consumable. Useful where equipment often runs out of charges. That is, almost everywhere, except, perhaps, German and Japanese cruisers and some destroyers.

Usefulness - 5/5

Explosion technician- plus 2% to the probability of setting it on fire with a main battery, secondary battery or aerial bomb. Now works on the secondary battery, costs less, but the effect is less. Useful for those who shoot land mines and where the chance of fire is not too high - that is, for guns up to 203 mm, especially useful for artillery destroyers and cruisers with 152 mm guns. In addition, now this thing is required in the secondary battery builds of many battleships.

Usefulness - 5/5.

Vigilance- plus 25% to the torpedo detection distance. It seems to be a useful thing, and useful to almost everyone, but there are so many tasty things around that I usually do not take this skill.

Usefulness - 3/5.

4th level

Defining skills for many builds. Now you can take 4 skills of the 4th level.

Manual fire control of secondary battery- minus 15% to the dispersion of the PMK up to the 7th level, minus 60% from the 7th and higher. A necessary skill for a secondary battery build, but secondary battery builds themselves are not put on everything - they work well only from level 7 and not all ships feel good next to the enemy and have speed to catch up with him or secondary battery range to finish them off so. Therefore, she works on the Germans from the 7th level, Iowa, Montana (especially Montana, right now she has very cool guns in her secondary battery, better than that of the Elector, and no one expects a secondary battery build from her), as well as Izumo and Yamato. Some suggested sharpening Edinburgh in the PMK, but these are already strange experiments.

Usefulness - 4/5

Fire fighting training- minus 10% to the probability of a fire, reduces the number of possible fires by 1. But this is an interesting skill. Although the first part is not particularly interesting (it multiplies the chance of setting fire to an enemy shell by 0.9), the second part can be very useful. In fact, on the battleship, there are not 4 maximum fire centers, but 3. And since most of them shoot at the center of the ship, then instead of two fires on the superstructure you will have 1, which in principle allows you to quite successfully heal fires. For a durability build, this is quite a good thing.

In general, it is most useful at levels up to 8th, where there are a lot of cruisers that will burn you from afar. Top ships still burn worse. But it can be useful everywhere.

Usefulness - 3/5

Inertial fuse for HE shells- plus 30% to the threshold of penetrating HE shells by a shell, minus 3% to the chance of setting fire to a HE shell by a shell - and another interesting skill, by the way, what should you call it? IVOFS? IVOS? HEAP? IFHE? I attached a link to the parameters of the penetration of shells at the beginning of the article, here it is again, but everything is not very clear there for the unprepared.

Therefore, I make it clear that a land mine also has a penetration and it does damage only if it penetrates the surface where it hit. As a rule, superstructures have the thinnest armor, the skin is thicker, and the armor belt has the thickest. And although most ships can inflict damage to superstructures, after a while they are saturated with damage and the damage stops coming in, so you have to shoot at the hull. And if guns of 203 mm and higher have no problems with inflicting damage there, then guns with a smaller caliber have. And, for example, on some Budyonny, when firing at a battleship of level 6 and higher, you have to switch to armor-piercing and shoot at the extremities or at the upper part of the hull, ricocheting and not punching.

This skill solves this problem, increasing the penetration of landmines by 30%, but reducing the chance of arson by 3%. As you might have already guessed, it is not particularly needed for guns with a caliber of 200 mm or more. But it is most useful on 150 and 152 mm guns, since they immediately go from the state of "not piercing the skin of Mexico" to "piercing the skin of Montana." 155 mm Mogami, as well as 180 mm of Kirov, Molotov and Donskoy pierce the skin of battleships up to the 8th and so on, so the skill is less useful on them, although it will still help in shooting at battleships from the 8th level. Kirov, of course, will only help in very rare cases when playing in a squad.

But cruisers have thinner armor, so most cruisers pierce each other in the skin - more than 25 mm it only on Baltimore and Des Moines, but, nevertheless, destroyers with a caliber of up to 5 inches, this skill can help in inflicting direct damage when firing land mines by cruisers. But then another problem emerges - a 3% chance of fire for a destroyer is too much to lose for the sake of a situational advantage (when shooting at battleships, the skill will only help if the battleship is not higher than level 7). Therefore, I would not recommend taking it on destroyers, unless, of course, you have a special captain for a level 6, 5 or 4 destroyer and at the same time plan to inflict most of the damage with direct damage with land mines. Well, what if there are some.

In general, the skill is most useful for Soviet cruisers, except for Moscow, as well as for all other cruisers with six-inch guns and land mines. There is also Akizuki, where without this skill, he will not damage the destroyers in the hull, but because of this skill, the chance of arson is almost lost. It's easier to switch to BB.

Usefulness - 3/5

Air domination- plus 1 fighter, plus 1 bomber in the corresponding units of the aircraft carrier. Everything is simple here. Must hev.

Usefulness - 5/5

Enhanced fire training- plus 20% of the main guns and secondary battery guns firing range up to 139 mm, plus 20% of the air defense firing range. A useful skill - it increases the range of air defense (in fact, improving it by almost 1.5 times), increases the range of the main battery, allows many destroyers to shoot from invisibility. It is useful almost everywhere, except for those ships that are not imprisoned in secondary armament, but are sharpened specifically in air defense, while having most of the air defense power of station wagons. That will be the more useful RUPVO. For the rest, it is very useful, suitable for almost any build.

Usefulness - 5/5

Manual air defense fire control- plus 100% to the power of AA defenses with caliber above 85 mm when specifying a priority target - if you need to sharpen a ship in AA defenses, and the most powerful AA defenses are long-range, then this skill is for you. For example, it was taken from me on Linder, on Dunkirk. Useful for German and Amerolinkor captains when sharpening in air defense. You can also take on Akizuki.

Usefulness - 5/5

Radio direction finding- shows the direction to the nearest enemy ship, while informing him about it. Does not work on aircraft carriers. Spore skill. Many said that he would break the game on the destroyers, and they themselves would leave and take Kohl's friends. Ride with him - quite useless. Even on some counter-destroyers like Khabarovsk or Giering, it turns out to be useful only in endgame, because you can't rush directly into the enemy team. Likewise for battleships - at the beginning of the battle, you will already roughly know where the enemy destroyer is and will help this skill towards the end of the battle, when you can avoid a sudden ambush.

Usefulness - 3/5. That is, it works, but I'm not sure if its cost is justified from the player's point of view

Master of disguise- reduces the ship's signature by an amount from 10% to 16%, depending on the class. A very useful skill, it works on a lot of setups.

Came out World update of Warships and the main question is to distribute the captains' perks. In the video I showed what I put on the ships that I have and why. I do not pretend to be the ultimate truth, in some perks I am 100% sure, some are in question. For destroyers (Japanese) - unambiguously 2nd level "Out of the last strength" 3rd level "Quartermaster", "Torpedo Master" 4th level "Disguise". Already the 1st level is not so unambiguous, but in the absence of another - "prevention". The rest is at your discretion. German battleships (Kurfust, Der Gross, Bismarck) - 1st level "Double fighter" and "Prevention" (both controversial, but there is nothing better on 1st level) 2nd level "Increased readiness" (-10% of the time to reloading the belt) 3rd level "Fundamentals of damage control" 4th level - "Firefighting", "Manual secondary battery", "Enhanced fire" (if there is a 19 perk captain and ships are imprisoned in secondary battery) German esm (I have it is 1 in use) - 13 perks are distributed in the same way as the Japanese ones. As you pump 6 more perks, I will see what is missing. British cruisers: Minotaur Level 1 "Prevention" Level 2 "Increased Alertness", "Smoke Screen Master" Level 3 "Torpedo Master" and "Superintendent" Level 4 "Disguise" and "Enhanced Fire" Neptune (few points of the captain's perks) - we strive for the same build. Depending on the style of play and here and "Minotaur" on the 3rd, you can not "master torpedo" and "basic fire". (specification - in air defense or torpedoes). Everything depends on the style of play. I will not paint the rest of the brits - I have too few captain's points on them, if interested - watch the video. American ships. Battleship Missouri: the build is similar to the German LK, but instead of "manual control of secondary armament fire" on the 4th, it put "basic fire" on the 3rd level. Cruiser "Atlanta" (15 perks commander) 1st level "Prevention" 2nd level "Increased readiness" and "Out of last strength" 3rd level "Damage control" and "Basic fire" 4th level "Reinforced firing "On" Dokachka "4 more perks I plan to take disguise on the 4th. American destroyers: Benson (19 perks commander) 1st level "Prevention" 2nd level "Increased readiness" and "Last strength" 3rd level "Torpedo Master" and "Quartermaster" 4th level "Disguise" also as an experiment - "Direction finding" Giring (17 perks commander) 1st level "Prevention" 2nd level "From the last forces" 3rd level "Torpedo Master" and "Quartermaster" 4th level "Disguise", "Enhanced fire" Mahan (19 captain perks) - did not distribute, it will depend on the levels at which clan and ranked battles... As an option - the captain will be retrained to "Benson" and there will be 2 captains with different set perks for different tasks. Soviet cruisers and destroyers. I told about them in the video, but in principle, all the builds are experimental, I'm not sure what I'll leave as they are - we still have 11 days of preferential reset of perks. In addition, a calculator to help -
(I recommend not to pay attention to the recommended system perks, use your head. There are both useful and useless skills). Regarding the intendant for battleships, one of the most controversial issues. I also talked about this in the video, but I will write here too. German LC - clinchers. In intense combat, they must move closer together. And either they just don't have time to use all the heals, or if they work at a distance, they just won't need all 5 of them. IMHO.

World of Warships is gaining increasing popularity among fans of online battles. In this material you will find out what skills of the captain exist in the game, about the right choice for different types of ships, about the mechanics of their pumping and their features.

Upon reaching the fifth level, access to pumping the abilities of the captain of your ship opens. All experience gained in battle is spent on raising the level of the commander, one skill point for each. When you get enough points, you can improve the professionalism of your ward. Each subsequent skill requires more points than the previous one. When you buy a new ship, you can retrain an existing captain or buy a new one. This can be done for free, for credits or for piastres. The experience of your leader will depend on what coins you buy it for. When transferring from another ship, you can undergo retraining for the same coins or not at all. In the latter case, you will receive a 50% penalty to the action of the skills, and some of them will stop working altogether. This penalty will be removed if you gain enough combat experience.

Skills in the game are divided by levels from first to fifth, which implies the number of skill points for the captain needed to learn them. Access to the next level opens when you learn any one skill on the previous one. In addition to the division by levels, skills are also divided into groups: main weapons, auxiliary weapons, survivability, stealth and detection, aircraft weapons and special skills.

1st level

Basic fire training. It will be useful for ships with a good air defense system or the presence of secondary battery, it increases their efficiency by 10%.
Fundamentals of damage control. Can be used on all types of ships. Repairs are accelerated by 15%. This skill is especially useful for battleships and aircraft carriers, since they have a large number of health points.

2nd level

Expert guidance. This captain's perk in World of Warships is ideal for cruisers as well, as it gives 0.7 degrees per second to the traverse speed of large-caliber guns (over 150 mm) and 2.5 degrees per second to the traverse speed of medium and small-caliber guns.
Torpedo Weapon Expert. Reducing the time for reloading torpedo tubes and preparing torpedo bombers by 10%.
Increased combat readiness. Can be used on any type of ship, but works best for battleships.
Air reconnaissance. Designed for any ships that have reconnaissance aircraft and, of course, for.

3rd level

Barrage. This is a class skill and is only for cruisers. It increases the power of AA defense by 20% for 60 seconds and minus 30% of the skill training time.
Restoration work. This skill is also a class skill and can only be installed on battleships. You get minus 10% to the preparation time of the skill and minus 20% to the recovery time of the ship's HP.
Smoke screen. The class skill of destroyers. It gives two additional charges of smoke and minus 30% to the preparation time of the skill.
Radio interception. This skill gives a signal when a ship or enemy aircraft detects you.

4th level

Pyromania. Increases the chance of fire on an enemy ship by 5% on hit.
Enhanced fire training. Perfect for cruisers as well as some battleships. Gives plus 20% to the firing range of the auxiliary caliber, 20% to the range of air defense and 10% to the attack range of the main caliber of destroyers.
Vigilance. The captain's invaluable experience increases the detection range of torpedoes by 20%.
Enhanced aviation training. The class skill of aircraft carriers, it increases the survivability of aircraft by 5% and reduces the preparation time by 10%.
Turning battle. The class skill of aircraft carriers. Attack power of fighters is increased by 10%.

5th level

Fire-fighting works. The likelihood of a fire is reduced by 7%. This perk can be used on all ship classes, especially at higher levels.
Expert disguise. Increases invisibility to varying degrees for different classes ships (10% for destroyers, 12% for cruisers, 14% for battleships and aircraft carriers).
Air domination. An aircraft carrier class skill, it adds one fighter and one bomber to a squadron.
Handyman. The skill reduces the training of all active skills by 10%.

With this information and personal gaming experience, you will be able to determine how to pump the captain of your ship and calculate what to spend pumping points on so that there is enough for everything. But remember that the development options for your commander depend not only on the class of the ship, but also on the characteristics of a particular model and the country for which you are playing. For example, American destroyers have a shorter range of torpedoes than Japanese destroyers, but cruisers' air defenses are more powerful.

The only ship in the game with a different combat system. Aircraft carriers are wonderful scouts who can control the entire map and find weak opponents to raid them with strike squadrons. The one who knows how to fly an aircraft carrier most often leads the team to victory.

Aircraft carriers in World of Warships have their main trump cards - they can see the battle map from a bird's eye view and change the outcome of any battle without risking their own ship

Aircraft carriers are very effective in reconnaissance (when compared to other classes). Due to the large number of strike squadrons, reconnaissance can be carried out all over the map. The speed of aircraft is much higher than the speed of ships, which makes them deadly opponents. In World of Warships, aircraft carriers can decide the outcome of a battle with just one surprise strike to the rear. The destruction of even one ship can completely break the enemy's tactics. Aircraft Carrier Master Captain - huge advantage any team, but it also requires the support and protection of allies.

Playing on an aircraft carrier, World of Warships is different from other ships.

You will have three types of planes at your disposal, which you need to control directly (and the ship itself also needs to be controlled, because no one will sit around you for the whole game).

There are three types of aircraft at your disposal:

  • Torpedo bombers are the main attacking force. They use torpedoes that act like ship torpedoes. All one hit can sink an enemy ship.
  • Dive bombers - needed to prepare an attack on the enemy's ship. They destroy anti-aircraft defenses and set the ship on fire.
  • Fighters - Protect the mother ship and help the allies.

Playing on an aircraft carrier: pros and cons

Like any ship, an aircraft carrier has its own strengths and weak sides... Pros: Affect the entire map at once; Can perform different tasks due to different types of aircraft; Strong air defense. Cons: Weak artillery potential. Without the help of its own aircraft or ships of allies, it will not be able to repel the attack of the enemy; Very non-maneuverable. In any case, aircraft carriers are completely invulnerable at very long distances.

It is very important for an aircraft carrier to keep distance and hide behind allied ships.

How to Play an Aircraft Carrier in World of Warships: Priority Objectives

For an aircraft carrier, any ship that it catches is a priority target, but the first to try is to destroy battleships and enemy aircraft carriers. The first ones really spoil the life of your whole team, and the second ones beat off your air. Each of these types of ships has good AA defenses, so you need to attack with several strike groups at the same time.


If you want to destroy ships in World of Warships, the skills of an aircraft carrier commander are a necessary part of development. About her a little later.

Consider - you, the most desirable target for any enemy. Every destroyer or cruiser will want to destroy you first of all.

Aircraft carrier battle tactics

Well-planned attack - 75% success. To destroy any heavy ship, you need to think over an attack plan. It is best to use two shock squadrons to strike simultaneously on two sides of the ship - in this case, he will not have a chance.

You don't need to stand still from the very beginning of the fight. Show the path for your ship on the battle map. Calculate your position so that friendly ships can protect you in case of emergency.

Be constantly in motion. In World of Warships, aircraft carriers are extremely slow to gain speed, and a stationary aircraft carrier is extremely vulnerable to enemy attacks.

Choose targets for your attack carefully. Also wait for the right moments. It makes no sense to single-handedly attack a cluster of enemies on the high seas - they will quickly destroy aircraft. But if the enemies are walking along a narrow strait or near the coast - the best time to attack.

Help your allies. While you are destroying ships, the enemy aircraft carrier does the same. Protect your allies with fighter squadrons.

Essential Skills:

  • Basic fire training;
  • Expert torpedo armament;
  • Radio interception;
  • Turn fight;
  • Air domination.

Secondary skills (download after pumping primary skills):

  • Expert Aviation Training;
  • Handyman.