World of Warships
Figured it's time to trim down my fleet captains, specifically the vast majority drawing a salary but doing nought for it. Lol. Given I have close to six hundred active captains, that's just way too many. When you note that I only have twenty-three 21-pt captains, the disparity between usefulness and uselessness is glaringly obvious. The solution is quite simple: get rid of a lot of captains. All that extra ECXP will come in handy upskilling those captains worth saving.
For now, I'm focusing on Seasoned commanders and one Unique (Helfrich). The rest will be Event commanders. A few tech tree line captains will be retained as spares. Because there are so many, this will be a long-term goal, much like my 750 ships by year's end target.
Doing it in stages however because the exchange rate is 25% return on any captain's XP as Elite Commander XP. How that works is a mystery however. This option will cost ten times (in credits) of the ECXP earned.
Not sure how the formular is derived; explanation is straightforward but end result does not match the description. Not that I'm complaining. Note: if you're credit poor, it may pay to be discerning in who you dismiss depending on how many you want to dismiss.
Yes, there is the doubloon option which returns 100% of the commander XP. But I don't have the doubloons. Plus, it's real money. Obviously not an option.
The third option is dismissal with no return whatsoever. There's a 24 hour waiting period just in case you change your mind. Probably worthwhile with captains with very low commander XP (such as those with less that one thousand XP). Some return is better than no return however.
Played Tempesta Nera all session to obtain the daily coal crates after a disasterous first game in Flint. Solid enough and only had trouble against a Thor which smacked me hard. It reminded me of the analysis that this is a tough battlecruiser with accurate but is very "squishy" armour-wise. Had similar issues with a Manteuffel partly due to poor positioning on my part.
Reviewed my remaining options with the Nian Paradox event now that I have the Tempesta Nera. Given the projected remaining Lunar tokens (from the remaining two missions) total thirteen thousand, I was trying to work out what are the best available ship options for me. I'm staying with the "good guys" and will strive for Pilus Prior, the next ship along from Optio.
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Alright, so the Dockyard event as a thing will be gone by Update 15.5 (May).
The next Golden Week Double Event Pass is not worth bothering. Unfortunately you can't opt out; you will still have to play Level 1 but can skip paying for Level 2 which seems the plan because there are no new ships for either event. If they're so hard up, why not release some of the unobtainable ones like the original Missouri. That would get instant interest and involvement. No, instead it's just worthless camo and explosive effects. There is one ship but I already have it.
Today I started dismissing superfluous captains from Tiers 2, 3 & 4. And T5 captains from Japan, USA, and USSR. Tomorrow it will be the turn of Germany and UK. Weekend will see the rest of the Tier 5 ships. Fortunately for me I have enough credit to do this.
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Dismissals today: Tier 5 captains from Germany and UK. Tomorrow it will be the remaining Tier 5 nations - France, Italy, Pan-Asia, Pan-Europe, Netherlands, Commonwealth, Pan-America, and Spain.
Finally unlocked Level 2 of the Event Pass and obtained Tier VII Italian cruiser Fiume. Will sea trial her eventually but not a focus right now.
Finished the last mission tasks of the penultimate Nian Paradox mission. Now it's just waiting on the last one that will start next Thursday, and then on to the ultimate targeted reward, Pilus Prior.
Leftover Lunar tokens will be spent on acquiring more credits (for my captain dismissals).
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Dismissals today: Rest of that Tier V captains and then captains from Japan, USA and USSR (Tier VI). The ECXP received is generous and so went to upskilling one commander to 21-point from 20-point. Happy doing the commander upskilling this way rather than the slow laborious grind I've been experiencing previously. Provided I have enough credits to cover the expense.
And I am slowly culling the ridiculous excess amount of commanders. This will be goal #2 for this year.
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Tier VI captains dismissed today. Now on to Tier VII captains. Usual dull grind otherwise.
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When I started dismissing captains, I had around 32 million in credits. Now I'm down to 19 million. Began at Tier II; now I am part way through Tier VII. It only gets more dense with loads more captains to dismiss.
Today I am continuing to work through my captain upskill list. A select few, mostly Seasoned and Special commanders plus a few TT line ones who are higher ranked (14 points and above). Just cleared the 14 point list; now all I have left are those between 15 point and 19 point.
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SurrounDead
Only returning to this game to largely take on the Coyote paramilitary as a challenge. Know where their base is now. However I will scout them out properly and mark their positions as best as possible before taking them on. Still remember the shock of running into two Coyote teams (with an earlier character) but thinking there was only the one at the time. They're better armed and trained as opposed to your standard Bandits so caution is advised.
Found another static trader - Wilson - to the north and east of the large construction site.
The construction site is good source for cement needed to make large concrete walls.
Placing roofs can be tricky. But if you use steps as makeshift ladders to better access heights then you can place modular roofs without too much problem. Agree with the recommendation to place modular foundations.
Weapons. Have been fortunate enough to find weapons fairly quick early on in the game. Accessed from numerous sources such as military airdrops, looting boss zombies, scavenging primary and secondary infestations, accessing gunshops, breaking into locked building, finding hidden caches, and rummaging through random military crates.
Drum magazines are very useful and essential equipments. Or else carry loads of standard magazines or ammo (applies specifically to handguns and shotguns).
My current character's 'choice' of weapons are the Colonel's Revenge with its 80-round 5.56 drum mags and the CR308 with several 20-round mags. Both weapons are also kitted out with their appropriate attachments such as sights and noise suppressors. Note: Don't forget to regularly repair weapon, attachments, and body armour.
I have two backup rifles that I will switch to from time to time, a standard shottie and a LMG, the M249 with its 100-round drum magazines. These I keep handily available in the vehicle in a weapon case. Just have to be careful with my driving cos getting stuck can be dangerous, and I may have to abandon the vehicle for a while.
My other character has access to more weaponry, probably because he's been doing it longer. These include the Guardian (a modified 7.62 G28 rifle), Cerberus which is a modified reskinned G28, a Kriss Vector, a Heckler Koch 416, MP3, and several others. As well, it has parts for several other specialised weapons.
Handguns are meh for me even the specially modified ones like the Battle Ready Glock with its 60-round Drum mag. In my travels, I've come across and used the Desert Eagle, Winchester .45, G18 and so on. But I avoid using handguns as much as possible, relying instead on my primary and backup weapons. Or shotguns.
Also making my own ammo, mostly 7.62 for my FN rifle (or SLR as I know it).
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Brought home a second car. It's the first car found in previous games. Grabbed it for sentimental nostalgia.
Found a bunker on my way to the large construction to the north of my base via the unfinished overpass road (you know, the one with the ghost). Not my choice as a potential base as there are too many zombies spawning in that location, especially feral zombie alsatians.
Access is via key cards (two at least). It has three rooms, each leading off from the other - a reception front room, a central living space, and accomodation bunk beds in the last room.
It has loads of stuff upon initial discovery, and will keep respawning new random stuff every time you visit. Items range from weapons, ammo, raw materials, and supplies.
Continually upgrading my temporary hill fort. Not as good as taking over an existing structures such as the abandoned isolated warehouse north of Whitewood (earmarked for later move-in) but for now it will do.
View of Buck's Gun Store and Cafe just below the hilltop fort.
Today I went north, skirting the Observatory (saw the sign: Trespassers Will Be Killed). Went as far as the Police Headquarters (underground carpark was closed and I didn't get far once inside as swarms of zombies attacked me). Any further venturing was blocked when I came on the road bridge over the river blown up. On the return trip to my hill fort I passed a vehicle clogged excavated tunnel that looked caved-in. I did spot something of interest: a tiny hut just off the road in a clearing surrounded by armed people. They were too far away to discern if Bandits, Friendlies, or Coyote militia. Will check that site out eventually.
Route I normally take to reach the Large Construction site from my base. I head down the ridge from on to the road. I follow it a short distance before turning off and following the line of the Overpass construction until the trail sort of peters out. Then I veer due north and go cross-country till I hit the site. The bunker will be spotted along the way; the car wrecks out front and zombies will give its location away. As for the construction site, you really can't miss it with the large yellow site crane sticking up from the landscape as it does. Zombies spawn there regularly so it's turkey shoot time. I like to get up high and take them out with my CR308 or I will move in (like the movies) with the Colonel's Revenge and it's 80-round drum magazine.
There are two gun shops that I've raided thus far: Bucky's and the one in West Grove. Only visit them to find weapons for resell with the traders. Or else locate rare or new weapons.
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Moved base once I picked up a rig out of Ellison in today's session.
As soon as that happened I decided to relocate to the abandoned warehouse behind Whitewood. It would have interesting developing a hill fort but parking would have been interesting, to say the least.
The new location has loads of space for parking and setting up base comfortably. Blocked off all the entry points on previous visits once I discovered this little gem of a place. Currently using the main space and one of the side rooms; two other rooms available should I need the space. Will set up auto turret guns eventually to cover all the blind spots. So far, no interest from either Bandits or Coyote.
Transported everything that was the hill fort to the new location. The main gate and watchtower denote someone has moved in.
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Finally visited the ship wreck in the far west. It's the other safe zone but there is nowhere to sleep that I could find. Did stay all night; left after midnight to scavenge the latest military drops.
Earlier that day I had visited the far northwest corner where there was container cargo ship wrecked there. Swam out to it but was unable to board her. That's when I drove down to the second Safe Zone.
Was slow to realise that the warehouse doors of my new base do shut by interacting with them. D'Oh!