![]() ![]() ![]() think of he possibilities of a ship using a 19 point captain? its obtainable now but youre forced to choose specifically one build and then boost another. fleets Anti-Air Gun range: increases this ships FP and AA by 5 (25) for 8s. Im talking you could focus the guns and then boost secondaries and with the captain skills get concealment and secondary skills. When this ships Secondary Gun slot is equipped with Eagle Union gear. And they want to nerf the AA on cruisers? Destroyers don't have useful AA in most cases, and they want to reduce AA on DDs? I don't agree with this. From my quick calculations, taking the Consumable mod instead of Concealment would give anoth. Texas at T5 has terrific AA, but the other standards are weak IMHO. Pretty much everyone takes Concealment, theyve now added a 1.8km Torpedo spotter mod, and a Ship Consumables mod that adds 10 to the action time of all ship consumables. The BBs are decent from North Carolina up on the USN side. ![]() The RN cruisers are bad enough as it is, including Belfast and Edinburgh. The only strong AA cruisers are Cleveland and Atlanta (one I don't have). The CV drivers complaining about strong AA are full of it. The AA on all three could not shoot down the two spotters I had over my head the whole game, sent up by the BBs that had arcs to shoot over the islands at max range, given that I was low tier in all three games. I just played three games in Random and lost horribly (played like a dunce) in cruisers, ships I normally do decently in. ![]()
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