![]() ![]() +10% main battery HE and SAP shell damage. More ship damage from penetrating non-AP shells, potentially with a cost. *However this is a good pick on Dutch cruisers due to the added reload speed on airstrikes. When Sector Reinforcement is activated, stronger damage shift to the priority sector.ĪA skills are pretty bad to spec into IMO due to the prevalence, or lack thereof, of carriers and how useful they will actually be. I really miss this skill at 1 point, but I find the info that this gives is just way too useful to leave off of a lot of builds. The detection indicator will show the number of enemies targeting you with main battery. The detection indicator displays the number of opponents that are currently aiming at your ship. Have I ever mentioned how stupid I believe tradeoff skills are? If having 2 extra spotter planes charges and decreased cooldown is too powerful and requires an action time nerf, then just nerf the amount of extra charges or the cooldown time enhancement. An absolute must for smoke and radar cruisers and a very good enhancement for the other 2.Ī tradeoff skill. This enhances pretty much all the best consumables. I don't think 1% fire chance is enough for me to spend 2 points.įaster torpedo rack reloads. +15% to the underwater explosion radius of ammunition when attacking submarines. +1% chance of main and secondary HE shells causing a fire. Not much has changed here from WG, a couple of additions that relate only to subs and airstrikesĪ better chance of causing fires on enemy ships. I don't find this skill useful enough as most cruisers don't have much issues with excessively losing their rudder or engines. The ship remains able to move and maneuver - slowly - while the engine or steering gears are incapacitated. When the engine or steering gears are incapacitated, they continue to operate (but with a penalty). However it can be situationally useful and some people can get decent value out of it. Also, I find this skill can be confusing when there are more than 1 or 2 shooting at you. I prefer to trust my situational awareness to avoid enemy shells. ![]() Like on destroyers, I am not a big fan of IFA. Receive a warning of a salvo fired at your ship from a distance of more than 4.5 km. Provides a warning of long-range main battery fire. Having the option to get AP on a broadside target that might be turned away after a normal reload can be game changing. I will upgrade this skill to Good, like GTG, I find myself using this on a lot of different cruisers. ![]() 50% to reload time when the shell type is switched. ![]() The most usefulness of this skill is for the reload boosters.Īccelerates shell type switching if all main battery guns are loaded. Spotter is ok on some cruisers, but not piles. I don't think fighter is useful on anything especially with the use of Russian CV's becoming more prevalent. This is a situational skill depending on the ship you are using. *However I do see a niche build usage for the Pan Asian cruisers where torp spec could be useful. I find myself grabbing this on most builds as it pretty much will always be handy getting guns on target just a little bit faster.įaster torpedoes means less reaction time at the target. I'm going to upgrade this one to a good skill. +15% main battery turrets traverse speed. I have a few changes on my outlook of them however.įaster turret rotation to help turrets keep up with maneuvers. Nothing has changed here in the past year from WG. ![]()
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