Mostly i just miss.Įvery review warns of all the weak points of the armor. Some big damage can be racked up, but I cannot steer the battlefield sniping. But if you know where a ship will be in 17 seconds you should play the lotto. While the izumo is limited to 22ishkm, the yamato is punching out to 26. I tried AA, I tried secondary, then I built to protect from fires. If wg modeled what that superstructure contributed to combat effectiveness, this would be a really cool game. ALL(?) other tier 10 bbs are fantasy, this one is real. It's a real ship, so it has lots of super structure, and an armor design that made real compromises for integrity, maintenance and the engineering ability of the time. To finally work my way through the ijn line and get it, it can't help but be disappointing. To see this ship under power, to see it firing at you, it's awesome. Its very name colors the mind to think of unimaginable power. There's something so cool about this ship. This is my first time working with radar location, and it's awesome. Preventative maintenance, direction center for fighters, high alert, expert marksman, Adrenaline rush, basic of survivability, fire prevention, radar location. So, this is the only one that offers utility.Ĭaptain: I made these choices to increase utility and mitigate damage. Waiting for guns to turn means lost opportunityĭamage control 2, HE and torpedo damage mitigationĬoncealment mod, because the ship is too slow to dodge torps and increasing consumables means dc takes longer to resetĪuxiliary armaments 2, in my experience, slowing turret traverse even more is bad. Main battery mod 1 (protect those turrets from breaking)ĭamage control 1, mitigate HE and torpedo damage Then I got the Yamato and went through 3 different captain builds, and 3 ship builds. There waa a lack of patch contemporary advice. I read and Watched as much as I could for research.
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