I have needed to recondition myself to not instinctively reach for the Damage Control key when I'm set on fire. ![]() There are enough new HE-spammers-specifically the USN light cruisers-that I do get set on fire with decent regularity. ![]() So no, with the slot 6 upgrade change, I have not seen my damage averages decline. Changing to longer range allows me to survive more regularly and for longer periods, meaning I can do more damage. With the Main Battery Modification 3 (i.e., faster reload), I found there was too narrow a region I could operate, put fire on targets and yet still be able to dip back into concealment if I was focused. Specifically, I've switched to using the Gun Fire Control System Modification 2 (i.e., longer range) in slot 6 so that I can fire from greater range. I really like the unique upgrade for the Hindenburg, but I've had to make an important adjustment because of the increased detection range. So it's definitely worth getting it use in ranked clan Battles. imagine having this module on the Kurfurst or Republique. Secondary fire becomes less scary since you're not going to get set on fire that easily. Just remember you're fire resistant, not invulnerable. The only ship I found you have to worry is the Conqueror at close range since I forgot that a Conq can cit a hindy with HE under 10 km. I didn't use Damage control to see how well it works. Here's the result of the second match with this build. Also place India Yankee and Juliet Yanke Bisstwo flags MBM3 gives you a base of 9.7 seconds at a max range of 17.8 km. ![]() Slot 6 you can emphasize reload speed or range. You can place MBM1 or spotter mod 1 in slot 1. I use hydro mod 1 in slot 2 or you can place damage control mod 1. You give up concealment, giving you a concealment value of 13.7 km. Note that the legendary mod is in slot 5. Set it up per Flamu with a few tweaks of my own:
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