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Showing results for tags 'german bbs'.
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Saddest thing in today's patch
Impitoyable_5929_x posted a topic in General Game DiscussionAs the topic says, this is probably the saddest news I've heard in today's patch; I can't figure out a reason why this nerf goes to GK and FdG, which have nothing to do with the new German BB line equipped with Soviet fast DCPs. I've been installing 406mm guns for higher DPM because I can be both a smaller Conqueror at longer distances and a stronger Montana in brawls. Yesterday I was quite happy while playing GK brawling with Kremlin and Colombo. Today I am extremely shocked on seeing 4600 damage on a DD with 4 hits. I'm trying to get used to 420mm guns. German life is so difficult. How do you think?
German 19-points Battleship Captain Skills?
Yasha posted a topic in General Game DiscussionI am leveling-up my first Battleship line, which is German, and am trying to map out the upgrade path. I've had a very successful run with the Gneisenau, and am just starting with the Bismarck. The first ten points was straight-forward Preventative Maintenance (1) - too many important things incapacitated otherwise Expert Marksman (2) - because every speed increase for main battery turrets is critical Superintendent (3) - because a BB captain tanks, and you need all the repairs you can get Advanced Firing Training (4) - because these are German BBs, with awesome secondaries The remaining nine points, which happen very slowly, are much more difficult. Two of them are probably from this four: (a) Basic Firing Training (3) - so those secondaries and AA weapons put out more firepower, (b) Concealment Expert (4) - so I don't attract so many long-range attackers, since long range gun duels rare end well, (c) Fire Prevention (4) - to reduces the number of fires starting, and (d) Manual Fire Control for Secondary Armament (4) - to make those awesome secondaries even more awesome. Personally, I'm inclined toward Fire Prevention and Basic Firing Training, in that order, because in every battle I'm tanking and either leading or joining the push. That means concealment rarely gives more than a momentary advantage. Furthermore, I'm trying hard to make each main-gun shot count, which means I'm going to be not be "right on top of" designating a new secondary target when the old one disappears. Even if automatic secondaries don't hit as hard, I'm prefer to insure my primaries ARE hitting hard as often as possible. If I make those choices, I have a final 2 points to spend, probably on Adrenaline Rush (2) - so that as my damage increases, I can hit back faster. However, people have also made a good case for High Alert (2) - so that my damage control comes back 10% faster, or Jack of all Trades (2) - so any consumable comes back 5% faster. On the other hand, if I have only one (1) final point to spend, it will go to Priority Target (1) - as a reminder of how much trouble I'm in, and whether I should turn on hydro to find a nearby destroyer in smoke, or torpedoes approaching. Opinions and Suggestions, please?