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ClayMoore_TPF

Z-23 recommended skill/module loadout

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This was from 3 weeks ago. I'm not sure if it's before or after the nerf.

 

Z52 from 7 days ago. I think he references the lower tiers.

 

Looks like it's hard to find info through the regular Youtube channels (Notser, Ichasegaming,Flamu) on this line.

Edited by Wulfgarn
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I find its best to have a min 15pt capt as concealment is almost a must for this line to survive.On my z23, which i really liked i went with the 150mm guns,(know when to use them!) For modules i went with main arm,aiming,propulsion,propulsion mod2 and concealment.Hope this helps!

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Capt skills are in a state of flux right now until they finalize the new skill tree. My projected capt skill build for 14-pt captain (I'm at 13 pts right now) is: Prev Maintenance, Last Stand, Demo Expert, CE, and still deciding what to do with other 4 points (BFT/AFT not applicable because using the 150mm guns). I know a lot of people will use RPF assuming it makes it into the game, but I have pretty good instincts for where DDs go anyway, certain I can find a better way to use 4 points than that. 

 

I didn't use the 150mm guns on the Gaede as I wanted BFT/AFT, but with BFT a 3-pt skill on new skill tree, I decided to try the 150s on Z23. Glad I did. they're amazeballs. It made the z-23 fun, which had been sorely lacking in Gaede and Maass. I recommend them.

 

For the upgrade modules, I use the same as I use for USN DDs with one exception. Main Armament Mod 1 to keep my guns/torps operational, aiming systems 1 because other choices suboptimal, DC mod 1, and Concealment Mod. Only difference is I use steering gears mod instead of propulsion mod in the 1,000,000 credit slot because I rarely use smoke offensively in German DDs due to short duration, unlike other destroyers. 

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With the new skills, there are 2 main routes to go, pretty much depending on if you're going to keep the captain in this boat and using the 150mm guns or not.

 

For an effective general German Destroyer build:

  1. Preventative Maintainance.  Helps keep guns/torps/engines online.
  2. Last Stand.  Required to not get immobilized (And dead) due to engine/rudder hits.
  3. Basic Firing Training.  Needed to boost your rate-of-fire vs other DDs like the Benson.  The +20% AA can help too.
  4. Concealment Expert.  Mandarory on most DDs to help with spotting, skirmishes, and torping.
  5. Advanced Firing Training.  Getting close to larger ships will get you killed fast due to large German DD sizes, so this is needed.
  6. Depends on preference.  Some folks are taking RPF for a tactical edge, others are taking Manual AA for the Dual Purpose guns on the Z-52, and others are taking lower-tier skills that can help like Expert Marksman or Torpedo Expertise.  IFHE might be a potential option.

 

If you're gonna use the 150mms, you can drop BFT for Demolition Expert, Vigilence, or Superintendent.  And you can drop AFT for whatever else you'd like.  I heard IFHE works great on the 150s, but your range will be short.

 

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