Jump to content
Sign in to follow this  
You need to play a total of 20 battles to post in this section.
Xlap

Yamato Specs and Cpt skills

5 comments in this topic

Recommended Posts

1,299
[VCRUZ]
Members
4,049 posts
9,180 battles

After a long grind i finally got Yamato, and so far im loving this ship, ill even buy the camo. Im still specing my Yamato and could use some help. My Yamato currently has AAM1 for slot 1, ASM1 dor slot 2, Damage control 1 for slot 4, Damage Control 2 for slot 5 and Concealment for slot 6. 

 

What you guys would recommend for the slot 3? Better DPS and slower turret traverse, or secundariess or AA buff?

 

Also, i have a 17 pts capt, he currently has: PM, EM, SI; AFT and Manual Secundaries. I have 3 points left and was thinking in either BFT for Secundaries and AA, or [edited], and later AR or HA with the two ramaining pts.

 

 

Share this post


Link to post
Share on other sites
Alpha Tester
1,375 posts
14,341 battles

Use the following with a 19 point capt.

Arty mod 1

Arty mod 2

Reload mod 3

Damage control

Rudder

The non concealment one (can't remember name)

Capt skills

Tier 1: prevent maintenance 

Tier 2: quickscope and last chance (one that makes u shoot faster)

Tier 3: BFT and insert coin

Tier 4: AFT and manual secondaries

Might be missing a capt skill but forgive me I'm on my phone 

 

  • Cool 1

Share this post


Link to post
Share on other sites
17,557
[WOLF5]
Members
38,590 posts
31,232 battles

I elected to use MBM3 in Slot 3.  The sooner you get those mighty 460's back in action, the better.  At the typical engagements Yamato is played in, the turret traverse with EM+MBM3 is managable.

 

I went over my Yamato build here, and reasons why through my trial and error, successes and failures with the ship.  Hell, I didn't even slot SGM2 to improve rudder shift, I elected to have DCSM2 for better containment of damage.

  • Cool 1

Share this post


Link to post
Share on other sites
1,299
[VCRUZ]
Members
4,049 posts
9,180 battles
8 hours ago, HazeGrayUnderway said:

I elected to use MBM3 in Slot 3.  The sooner you get those mighty 460's back in action, the better.  At the typical engagements Yamato is played in, the turret traverse with EM+MBM3 is managable.

 

I went over my Yamato build here, and reasons why through my trial and error, successes and failures with the ship.  Hell, I didn't even slot SGM2 to improve rudder shift, I elected to have DCSM2 for better containment of damage.

I think ill go for MBM3 for the slot 3. At the ranges i play IJN BBs (mid-long ranges) the turret traverse is not a big deal. And Yamato is all about those amazing guns IMO.

Share this post


Link to post
Share on other sites
17,557
[WOLF5]
Members
38,590 posts
31,232 battles
58 minutes ago, Xlap said:

I think ill go for MBM3 for the slot 3. At the ranges i play IJN BBs (mid-long ranges) the turret traverse is not a big deal. And Yamato is all about those amazing guns IMO.

 

The traverse is really slow still but if you do stick to those ranges, it's mitigated quite a bit.  Just be forward thinking in slinging those guns to where you want ahead of time.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×