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Lancer78

Not upgrading Nicholas Hull

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I was wondering if it is smart NOT to upgrade the Nicholas from hull A to hull B?  Hull A main guns have 900 m/s velocity but the B drops below 800.  Would my arcs be flatter with the A hull?  I know the reload takes longer with the A, just tired of moonshots.

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Yes, the arcs will be far better. However, you will be depriving yourself of experience using the standard T6+ USN destroyer weapon. So if you are planning to stay with Nicholas, it's not a bad decision. If you're moving up the line, you're setting yourself up for bad times later when it's more dangerous to make mistakes.

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Yes, the arcs will be far better. However, you will be depriving yourself of experience using the standard T6+ USN destroyer weapon. So if you are planning to stay with Nicholas, it's not a bad decision. If you're moving up the line, you're setting yourself up for bad times later when it's more dangerous to make mistakes.

 

Already got Farragut and Sims.  Looking at using AFT on the Nicholas to use as a seal clubber.

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Clemson really the best for clubbing seals. 

 

Not that I would know. :hiding:

 

It's just an occasional thing, really.

 

I swear.

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Already got Farragut and Sims.  Looking at using AFT on the Nicholas to use as a seal clubber.

 

If you aren't concerned about building up a distorted target lead intuition for your other destroyers, it's certainly worth trying. 12 000 hit points is still a lot at T5. Nicholas B's shells aren't worth firing past 10.9km with most of the time, but if you can live with the worse rate of fire, using AFT with the older shells may do quite well for you.

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Even after getting the Gearing and rebuying the Nicholas I still use the upgraded guns. Those arcs are embedded so strongly into my aim memory that it throws off my aim to use the faster guns.

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I am not a DD player for the most part.  Just tired of all the USN moonshots, and wanted to experiment.

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Above replies are all good.

Would add regarding usndd shell.arcs in general...  thong about your preferred engagement range... your role based on ship abilities  and the particular ships on both sides of a match.   In other words if you want to engage at long range then perhaps rus dds are a bettrr match.   All dd lines have great aspects and strrngths.

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For me, Nicholas excels at two things: 1) killing other DDs, especially IJN, at 7 km and in. Arcs don't matter and rate of fire is everything. 2) And setting bigger ships on fire while bugging the crap out of them because it's really hard to hit a well driven Nicholas at range over 7km. 

 

AFT wouldn't work for me in any of the Tier V+ USN DDs. I can barely hit a BB driving in a straight line at max range without AFT. 

 

/broken record mode on/

DEMO EXPERT should be the go-to 4-point skill for any USN DD captain. DE increases per-shell fire chance by an additive 3%. IOW you go from 5% per shell fire chance to 8%. That is a 60% increase. 8% sounds low but you have to take rounds-per-minute.  The key is "how fast can I set a fire?"  

 

Add DE to Nicholas, Farragut, Sims and find out just how fun it can be!

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