And if you’re farming a target that far away, you’re either out of position or not shooting the right targets. With the slow shells and high arcs, you’re not really going to be hitting anything at that longer range that’s not stationary. If you don’t have the UU, then use the reload mod. Module wise, you want main battery mod 1, engine room protection or the coal radar mod, aiming systems mod 1, propulsion mod 1, concealment, and the UU if you have it (only available through the RB now). As for the actual build, you have two main options - a randoms build and a more competitive focused build.įor randoms: The typical captain build is PT, EM, AR, SI, and CE for the first 12 points, then RL at 16 and JoaT and EL. Don't worry if you can't get your rear turret in the fight - you fire so fast that two turrets works just fine if you're well angled.ĭefinitely agree with Ceesa’s comments on DM. Do not nose-tank BBs, as they will overmatch you and cit you through the front. AP is your bread and butter, and HE is the fallback. Shoot AP at everything at the start so that you can learn its limits. DM's magic comes from the rapid firing, increased penetration angle, big damage AP shells. Defensive AA doesn't do much on most ships right now, so go with hydro and radar. It's not as magical as it used to be, but it's still good. Once you unlock the unique upgrade for the DM, take it. I like to use the radar duration upgrade because I play aggressively and move in on caps early to trap DDs, but your playstyle may differ. You're also going to do a lot of hiding behind islands, so go with propulsion and not steering. Here's my key tips for the DM: the shells are slow, so if you boost the range you aren't going to hit much of anything other than reversing BBs - go with reload instead.
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