Stacking it with propulsion mod 2 is interesting. It will not turn the DM into an open water cruiser. It would give the Des Moines a 5.5 sec vs a 6.9 dev rudder shift, but that would only work if the Des Moines have shell ballistics like the Moskava or Zao. I didn't bother trying to stack steering gears mod2. ![]() There are two ways you can use the enhanced propulsion module: Stack it with propulsion mod 2 or steering gears mod 2. So you're stuck with stock values for reload speed and range (5.5 sec/15.8 km). So that nerfs either your reload time or range extension. Note that the mod is located in the 6th slot. It's your ships, it's your setups.Finally got the legendary mod. You specified no information on you preferred style of play, so it's hard to really show much other than what we favor personally. Were I guaranteed a more fun game, I would swap Range for either Reload or Legendary upgrade. ![]() T10 sucks with passivity these days, 15.8km range often isn't super comfortable with so many super BBs shooting at you from 20+kms due to being CV-spotted. I also take range instead of both reload or legendary mods. I just happen to take heavy AP rather than added health, as I share this build with Alaska. If not taking it, you have tons more choice, I personally don't quite know what I would use.įor DM I use a typical heavy cruiser build - modules=1111&upgrades=144222&commander=PCW001&skills=4572169&ar=100&consumables=1111&pos=0 ![]() This uses IFHE, you may not be keen on it.
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