anything will shut down your damage output entirely. The AP has improved penetration and bounce angles, but a bow-tanking. UK: Fragile light cruisers with fast-firing guns that can only fire AP. They boast the only cruisers in the game that can mount the Engine Boost consumable. 4.5 KM torpedoes on most ships make them useful in only the most dire of circumstances.įrance: fast second-line ships, which play largely similar to the Russians: Engage, and then kite away and burn things with HE. The tier X moskva is a bow-tanking beast with large caliber guns, which excels at holding defensive positions. The "sit in the back, or run away, while burning down anything that pursues you" play style holds through most of the line. Russia: Primarily made up of fragile light cruisers with high velocity, long range guns. Overall a very balanced "jack of all trades" line. AP is highly damaging, but penetration/bouncing can be questionable. HE pens armor up to 1/4 of its caliber, making it more reliable than the 1/6 of other nations, but does low damage. Torpedoes are serviceable, with a 6 KM range through most of the line. Late ships are slow and large, with large HP pools and well-protected citadels. Germany: Early ships are very fragile, with fast-firing, long-range guns. Good in a defensive role, due to radar and firing over island cover. Slow-moving shells less likely to overpen on cruisers, more likely to citadel. Heavy cruisers get super-heavy shells with improved bounce angles. Also a pro however, as it eases the abuse of island cover for protection. Guns tend to have short range, and floaty arcs, which makes targets more difficult to hit. Good maneuverability, choice between light or heavy cruisers mid-line. USN: Split line, centered around strong AA. Torpedo arcs tend to be restrictive, and require showing a lot of citadel to use. Fast ships with high HE damage and long-range torpedoes.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |