I have a 10 point captain and have spec'd him as follows. Anyone have suggestions for 0.6.0 captain's skills for the Graf Spee with a 11-point captain? How about the Arizona with a 15-point captain and the Chapayev with a 14-point captain? Thanks! Of course with patch 0.6.0 coming soon, Captain skills will all change. The secondary armament isn't that large, so I will get BFT later. I only have a 1 point captain, so I took Basics of Survivability. Steering Gears Mod 2 - It reduces the rudder shift time and you will be dodging a lot as this ship historically was armored for protection from 152mm guns. The same protections for the torpedo tubes is a bonus.Īiming Systems Mod 1 - You only have 2 turrets and you don't want to expose your broadside, I took this for the best accuracy.ĭamage Control System Mod 1 - Since the armor is lacking, protecting the steering gears (or engine) is good, but I went with the one for fires and flooding since so many CLs & DDs spam HE. Main Armaments Mod 1 - with 6 11" guns in 2 turrets, I think this is the best for protecting those guns with -20% incapacitation, -20% repair time and +50% survivability on the main guns. I just got the Adm Graf Spee and I went with the following in the order of their slots.
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