![]() ![]() After a fraction of a second, the explosive filler goes *pop*. angling defeats armor.Įvery AP shell has an explosive filler and a fuse. ![]() Considering the damage that the AP does, you don't need fires.ĪP shells 'autobounce' off armor 1/13.4'th their caliber or more between the angles of 60 and 90'. As has been said many times they have a high skill floor, which means if you're not particularly good with cruisers, you're probably going to have a rough time. If you make a mistake, expect to pay for it. They're worth a go if you can manage them, but they're unforgiving. Smoke, though limited in a few ways, is an incredible way to just use your guns for over a minute and wail on anything giving you good angles. you can wait until torpedo planes line you up, and then accelerate out of the way of the torpedoes before you get hit), great maneuverability (especially with the steering gears 2 and 3 mods), decent range (though shorter than most other same-tier cruisers), mixed AA (it's not very good until T8, passable below that, and very good T9/10), and great gun angles and reload speed. If you leave them alone though, they can and will put out absurd amounts of damage. For now at least, people don't view them with as much care and consideration as they probably should, mostly because they're fragile like any other cruiser. That said, if you know how to combat them, you can mitigate a substantial amount of damage. I can't speak much about lower tier ships, but the top half of the cruiser line is incredibly versatile and effective against all enemies. Apart from the game mechanics lesson above, in practice they're extremely effective. ![]()
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