![]() ![]() ![]() I dont know if there is a way to fix any of the problems unless they overhaul spotting mechanics. If they would have changed Cruiser attributes at the same time as the rework, we wouldn't have the problem Cruisers currently face. The versatility of the Cruiser has been neutered with the commander rework. The main problem right now is perma-spotting. I'm gonna have to disagree with all of this. (2 points): increase main and secondary guns shell speed by 10% High alert (3 points): extend asure detection of ships and subs to 4km Outnumbered: change the condition to "while using a consumable"Įye in the sky, rework it to: spoting aircraft and attack fighter gain +30% speed, +100% to their patrol radius Swift fish+fill the tubes+enhaced torpedo damage: cruisers for the most part dont use torpedos as their main source of damage so its kind of a waste to have 3 skills for them, fuse them into a single 4 points skills.įocus fire training: make it also give +40% to AA range on reinforced side so it can be used to protect alliesĪA defence and ASW expert: make it also give "repair a damage AA/secondary gun mount every 15 seconds" Radio location: make it go from 4 points to 2 points. *focus fire (4 points): on reinforced side gain +40% to AA range, +10% to secondary guns range, -40% to secondary guns dispersion *(2 points): increase main and secondary guns shell speed by 15%, shell arcs become flatter. *high alert (3 points): extend asure detection of ships and subs to 4km *eye in the sky, rework it to: spoting aircraft and attack fighter gain +30% speed, +100% to their patrol radius, +100% to fighters aggro range. *outnumbered: change the condition to "while using a consumable" *AA defence and ASW expert: make it also give "repair a damage AA/secondary gun mount every 15 seconds" *surviability expert: in adition to the 450 hp*tier make it also give +0.8% to consumables duration for each time your ship receives potential damage equal to 100% of the ships base health. ![]() *heavy AP shell: replace the bonus with +10% penetration, -25% shell fuse time As an example Gouden leeuw main gun HE does 3900 damage and the long range AA aura deals 168 damage, with this skill main gun HE damage will drop to 3120 and long range AA would deal 324 (168+156). ![]() *replace focus fire training with beehive shells: 5% of main guns HE damage is added to the base damage of long range AA aura (sorry minotaur and venezia lines ), -20% to main gun HE damage. *swift fish+fill the tubes+enhaced torpedo damage: cruisers for the most part dont use torpedos as their main source of damage so its kind of a waste to have 3 skills for them, fuse them into a single 4 points skills. *radio location: make it go from 4 points to 2 points. So here is an idea make cruisers skills more about countering stealth and planes aswell as boosting consumables. The ever increasing amounts of large caliber BBs and stealth ships that can blap them combined with DDs that can dish out nearly as much DPM as cruisers with none of its drawbacks does not help either. Cruisers are the most versatile class of the game but overall the commander rework was not kind to them, some builds where lost like survival or secondary and others are mediocre at best like AA builds. ![]()
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