![]() Keeping your guns on target is how you get points. These cruisers have to be wiggling at random degrees ALL THE TIME or you get deleted. How many volleys do you have to get away - without pause - before you get the 'bonus' volley?Īre you really going to survive that long?Īs for Expert Marksman, I think it is a necessity. I now have 17 point Cap, so I can try various things, up to and including RL (which is so so, not great, not crappy either). The extra HP could help I guess in last minute situations, but I'm guessing if you don't have a 19 point Cap, then pick the best options, PT, SSE, SI, CE. Ive had some folks state that 3:SE is worth it, I was going to try that. The higher tier you go, the less you worry about AR simply because in a RN CL, you either alive or dead, rarely I stay around 50% health, and even when I do, the difference in reload is like miniscule, not worth it for sure. I have reset my RN CL Cap about 7-8 times since Fiji, and so far, EM is pointless, and AR not really needed. Being able to have that larger smoke cloud really saves you, specially when you are being pushed out of your own smoke by BBs, which happens a bit more lately. Perhaps 1 or 2 times I saw my guns lag behind while turning, but majority of the time, didn't really help. Ive had most of my Cap without EM for the RN CLs, and when I tried it (Fiji and Edi), I must say, it wasn't a huge deal. I may use this skill reset discount period to get rid of it in favour of another skill. I had a try not using it in the recent public test and I didn't notice a significant difference. I've had almost all of my RN captains with expert marksman, but in T6-T8 it only speeds up the 180 turret rotation by 2.3 seconds.
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