![]() HE on everything at the start for two minutes, from the team, will hammer down the red AA defenses. ![]() Carry on with HE until the DD is sunk or two minutes have passed. If your opponents have a CV and more than one DD, load HE at the start of the match. To get maximum benefit you might have to adjust your aim for thinner or thinner armour- depending on what round is loaded or what ship you're aiming at. ![]() Regardless of what you choose to start with, I also think it's better in almost every instance to fire the rounds that are loaded at targets that appear instead of loading the appropriate round- single click the other round first so it's "prepped" to be begin loading instantly after you fire the current rounds. Even if I'm eventually going to swap to AP as the situation unfolds and situational awareness increases- starting with an initial HE volley may inspire a premature damage con that my cruisers and DDs can quickly take advantage of as I reload the next round that is needed.Ģ) If you do end up supporting a DD that ends up spotting another DD, you're preloaded with some rounds that will be more beneficial to your friendly DD- again increasing the potential of damaging modules on the opposing DD and giving your friendly little buddy the upper hand. HE is not a bad option to start for a couple of reasons- just in my own perspective and many may disagree.ġ) First thing that is going to be detected is probably going to be battleships or supercruisers at 20 some kilometers. ![]()
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