![]() ![]() So yeah, PM is not that good for battleships, more handy for destroyers because having to restart reloading torpedoes for another 2 minutes is not fun. Main gun max HP stays the same, becomes incapacitated more rarely, but when its current HP goes down to 0 - it gets destroyed forever. AA guns and secondaries can't be incapacitated, only completely destroyed, so that should already mean that PM does not work for it.Īnd AFAIK PM does not increase modules' HP themselves, only decreases the chance of them being put out of action when hit. Out of all ships, they have the beefiest and tankiest engines, rudder and main guns anyways. Well, that makes the skill even more useless for battleships. On the other hand, a number of French battleships don't have a lot of main battery turrets. ![]() What? Was that changed at some point? I was sure it affects AA and secondaries, too - and after googling it, i found out that even the official website stated that on the "Rookie Mistakes - Commander Skills" page from august 2018 (it seems that it was changed after player feedback though, the site said "Preventive Maintenance reduces the chance of incapacitation of all your ship's modules (including secondary weapons) by 30%" before it was changed). So there's no intersection between those. I say this because I designed by own French tier 10 BB with 4 x 4 layout, and I loaded it with a ton of AA and secondaries to reflect what Jean Bart got, and added 4 extra Dunkerque. Originally posted by Ryuu:Wut? Auxillary mod only affects secondaries and AA guns, while Preventative Maintenance affects engine, rudder, main guns, torpedo tubes, but NOT including AA and secondaries. Assumeing the heavy AA is dual purpose then you have 2 triple barrel 6in guns, 2 dual barrel 6in guns, and a total of 8 dual barrel 4 or 5in dual purpose guns. ![]()
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