![]() ![]() ![]() ![]() Fixed an issue that caused Commander Michiel de Ruyter not to be marked as "Historical" in the Captain's Logbook.The number of starting points in the updated Domination mode in Co-op Battles has been increased from 150 to 200.Fixed an issue that prevented Daily Containers received from the Battle Pass and the Daily Rewards tab to fill up the Supercontainer progress bar.You're more likely to get more fires by more shells, than you are pumping the chance of fire per each shell slightly. You might be able to get the enemy ship to use his DC party before he sees the torps, and allow the torps to get a perma-flood going. OTOH, sometimes, you might want to force them to use a DC party, if you see torps inbound on that enemy ship and think that they're not yet detected by the enemy. But as long as RNG isn't trolling you, cruisers can produce fire damage fairly reliably, IF you are careful to manage things to keep a fire burning rather than give an enemy BB a reason to just use their DC party. ![]() It's harder to do this with DDs because their fire starting chance is so much lower. But if you think that he might put out a 2nd fire, then just switch to another BB and put a fire on him, and so on. Getting a BB on fire but only starting one fire, unless you know that he won't have a DC party for a while, in which case you try for as many fires as possible. That is, watching for ships that have just used their DC party. Fires can be fairly reliable if you have good fire damage production management skills. I don't know about that, where CL's are involved. That's why I don't use DE anymore, I'd rather spend 3 captain skill points on something else. Fires are generally not a reliable way to make damage. ![]()
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