If you're "unsure" for the ship just don't equip anything in the slot for a few matches before deciding. Sometimes it's dependent on Ship Class, some have it easier to live with or without. The choice is highly dependent on IF you can mentally survive a sluggish BB Rudder vs a "slightly less sluggish" Rudder. It also has added benefit IF you react Late to on coming torpedoes. SGM2 is great since it's usually faster to turn the whole ship rather than simply waiting for the guns. Also "loss of accuracy" is potentially made up for by more shots in the air.ĭCM2 vs SGM2 is the least straightforward decision between the options.ĭCM2 is great especially stacked with BoS, and your a BB you will be set on fire. For Bow-Tanking where you're primarily only using the forward battery it's ability to not risk the ship is significant in its defence by not exposing your sides. MBM3 on the other hand, is a great choice also if you prefer faster gun Cooldowns. Personally I opt for the extra Accuracy on my USN BBs, mostly because it's "unique" to the nation and is significantly better than ASM1 for other Nations. MBM3 vs APR2 is entirely dependent on your style of play. Being a passive skill, it's easy to forget you run it until you're running a CMDR without. Because of the stacking it is truly the strongest contender choice between itself and SI. While not always 100% useful in every match, the matches they are, you'll greatly notice the boosts to SB or AA.īoS is a great survivability skill since it stacks with DCM2. But if you can stay alive long enough and have good consumable management then SI is a #1 option.īFT is dependent on how much you value the Secondary Functions of your ships DP and AA systems. Normally I champion SI as a "go to skill" but every so often I do not live long enough to make the extra Consumables worth it.
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