![]() ![]() the German ones can also fire from beyond your secondaries at 6.0 km but IF they're firing at Maximum Torpedo range a slight course change should take you outside that 200m drop-off. ![]() It does help a fair deal with Anti-DD Combat by pushing the 127x2 DP (8 to Broadside) guns out to 5.8km which means IF you're top tier you only really need to worry about IJN Torpedoes out ranging you Secondaries. I have toyed with using Secondary Mod 2 and well it's hit or miss. MB Mod 1, AA Mod 2, DCS Mod 1, Steering Mod 2 Since the ship is shared by 2 Commanders right now it currently has a mix of both equipment Modules. DE because Destroyers hate being on fire even moreso than BBs, it increases their detectability range. Concealment forces the DD to be closer to find you for a Torpedo Attack IF you're 'silent' (not shooting) and hunting them. EM combined with Stock Guns allows for faster aiming towards location. SA and Vigil combined with Hydrostatic helps you find the rough position of a DD Steering also helps with reactiveness. ![]() Main Battery Mod 1, MB Mod 2, DCS Mod 1, Steering Mod 2 Situational Awareness, Expert Marksman, Vigilance, Demotion Expert, Concealment Expert (not yet Lv.5). Propulsion allows you to Turn and hit full speed faster if you've found yourself to far out of AA position (or need to double back to defend your CV). AA Mod 2 + AFT gives me a 7.0km AA bubble. And another I as building into an Anti-DD role which is sitting in Clev and will eventually move to Pensacola (and will be cloned because keeping Cleveland).īasic Fire Training, Expert Marksman, High Alert, Advance Fire Training, Preventative Maintenance or Jack of All Trades (not yet at Lv.5).ĪA Mod 1, AA Mod 2, DCS Mod 1, Propulsion Mod 2īetween AA Mod 1 and Pre-Maint that gives my AA about a 54% resistance of being incapacitated and knocked out. One is structured for standard AA support and primarily sits in the Atlanta. Currently I've got 2 Commanders that split time between Cleveland and Atlanta. ![]()
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