There is 3 important modules to a good spam destroyer design. they will disappear when anything with light guns look in their general on vicinity. mostly its these are just made to increase screening efficiency, not to do damage. These are sometimes called tubs in the community, they are made cheap and made to die. they can also fire at 2 ships at once, however useful you think that may be. secondaries : your heavy cruisers are even better at soft attack. Fire control : they boost attack by a factor. so if you are upgrading light cruiser, just use heavy gun 2. note that for converting from light cruiser to heavy cruiser, changing it to heavy gun1 and heavy gun2 cost the same. heavy cruiser battery : any level will do, this sets the class of the ship to not screens. light cruiser battery : this is what the main course of the plan, have as much as you can fit, more soft attack is better, don’t even bother with anything else. Here are the modules that you should worry about. These heavy cruisers are the back bone of our plan, we need each of them to have the highest soft attack possible, while taking as little time to acquire as possible (convert them dummy) if you have more heavy cruisers it takes less time for you to kill the enemy screens, and more screens makes your enemy take longer to drop your screening efficiency. than produce as meany screening vessel as possible to stop our own screening efficiency from dropping. We will try to have as meany heavy cruisers that are filled with light attack as possible. heavy cruisers can mount light guns, which give light attack. soft attack murders destroyers and light cruisers, which are screening ships. when screen dies screening efficiency drops. that is what destroyer and light cruiser spam does best.
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