![]() ![]() ![]() Doesn't seem to be a good use of 4 skill points. Con: HP lost! / Net: You're already being hammered and saving a few seconds on reloads is probably pretty insignificant. Pro: Sonar cooldown and Torp Reload -0.25% per 1% HP drop. Pro: Consumables +1 / Con: None / Net: Depends on ship options. Pro: Enemy hydro/sonar/radar range / Con: None / Net: Can save your butt from accidental detection. Pro: Reload time -15% Con: None Net: Good option Another weak option to waste skill pints on. Completely contrary to Level 4 Torpedo Master option. Pro: 1st Ping Duration +25% / Con: 2nd Ping Duration -15% Net: Win/Lose again. If you suddenly are given a super-fast ping, you'll overshoot if not ready. Useless 95% of the time and completely useless if you are skilled at aiming your ping generator anyway. Pro: Velocity +15% / con: Only available when dive capacity is less than 33% / Net: Win/lose again. Pro: Engine and Steering sustained / Con: Useless for sub. Pro: -30% chance of losing modules (sonar/torps) / Con: None / Net: May help you during battle, but only of value if you're being attacked. Pro: Action time +5% / Con: None / Net Okay, but only 5% is pretty weak overall. Pro: Reduces torp reload time 15% / Con: ONLY WHEN YOUR ARE DETECTED! / Net Another win/lose offset that is useless most of the time. Typical win/lose offset worth very little. Sometimes you really need that extra few seconds and sometimes you need a faster recharge. Pro: Capacity +10% / Con: Recharge rate -20% / Net: Adds about 20 secs to battery load, but if your recharge rate already sucks, it makes it worse. If you are worried about how many ships are shooting at you, you're probably dead already. Net: Both are Totally useless for submarine. Pro: Rudder/Dive shift time -10% / Con: Only after hydrophone consumable used / Net: Semi-useless, effect minor Pro: Chance of torpedo causing flooding +30% / Con: None / Net: Very Good Pro: Sonar Cooldown Time -10% / Con: Useless unless your are detected. I have the pros and cons listed and what I feel is the Net value. Bonus removed: –10% to the secondary battery reload time.I've tried to understand the logic of the various sub commander skills (separate from the unique ship options).īelow is the Level 1-4 and the several options.When the priority target is changed, the accuracy bonus provided by the activated effect instantly drops down to 80% of the accumulated accuracy.The accuracy bonus gradually decreases if the secondary guns haven't fired for 15 seconds.This can be achieved if the secondary battery has been continuously firing for 45 seconds. The maximum bonus to fire accuracy provided by the activated effect equals +50%. Activated effect: a gradual increase in secondary gun accuracy at a priority target when secondary battery guns are firing continuously.We've reworked the mechanics for the bonus that gets applied to the maximum dispersion of secondary battery shells fired at a priority target:.−10% to the dispersion of secondary battery shells.−10% to the reload time of the secondary battery.The skill has been renamed "Manual Secondary Battery Aiming.".Activated effect: –5% to the reload time of main battery guns and +5% to the dispersion of shells fired by enemies attacking your ship for each active fire on board.Added a new skill called " Furious" that replaces the " Brisk" skill: ![]()
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