I have seen him sail sucky botes to their supposed doom, only to see him rip a hole in the competition. The problem is, what sucks for some, is epic great for others.įor example, Flambass can win a match with a tea spoon and a sand pail for a ship. We all would like any ship to perform great, but in reality, some have to suck in order for you to grind that tech tree line for the better ship.įor me, that was old Izumo, old freddy, and a host of others I won't mention because some players will get hurt by what I say. The influx gimmick is game balance measures. Especially if that captain works on other Soviet ships. If I had to guess, a special skill commander that purchased separately or in a bundle will enhance this ship. And since there are influx gimmicks and static ones at play, then we will see some version of a static gimmick and an influx one. If the ship doesn't sell, well that is entirely WG's fault right?īut I reckon WG won't let that happen. WG even stated that they have to market and capitalize whenever necessary to survive as a company. This ship may never be appealing to you or me, but if it appeals to a target market, then WG will use it. We all presume this is for the general market. If you want to sell a premium tier 6 in a Russian BB line.(fill in the blank). Until it goes live, we won't know what it is actually. WG is perfectly willing to nerf new premium ships, and even includes a specific disclaimer on these ships. The only thing it has in common with that ship is the base model.Ģ) There will likely never be another OP premium that gets pulled from sale in the same manner as GC, Belfast, etc. The stats are subject to change during the testing.ġ) This is not the tier VI GC. Detectability after firing main guns in smoke – 11.7 km.Īll stats are listed without crew and upgrade modifiers but with best available modules. Number of explosions in a salvo - 1, damage within an explosion - 1,050, action zone 3.5 - 4.6 km. HE initial velocity - 950 m/sĪA defense: 6x2 37.0 mm., 6x1 37.0 mm., 4x2 100.0 mm.ĪA defense mid-range: continuous damage per second - 190, hit probability - 75 %, action zone - 3.5 km ĪA defense long-range: continuous damage per second - 28, hit probability - 75 %, action zone - 4.6 km
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