![]() I prefer PT, but that's merely preference. And no idea why catapult fighter would be first choice, three others I would pick first.īut yes, PM is a very viable first pick. But unless that chart is WAY out of date, it should show the current system, not the really old 5 pt system. The double fighter is still there, the name has changed though. ShipComrade is bit out of date, the captain skills were overhauled with the CV update. They're mostly to stop people putting CV skills on DD captains, or SE on BBs. Those slashes are suggestions, you can still use those skills. Those don't go too often, but often enough for me to want to run PM. meaning that the games says it's not the best skill for the ship.īecause the NC is a BB, PM only really helps with the main turrets. there is the Circle with the line through it. But when you look at the captain skills screen. ![]() So I wasn't sure where to go.Īlso I see that most people are saying to choose PM as the first sill. That was kinda throwing me off as it is no longer in the first row and there is a bunch of new ones. Showing Catapult fighter for the first skill. And even better she leads to the Iowa and Montana which are also great ships. Not a high skill floor, there is a bit of a learning curve, but she's pretty forgiving and can perform very well in skilled hands. NC is one of the best ships tier for tier in the game, so you should enjoy her. I don't think the accuracy mod is available at T8, you don't need extra range, so go with extra AA range. But main battery 1, fire prevention 1, I like better rudder shift over fire prevention 2. EM or AR, whichever you skipped, PM is useful, and then the 2 pt survival skill, forget what it's called. AFT is situational, but hilarious when at the right moment.Īfter 14, go back and fill back in. The universally more useful option is FP. I haven't played NC with the new CVs though, so not sure if that's viable. Your guns and stealth are your best aspects, maximize them. Uncloaking at 12km (might be more now) with 9 16" AP at some unsuspecting cruiser or BB is always fun. NC has some of the most accurate guns in the game, and very hard hitting. Difference between dying and winning sometimes.ĬE - You are now ninja. If slow turrets don't bother you, AR is always nice. Helps know when to push or tank.ĮM - faster turrets are always better. There are a few spots in this that you can deviate, like you can not take Fire Prevention and take Advance Firing Training and Basic Firing Training for Basics of Survivability if you want to go the AA route.ĭon't matter, NC could never stealth fire, at least practically. With a 12 point captain I would go: Priority Target, Expert Marksman, Superintendent and Concealment (saving the last 2 points until I could get Fire Prevention or AFT).Ĭaptains Skills is where you can be a little bit more creative but I tend to stick with: Priority Target, Expert Marksman, Superintendent, Concealment, Fire Prevention, Basics of Survivability and Adrenaline Rush. Now that you have sailed slowly for tier after tier you get to the North Carolina =).įor modules I use (slot 1-5): Main Armaments Mod 1, Damage Control System Mod 1, AA Guns Mod 1, Steering Gears Mod 2 and Concealment System Mod 1. ![]() Looking for both Captain Builds and what modules to assign. and it must be old because it appears that the build they voted for was from the days of stealth firing?Īny and all help would be much appreciated. Just got the North Carolina, have not purchased the Modules or fit the skills for the 12 pt captain i have for her.Ĭan someone help me out with some builds? I was checking out that build site where people vote on the best ones.
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