![]() Weimar, 1944 Specifications 11,482 tons displacement, standard Weimar is best played at range, making use of her Engine Boost consumable and Spotting Aircraft to avoid return fire while dealing continuous damage with HE shells and fires against larger targets, or hitting cruiser broadsides with AP shells for increased penetration damage even if she does not score citadel hits. The 16mm fore and aft armor make her more vulnerable against battleship caliber shells and smaller HE shells, which means that Weimar would do best to avoid getting hit in the first place. In terms of survivability Weimar comes with several downsides compared to Yorck. Her AP shells come with a decent AP penetration and improved AP shell damage, making them lethal shells against cruisers and battleships with thinner extremities that show enough side. The Alpha damage and fire chances also follow the rules of German shells, being below average, making Weimar unable to deal large Alpha strikes with those shells. This gives Weimar better usability as a captain trainer, requiring no specific build. ![]() The main armament of twelve 150mm guns benefits greatly from the improved HE penetration that German shells enjoy, allowing her to penetrate up to 38mm of armor without hurting her fire chance through the use of IFHE. Secondly she has access to the Spotting Aircraft consumable, temporarily boosting her otherwise mediocre 14km range to 18.2km. Most noticeably Weimar has access to the Engine Boost consumable, allowing her to temporarily boost her maneuverability to evade fire or to allow a quick reposition maneuver. However, there are some additional differences between the two ships which affect the play style. Weimar is a Tier VII German light cruiser that takes a slot next to her Tech Tree counterpart, Yorck, compared to which she can be regarded as a light cruiser version similar to how Mainz is a light cruiser version of Admiral Hipper. The data presented in the AA Defense sidebar section may be incorrect.įor a graphic summary of ships Tiers VIII thru XI see LittleWhiteMouse's "Actual AA DPS". Here's a link that I used for recommended builds.Warning. The jury is out on whether any are useful for anyone else. The fighter skills are most useful for Enterprise, particularly the 1 point skill, since she already has a powerful fighter consumable. The 4 point torpedo skill (Proximiy Fuse) is highly recommended for Midway (and pretty much all CVs with torpedoes) as is the 4 point Navigator Bombadier skills for bombers (particularly if you are using Midway's special upgrade). ![]() Not only does it slow your returning planes, which is bad enough, it apparently also slows the time your planes need to rise to altitude to escape AA which directly results in you losing a lot more planes. The build you have up there is fine based on everything I have found from CCs and other Midway players.ĭo NOT use Hidden Menace, under any circumstances, on ANY CV. Here is my initial or base builds on CVs:Īnd plus more, the "Hidden Menace" and all the fighter skills are what for? I doubt anyone use them (maybe except for Enty for fighters memes). And should I grind with Midway + perma camo? I was about to buy Massa and Mainz but i heard that the secondary BBs and cruisers are nerfed to unplayable. So i just bought a Midway and i have the spare 14p commander on my Lexington before, should I focus on torp skills or bombers one? I heard some people said that the bombers skill work well when i have the legendary upgrade but i haven't bought it yet, and the torp skills only benefit on those that have high torp reduction like Yamy (tested with Yamy and Conqueror, though Yammy received more damage).
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