![]() ![]() Main battery reload time reduced from 13 to 11.5 seconds.Number of available flights of the Depth Charge Airstrike armament increased from 1 to 2.Fixed a bug in the characteristics of the Depth Charge Airstrike armament:.Introduced into the game as a researchable ship in Update 12.0.Available in early access as the final reward for completing combat missions in the Japanese Cruisers event.Maximum torpedo damage reduced from 23,767 to 20,967.Main battery reload time increased from 12.5 to 13 s.Maximum damage reduced from 2,600 to 2,450.Armor penetration capabilities reduced from 31 to 26 mm.This also led to the maximum main battery firing range being reduced from 17.6 to 16.1 km, as the GFCS module only adds a 10% range increase. ![]() Firing range of the stock Gun Fire Control module reduced from 16 to 14.6 km.Since the Musashi is basically a t10 ship in a t9 match, most players try to get rid of the Musashi first because she is such a big threat to all BBs and CAs/CLs. Tanking shots from 1 or 2 enemies shouldn't be an issue, and shots that you tank won't sink your teammates. And make use of islands to deny enemies the chance to shoot your broadside, but don't try to camp behind them like some cruisers do - you only need to limit the amount of enemies that can shoot at you, not deny all the enemies line of sight the Musashi isn't a light cruiser that explodes when you do a single mistake. Point your nose (bow) at the enemy BBs and resist the urge to use your back turret if they shoot you because that already opens up your weakness for them.īut don't stay too far back - even with the great accuracy and shell travel time, hitting something at 18km+ can be difficult. The Musashi (just as the Yamato) is a terrible brawler because of a severe weakness below the front turret (often called the "Yamato cheeks" by players). Stay at 12-16km distance to the enemy team.
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