Watchful - Meh skill You are right, this skill is redundant and not really needed but can be useful if you want to reinforce situational awareness I dislike this skill just because it became mandatory, unless you want to remain blind in the face of an enemy Sub whose Hydro went only much earlier than yours. This one is particularly dumb, why would you want to trade of double ping time?Ĭonsumable Specialist - Good skill. 2 pings isn't hard, and pinging is a liability anyway. They really messed up all the good skills, the conditional makes is worthless for 3 points. Also useless as Subs extremely rarely suffer from engine/rudder loss.Įnhanced Impulse Generator - Only kicks in when battery is low, rubbish skill. Limited usefulness when it's already so easy to hit subs with dcs. The only modules you lose are Sonar and Torp tubes, both are not really critical to surviving and you can easily wait for them to be repaired. I disagree on this one, this is fairly useless. Same story, used to be good but now being liked to detection it is trash.Ĭonsumables Enhancements - Good skill Good just because there's nothing better Torpedo Crew Training - Only a 10% benefit while you're spotted. Usually there's no time constraint for you to recharge the batteries, taking more time to do it rarely has any impact, but there are moments when you are under pressure when you really need that extra battery, it could be the difference between life and death. Improved Battery - The 10% increased dive capacity is a bad trade for a 20% reduction in recharge I disagree on this one, the increased dive capacity is a valuable advantage and worthy of having a hit on the recharge rate. Incoming Fire Alert - Rubbish skill, see above. If you're spotted, assume everyone in rage is shooting at you. Same as the first, it used to be good but being linked to the hydro skill it is just trash. A lot less useful now that sub v sub has been nerfed. Liquidator - Good skill This is the only viable skill It used to be a good skill but since they linked it to being detected, it has become useless, Since I'm lazy, I'll use your nice post as a template to discuss my take on the Submarine skills:Įnhanced Sonar - Only a benefit when you're spotted, and only 10% faster. Improved battery efficiency - Meh skill, but only because you need to be less than 50% battery and on the surface recharging to benefit.Įnlarged prop shaft - Meh skill, but only because an 18% increase isn't enough.įor the most part, the sub specific captain skills are garbage. Sonarman expert - Rubbish skill, limited usefulness, conditions for activation are limited Homing torps are a liability, everyone knows how to dodge them. You're rarely alive long enough to receive benefit, or you're playing properly and not spotted / damaged. 2 pings isn't hard, and pinging is a liability anyway.Īdrenaline Rush - Rubbish skill. Limited usefulness when it's already so easy to hit subs with dcs.Įnhanced Impulse Generator - Only kicks in when battery is low, rubbish skill. Improved Battery - The 10% increased dive capacity is a bad trade for a 20% reduction in recharge Enhanced Sonar - Only a benefit when you're spotted, and only 10% faster.
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