However, people have also made a good case for H igh Alert (2) - so that my damage control comes back 10% faster, or Jack of all Trades (2) - so any consumable comes back 5% faster. If I make those choices, I have a final 2 points to spend, probably on Adrenaline Rush (2) - so that as my damage increases, I can hit back faster. Even if automatic secondaries don't hit as hard, I'm prefer to insure my primaries ARE hitting hard as often as possible. Furthermore, I'm trying hard to make each main-gun shot count, which means I'm going to be not be "right on top of" designating a new secondary target when the old one disappears. That means concealment rarely gives more than a momentary advantage. Personally, I'm inclined toward Fire Prevention and Basic Firing Training, in that order, because in every battle I'm tanking and either leading or joining the push. Two of them are probably from this four: (a) Basic Firing Training (3) - so those secondaries and AA weapons put out more firepower, (b) Concealment Expert (4) - so I don't attract so many long-range attackers, since long range gun duels rare end well, (c) Fire Prevention (4) - to reduces the number of fires starting, and (d) Manual Fire Control for Secondary Armament (4) - to make those awesome secondaries even more awesome. The remaining nine points, which happen very slowly, are much more difficult. Superintendent (3) - because a BB captain tanks, and you need all the repairs you can getĪdvanced Firing Training (4) - because these are German BBs, with awesome secondaries Preventative Maintenance (1) - too many important things incapacitated otherwiseĮxpert Marksman (2) - because every speed increase for main battery turrets is critical The first ten points was straight-forward I've had a very successful run with the Gneisenau, and am just starting with the Bismarck. I am leveling-up my first Battleship line, which is German, and am trying to map out the upgrade path.
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