![]() From a technical standpoint, I don't see a need have a limit counter calculation of some kind, as it just takes more resources to make calculations for things you're never supposed to run out of anyway. I'm actually not sure why this limitation exists. In this way, until the limit is reached, you can keep firing (at 9998 you still have ammo, and since you always fire in 2s you hit 10 000) but as soon as the threshold is passed, you can't fire that ammo type anymore. If you're wondering how 10K shells were fired it the limit was 9999, I'm guessing it's because Colbert has dual-barreled guns, so it can only fire in even numbers. Originally posted by MAD DOG:they should limit the number of torpedoes you can carry And limit shells you can carry too I mean, technically. Mostly tank BBs (standing towards them), hunt cruisers, avoid DDs (but still take a shot when they're in a vulnerable position and distance).Ĭan be hard with USN BBs of course (or Mikasa :D ) to get at a required position in time, but still that's the general idea. If you spend of the time shooting at mostly BBs because they're fat and easier to hit (but hard to devastate!!) - again you're doing it wrong. Or at the very least try to decapitate enemy team by leaving them without cruisers - that would make your allied destroyers' and CVs life easier, paving the road to victory for the whole team and you too. But when BB rushes forward while having support at the right moment and place - it can turn the tide of the battle. Lone BB is easily overwhelmed by several enemies of any types, while DD can evade them at some degree for some time. good BB at the end of the match is usually at the bottom, because of tanking for his team at the right moments when it can make a difference.ĭon't be a lone almost full HP BB at the end of the match. ![]() good DD strives to be alive at the end of the match, because that's when he can make a difference with more ease ![]()
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