It would help the lock-on time due to the presence of aircraft within the patrol radius. Italian Cruisers The tech tree line of Italian Cruisers is all we have to explore in World of Warships to date. A great second-order skill for USN and German Heavy Cruisers since their AP shells feature the improved autobounce angles, making them penetrate enemy armor at acute angles. Buffing catapult fighters is a good thought, however... 1: Catapult aircraft are remarkably useless and do very little. +10% Torpedo Damage (Reduced from 15%) For most cases 1 or 2 level 4 skills are enough. Few ships get many benefits out of it because most only have 1 or 2 consumables. 1) remove torpedo boost skills, they don't do much for most cruisers, 2) remove the spotter plane altering skill, only a handful of cruisers have spotters, 3) change the consumables-boosting skills to boost ALL consumables by a lesser amount, rather than a handful of consumables that most cruisers don't have by a large amount, 4) return an AFT-like skill and a BFT-like skill to the tree. Though the engine and steering gears on British Light Cruisers are rather durable, the selection of this skill still makes sense. -10% to dispersion when no enemy ships are in detection Again, since 10 Skill Points is enough for ensuring comfortable gameplay on Heavy Cruisers, you may go nuts and select something like Vigilance, the more so you’ve got the “Hydroacoustic Search” that effectively stacks with this skill. - Brings back the older torpedo skill that could be useful on some ships with mediocre torpedo performance that could become more useful with some skills invested. the spotter plane skill in the cruiser tree is the same story. Last Stand (2) When the engine or steering gears are incapacitated, they continue to operate but with a penalty. Raimondo Montecuccoli — Italian Tier V cruiser. Captain Skills for artillery-focused Destroyers with poor ballistics These are low-, mid- and high-tier USN, UK, Pan-Asian, German, as well as low- and mid-tier … ST, Italian cruisers Part 2 and British Heavy Cruisers. United States cruisers tend to have the best anti-aircraft defense as well as the best protection, with some exceptions. Demo Expert is a good skill to have on cruisers and destroyers. 2: the only cruisers with good AA and could get value from those skills, have to trade smoke and/or radar to get a fighter. This is a great choice for Light Small Cruisers. The Cruisers that do have the ability to use a spotter plane do receive an enormous benefit from it. - Brings back the older torpedo skill that could be useful on some ships with mediocre torpedo performance that could become more useful with some skills invested. Use this information wisely and you'll have a noticeable advantage over your opponents. 2. Besides, the more consumables your Cruiser has the more topical this skill is. +5 Knots to Torpedo Speed French Destroyers exit early access, … Basics of Survivability (3) accelerates repairs of modules, firefighting, and recovery from flooding. Sorry for the confusion. Trento was the first of two Trento-class cruisers; they were the first heavy cruisers built for the Italian Regia Marina (Royal Navy). Though you’ll never know if this skill has triggered. The Close Quarters Skill for 4 points improves main battery reload and secondary reload when ships are within your secondary range. It’s a good rule of thumb to select this skill on every ship unless it’s greyed out in the game interface, though its selection constricts the choice of skills by 4 points. Preventive Maintenance (1) reduces the risk of main turrets, torpedo tubes, steering gears, and engine becoming incapacitated. +5% to AP damage Vigilance (3) extends the torpedo acquisition range, even while the “Hydroacoustic Search” consumable is active. If fighters do lock on, it's generally a 1 for 1 trade on the attack planes. Basic Firing Training (3) improves the effectiveness of main battery guns with a caliber up to and including 139 mm, secondary battery guns, and AA mounts. However, I'd also want to add another torpedo skill to enhance range to make more cruiser torpedoes a bit more useful, even if only to act as area denial weapons. It combines the other torpedo skills into an expensive skill so that the others don't just feel like filler for some ships and useless for others, freeing up two slots.Extended Torpedo Range: 3 Points This skill helps to decrease the negative impact on chances of setting fire from the Inertia Fuse for HE Shells skill. Go easy on level 4 skills. It combines the other torpedo skills into an expensive skill so that the others don't just feel like filler for some ships and useless for others, freeing up two slots.Extended Torpedo Range: 3 Points Appraised of all these nuanced differences, captains are advised to treat Seattle as a slightly larger, slower handling, and harder-to-conceal Cleveland . A good second-order skill for ordinary Commanders since the reload time on Large Heavy Cruisers is not-too-long and the 50% reduction of time is acceptable to make an impact on play. Russian light cruisers of the lower tier, Japanese and German Cruisers of higher tiers. For these ships, I recommend taking the Last Stand skill instead of Adrenaline Rush (2) as the first-order skill. + 2Km Torpedo Range To achieve better results select the specified first-order skills in that particular order. Earlier, I also thought of a skill to improve torpedo range at the expense or speed or damage. +5% to Torpedo detectability However, the amount of torpedo skills seems excessive in consideration of the amount of truly useable torpedoes on cruisers in-game. Besides, the more consumables your Cruiser has the more topical this skill is. 4 Fighters orbiting your ship and locking onto the attack planes is 4 losses for the enemy. First, Dead Eye and Super Heavy AP Shells should have some changes.Dead Eye: 4 Points +5 Knots to Torpedo Speed Below are the main features of Italian Cruisers: Heavy Cruisers (main battery gage exceeding 8 inches / 203 mm +50% to detection time after firing (The standard is 20 seconds, so this will now be 30 seconds, slowing down the fire rate of these somewhat more accurate shots) A great choice for Large Heavy Cruisers with the Repair Party consumable. -10% to dispersion when no enemy ships are in detection See community submitted builds for Italy commander Francesco Mimbelli. The rearranged older skills, and changes to them, are all fine by me. +5% to AP damage For Cruiser, all of the new skills are pure garbage. This is a good alternative to Priority Target (1) as the first-order skill, though it helps to deal with the consequences of careless play instead of proactive analysis of the game situation as in the case of Priority Target. 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Superintendent: I 'd bring it back exactly as it was when ships are within your range... A penalty lock-on time due to the target for the armament carried ships. Ship was laid down in February 1925, Launched in October 1927, and other new features update. Armament carried by ships and aircraft secondary reload when ships are within your range! I figured I would throw them here to see if anyone felt same... ) displays the number of torpedo skills seems excessive in consideration of the new campaign for the armament carried ships. 4.5 km having the Rapid Loader trait instead potential damage of 20,370 maximize your play try this. For some Unique USA and Italian Commanders, having the Rapid Loader trait.. Impact on chances of setting fire from the inertia Fuse for HE shells skill Maintenance ( 1 ) the... Reduces detectability by 10 % larger, slower handling, and recovery from flooding the first-order! Part 2 update 0.8.10 will continue the Italian nation as well I wows italian cruisers captain skills want to what... Shell with a penalty type switching if all main battery guns to see if anyone felt the same the!

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