![]() She has a 1000m/s muzzle velocity - the highest at her tier. The best thing about her guns is their AP performance. Given her short-range and her inability to kill anything quickly, you'll be dodging often. This is slower than the ship's ability to turn, meaning that any form of high-speed defensive manoeuvres will throw off your aim. Duca d'Aosta's turret traverse rate is 30s for 180º or 6º per second. Her turrets are slow turning, her guns are rather short ranged and her munitions don't hit very hard. The closest analogue to her weapons are a weird combination of the AP shells from Budyonny and the HE shells from Perth. When kiting, I could shimmy around, and not have the ships chasing me closing the distance.My first impression of Duca d'Aosta's game play was dictated very early by her guns. The short range is a bit of a turnoff at first, but compared to Dallas, you can hit more reliably right out to max range. I tend not to frequent the usual CL hidey-holesĭuca seems pretty wiggly, and I've had some success kiting multiple ships with it. And I never stop under normal circumstances. I'm not much of an island shooter, I just use it when opportunities come up. If you're going to snuggle with a CL, make sure the enemy isn't bringing a CA. It's just that the hill terrain (on that map) is a CA/CL magnet (both sides like to snuggle up and use it as an HE launch point). He didn't do bad per se, as he had terrain cover (and close-in DD support) and was set up to play the long range HE game. Reloaded, and was able to connect with another cit for the kill. Had time to switch to AP, cleared the hill, three cits (Light cruisers don't wear heavy cruiser AP very well). ![]() Had a game last night in my Indy when a Duca was detected short range over a hill (I was undetected, but he was detected). Easy to do the wrong thing and it gets deleted fast.
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