![]() ![]() Just a piece of advice: take RPF to make up for the shorter radar range (and lack of hydro). Against 16'' guns and above, you might take heavy damage in response, but even with just your front two turrets you'll make them pay dearly.īasically, it's hard to have a really low-damage game in the Salem, which is why I find her very re-playable. You'll murder DDs at close range, you'll murder cruisers that show even just a hint of broadside, and you'll laugh in the face of BBs with 15'' guns (Bismarck, Alsace, Lepanto.). Having said that, the DPM is awesome, if a bit difficult to use due to slow shells and poor rudder/gun handling. same reasoning, you heal 1/3 + 1/9 + 1/27 + 1/81 with Superintendent = 49% (total hp = 149%)Īs you can see, you'll be a true zombie if you bait Harugumos and Colberts into trying to melt you, but any North Carolina overmatching you with AP, even without hitting your citadel, will eat into your hp for good. ![]() you only take "citadel damage" (33% or 1/3 healable) ![]() you go down to 1 hp again, use a heal, but now you only go back to 25% to use your first heal in full, you need to go down to 1 hp, then heal back to 50% ![]() best-case scenario, your maximum hp is 300% of your original all your heals are used in full, so you can restore 50% + 50% + 50% = 150% of your hp (200% with Superintendent) you only take 100% healable damage (fires, floodings, overpens) Keep in mind though, that you can only pen 50% of regular AP/HE/SAP damage, and I believe 33% of citadel damage, so the effectiveness of each heal, which in theory can restore almost 50% of your hp, in reality goes down with each charge. The superheal allows you to tank HE spam extremely well, and that's important for a ship that's going to spend a lot of time hugging islands to protect herself from crossfires. ![]()
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