
I think those 2 mods the OP mention should get reworked where the trade offs are not so even. After all, the other mods are straight on buffs. At least dont make the trade off affect the same goal ( both reload and turret speed are offensive atributes so buffing one offensive atribute while nerfing another means little to no gain to justify using them). ( US cant do much against planes either but they are at least better than IJN )įor US BBs i would go Range mod, AA mod and later accuracy mod or more AA mod if CVs are a problem ( they always are. I think those upgrades are for 2 kind of ships, one that shoots extremely fast but the turrets turn extremely slow ( IJN DDs ) or for the oposite when a ship turret speed is extremely fast but takes forever to fire ( I really see no ship in game that can fit this, while BBs get close on the reload part, the turret speed on them is no where near fast enough to justify )įor IJN BBs i would go accuracy mod and secondaries mod, maybe AA mod later on but i dont think you can do much against planes.

It is not necessary to time the end of its duration so that it lines up with a reload.įor example, for tier VIII cruiser Charles Martel with 11 seconds reload: In order to maximize the bonus, captains should fire just before activating the consumable. Main Battery Reload Booster's effect runs continuously: if it is started or ended while a reload is in progress, the reload bonus is applied for the length of time spent under the consumable's effect.

This consumable reduces the reload time of a ship's main battery for a short period.
