Quote:
Originally Posted by vdr1981
The ability is active right away and it will last only while the icon in upper right corner is active (a bit dumb , I know, but that's how it is)...
Same goes for careful radiomen (or to say better "fast telegraphists" :hmm ability and pretty much all others...
SPOILER: "dud" warning in the description is "fake", but don't tell anyone...
But, I have a big dilemma should I leave pre-heat ability available because I really don't like the fact that even steam torpedo will gain range bonus from it. The percentage values are not so high, but again, it still bothers me...
I have already removed torpedo damage related passive and active abilities even though I used quite minuscule bonuses so far . They were too unrealistic honestly.
But, I've added instead new " Speed up those boys Kurt, damn it!" special ability . Depending of his moral/efficiency /restfulness points (call it what ever you like), Kurt will take a whip or silently say " I am doing my best Captain..." without any "No, No" animations...
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Haha... i have all wrong on that pre-heat stuff!
First i misunderstood the feature... pre-heat is for increase range, not give greater damage! So in my case, my last torpedo was just as others (but with greater range) and for a 900m shot, very useful...
Then, i waited the end of icon, and the bonus was gone when i fired
Oh well, still learning after all this time
On side note, you can delete this pre-heat stuff if you want. After all those years, it’s the first time i use it, and for what result!