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Commander Base Trait
Auditory Stimulus
Sonar cooldown time (-6%)
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Commander Bio:Thomas Kinkaid (1888-1972) was an admiral of the U.S. Navy (1945) and the son of a naval officer. During the early stages of his career, he
discovered his interest in gunnery, supported by his father's classmate, William Sims, a future admiral himself. Soon, Kinkaid became an acknowledged expert in naval gunnery and fire control. He worked as a supervisor in industrial plants where various types of armaments were produced, while alongside this serving in the corresponding divisions of the Navy Department. The ships on which he honed his skills included cruiser Indianapolis, and battleships Arizona and Colorado. During the early stages of the war against Japan, Kinkaid took part in almost all key battles in the Pacific Ocean. It took him a year to advance from cruiser squadron commander to being commander of a powerful task force that included ships of all major types. Coral Sea, Midway, Eastern Solomons, Santa Cruz Islands-in these fierce battles, new tactics where carrier aviation played a key role were being forged. At the end of 1943, Kinkaid took the lead of the renowned Seventh Fleet. In this role, having become a master of complex tactical operations, he traversed from New Guinea to the Philippines, partaking in an endless number of battles. |
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Burn It Down XXL
Chances of HE shells and Bombs Causing fire (+0.5/+1/+1.5/+2%)
Ingenious
Cruiser gun traverse speed (+0.4/+0.8/+1.2/+1.6°/s)
Incoming Splash Damage (-2/-3/-5/-7%)
Shows a warning indicator for the number of enemy ship's currently targeting your ship with their main batteries
No-Fly Zone
Your Ship's average AA Damage per second (+3/+6/+8/+10%)
Your ship's AA guns firing range (+2/+3/+4/+5%)
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Before It's Too Late
Torpedo Detectability Range (+5/+8/+12/+15%)
Full Speed Ahead
Maximum Cruiser speed (+2/+3/+4/+5%)
Rudder-shift time (-2/-5/-8/-10%)
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Velocious
Maximum movement speed (+2/+3/+4/+5%)
Sponge
Incoming damage for cruisers (-2/-3.4/-4.7/-6%)
Armaments HP (+5/+10/+15/+20%)
Armaments repair time (-5/-10/-15/-20%)
Armed and Ready
Incoming fire dispersion (+0.5/+1.5/+3/+4.5%)
Shows a waring indicator for the number of enemy ships currently targeting your ship with their main batteries
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Steer Clear
Rudder-shift time (-2/-4/-5/-7%)
steering gear repair time (-2/-4/-5/-7%)
Acoustic Chamber
Sonar cooldown time (-13/-20/-28/-35%)
Sonar duration (+2/+3/+4/+5%)
Sonar Charges (+1/+1/+2/+2)
| Commander Legendary Skill
Fully Packed
Cooldown time for all consumables (0/-2/-3/-5%)
Consumable charges (+1)
Special Effect: Cooldown time for all consumables -20% Active when an allied ship is within X range (1.5/2/2.75/3.5km)
By the Book
Damage control party cooldown time (-5/-9/-12/-15%)
Damage control party duration (+4/+6/+8/+10%)
Special Effect: Incoming damage for cruisers (-20%) Active when an allied ship is within X range (2.5/3.2/3.9/4.5)
Equilibrium of Power
Armor penetration of HE shells of your Cruiser (+30%)
Chances of HE shells causing fire (-50%)
Cruiser's main gun HE shells damage (-20/-16/-13/-10%)
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