



The Skink’s loader only reloads two of its four cannons, leaving the other two to be reloaded by the gunner. While this setup is historically plausible, it forces my crew to pick either the Loader skill or Gunner skill for the gunner, which is really frustrating. The gunner skill is vital for anti-air combat after all. Besides, the Skink’s ammo belts are severely underperforming with unacceptably poor damage output. I’ve come up with two adjustment proposals:
- Assign all four cannons’ reloading work to the loader, leaving the gunner solely in charge of firing, and cut the reload time from 5 seconds to 4 seconds.
- Revise the Skink’s ammo loadout: let the two loader-fed cannons use pure HE ammo belts and eliminate their overheating mechanic entirely.
- Yes
- Yes(Changes are necessary, yet my suggestions differ)
- No(I have a different take.)
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