All-Rounder Build
19
+1
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Personal Belfast Build(Update)

Original was deleted >:( Anyway This is my prefered way to build Belfast. Since I'm a cap bully and not an island camper I prefer survivabilty over accuracy and range since I'm usually within 10km of a cap which is close enough that accuracy doesnt matter and when range is needed i always have Refill Station for that. That being said I also like being versatile for when I get maps like Neighbors or Atlantic where its more open so having 35 knots(which is also about the speed of destroyers so it helps with dd hunting) is better than igniter imo since you can reposition and chase much better and 9% fire chance on 12 guns is good enough bug I will use igniter when I'm feeling spicy or when a campaign requires fires. Overall this is mostly a jack of all trades build with no glaring weakneses and though not every scenario is ideal most times you will be absolutely fine because as the saying goes "jack of all trades master of none" but I like to include to that by say "jack of all trades, master of none, but failure of none" ;)

October 8, 2021
recmoUerMCKtH0rVN
Belfast

VI

VI

Belfast

Belfast

Modifications

Slot
1
Aiming Systems Mod. 1
Aiming Systems Mod. 1
Dispersion of main battery
-7%
Torpedo tubes traverse speed
+20%
Secondary Battery firing range
+5%
Dispersion of secondary battery
-5%
Slot
2
Steering Gears Mod. 2
Steering Gears Mod. 2
Rudder shift time
-20%
Slot
3
Concealment Systems Mod. 1
Concealment Systems Mod. 1
Detectability range
-10%
Incoming fire dispersion
+5%
Slot
5
No Mod Selected
No Mod Selected

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Smogathon
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Velocious
Acoustic Chamber
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Belfast HE DPM
Burn It Down XXL
Igniter
Velocious
Fixated
Refill Station
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Stealth radar
No-Fly Zone
Look at Me Now
Stand or Fall
Smoke on the Water
Unstoppable
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Concealed AL Belfast
Beyond Range
Igniter
Sponge
Fixated
Refill Station
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AL Belfast

AL Belfast

Base Trait

Out Of Nowhere
Ship's detectability after firing main guns from a smoke screen
-20%

Skills

Ingenious
Ingenious
Incoming splash damage
-7%
Traverse speed of cruiser's guns
+1.6º/s
Full Speed Ahead
Full Speed Ahead
Maximum cruiser speed
+5%
Rudder shift time
-10%
Sponge
Sponge
Incoming damage for cruisers
-5%
Armaments HP
+15%
Armaments repair time
-15%
Acoustic Chamber
Acoustic Chamber
Sonar reload time
-25%
Sonar duration
+5%
Sonar charges
+1
Refill Station
Refill Station
Passive – Reload time of your cruiser's main guns
-10%
Active – Range of cruiser's main guns
+10% (3.5 km)

Inspirations

Build Stats

Max Salvo
-
RPM
HE Alpha Strike
HE DPM
AP Alpha Strike
AP DPM
Fire/Salvo Chance
Torp Reaction Time

Survivability

Hit Points
-
-
-
Armor
-
-
-
Torpedo Reduction
-
-
-

Aircraft

Torpedo Bombers
Hitpoints
-
-
-
Cruise Speed
-
-
-
Max Speed
-
-
-
Attack Unit
-
-
-
Squadron Size
-
-
-
Detectability Range
-
-
-
Deck Size
-
-
-
Restoration Time
-
-
-
Torpedo Damage
-
-
-
Torpedo Speed
-
-
-
Torpedo Range
-
-
-
Dive Bombers
Hitpoints
-
-
-
Cruise Speed
-
-
-
Max Speed
-
-
-
Attack Unit
-
-
-
Squadron Size
-
-
-
Detectability Range
-
-
-
Deck Size
-
-
-
Restoration Time
-
-
-
Bomb Damage
-
-
-
Fire Chance
-
-
-

Armament

Main Battery
Firing Range
-
-
-
Reload Time
-
-
-
Traverse Speed
-
-
-
HE Shell Damage
-
-
-
HE Fire Chance
-
-
-
AP Shell Damage
-
-
-
Torpedoes
Reload Time
-
-
-
Max Damage
-
-
-
Detectability Range
-
-
-
Firing Range
-
-
-
Speed
-
-
-
Secondary Battery 1
Firing Range
-
-
-
Reload Time
-
-
-
Max Damage
-
-
-
Fire Chance
-
-
-
Secondary Battery 2
Firing Range
-
-
-
Reload Time
-
-
-
Max Damage
-
-
-
Fire Chance
-
-
-

Anti-Aircraft Armament

Set 1
Range
-
-
-
DPS
-
-
-
Set 2
Range
-
-
-
DPS
-
-
-
Set 3
Range
-
-
-
DPS
-
-
-
Set 4
Range
-
-
-
DPS
-
-
-

Maneuverability

Max Speed
-
-
-
Turning Circle
-
-
-
Rudder Shift
-
-
-

Concealment

Sea
-
-
-
Air
-
-
-
Smoke Firing
-
-
-