It is only a nominal destroyer, but in fact it is a professional "destroyer cruiser destroyer" with a large upper and lower limit range, and its playing method is either to aim at the middle of the remnant ship with a round of hidden critical strikes, or to keep a distance of 8-10 kilometers from the target and maneuver to grab the side and take half of the damage.
Schultz has the 2nd HP of all Tier 9 ships and has a skill HP of 27350, second only to Paul's self-detonation truck. The blood volume is like a special ultra-light patrol, and the turning radius of 800 meters is the same as that of Hindenburg next door, but the minimum surface concealment can be pressed to 637 km is also ok.
Despite this, Schultz was able to make up for the lack of maneuverability with 25mm armor in the middle section, but only for most destroyers that did not unlock the ifhe skill. If you run directly when you encounter a north wind, if you encounter your own 1st line destroyer or Jaeger, you will first open the distance when the rate of fire and protection are not superior, and whether you run or not depends on the blood volume and battle situation of both sides.
In particular, once you encounter a Pan-Asian destroyer, don't miss the gift of nature, you don't need to think about the spacing, it's over, and you can grab as much damage as you get with your teammates! (The above ** content only shows the level of shelling by Schultz in the face of the swinging angle destroyer, and the scene is in the training room mode).
Because the 6-door that made Schultz the whole ship famous has 60 675 excellent ricochet angle of the 150 caliber gun is particularly sharp, not only for the angle of the destroyer in actual combat, for the cruiser AP shell in 8-10 kilometers 167 mm - 141 mm penetration depth is also quite deterrent, in addition to the British heavy cruiser, Dutch cruiser and German cruiser, the rest of the cruisers give the side of the light must out of the core, the heavy hull is not guaranteed.
Schultz's HE shells are also good, with a 9-level optimal 38 nude penetration depth (47 with IFHE blessing) and a 12% ignition rate, as well as a mid-to-high 331 ignition is expected, but the emphasis is on single-wheel output.
Everyone who understands torpedoes understands that the speed of thunder is obviously "exceeded", and the main targets are: those whose engines have been damaged and the damage has not been cooled, those who are close to the line within 8 kilometers, those whose vision is on the side of their teammates, and those who go to the toilet on the high seas.
Schultz's crossroads in terms of fittings lies in slot 6. Assuming that the player binds the Commander 3-1 skill and uses the Range Plug-in, the range will be 12 more than the original6 is two kilometers more, the rate of fire is maintained at 7 seconds, and when it reaches 14 kilometers, there is a high probability that it will only take half a wound, unless it encounters an ultra-light patrol. If the rate of fire plug is used under the same conditions, the rate of fire will reach 62 seconds to maximize output, and the range will remain at 126 km and the north wind is about the same.
Personally, I'm used to using the Rate of Fire plug-in for Ranked Battles and the Range plug-in for Random Battles.
Therefore, Schultz is a member of another line of destroyers to restrain the cruisers after the 2nd line of Japanese drive, and the way is more radical than the "slow-fire main frog" of the north wind. February** Dynamic Incentive Program