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Everything posted by Benser33
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There is an option in the port interface, if you click on the cog on the far right hand side of the ship carousel, to disable groups of ship camoflague. He has probably turned them off so he doesnt seem them in his port or in battle.
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They can pen 25mm cruiser plating commonly found on the bow/stern of many CAs if they take IFHE, yes. Colbert can pen 26mm. Smolensk can pen 28mm, so it can pen the 27mm plating on US cruisers like baltimore, buffalo and DM or hipper, roon and hinden. Neither can pen the 30mm deck and casemate armor of IJN CAs, worcester or Henri or the 36mm deck of alaska or the 50mm plating found on moskva and stalin. Having more pen than 25 but less than 30 does enable some damaging capability but it certainly doesnt work against all CAs as a rule, infact, none of the CAs are particularly vulnerable to this level of penetration and even Worcester has a 30mm deck to offer some protection. But regards the armor change, theres quite a significant difference in terms of survival for ships with citadels when even 203mm guns can overmatch their bows/sterns. 16mm brings them in line with Minotaur, so Henri can still overmatch the 16mm armor and are likely to remain extremely vulnerable.
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What's the issue? 203mm AP cannot overmatch 16mm armor.
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When you get beached and cannot move, change the engine speed to stop (not forward or reverse) and let go of everything, stop moving the rudder, etc. I know it sounds counter-intuitive, but the game will then push you away from wherever you are stuck. As for the graphics, just consider the geometry of the land below the waters surface. Land masses do not immediately drop into endless nothing as soon as they meet water.
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Turtleback armor exists mostly on German and French BBs although there are a few other ships that utilise the armor model. Here's an example of how the casemate and citadel armor looks on Scharnhorst; As you can see there are some sloped plates as part of the casemate armor (in red). The purple dotted line represents an example of the path a shell might travel to try and reach the citadel, but as you can see because of the turtleback pattern of the armor the shell must pass through a second armor plate which is angled. I have highlighted the Belt armor and the angled turtleback plate on Scharnhorsts port side in red here. For Scharn, the belt is 350mm thick and the angled slope is 105-110mm thick, meaning neither of these plates can be overmatched. Because they cant be overmatched, a shell that comes in at a steep angle, such as one fired at long range, might strike the belt at an angle that is too steep and shatter or ricochet. This would be common among almost any BB. But a shell that comes in too shallow, such as one fired at very close range, might cleanly penetrate the belt but then fail to penetrate the angled slope and shatter or ricochet off that instead. German BBs tend to have the slope quite shallow and wide which works better against shells that are at short range, whereas French BBs tend to have a steeper turtleback which is also thinner and only really serves to create spaced armor or possibly ricochet shells based on their horizontal angle rather than their vertical angle. Can't say there is much of a downside to having a turtleback armor scheme from a gameplay perspective, all additional 33mm+ armor plates that increase the complexity of the armor model create opportunities for shells to ricochet away from causing citadel damage.
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And once the RU BBs are in the game comes the French DDs, and after the French DDs comes the Italian cruisers.
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Not for long, at least;
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Just like every ship, AP works best under the right circumstances. A target who is insufficiently angled or broadside at close range with plating that can be overmatched by your AP is ideal for shooting AP at. What varies from ship to ship is exactly how strict those requirements are for each ship. KGVs 356mm guns only allow its AP to overmatch armor of 24mm thick or higher, which is enough to go through the bow/stern of most BBs up to tier 5 and the bow/stern/deck of most cruisers up to tier 7 as well as any DD (except Khaba), but not against BBs tier 6 and up or cruisers tier 8 and up. Overmatching, which removes the possibility of a shell automatically ricocheting due to the angle of the surface they hit, makes it easy to hit the citadels of ship through their bows, but KGV struggles in this regard, especially against many of the BBs she can face. This limits her effectiveness. Her fuse time is short, this further worsens the problem. The shell will detonate inside your target much sooner than normal, sometimes before it reaches the citadel of ships with space armor or when shooting at targets through the bow/stern. It does help prevent the overpens you might otherwise get against fully broadside cruisers however, assuming they armor is at least thick enough to arm the shell in the first place. Her actual penetration values are not too bad for 356mm guns and retain most of their penetration at a distance, but at a stage in the game where many ships are bringing 380 and 406mm guns to the table, she is lacking by comparison. Her guns can only barely threaten 300m of armor at 18km which will cause her to struggle to penetrate the citadels of most battleships she can face even as close as 5km, and thats if they don't simply turn bow in to her due to her lack of overmatch. With the AP only working against BBs at close range this puts yourself in danger and you also need to expose a lot of the ship if you ever consider trying to get the rear turret on target due to the terrible firing angles. Against cruisers the penetration is fine. You'll find trying to use exclusively AP on KGV a challenge and there are plenty of scenarios where it simply does not work. It has the threatening alpha of 10 guns against any target that it is thinly armored enough when the opportunity arises, but that list is fairly limited. Luckily, she does have capable HE for any time AP is not effective.
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FDG gets 1/4 pen on her 105s, GK probably would get it as well if it had any.
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You are, of course, aware that the Colbert was built in 1953, over 20 years before the Kirovs, and is represented in her 1956 configuration, not her 1970s missile cruiser refit? Much like how Missouri is presented in her WW2 configuration and not with the TLAMs and Harpoons she received during her 1984 refit.
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Saipan doesn't have secondarys. 0 dps Enterprise has 2x 127mm guns on each corner that do 300 dps each and can fire 4 of them at a target at most at a range of 4.5km. Up to 1200 dps@4.5km /w 20mm pen with as many guns firing at a target as possible. Lexington has the same layout, but with 8 more 127mm guns arranged in 4x Mk32 turrets around her tower and stack, 2 fore and 2 aft. Up to 3600 dps@4.5km /w 20mm pen Implacable has the same layout with 2x2 113mm guns on each corner that do 340 dps. 2720 dps@4.5km /w 18mm pen Indomitable has the same layout as Implacable exactly. Kaga has a symetrical secondary arrangement with a range of 4.5km, consisting of 5x 203mm guns that do 220 dps each and 8x 127mm guns which do 420 dps (with 2 of them doing only 350 dps because they have different mounts). 4460dps@4.5km /w 20 & 33mm pen Shokaku has the same layout as Kaga, but without the 203mm guns. 3360 dps@4.5km /w 20mm pen GZ has 2x2 150mm guns on each corner doing 226dps each with 37mm of pen, and 6x2 105mm guns arranged around the tower, 3 fore and 3 aft, doing 352 dps each with 17mm pen, all with a range of 6.3km. 1808dps @6.3km /w 37mm pen and 4224dps @6.3km /w 17mm pen. So, GZ has a pretty common arrangement for her 150mm guns. At 37mm pen they are capable of causing damage to practically every ship in the game as long as they arent striking the heavily armored decks of high tier BBs. They might only do 1800 dps but they do so at almost an extra 2km compared to every other t8 CV. They have fairly poor fire starting ability through with only 8% chance and 7.5s reload. Reinforcing this battery are 12x 105mm guns that can all fire on any target broadside to GZ. While they lack the penetration to damage any hull except for DDs of t7 and lower and cannot even pen the superstructures of t8+ BBs, they also reach out to 6.3km and they have an impressive reload speed of 3.4s with a 5% fire chance (with all 105s firing thats 204 shells per minute with a 5% fire chance even as stock), which is much better than the 5-6s reloads of the various 127mm guns featured on the other CVs at her tier, allowing her to start fires much more regularly. Between her 150mm guns that are capable of causing reasonable raw damage (the potential 1800dps is enough to kill even the highest hp tier 8 DD in less than 10 seconds if they could hit with 100% accuracy, that is not bad) and an excellent battery of fast firing fire starters, all able to reach out to an impressive 6.3km unmodified, GZ has a secondary battery that is generally more capable than any other CV. But that's not all, because if you include IFHE in this formula then the penetration of the guns increase to 48mm and 22mm, allowing the 105mm guns to shred any DD that dares get within 6km of you if the 150mm guns, the fires and the ability to also strike them with planes is not sufficient. IFHE generally is probably not required And finally, most critically, is the accuracy. While comparing the DPS of the guns to other CVs gives some insight in their relative capabilities that is realistically a waste of time, because CVs will never achieve even 10% of this DPS against any target because secondaries are wildly inaccurate (kagas 203mm guns for example at their maximum range 4.5km have a horrific 295m dispersion). GZ however has a significant dispersion bonus built in to her guns, in combination with the Secondary Battery Modification 2 upgrade and MYS flag this grants her an incredible 91m dispersion at a range of 7.5km, that is better than some ships main guns at this range. You can even choose to take AFT and extend this range out to a massive 9km. With her battery split between high penetration raw HE guns and high rate of fire fire starters all with exceptional accuracy and range and the option to further enhance the accuracy, range and penetration with skills and upgrades, her battery is very good. For a CV it is excellent. If you want to cause 6k dps to any DD then just take IFHE.
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The Exeter and other British heavy cruisers
Benser33 replied to Munchboii's topic in General Discussion
What like the Worcester and DM lines that they specifically moved ships like New Orleans, Pensacola and Cleveland to make distinct light and heavy lines for? -
The gold colouration and class icon confirms this is premium. As opposed to, for example, Slava;
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ST, mechanics improvements, new camouflages and new commanders
Benser33 replied to shonai's topic in Development Blog
Yeeees Also that borg skin is so ugly, the pattern itself isn't bad, but the colours are horrific. -
Why would they present the Thunderer as a premium, why is it not a researchable alternative to Conq like how Kreml and Slava should be.
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I was fairly confident after comparing the teased silhouette to that of the Friesland and Holland classes that the DD was a Holland class DD, yet here it is D812 of the Friesland class. Very confusing. I used the following references; To create silhouettes for the following gifs; Friesland Class In this comparison, the mast is not aligned, the rear turret appears to be further from the stern than the silhouette and what might be a stabiliser fin on the underside is absent. Holland Class Compared to the Holland class, the the underside fin/sensor is present, the mast is more accurately aligned, the turrets are more accurately aligned. I think it appears more likely that the Holland class' profile fits the teaser more closely than the Friesland. This makes me curious as to whether the teaser is a mistake, whether the ship is actually a Holland class or if I am missing something. The 3D model is most definitely a Friesland class. @Crysantos@MrConway I'm curious of your thoughts on this?
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I'm not aware of any official announcement regards a free commander point reset after this season but as Pete said it's not uncommon.
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I hope you're referring to aerial torpedos, but a torpedo range of 500-1000m would just be absurd, for a ship to be able to drop torps that arm at such range would make them essentially undodgeable. If you are referring to ship borne torpedos then your assertion that 2km is a realistic maximum torpedo range is just plain wrong.
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You wont be able to obtain more Allowance tokens, they will be replaced with a new currency that buys different items, but the Allowance token shop will still be open for you to spend what Allowance tokens you earned.
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Well with 3s reload time base and 16 guns its clearly got more volume than anything else although I have read the gun layout prevents it from getting all 8 guns on a target unless they are far enough away for some of the guns to fire over itself. And then its 127mm guns limit its penetration to 27mm with IFHE unless these new cruisers get the 1/5th penetration rule that Bayard has, which will allow them to penetrate 32m with IFHE.
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The rate of fire of its AA? The same as every other ship, continuous damage pulses every second and flak fires every 2 seconds. I'm only referring to the AA here
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yeah, except its AA is almost identical to henris except; +20% dps and +2 clouds at medium +25% dps and +1 cloud at long Decent but not at the same level as mino and worc, as far as AA is concerned.
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[COMFY] – Secret Society BLANKET is now recruiting!
Benser33 replied to ImperialAdmiral's topic in Clan Recruitment
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Does Lenin come with a normal looking camo?
Benser33 replied to StringWitch's question in Q&A Section
The shop shows both the standard Lenin and Commanders pack Lenin with its regular camo to me, but here; Click image for high resolution. -
I like the sound of making ships with AA disabled undetectable by air, it will be interesting to see how that plays out in practise.
