Jump to content
Forum Shutdown 28/7/2023 Read more... ×

Panocek

Players
  • Content Сount

    13,176
  • Joined

  • Last visited

  • Battles

    13617

Everything posted by Panocek

  1. Breaking news, sector sniping is completely irrelevant to DD anti air in question. On Smaland/Haland doesn't look like much, but when you can count your dps using digits of a hand that held frag grenade tad too long, it suddenly becomes interesting. On top of confusing enemy CV. But then, there is simple "counterplay" to that, just shorten your squadron, as initial hit is squadron hp based. Smaller squadron - less damage taken.
  2. That is why its suddenly no bueno, just like slingshot
  3. Panocek

    Halland Untouchable?

    Halland anti air can be easily knocked out with any HE sent her way, as her dps is concentrated in only two main gun turrets and 7 AA mounts. Disabling one removes substantial chunk of 70dps and then all AA mounts have convenient superstructure behind them to hit and damage with HE AoE. Gearing and Daring can easily outgun her. In Shima I suppose you'd have to focus on sniping gun turrets to knock teeth out if you want to brawl with Halland and can't be arsed to just outrun and outspot her, so green ones have some fun.
  4. Panocek

    maneuvrability data ?

    Keep in mind UK destroyers have artificially overbuffed acceleration and speed loss as part of their "gimmick". Supposedly to reflect on their above average seaworthiness and range. Or something like that. That and speed loss during turn is dictated by ship class - UK CL/DD retain 99% of their speed mid turn, normal cruiser and DD have, I think, 80% speed, battleships have 75% and carriers about 50%.
  5. Panocek

    Overpen mechanic getting out of hand!

    Overpens on cruisers which are working as intended, when target is broadside and you don't land shell directly onto citadel. Thus, "idiot cruiser" sails away due to bad aim or RNGesus saying nyet when forming shell dispersion. Always was the case, only its more prevalent due to introduction of more and more over the top BB guns, having larger caliber (thus requiring thicker plating to overpen through for pen damage) with better ballistics (making underwater cit hits increasingly improbable and increasing chances for cit overpen), while playerbase quality is reaching new and insteresting lows, thought to be impossible by many scholars.
  6. Panocek

    Overpen mechanic getting out of hand!

    Then, if "cruisers are hard to citadel" why you don't go and start farming them black ribbons on battleships then?
  7. Panocek

    Overpen mechanic getting out of hand!

    Because cruisers are usually easiest to punish, with more exposed citadels and, more often than not, being overmatched to negate any angling counterplays. Compared to BBs which, often can't overmatch each other, sometimes armor can stop BB grade shells, thus can stay mostly immune to each other with "hurr durr I is angle, I is invincible". And then have heals to patch up any overpen/pen damage, because scoring cit on a BB is nigh unheard of.
  8. Panocek

    Overpen mechanic getting out of hand!

    If anything, "muh railguns" are going to backfire on RU ships - flatter trajectories deny island (ab)use, make citadel an effectively smaller target due to smaller underwater pen window if not outright deny "waterline" citadel hits and then 220mm is going to print a LOT of overpens on broadside cruisers/BBs upper hulls due to 36mm fuse sensitivity.
  9. WG nerfed accuracy on them against anything smaller than BB, so there is that? Still better than UK bombs consistently failing to hit continent though.
  10. Panocek

    Overpen mechanic getting out of hand!

    With wowsft I'm well familiar, that site also had reliability issues in the past, so whether armor penetration chart is correct, no one knows. WoWs dev team isn't very keen at releasing "proper" penetration values either, so all you can do is roll with "working as intended"
  11. Panocek

    Overpen mechanic getting out of hand!

    First, its hard to get precise shell velocity at given distance. And then there is question if WG ballistic model accounts for speed loss due to armor thickness, I don't think so as in WG own tutorial vids they go with simplified penetration deduction And then, IRL BB grade guns would probably result in overpens on cruisers should they meet each other at very short distances, as its instance in WoWs, when you overpen cruiser citadel at what is considered "point blank" range.
  12. All Auda needs it big, proper RNGesus shrine to solve all rocket/bomb accuracy issues. Because when RNGesus says da, Auda can be quite scary with 10k+ rocket hits or 20k+ bomb drops. Which doesn't happen that often.
  13. Panocek

    Overpen mechanic getting out of hand!

    HE shells usually had adjustable fuse, so it could go from "on impact" to "detonate x seconds after launch", used for AA duties. Then replaced by proximity fuses. No fuse adjusting for AP to tweak for maximum after penetration effects I'm aware of. Point of "big guns" is to make big holes in big ships, not to fight ships you can more than brutalize with shells of half the caliber Point above - you bring battleship guns to beat other battleships, not to make holes in ship class armored enough to withstand most common calibers, found on destroyers. Besides, most bias available at my disposal, Moskva, stops overpenetrating Minotaur at about 6km. With 0.033s fuse. So "ermagad railguns" of new, with 0.022s will stop overpenning at +-4km, using some very crude logic? How often you find yourself THAT close to a Minotaur and how often it ends with "hori shieet torps"?
  14. Panocek

    Overpen mechanic getting out of hand!

    Pensacola launches AP travels at 853m/s, which means it will cover about 28m before going bang. Aoba beam is 16m Quick test and Pepsi needs to be further than 5km to start scoring citadels on Aoba. That, or fire when ship is angled a bit, so shell is less likely to leave before having fun You still need to arm the fuse. And new 180/220mm retain 30/36mm fuse sensitivity respectively compared to usual 25/33 on your typical 152/203 gun.
  15. Panocek

    Overpen mechanic getting out of hand!

    There is/was "overpens should do more damage" tile, which is solved by Georgia and Ohio. Or familiarize yourself with game mechanics and armor layouts.
  16. Panocek

    Nerf the Venezia?

    Well, Hindenburg and YueYang were nerfed shortly after CB season, where they were "overperforming" so expecting Venezia go down is almost natural.
  17. Name's Stalingrad, but for some reason uses Zara (Gorizia?) image. Bourgogne seems to use Iowa/Missouri image as well, while Somers have... Chesire? Brit CA, given Daring 113mm secondaries.
  18. Panocek

    ST - Update 0.9.5

    Once you have all the steel ships, camos for steel is one option to flex I guess. This is something I was missing for quite some time
  19. Panocek

    How to deal decent damage?

    Issue doesn't lie with spotting, issue lies with no one firing at spotted target because everyone are too far in their A1 corner or simply dead.
  20. Panocek

    How to deal decent damage?

    BB gameplay have very low skill floor and very high skill ceiling. Thus, its hilariously easy to get *something*, because even on bad aim RNGesus will eventually lead shots for you, but its VERY difficult to get spectacular results and those usually involve solid understanding of game mechanic, teamwork and map awareness, to simply "know when to push and when to not". When team gives up and tries to sail off to New World, no class can "salvage" the game. So what you're sailing around in DD and launching torps here, there and nowhere, when no one is shooting at spotted targets, while torps are hilariously easy to counter with WSAD keys in case you can't be bothered to use hydro. When no one is spotting, cruisers are even more shafted than BBs, as they don't have hp nor armor to trust into, so every opening fire and thus, getting spotted will result in probably substantial amount of return fire. Carriers rely on picking off singled out targets, big blob can quickly prove prohibitively expensive to attack. Your ability to "salvage" basically rely on enemy feeling confident about "sure victory" and everyone start committing series of stupid mistakes to be exploited, alternatively RNGesus helping a bit with detonation here and there.
  21. Panocek

    How to deal decent damage?

    Playing successfully BB is one of the hardest stunts to pull off. With no forward spotting, DD or CV, your best bet would be kiting and basically delay the enemy and evading torps until basically spotting calvary arrives. Alternatively, division up and bring someone with carrier/DD to do the legwork. Well, if you see in front of you smoke rolling out or tracers coming out of smoke, you still can be blindfired upon. That or Radar/Hydro, but those should give you clear icon of being detected. Those two means of detection (Hydro and Radar) doesn't require line of sight, so being detected behind an island is very much a thing.
  22. More like Rework 3, because changing all CVs to be in line with FDR would be Rework 2, no?
  23. There was Sov. Soyuz clone as well, with initial speculation being part of AL collab. Could be 40k as well.
  24. Le Fanta can still play solid torpedoboat, when not bothering everyone at 15km with her guns. That said, Kiev/Tashkent with maxed out camo can stealth torp as well. And while everyone expects spanish inquisition, no one expects russian torps. Still, by bringing russian (or french for that matter) gunboat, you're removing one DD to carry out usual DD tasks while you're not bringing any "cruiser grade" firepower. Heck, most so called hybrids like US or UK casually outgun russian "gunboats" while having massive concealment advantage dictating engagement to begin with. And then can smoke themselves, while "long range" means RU/FR gunbote is detected by someone else and ready to be farmed.
  25. Panocek

    How to deal decent damage?

    You're not playing CS:GO. You're playing World of Warships. Teamplay is curse word here I'm afraid. Your best bet for "teamwork" would be division, to replace up to two players with ones you can attempt to trust. Alternatively, yell at over voice comms.
×