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Everything posted by Panocek
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Damage saturation. Is it Balance or BB BS?
Panocek replied to SeaWolf7's topic in General Discussion
Actual torpedo calculation is much more complex, but going with "I can count to potato" Montana hp before: 83400 Montana hp after: 9928 Lightning torpedo damage: 15433 Four hit torpedo belt of 37%, so 15433-(15433*0.37)=9722. Times four: 38888 Two hit bow, first full dmg and second saturated, 15433+(15433/2)23149 Estimated damage: 38888+23149=62037 Actual damage: 83400-9928=73472 Did I mention you can't have credible threats to baBBies in this game? On other hand, you have perfect example of working as intended in first pic, where baBBy counters you -
Damage saturation. Is it Balance or BB BS?
Panocek replied to SeaWolf7's topic in General Discussion
Overpens ignore damage saturation, which is why BB AP is still prime pick against destroyers, especially FR ones -
Damage saturation. Is it Balance or BB BS?
Panocek replied to SeaWolf7's topic in General Discussion
BB bow and stern can saturate from single hit, with succeeding hits dealing half damage. Once section is "fully saturated", torps deal 10% damage, "overpen" equivalent. That's the gist of it from what I recall -
Damage saturation. Is it Balance or BB BS?
Panocek replied to SeaWolf7's topic in General Discussion
Well, World of Tanks doesn't have such features. Which also means you can kill tank by repeatedly poking holes into commander's hatch In WoWs terms, imagine killing BBs from superstructure hits alone. REEE would follow -
Damage saturation. Is it Balance or BB BS?
Panocek replied to SeaWolf7's topic in General Discussion
It works both ways. Besides, Lightning torps are rather mediocre in damage and 4 landed on Montana's 37% torpedo belt with two on the bow quickly saturating it, thus living through is almost to be expected. Albeit with severe butthurt -
AP rounds have more than enough penetration to punch through unarmored bits on ships with all-or-nothing armor scheme when you have broadside available. Granted, damage difference between AP and HE for US Dual Purpose Mortars is tiny, but when facing tier 8+ BB broadside, HE even with IFHE will do nothing besides setting some fires.
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I've meant remove AFT from secondary specced captain, not skill in general. Though AA bonus is abysmal.
- 24 replies
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- secondary build
- upgrades
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Which is case for all tier 8 ships With extra range, you could actually remove AFT and put points elsewhere, getting something else while keeping roughly the same secondary range.
- 24 replies
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- secondary build
- upgrades
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Or add additional 20% range?
- 24 replies
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- secondary build
- upgrades
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Rockets yes, HE bombs are much less skill demanding than AP tho. And you can slap DDs with them, though not sure if bomb dispersion nerf applied to them. Still, both Enty and Kaga were supposed to have "weaker" planes than silver T8 and make up for that with replacement times or reserves. Both ended as proper T8 plane stat wise while having gimmicks on their own + Enty pre nerf handling and rocket aiming Kamikaze story all over the place... Except this time Kami got buffed along the way
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Pretty much. Speed difference between Shokek planes is less than 5kts IIRC. So "paper planes" of hers are as "paper" as Shokaku are. And Kaga have 2 squadrons of reserve for ALL planes, not just TB.
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And Hinden can be tough cookie... At short distances when turtleback can actually work. And are you sure those are citadels, not just multiple AP pens from (overmatching) BBs?
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To ease job a bit, move all the sliders in game and save, so you will have all the lines needed in preferences.xml. Open with notepad, look for <sound> and set whatever numerical values you fancy
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Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
Panocek replied to Kancolle_Kongou's topic in Off-Topic
Battlebunnies are getting their retros -
submarines SUBMARINES - discussion, feedback, opinions
Panocek replied to WG_Lumberjack's topic in General Discussion
So far, nope. If you get pinged, pray to RNGesus your WSAD hax will be enough -
RTS T10 carriers also had to research planes as well loadout...
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submarines SUBMARINES - discussion, feedback, opinions
Panocek replied to WG_Lumberjack's topic in General Discussion
Back in Halloween 2018 you could set depth when submerged at your own leisure, which was an effective way of mitigating depth charges in case you really wanted to see them in action, but do not want to go back to port just yet -
submarines SUBMARINES - discussion, feedback, opinions
Panocek replied to WG_Lumberjack's topic in General Discussion
Feeding WG shredder with "player feedback and suggestions" Instead magically pinging ship bow and stern, sub could have separate "acoustic" torpedoes, potentially slower, harder hitting/keelbreakers which would be "guided" towards nearest source of noise within specified radius around torpedo. Regular, unguided torps being main "armament", dealing reasonable damage and having quick-ish reload. Both could be mitigated by good ol WSAD hax, on top of that acoustic torps guidance "as balance feature" could ignore immobile or moving at 1/2 speed or less ships, giving countermeasures even for clumsy BBs. Submerged speed could be easily solved tying it to oxygen usage - you can go all out 30kts submerged, while burning through oxygen supply at alarming rate (equivalent of starting diesels underwater in emergency), or run at "closer to historical" speeds but oxygen lasting much longer. Moving speed also could affect sub "detection", how often location would show up or how precisely above sub destroyer needs to be to launch depth charges. Don't have access to test yet, but looking at footage available already depth is set in steps instead fluid control, like it was in Halloween 2018. So you can't even crash dive out of harms way on your own. -
Japanese Carriers are fairly bad or just me?
Panocek replied to Bavi0014's topic in General Discussion
Haku had 4TB drop and it was absolute garbage against anyone with working keyboard and against anything smaller than battleship. and 2TB setup is still the most reliable TB option of all T10 CV due to accuracy and damage per fish and overall speed- 34 replies
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- carriers
- carrier rework
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Not quite, as Sims is still a premium, so you can put high lvl captain on her for some midtier bullying or Operation. She's substantially faster than Mahan as well. Mahan also needs to show almost entire broadside to make use of 3rd turret, so when "angled", gun damage output is the same. Switching sides is much faster for Sims as well. Sea mines of hers also have quick reload while no longer they are duds in terms of damage.
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Sheer bloody determination to make funny boat noises in Yamato? Last two days of *trying* to play Mogaderp brought my WR from cozy 80% to 56%, one does not simply carry games in 7.1km detection "DD"
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And then you can get EXTRA spanked by AP bombs of Enterprise
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Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
Panocek replied to Kancolle_Kongou's topic in Off-Topic
Phoenix solves many issues when it comes to frontline. But there are other shipgrills in this game too and lecture hall is useful only for girls below 100lvl -
Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
Panocek replied to Kancolle_Kongou's topic in Off-Topic
Again, I need "enough high-level purples" in first place Even when throwing 1200 comm left right and center fuel was "considerable issue" only when I was grinding Monarch, as you can't really cheap out when half of RN big gun backline are gold boats and there are only two Renowns And then I'm sitting on metric jesuston of 95+lvl ships who either "lived their lives" in dorm/commision and have book or two put into skills or did their share of PR grind. And can't get myself to level up someone "properly" to 115+ simply because I get bored of them, though closest to that would be Dork, Roon, iBucky and Saint Louis, with Taiho, Enty, Nelson twins following. Cranes, Bunnies and Foxes being in 90something simply because "twin carriers" are kinda waste - 10 and 11th map so far works better for me with two BBs in backline simply to not get roadkilled by yolo boats in boss fleet with single CV(L) to serve more like screen clear with amount of stuff on the screen than damage output, not mentioning bosses tend to move somewhat fast. Mob requires Akashi+healing CVL+BB/BC, preferably with heavy barrage to dispatch ridiculous amount of battleships these maps throw at you. Though, technically, highest leveled ship would be Akashi at 112, I wonder if it has something to do with her overseeing all PR, Jintsu and Sendai grinds in mob fleet -
All without landing single main gun hit
