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Everything posted by Panocek
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Discussion thread for "some interesting info around the world"
Panocek replied to Deamon93's topic in General Discussion
Wichita is affected as well. And yet she had and will return to 9km radar. -
Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
Panocek replied to Kancolle_Kongou's topic in Off-Topic
...what Hood/Nelson AL camos? -
Discussion thread for "some interesting info around the world"
Panocek replied to Deamon93's topic in General Discussion
Indy got 9.9km radar some time ago, which then got rounded to 10km. Not that she needed it, as she had nice gun range to start with, making her quite comfortable when uptiered, but hey, details -
Discussion thread for "some interesting info around the world"
Panocek replied to Deamon93's topic in General Discussion
Meanwhile Baltimore keeps 10km radar because working as intended -
There are two other minor variations guessing for Modules/Tech Tree?
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you mean this ancient soundtrack?
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New Operations? Return of the old removed ones? When?
Panocek replied to Starkaddd's topic in Archive
Considering AI since day one can carry out attacks with CV in training room, I don't quite see why Ops are shelved instead being in rotation and tweaked as needed. Only possible bug is occasional derpiness with rockets and bots take no lead when flying with dive bombers, so against running away ships they often fail to drop bombs. otherwise, they mostly work, certainly not to the point of shelving entire operation. -
And then there is early Kebabowsk, finishing game with more than 2 turrets intact was a miracle back then.
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Show me any prof that a ship has remained permanently without gun ammo in a match!
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I'd throw more "clone" ships akin to Arpeggio - AL ultimate siscon, Portland as Indianapolis clone, sleepydrunk Benson-class Laffey, Yorktown as PTSD'd Enterprise just to name a few
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British Tier VIII Aircraft Carrier Implacable
Panocek replied to Puffin_'s topic in General Discussion
Yea, and these 2 planes how long are going to last within AA exactly? Besides, usually CAP latches onto you when you've just dropped ordnance or are close to it, so thats 3/4 planes off squadron, with remainder about to experience definition of working as intended. -
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Still, you could poke around and ask if collection is permanent. If not, then some end date could be handy
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Replays are surprisingly inaccurate, as I've found out battling with Support over squadron instadeath case. Considering HE projectiles have splash/AoE to them, its perfectly capable of rocket landing in water, next to engine room and "radiate" damage to it, knocking it out. Same thing can happen with rudder breaking with near misses... and detonations. Guessing near miss scared guy handling projectile and he dropped it fuse first. Unfortunately it was faulty fuse, so armed before firing Same thing can happen if HE projectile hits "module" - main gun, AA, secondary. No direct hull damage, but module + anything within HE AoE gets touched.
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Of these two ships, IFHE is better served on Repu as secondaries gain ability to damage cruisers. On other hand, IFHE on CA enables them to damage hightier US BBs, few midtier BB with 35mm deck and tier 8 RU BB, so its not complete loss either.
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I thought more along the lines of: -minimal/base dispersion for DB/TB/RF is very small, capable of landing most if not all ordnance on DD sized target -AA active (deals damage to planes) doubles that dispersion, so simple activating after being spotted already reduces chances of being hit -flak is large caliber/DP guns feature only, otherwise DP guns deals no dps per se. Flak overlap with mid/short AA up to minimal distance, lets say 1km. Short/mid caliber AA provides dps only -flak hits deal moderate (about 1/3 of current value?) damage to planes, but more importantly, introduces spikes to dispersion, which go down with aiming time. Spike effect is tied to gun caliber -amount of flak is tied to amount DP guns available per broadside and their rof, to avoid situations like Bismarck being untouchable by sheer amount of crap coming from her quick firing 105mm -DFAA doubles spike effect, (optional) is unlimited on all ships capable of equipping it -(optional) AA cruisers equipped with 76mm mid caliber AA (Minotaur, Des Moines, Wooster) are considered large caliber, thus spawn extreme amount of flak, preventing accurate drops within range BFT: increases main gun <139 and secondary reload speed as of now, increases dps of short/mid range AA. AFT: increases main gun range <139 and increases secondary range as of now, (optional) increases short/mid range AA by 20% Manual AA (MFCfAAA) is replaced by "Proximity Fuses" - increases flak damage by 20% Manual Secondaries (MFCfSA) is replaced by "Improved Gun Directors": increases range by 20% and decreases dispersion by 5% * [ship tier] for all secondary guns within reinforced sector TL;DR AA isn't so much about killing planes, as mitigating damage by screwing with dispersion, while secondaries get buffed by removing single target penalty induced by Manual Secondaries and if someone wants, double range buff for the same point investment. What I'm not sure of is what bonus give for AA from picking Sector. Plain dps? Increased reload for DP guns ergo, more flak? Also due to secondary effect, Sector could be bit more detailed - instead left/right, it could have 4 directions - front, rear, left, right and shortened switch time. That way secondaries take bit more effort to capitalize on and it tradeoff between picking sector with planes or with ships. That or leave Sectors for secondaries, while AA becomes directional - after all, most ships have most AA guns on broadside, so if you want maximum pew pew, show broadside. Bow/Aft would provide 25% available dps, ideally would be LoS check done for AA guns so each mount have its own firing arc.
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Daily crates also drop them.
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Not being shot at is better than being shot at when providing spotting
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PSA: Wichita and Montpelier Radar range issue
Panocek replied to Crysantos's topic in News & Announcements
Mailing buyers about issue is also valid option. -
Flak could apply scatter/temporary panic instead obliterating planes. DFAA doubles effect, effectively denying accurate strikes. Besides, any "suggestions" posted in EU forums are about as effective as posting about loot boxes and then buying them anyway
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Small reload nerf for small accuracy buff and pinch more hp. Doesn't make Monty any less viable than Cleve, regardless of 10km radar.
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And she actually have touch better sigma, 2.15 compared to 2.0 on Cleve proper. You can check yourself, either by editing config file or her (and other collab ships) lines in Azur, just toggle subtitles unless you're competent in japanese. In game lines unfortunately don't have subtitles
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On topic of AL collab... looted from REEEEddit
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IIRC Flamu used Atago VO, one with "tempting big sister" flavor? Azuma, despite... buoyancy advantage seems to be more humble/modest
