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Everything posted by piritskenyer
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To this I say (or rather, navweaps does):
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I'm more along the lines of having a 3x3x 18"-armed TX rather than another 4x3x 16".
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T9 USN BB with radar, T9 USN DD with radar, T7 USN CL with radar, all prem... I think I see a pattern emerging. That pattern being that the USN put radars on everything during the war.
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USS Alabama tier 8 US premium BB preliminary stats (5.16)
piritskenyer replied to Darth_Glorious's topic in Battleships
It would be so nice to be able to use Measure camos for all US ships -
[SCRUB] The Scrubs - Recruitment thingy
piritskenyer replied to Loran_Battle's topic in Clan Recruitment
CHIPS (because we mostly call crisps that) CRISP (duh) POTAT (because potatoes potate) SHRUB (a different kind of vegetation)- 3,079 replies
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- scrubs
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Is T8 supposed to be shittiest tier for Cruisers?
piritskenyer replied to MadGelo's topic in Cruisers
Neither does it hold up well to glorious nippon 8" sake-soaked HE -
Is T8 supposed to be shittiest tier for Cruisers?
piritskenyer replied to MadGelo's topic in Cruisers
Who says you have to be broadside? -
Myoko's torp arcs aren't anywhere near as good as Graf Spee's, where you can drop a salvo without the other noticing when you are running away. If you are running away directly, you have to make a considerable turn to be able to drop torps, and in that case you'll also be very noticeable. The problem of Myoko when in a brawl, is that it needs more stability to bring her weaponry to bear, and dodging incoming fire denies her that.
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That's no doubt, but in a brawl their use is limited due to their placement. Anyone with half a brain will know exactly when the Myoko has put the torps out, will avoid them and while Myoko is turning to put the torps out will punish her for flattening the angle.
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Not really, but then again, neither can I imagine the Myoko in ranked either, especially with Belfast and Fiji around. If the choice was down to Pepsi ad Myoko only, then maybe yes, Pepsi would be workable in ranked, but not having a lot of experience in ranked, I can't actually hypothesise on how well she would fit in. My guess is she'd be better (less bad), but if she was actually good, I can't tell.
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Fjii vs Pepsi when played by equal skill players is not really a contest, as Fiji will always out-spot and out-DPM a Pepsi, so unless Pepsi can get the first shot off and take most of the Fiji's HP in the opening salvo, the engagement will turn in the Fiji's favour the longer the engagement drags on. I wasn't really talking about Pepsi taking Fiji's top spot anyway. Doubt it. Myoko is a good ship if you can get her to lay down her rather high sustained firepower, which would mean not wiggling around too much (as your turrets can't follow your turns), and generally avoiding being shot at. As VC already mentions it, Myoko's torps aren't useful in a brawl, because of the mostly rearward facing arcs. Turning enough in order to bring them to bear entails giving a lot of broadside for rather a long time (unless the opponent is coming up from the rear quarter already), and is a behaviour so obvious that unless your opponent is blind, dumb or both, he'll know what's coming way in advance and take measures to avoid the torps. In an equal skill brawl between the (buffed) Pepsi and Myoko, the outcome IMO would be in the Pepsi's favour because: Pepsi has the edge in maneuverability Pepsi's turrets can better keep up with said maneuverability, meaning her effective DPM in a turning fight can be higher Pepsi's turrets are better laid out, with equal 50% firepower front and rear instead of 40% that Myoko can put up Myoko has the edge in rate of fire, however that can only be felt if the ships give each other shallow side angles, in which case Pepsi's better AP will have higher pen chance than that of Myoko. Bow or rear on, Pepsi can put out more AP damage (92'000 vs 80'840), while Myoko can put just barely higher HE damage out (56'760 vs 56'000) When it comes to torpedoes, as I said earlier, Myoko has to show waaayyyy too much skin to put them out (even in a stern chase you'll know the moment the Myoko wants to put his torps out) The one clear advantage Myoko has over Pepsi is in the armour department, as her armour layout is uniformly heavier than that of Pepsi, despite having the same minimum and maximum thicknesses. Pepsi is mostly covered in 19mm plate with 13mm on the superstructure and 16mm on the nose and butt (overmatch protection vs up to 271, 185 and 228 mm guns respectively), with internal 25mm decks (would be good until 14", but at that point it doesn't matter so much) and 102 and 76mm belt sections, while Myoko has a uniform 25mm hull and 102mm belt from A turret to Y turret, 13mm superstructure and 16mm nose and butt. The problem Pepsi has had until now was that everyone and their mother could see her from the other side of the map, which meant that as first seen first served, she would be served a lot. Sure, we need to sit and wait and see how this affects her, but my money is on that we'll see a lot more Pepsi's doing nasty things with their very good guns.
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T6 IJN BB Mutsu Preview - The Glass Cannon [154k damage]
piritskenyer replied to Pupu_prpr's topic in Battleships
I think "decrease turrets' turn time" and "increase rotation rate" got somehow mashed together there -
It's funny that you should ask this question now, as all evidence points towards Pepsicola (the redheaded stepchild nobody loved except for a few dedicated souls) getting a major (and well deserved) concealment buff, which could upset the the current balance of power in the realms of the T7 CA's. I'm pretty sure Fiji & co will remain the reigning queen because of their great CL concealment, but I think the balance of power behind them could shuffle a bit, as now Pepsi with her very good AP now has the best concealment of the CA bunch.
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Why would you take a Nagato or Colorado when you can take a Scharnhorst or a Gneisenau?
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Baltimore Buffs? - Be Careful What You Ask For [179k damage]
piritskenyer replied to Pupu_prpr's topic in Cruisers
Well, if you posted the values for the Mk 15/16RF, you weren't talking about the Indianapolis... That one is armed with the 8"/55 Mk 14, firing Mk 19 mod 6 AP, which isn't superheavy, and has shallower angles of fall and greater striking velocities.- 35 replies
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My highest ever damage.
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Baltimore Buffs? - Be Careful What You Ask For [179k damage]
piritskenyer replied to Pupu_prpr's topic in Cruisers
She gets the regular Mk 19 mod 6 AP that Pepsi and Nolan get. They ARE good. They require some more careful aiming and work, but when you walk away with 20+ citadels from a game, you'll see why it's worth it- 35 replies
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Elimination thread 3: Tier VII *Winner!*
piritskenyer replied to DDMafiaAssociateMember's topic in General Discussion
Blyska 13 Belfast 7 + 1 (I prefer her to the other two) Scharnhorst 6 - 3 = 3 (I dislike her to the other two) EDIT: @OP I think that all tiers should be run down before doing a best ships and worst ships elimination thread. Also, voted T4 (Kuma FTW)- 452 replies
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Getting rid of stealth firing and fixing the German DDs
piritskenyer replied to tmGrunty's topic in General Discussion
Marked for later reading. -
Elimination thread 3: Tier VII *Winner!*
piritskenyer replied to DDMafiaAssociateMember's topic in General Discussion
Blyska 13 Belfast 13 + 1 = 14 glöriöüs CL masterrace Scharnhorst 11 - 3 = 8 down with BB's.- 452 replies
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Suddunly 23km is extreme range and you got unlucky. It also takes a bit more time for his shells to reach you from 23 km IIRC... Use IFA and/or WASD hax
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The ship is hit, but the missile doesn't explode, sets a fire, but then another missile arrives and blows the thing in half anyway. I know you were referring to HMS Sheffield there, but I prefer not letting things burn out lately, but kill them dead by making sure I hit it enough times to die.
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Yes and no First off a few things: Damage in general: Overpen damage: 10% of listed max damage Regular pen damage: 33% of listed max damage Citadel pen damage: 100% (max) damage AP shells have a detonator arming threshold, a detonator arming time, normalisation, an autobounce (ricochet) angle and overmatch (ties in to ricochet). Let's take a look at them: The detonator arming threshold is the minimum armour thickness the AP shell requires to arm and detonate. That is, as a general rule, calibre/6 [mm], so for a 152.4 mm (6") AP shell the detonator arming threshold is 25.4 mm (1") (exception here being RNCL's that have a lower threshold). The detonator arming time is the time it takes for the armed projectile to explode. The higher the number the farther the projectile will travel before going boom in the guts of the ship. I don't think there is a general rule for this one, but I think most shells have an arming time of 33ms .Normalisation is the effect of a capped projectile "turning in" the armour, thus reducing the angle at which the impact effectively takes place (in very simplistic terms). The effect of this is that a projectile will have to travel through less armour to achieve penetration. The maximum effect of this is the projectile achieving perfect perpendicular angle of travel, which is like a unicorn: you heard about it, but you are yet to be shown an image of it that is not photoshopped. Normalisation angles are also tied to gun calibre classes: The autobounce (ricochet) angles and overmatch is self explanatory in the first part, and not so in the second. The autobounce angles are the angles at which AP projectiles automatically bounce off. This one is rather simple: 60° from perpendicular will cause a shell to bounce off, except for USN 8" AP, which has 67.5° of autobounce and RN 6" AP which has 72.5 or 75° (couldn't verify which). There is also a possible ricochet zone, at angles ranging from 45° to the shells' autobounce angle. In that zone more things go on that I can explain here and now, but suffice to say that in that range of angles your shell may or may not bounce off (more likely to bounce from a thickly armoured ship) Overmatch is the mechanic that basically negates all of the above, if you have a gun big enough [Yamato cackling in background]. There is one rule for this and it is as follows: if your AP shell calibre is 14.3 times greater than the armour you are shooting at, you will penetrate. For example firing 8" AP at the 13mm bow plating of a CL will result in a penetration, even if the shell is coming in at ~75°, while the same thing will not occur if you are trying to shoot a CA that has 16mm of bow plate in the nose. HE mechanics in laymans' terms: Any HE shell in this game has a penetration value of calibre/6 (calibre/4 for DEBB's and an additional 30% for cpt's using IFHE). HE will do less damage than AP, because usually its listed max damage is lower. HE will always explode on impact Even if non-penetrating, a HE hit will be able to set fires HE (and RN 6" AP) shells can and will damage external modules (secondary gun mounts and AA guns) That is it in a nutshell. This is just a very brief overview of gunnery mechanics. I have but one more thing to add: Remember, OP, this is not a historical simulation. It is not anywhere near it. This is first and foremost a historically based realtime, massively online multiplayer naval shooter game, with a strict framework and set of game rules and mechanics, according to which it works as a game. For simulations I'm afraid you'll have to look elsewhere. Cheers
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I'm willing to trade torpedoes for the numberless part of your username in the SM39B2M2 and MM40B3 types Also AM39B2M2 for CV's Also @OP: suggest you play a few more games before you voice a nerf/buff suggestion, as 148 battles is not a very high battlecount...
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Joke's on you, bcs judging by your writing style, the nazis would have you first in line for extermination.
