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Thanegoesinsane

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Everything posted by Thanegoesinsane

  1. Thanegoesinsane

    Tier III Ning Hai

    A compact light cruiser built in Japan for the ROC Navy. Her distinguishing features were her moderate speed and relatively powerful artillery for her size. In-game, Ning Hai is notable for her long-range, rapid-firing guns and powerful torpedo armament. She also enjoys good concealment and maneuverability, but a low speed and a small HP pool. Pan-Asian cruiser Ning-Hai, tier III Hit points – 13800. Plating - 6 mm. Fires duration: 30 s. Torpedo protection - 4 %. Main battery - 3x2 140 mm. Firing range - 13.7 km. Maximum HE shell damage – 2400. HE shell armor penetration - 23 mm. Chance to cause fire – 10%. HE initial velocity - 850 m/s. Maximum AP shell damage - 2700. AP initial velocity - 850 m/s. Reload time - 8.0 s. 180 degree turn time - 24.0 s. Maximum dispersion - 128 m. Sigma – 2.00. Torpedo tubes - 2x2 533 mm. Maximum damage - 10833. Range - 7.0 km. Speed - 57 kt. Reload time - 42 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.2 km. AA defense: 4x1 7.7 mm., 6x1 76.2 mm. AA defense short-range: continuous damage per second - 25, hit probability - 85 %, action zone - 1.5 km; AA defense mid-range: continuous damage per second - 32, hit probability - 90 %, action zone - 3.0 km; Maximum speed - 21.2 kt. Turning circle radius - 390 m. Rudder shift time – 3.6 s. Surface detectability – 9.9 km. Air detectability – 3.3 km. Detectability after firing main guns in smoke – 4.3 km. Available consumables: 1 slot - Damage Control Party All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing. Quelle: https://blog.worldofwarships.com/blog/373
  2. Thanegoesinsane

    Incomparable T X Premium

    A 1915 design for a gigantic fast battlecruiser, armed with six 508-mm guns in three turrets. Incomparable has low concealment and slim armor. Detailed characteristics of the new ships will be announced later. Quelle: https://blog.worldofwarships.com/blog/174
  3. Thanegoesinsane

    Schlieffen T X Schlachtkreuzer

    Quelle: WoWS-Stream The concept of the alternative branch of German battleships rests on short-range combat due to their low concealment, decent secondaries, and small number of main battery guns with a low range of fire. The ships are also armed with long-range torpedoes.
  4. Thanegoesinsane

    Vallejo Tier IX Premium

    One of the versions of the project, which preceded the creation of Worcester-class cruisers. The main armament is ten 152-mm dual-purpose guns in five turrets. Vallejo is a light cruiser with improved ballistics and good firing range, as well as a Spotting Aircraft consumable with an accelerated reload, which allows her to fire effectively at long ranges. The ship's consumables are presented by the Defensive AA Fire and a Repair Party in separate slots, as well as a Rapid Takeoff Spotter with fast reload and a Fighter consumables in a single slot. At the same time, unlike other American high Tier cruisers, it has no Hydroacoustic Search and Surveillance Radar consumables. American cruiser Vallejo, tier IX Hit points – 44000. Plating - 25 mm. Fires duration: 30 s. Main battery - 5x2 152 mm. Firing range - 16.7 km. Maximum HE shell damage – 2200. HE shell armor penetration - 30 mm. Chance to cause fire – 12%. HE initial velocity - 812 m/s. Maximum AP shell damage - 3200. AP initial velocity - 762 m/s. Reload time - 5.0 s. 180 degree turn time - 7.2 s. Maximum dispersion - 148 м. Sigma – 2.05. AA defense: 12x2 20.0 mm., 11x2 76.2 mm., 5x2 152.0 mm. AA defense short-range: continuous damage per second - 130, hit probability - 85 %, action zone - 2.0 km; AA defense mid-range: continuous damage per second - 378, hit probability - 90 %, action zone - 4.0 km; AA defense long-range: continuous damage per second - 116, hit probability - 90 %, action zone - 6.9 km; Number of explosions in a salvo - 6, damage within an explosion - 1820, action zone 3.5 - 6.9 km. Maximum speed - 32.5 kt. Turning circle radius - 740 m. Rudder shift time – 10.7 s. Surface detectability – 11.5 km. Air detectability – 8.5 km. Detectability after firing main guns in smoke – 5.7 km. Available consumables: 1 slot - Damage Control Party 2 slot - Defensive AA Fire 3 slot - Repair Party 4 slot - Fighter / Rapid Takeoff Spotter (Duration time 60 s; Main battery firing range +20.0%; Reload time 10 s; Charges 5) Quelle: https://blog.worldofwarships.com/blog/341
  5. Thanegoesinsane

    T VIII Premium Almirante Grau

    A De Zeven Provinciën-class cruiser purchased by the Peruvian Navy from the Netherlands and named after Admiral Miguel Grau Seminario. Almirante Grau is armed with eight 152 mm main battery guns placed in four twin turrets with 360-degree turning capabilities. The main feature of the ship is the presence of Combat Instructions. When activated, they reduce the main battery reload time and improve both the ship's acceleration and maneuverability. The ship has weak armor, which is compensated by her access to an improved "Repair Party" consumable, which restores 50% of citadel damage received and has an enhanced HP recovery rate. Almirante Grau can also equip either "Hydroacoustic Search" or "Defensive AA Fire" in one consumable slot. Pan-American cruiser Almirante Grau, Tier VIII Hit points – 33900. Plating - 25 mm. Fires duration: 30 s. Torpedo protection - 19 %. Main battery - 4x2 152 mm. Firing range - 16.1 km. Maximum HE shell damage – 2150. HE shell armor penetration - 30 mm. Chance to cause fire – 11%. HE initial velocity - 900 m/s. Maximum AP shell damage - 3000. AP initial velocity - 900 m/s. Reload time - 4.5 s. 180 degree turn time - 22.5 s. Maximum dispersion - 144 m. Sigma – 2.00. Combat instructions: Main battery reload time -20%, Time for the engine to reach maximum power -25.0 %. Ship's maximum speed +10.0 %. Action time 60.0 s. Number of hits per salvo needed for salvo to be taken into account - 5. Number of adjustment firing salvoes required - 5. Time spent without firing on target until adjustment firing progress begins to deplete - 30 s. Interval between steps of depletion of adjustment firing progress - 5 s. Rate of depletion of adjustment firing progress - 8,3%. Depth charges: Maximum damage - 2000.0. Number of charges - 2. Bombs in a charge - 6. Reload time - 40.0 s. AA defense: 8x1 40.0 mm., 4x2 57.0 mm., 4x2 152.0 mm. AA defense mid-range: continuous damage per second - 672, hit probability - 90 %, action zone - 4.0 km; AA defense long-range: continuous damage per second - 74, hit probability - 90 %, action zone - 6.9 km; Number of explosions in a salvo - 4, damage within an explosion - 1680, action zone 3.5 - 6.9 km. Maximum speed - 32.0 kt. Turning circle radius - 700 m. Rudder shift time – 9.1 s. Surface detectability – 11.9 km. Air detectability – 8.5 km. Detectability after firing main guns in smoke – 5.9 km. Available consumables: 1 slot - Damage Control Party 2 slot - Repair Party (Duration time 20 s; HP per second 237.3; Reload time 80 s; Charges 3) 3 slot - Hydroacoustic Search / Defensive AA Fire All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing. Quelle: https://blog.worldofwarships.com/blog/407
  6. Thanegoesinsane

    Frust Therapie

    Ja, die Frage stelle ich mir auch immer öfter, aber dann kommen sie, die kleinen Momente, in denen das Spielprinzip doch funktioniert. Bei denen man breitstehende Gegner bestrafen darf, U-Boot Birnen die nicht beim ersten offenen Feind auf 30 Meter abtauchen und sich zwei Minuten später durch Rammen mit einem DD oder U-Boot rausnehmen lassen, DD-Fahrer die die "P"-Taste kennen, Kreuzer Kapitäne die wissen, wann AP und wann HE angebracht ist, BB-Ottos die auch mal auf DDs schießen und CV-Fahrer die spotten und Gegner offen lassen. Doch Sie werden stetig weniger, diese Momente in denen der alte Glanz unter dem dickflüssigen Schleim von neuen Klassen und Schiffslinien hervorscheint. Zum Glück gibt es Spiele wie Dorfromantik, die einen wieder runter holen und die Zeit am PC genießen lassen
  7. Thanegoesinsane

    Frust Therapie

    Chapeau WG für diesen F#*k. Da kann man nur den Hut vor ziehen. Eigentlich denkt man, es kann nicht von Runde zu Runde noch schlechter laufen, irgendwann wird man schon die ganzen Tomaten kompensiert bekommen. Stattdessen hatten wir heute alles auf einem großen braunen Haufen mit einer schön rot glänzenden Cocktailkirsche oben drauf (Nennen wir sie einfach Mal 35% WR Edgar). Nebenbei hatten wir noch well balanced Schmeißfliegen Gato (shotgunning is not a problem), triefender Lemmingtrain und geistig umnachtete Yolo-DDs. Das ganze wurde dann mit gelb lauwarmen stinkender Pfütze von RNGesus überschüttet, denn man muss die breitstehenden Minos, etc. vor Spielern schützen, die sowas wie Aim besitzen. Ein bisschen war es natürlich auch meine Schuld. Es lief in letzter Zeit einfach zu gut, dass musste ja irgendwann Mal von WG kompensiert werden. Es wurde anscheinend Zeit, dass ich wieder geerdet werde, zu nah an den 60% WR und für mich eine weitere Leere, nie wieder ohne Divi...
  8. Thanegoesinsane

    T VIII Schill

    Der gute Arctica hat ein neues Video zum Schiff hochgeladen.
  9. Thanegoesinsane

    Was habt ihr heute geschafft?

    Schon wieder ein paar Tage her, allerdings habe ich heute gesehen, dass ich mit 158k theoretisch den Nummer 3 Topschaden auf EU damit habe. Natürlich ein verlorenes Gefecht, weil ich wieder lustlos war und nicht mein komplettes Team gecarried habe
  10. Thanegoesinsane

    T IX Z-46

    Sicher, dass es 130 sec. und nicht 1:30 min. sind, die angezeigt werden? Wie hast du deinen Kapitän geskillt? Meine sah so aus: Ich bin zwar nur wenige Runden mit dem Schiff gefahren, aber meiner Meinung nach hat sie einiges an Potenzial. Mit der deutschen HE penetrierst du 32mm Panzerung, also so ziemlich alles an Kreuzern und die weichen Teile von BBs. Mit Hydro und Smoke kannst du auch gut caps einnehmen oder halten.
  11. Thanegoesinsane

    Superdestroyer Joshua Humphreys

    A destroyer structurally similar to the Gearing-class ships. The main armament of this supership consists of powerful 127 mm post-war dual-purpose mounts, complemented with two five-tube torpedo launchers. Joshua Humphreys is a faster and more agile ship with six main battery guns and access to the “Burst Fire” alternative firing mode. In addition to a greatly increased fire rate, the alternative mode grants a temporary bonus to HE shells' damage and chance to set fire. The ship’s strong gunnery and large HP pool allow her to effectively contest Key Areas while posing a serious threat to enemy destroyers. The torpedo armament has a high range, but not the greatest speed and damage. Joshua Humphreys stands out for her good concealment and access to the signature American Smoke Generator consumable with a smoke screen dispersion time. The remainder of her arsenal of consumables is composed of an Engine Boost and Defensive AA Fire in the same slot. Starting with the first American class of destroyers in 1899-1903, these types of ships in the US Navy are traditionally named after naval commanders and servicemen. Over time, the honor was expanded to include the Marine Corps and Coast Guard, secretaries of the Navy, members of the Department of the Navy, and senators. The naval engineer known as the “Father of the American Navy,” who designed and built US Navy’s first six frigates shortly after the nation achieved its independence—Joshua Humphreys (1751-1838)—gave name to only one Clemson-class destroyer (1920-1945). Therefore, we decided to honor him with a new destroyer from the second half of the 1940s. Hit points – 23700. Plating – 19 mm. Main battery – 3x2 127 mm. Firing range – 12.1 km. Maximum HE shell damage – 1800. HE shell armor penetration – 21 mm. Chance to cause fire – 5%. HE initial velocity – 792 m/s. Maximum AP shell damage – 2100. AP initial velocity – 792 m/s. Reload time – 3.0 s. 180 degree turn time – 4.5 s. Maximum dispersion – 106 m. Sigma – 2.00. Burst Fire: Reload time – 35.0 s. Interval between individual shots – 1.5 s. Bursts in a series – 3. Temporary bonus: Maximum HE shell damage +50%, Chances of HE Shell causing a Fire +5%. Depth charges: Maximum damage – 5100. Number of charges – 2. Bombs in a charge – 12. Reload time – 40.0 s. Torpedo tubes – 2x5 533 mm: Maximum damage – 17900. Range – 16.5 km. Speed – 66 kt. Reload time – 116 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.4 km. AA defense: 6x2 20.0 mm., 4x2 76.2 mm., 3x2 127.0 mm., 2x1 76.2 mm: AA defense short-range: continuous damage per second – 67, hit probability – 95 %, action zone – 2.0 km; AA defense mid-range: continuous damage per second – 214, hit probability – 100 %, action zone – 4.0 km; AA defense long-range: continuous damage per second – 130, hit probability – 100 %, action zone – 6.0 km; Number of explosions in a salvo – 6, damage within an explosion – 1820, action zone 3.5 – 6.0 km. Maximum speed – 37.2 kt. Turning circle radius – 750 m. Rudder shift time – 5.1 s. Surface detectability – 7.3 km. Air detectability – 4.2 km. Detectability after firing main guns in smoke – 2.8 km. Available consumables: 1 slot – Damage Control Party. 2 slot – Smoke Generator. 3 slot – Engine Boost / Defensive AA Fire. All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing. Quelle: https://blog.worldofwarships.com/blog/385
  12. Thanegoesinsane

    Tier VI Premium Karl von Schönberg

    Wow, gar nicht mal geil als DD. Wenn ich ihn wirklich ein zweites mal spielen sollte, dann wahrscheinlich wirklich als Mini-Kreuzer
  13. Thanegoesinsane

    Devastation - Tier XI BB

  14. Thanegoesinsane

    T X Trasher

    Replay zum aktuellen gameplay
  15. Thanegoesinsane

    Francesco Caracciolo Tier VII

    Tier VII Health 54 500 HP Torpedo Damage Reduction 42 % Displacement 37 220 tons Main Armament Maximum Firing Range 17.039 km 381 mm/50 OTO 1934 4 x 2 381 mm Secondary Armament Maximum Firing Range 4.000 km 152 mm/55 OTO 1936 90 mm/50 OTO 1939 4 x 3 152 mm 12 x 1 90 mm Maximum speed 29 knots Turning Circle Radius 740 m Rudder Shift Time 14.3 s Surface Detectability 14.32 km Air Detectability 9.74 km Detectability After Firing Main Guns in Smoke 13.12 km 4 x 2 381 mm/50 OTO 1934 Maximum Firing Range 17.039 km Reloading Time 28.0 s 180 Degree Turn Time 30.0 s Optimal firing angles at the front 30° Optimal firing angles at the rear 30° Sigma 1.60 sigma Maximum Dispersion 233 m Shells Type of Projectile SAP – 381 mm proiettili CS Alpha Damage 14 050 HP Penetration capacity 96 mm Projectile Speed 880 m/s Air Drag 0.275 Projectile Mass 824.3 kg Ricochet Angles 70° – 80° Type of Projectile AP – 381 mm proiettili AP Alpha Damage 12 000 HP Projectile Speed 850 m/s Air Drag 0.295 Projectile Mass 884.8 kg Projectile Krupp 2 434 Projectile Detonator 0.033 s Detonator threshold 64 mm Ricochet Angles 45° – 60° 4 x 3 152 mm/55 OTO 1936 Maximum Firing Range 4.000 km Reloading Time 8 s Sigma 1.00 sigma Shells Type of Projectile HE – 152 mm proiettili HE Alpha Damage 2 100 HP Damage 1 120 HP HE penetration 25 mm Explosion Size 0.51 Chance to Cause Fire 7 % Projectile Speed 950 m/s Air Drag 0.325 Projectile Mass 44.3 kg 12 x 1 90 mm/50 OTO 1939 Maximum Firing Range 4.000 km Reloading Time 4 s Sigma 1.00 sigma Shells Type of Projectile HE – 90 mm proiettili HE Alpha Damage 1 300 HP Damage 240 HP HE penetration 15 mm Explosion Size 0.25 Chance to Cause Fire 5 % Projectile Speed 860 m/s Air Drag 0.414 Projectile Mass 10.1 kg 12 x 1 90 mm/50 OTO 1939 Sector range 0.1 km – 4.6 km Hit chance 75 % Sector’s damage 42 Sector’s damage frequency 0.29 s Sector’s damage per second 147 Flak clouds number 5 Flak cloud damage 1 120 8 x 2 37 mm/54 Breda 1932 Sector range 0.1 km – 3.5 km Hit chance 75 % Sector’s damage 48 Sector’s damage frequency 0.29 s Sector’s damage per second 168 10 x 6 20 mm/70 Breda 1941 Sector range 0.1 km – 2.0 km Hit chance 70 % Sector’s damage 39 Sector’s damage frequency 0.29 s Sector’s damage per second 137 Slot 1 Slot 2 Damage Control Party Work time: 15 s Cooldown: 80 s Repair Party Number of charges: 4 Work time: 28 s Cooldown: 80 s HP regeneration speed: +0.5%/s Quelle: https://thedailybounce.net/world-of-warships/supertest-italian-tier-vii-battleship-francesco-caracciolo/ Hinweis: Werte mit bereits eingebauten Verbesserungen
  16. Thanegoesinsane

    Conte di Cavour Tier V

    Italian battleship Conte di Cavour, Tier V Hit points – 38,700. Plating - 19 mm. Main battery - 3x3 305 mm. Firing range - 16.1 km. Maximum AP shell damage - 8,650. AP initial velocity - 840 m/s. Maximum SAP shell damage - 9,600. SAP initial velocity - 850 m/s. Reload time - 33.0 s. 180 degree turn time - 60.0 s. Maximum dispersion - 224 m. Sigma – 1.60. 2x2 305 mm. Firing range - 16.1 km. Maximum AP shell damage - 8,650. AP initial velocity - 840 m/s. Maximum CS shell damage - 9,600. CS initial velocity - 850 m/s. Reload time - 33.0 s. 180 degree turn time - 60.0 s. Maximum dispersion - 224 m. Sigma – 1.60. Secondary Armament: 18x1 120.0 mm, range - 4.5 km. Maximum HE shell damage – 1,700. Chance to cause fire – 6%. HE initial velocity - 840 m/s AA defense: 8x1 37.0 mm, 6x1 76.2 mm. AA defense mid-range: continuous damage per second - 186, hit probability - 75 %, action zone 0.1-3.5 km; Maximum speed - 22.0 kt. Turning circle radius - 620 m. Rudder shift time – 12.0 s. Surface detectability – 12.2 km. Air detectability – 7.7 km. Detectability after firing main guns in smoke – 9.3 km. Available consumables: Slot 1 - Damage Control Party (Duration time 15 s; Reload time 80 s.) Slot 2 - Repair Party Quelle: https://blog.worldofwarships.com/blog/90
  17. Thanegoesinsane

    T VIII Schill

    Sorry, der musste einfach sein, bei dem Namen
  18. Thanegoesinsane

    Okhotnik

    Soll auch Schiffe geben, die keine AA haben... WG nennt das entweder balanced oder historisch korrekt
  19. Thanegoesinsane

    Champagne

    Für viel zu viel Geld, habe ich sie auch endlich im Hafen stehen und konnte sie gestern ein paar Runden ausfahren. Macht schon spaß, ist eigentlich auch so, wie ich sie mir vorgestellt habe. Kann mich hier nur den Vorrednern anschließen, ein paar Sekunden weniger Reload würden dem Schiff wirklich gut tun, dann kann man sich auch mit den 6 Murmeln zufrieden geben. Leider hat sie auf Stats wahrscheinlich "zu gute" Werte um hier einen großen Buff erwarten zu können.
  20. Thanegoesinsane

    Stahl Schiffe

    Stalingrad und Bourgogne sind eigentlich erstmal Standard, danach kannst du mit deiner gusto weiter machen.
  21. Thanegoesinsane

    Brisbane (Tier X)

    A project for a light cruiser developed after the end of World War II that would have been equipped with powerful and advanced AA defenses, thanks in part to its main battery of ten quick-firing 152 mm dual-purpose guns. Brisbane resembles Minotaur but with access to HE shells and a reinforced torpedo armament that can launch a greater number of torpedoes. The torpedoes themselves have a higher range and speed than those of the ship’s British counterpart. Not all differences are advantages, however, as Brisbane’s AP shells lack the improved characteristics that Minotaur’s have. This cruiser poses a serious threat at medium distances, especially for enemy destroyers due to her Hydroacoustic Search and Surveillance Radar consumables. At the same time—as most Minotaur captains can attest to—Brisbane’s armor is not the sturdiest, and unlike Minotaur, this ship cannot switch out her Surveillance Radar for a Smoke Generator for an added layer of security. In case of heavy damage, though, she can restore a large part of her lost HP with the Specialized Repair Teams consumable. The Royal Australian Navy, which took shape at the dawn of the 20th century, adopted its own distinct tradition for naming warships. Light cruisers in particular were named after the capital cities of Australia’s states: Town-class cruisers: HMAS Sydney (1913-1928) HMAS Melbourne (1913-1928) HMAS Brisbane (1916-1929) HMAS Adelaide (1922-1946) Leander-class cruisers: HMAS Hobart (1938-1947) HMAS Perth (1939-1942 HMAS Sydney (1935-1941) Sydney currently has the honor of having the most warships named after it—in addition to the two cruisers mentioned above, the name also adorned an aircraft carrier (1948-1973) and a missile frigate (1983-2015). Melbourne has the second place in this category, and we decided to give the cruiser, that could have been built in the late 1940s, the name of the third largest city, Brisbane. Hit points – 43300. Plating – 16 mm. Fires duration: 30 s. Torpedo protection – 13%. Main battery – 5x2 152 mm. Firing range – 15.8 km. Maximum HE shell damage – 2150. HE shell armor penetration – 30 mm. Chance to cause fire – 9%. HE initial velocity – 768 m/s. Maximum AP shell damage – 3200. AP initial velocity – 768 m/s. Reload time – 4.5 s. 180 degree turn time – 4.7 s. Maximum dispersion – 142 m. Sigma – 2.05. Airstrike (DC): Reload time – 30.0 s. Available flights – 2. Number of Aircraft in Attacking Flight – 1. Maximum range – 8.0 km. Number of Bombs in Payload – 2. Maximum bomb damage – 4900. Torpedo tubes – 4x5 533 mm: Maximum damage – 16767. Range – 12.5 km. Speed – 65 kt. Reload time – 131 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.3 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once. AA defense: 6x1 40.0 mm., 8x2 76.2 mm., 5x2 152.0 mm: AA defense mid-range: continuous damage per second – 588, hit probability – 90 %, action zone – 4.0 km; AA defense long-range: continuous damage per second – 133, hit probability – 90 %, action zone – 6.9 km; Number of explosions in a salvo – 6, damage within an explosion – 1890, action zone 3.5 – 6.9 km. Maximum speed – 33.5 kt. Turning circle radius – 750 m. Rudder shift time – 10.4 s. Surface detectability – 11.5 km. Air detectability – 8.5 km. Detectability after firing main guns in smoke – 5.6 km. Available consumables: 1 slot – Damage Control Party. 2 slot – Specialized Repair Teams (Duration time – 20 s; HP per second – 866; Reload time – 80 s; Charges – 3) 3 slot – Hydroacoustic Search 4 slot – Surveillance Radar (Duration time – 40 s; Detection of ships – 10.0 km; Reload time – 120 s; Charges – 3) All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing. Quelle: https://blog.worldofwarships.com/blog/385
  22. Thanegoesinsane

    Alsace

    Bei 12 Murmeln in der Luft, ist das jetzt nicht so schwierig. Wenn du dann noch im Nahkampf bist, hast du schnell deine 100 Treffer zusammen. Bei den 274 Sekundär-Treffern wird er wahrscheinlich ein entsprechendes build haben, oder mindestens hybrid fahren.
  23. Thanegoesinsane

    Velos Tier IX Premium

    One of the many Fletcher-class destroyers which was transferred to the Greek Navy in 1959. The destroyer has rapid-firing main battery guns and one torpedo launcher with fast reload. The ship also features good concealment and a Smoke Generator with a long smoke screen dispersion time. In addition to the Smoke Generator, the ship's equipment is represented by the Engine Boost and the Defensive AA Fire consumables in separate slots. European destroyer Velos, tier IX Hit points – 17100. Plating - 19 mm. Main battery - 4x1 127 mm. Firing range - 12.1 km. Maximum HE shell damage – 1800. HE shell armor penetration - 21 mm. Chance to cause fire – 5%. HE initial velocity - 792 m/s. Maximum AP shell damage - 2100. AP initial velocity - 792 m/s. Reload time - 2.2 s. 180 degree turn time - 5.3 s. Maximum dispersion - 106 м. Sigma – 2.00. Torpedo tubes - 1x5 533 mm. Maximum damage - 19033. Range - 10.5 km. Speed - 66 kt. Reload time - 60 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.4 km. AA defense: 3x2 76.2 mm., 4x1 127.0 mm. AA defense mid-range: continuous damage per second - 126, hit probability - 100 %, action zone - 4.0 km; AA defense long-range: continuous damage per second - 60, hit probability - 100 %, action zone - 5.8 km; Number of explosions in a salvo - 3, damage within an explosion - 1540, action zone 3.5 - 5.8 km. Maximum speed - 38.0 kt. Turning circle radius - 620 m. Rudder shift time – 3.9 s. Surface detectability – 6.9 km. Air detectability – 3.2 km. Detectability after firing main guns in smoke – 2.6 km. Available consumables: 1 slot - Damage Control Party 2 slot - Smoke Generator 3 slot - Engine Boost 4 slot - Defensive AA Fire Quelle: https://blog.worldofwarships.com/blog/341
  24. Thanegoesinsane

    Derfflinger T V Schlachtkreuzer

    Quelle: WoWS-Stream The concept of the alternative branch of German battleships rests on short-range combat due to their low concealment, decent secondaries, and small number of main battery guns with a low range of fire. The ships are also armed with long-range torpedoes.
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