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AzurLane

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    [K-ON]

About AzurLane

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    Able Seaman
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  1. Do you know that Russian dd can citadel Germans on a regular bases? If not, please try the tier V Russian DD for yourself.
  2. Exustio, on 01 November 2015 - 03:48 PM, said: The reason why the KM AP is awesome at long range is because it has a high arc. High arc AP will go threw the deck armour of ships, avoiding the belt armour. U get close in a KM ship, your arc will not help at all, making u unable to penetrate the belt and the deck, as the angles of the shells is too great to do any good in either situation. This is also the reason why i think KM HE is so crap. Imagine a HE shell penetrating the deck of a ship at long ranges, if it happens then a blow up by ammo racks will be a regular occurence. IJN cruisers tend to have a low arc, which makes them ideal for going threw belt armor. The closer u get to a IJN cruiser, the more chance it can penetrate the belt. The further u go, the worse it gets, thus IJN switching to HE. USN are right in the middle of these 2 extreme's. Where at extreme ranges everything will bounce with AP, as the angle is too shallow, and too close its the same story, as the angle is too steep. Meaning USN ships should be somewhere in between the distances from the KM and IJN. This is also the reason why a lot of DM players shoot HE either from close or far ranges. People need to find the sweet spot of ranges for the DM as there is a minimum range, and a maximum range. IJN & KM have it easy, as they only need to know 1 range at which to change ammo type. If u were putting the T10 ships in a line for optimal ranges to shoot from with AP. Then the first ship should be the IJN, after which the USN followed by the KM. This is further reinforced by their armor layout. Where the IJN have strong belt armor and the KM has strong deck Armor, the USN are in the middle of these 2. well the in reality, when ships are angled in a optimal direction (sailing right into you head straight) HE can cause decent fire damage yet AP does pretty much no damage. Unless BB's AP on CA that's another story. So we could say that HE on the CA is a reliable damage source yet AP is not. So my argument is that since KM's HE fire chance is so abysmal, why not buff the AP damage (not penetration) just to compensate special situations when AP does not have effective use. (Or HE fire chance needs to be buffed, but this would make the CA play-style somewhat alike) Nefczi, on 01 November 2015 - 03:11 PM, said: Thats true, but im not talking about ships overal performance, nor I compare it to live server in any way. All im saying is that from what I seen those guns hit like a truck with AP even at higher ranges. As for angling, even Zao wil have problems to do significant damage in such situation. Altho Zao at least can switch to very effective HE. At long ranges setting fires on BB with HE makes life a lot more harder. Ships like ZAO can do invisible firing at 16>km (with camo and captain skill) and this makes the life of a low speed BB very very hard.
  3. Well, the thing is, people that plays on live servers are not as inexperienced as on PTR who sails in straight lines and give you full broadside for the taking. Also on PTR, people are having fun/trolling a bit.
  4. AzurLane

    Is this all we are geting for German Cruisers 5.1?

    wait till you get the Hindenburg, the horror.....just drop the line WG
  5. AzurLane

    German Cruiser Feedback

    Hindenburg impression Pros: Long range good shell fly time Large HP pool Good rate of fire decent maneuverability Con: HE damage next to nothing AP works at far range but not much damage anyway HE fire chance next to zero Detected at 16km (Beacon of light) Some more impressions on the ship. 1 about the 16KM detection range It's ok to keep away from front-line but as you damage more enemies and get them frustrated, you will be the top of their kill list. Getting concentrated fire means dodging bullets is nearly impossible. 2 about the 6KM torp At least torps on the IJN cruiser line torps can be used defensively (to drive away enemy chasing you at around 10-15km), or used offensively (light speed torp on zao, hard to evade during cqc). 6Km torp, well besides suicidal mission I did not see it's use in any other useful circumstances. (I am not complaining to buff the torp. Since the play-style of this ship is long-range artillery, how about removing the torp and buff the guns a bit?) 3 about AP and HE Since HE fire chance is abysmal AP is used as default ammo. Yet it does nothing at long range. Compared to Zao, at lease HE sets fires and make BB's life harder so they make alternative decisions; Hindenburg only upsets BBs with low damage AP and get concentrated fire. The main question is: What do you what the playstyle of German line be? Right now it is under-performing a lot compared to Zao.
  6. AzurLane

    CVs - Issue thread and thoughts

    Some players have experienced unavoidable manual trop drops and thinks why some Midway players are so much better than others who gets 5 6 kills per battle. Well here is the answer, have fun watching:
  7. Some players have experienced unavoidable manual trop drops and thinks why some Midway players are so much better than others who gets 5 6 kills per battle. Well here is the answer, have fun watching:
  8. I know I am only a mediocre player (play for fun), and please look at the damage results compared. 90k vs 60k there is something wrong. And if WG did release Hindenburg with 5 rpm and lower AP damage, that's going to look like a big Tier 8 ship, now it's like a Tier 9.5 something.
  9. I believe WG wanted to make a different play-style with the Hindenburg compared to the other cruisers. Since Zao is like a sniper that hides between the crossfires (10km detection) and picks off targets with fire damage (high chance of fire 22% with Capt skill). DM I did not have the luck to play with it so I cant say anything. So WG decided to make a AP shooting long range (20.55km) fast rate (6 rpm) low damge and high accuracy artillery. But the thing is, it's near impossible to hit anything at 20km, and the damage of AP at that range is pathetic. And since getting spotted at 16Km. Hindenburg always get concentrated fire since it's the easier to bully than BBs. So when ever it's detected and get concentrated fire, it's unlikely to doge all the fire, and 3 citadel from a Yamato, she is dead. My personal view, either buff the chance of fire and HE damage (which will turn it in to a ZAO, i guess WG won't do that) or buff the AP damage (the better idea so far). I have given up using HE since it does no damage at all, worse than myoko's.
  10. thanks for the advice. I'll try the AA out since fire chance is pretty slim anyway. However it's just a plus system not multiplication.
  11. Hi everyone, this is my first post in the forum, wish everyone is having a good time. I just got my hands on the Kriegsmarine Hindenburg and I would like to share(complain) some of the issues I have had so far. Pros: Long range good shell fly time. 20km in 12.5ish sec (Gun Fire Control Mod 2 added) performance on par with Tirpitz. Large HP pool Good rate of fire decent maneuverability Con: HE damage next to nothing AP only works at close range (<10km) or against low tier CA (works at far range but not much damage anyway) HE fire chance next to zero Detected at 16km (Beacon of light) Here are some results screenshots: I used Capt skills to increase the chance of fire to 14%, but it feels like 5% a lot more worse compared to Zao. Also the HE damage somehow feels like it's doing nothing at all. >>>>Overall, it's feels like a tier X Cleveland (well with torps hardly used at all) . <<<< Since it's really a bad idea to get near the enemy fleet, the majority of my time with this ship is upsetting enemy BB with long range fire (no damage dealt, only increasing frustration to the enemy Capt) --------------------------------------------------------------------- Had some more time with the Hindenburg and tested ap capability with Yamato (thanks to JJ, since I ran into him in a 1V1 battle) Here are the results: 15KM full salvo (multiple pen, it seems that 5000ish damage is the best you can get in one salvo) 10KM 1 turret firing (single shot pen, it seems that one penetration is 600-700 damage) 5KM 1 turret firing (three shot pen) I also got similar 5000 damage with other targets such as North Carolina and Iowa Special thanks to JJRu5tY for helping me out testing! --------------------------------------------------- Some more impressions on the ship. 1 about the 16KM detection range It's ok to keep away from front-line but as you damage more enemies and get them frustrated, you will be the top of their kill list. Getting concentrated fire means dodging bullets is nearly impossible. 2 about the 6KM torp At least torps on the IJN cruiser line torps can be used defensively (to drive away enemy chasing you at around 10-15km), or used offensively (light speed torp on zao, hard to evade during cqc). 6Km torp, well besides suicidal mission I did not see it's use in any other useful circumstances. I am not complaining to buff the torp. Since the play-style of this ship is long-range artillery, how about removing the torp and buff the guns a bit?
  12. AzurLane

    Cruiser Comparison!

    Thanks so much for the hard work. Saved my day switching between ships for data. PS Tone should be tier 7 according to wiki Cheers!
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