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fnord_disc

Beta Tester
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Everything posted by fnord_disc

  1. fnord_disc

    Some interesting info around the world

    It isn't even Nagasaki...
  2. fnord_disc

    In World War II,Where is 60+section torpedo?WG

    Ships are much faster in the game than in real life. So torpedoes are also faster. A ship in real life needs a couple of kilometers to stop from full speed, and even if it bleeds speed with turning it needs 1km+. If you want realistic torpedoes, then also be prepared for ships that only react to your commands after ten minutes.
  3. fnord_disc

    Primary or secondary armament as AA gun

    Yes, they work.
  4. fnord_disc

    New tier 7 premium carrier Saipan (5.14)

    Food you cook is always colder once you eat it.
  5. fnord_disc

    Myoko or Yorck?

    You CAN make the Yorck work now that the turrets can actually turn. But it's still a bad ship with no real strengths to exploit.
  6. fnord_disc

    Myoko or Yorck?

    Yorck is garbage. You have to fire HE at most targets and the arcs are horrible. Myoukou is much better than Yorck in basically every way.
  7. fnord_disc

    New tier 7 premium carrier Saipan (5.14)

    Yes, the fighters are competitive, but you have less strike potential. Having great torpedo bombers is useful and crapbut they still do the same damage. I think it's a strong ship and competitive in the right hands but I don't think the average player will outperform a Hiryuu. You're comparing stats that deliberately make the Saipan look good.
  8. fnord_disc

    New tier 7 premium carrier Saipan (5.14)

    Having 15(+2) planes when the enemy at the same tier has 24(+4) is a big problem and the reserves are small. 48 planes, guys. 48. It's an okay ship if you know what you're doing, but an average player will perform much worse in this ship than in a Hiryuu or a Ranger. I would like to see you perform consistently better in this ship than in a Hiryuu and I'm pretty sure you won't.
  9. fnord_disc

    forgotten projects

    There have never and will never be paper ships in the game.
  10. fnord_disc

    This is unbearable ! (They are Soviet !)

    A historical progression would have been USA - JP - UK - DE - IT - FR ............ ............ ............ ............ ............ RU JP over UK because of more interesting battles historically, same reason IT > FR.
  11. fnord_disc

    This is unbearable ! (They are Soviet !)

    They're Eastern Finnish ships to me. I, for one, welcome the second Finnish line in the tech tree.
  12. fnord_disc

    Enough

    Secondaries are pretty great if you know what you're doing. Even without the T5 skill, and that only makes them even better. Getting 10k+ damage from secondaries isn't hard with many battleships.
  13. It is exactly 30° for double armor :3. armor/(sin(a°)*sin(b°)) Incidentally, that's why even angling a Kongo perfectly with all turrets forward will not protect you from side citadels at short range because it's still only about 400 effective. Even 14-inch guns can penetrate that.
  14. Cool, thanks. The wiki is not explaining it correctly, then.
  15. fnord_disc

    Premium shop: Mikhail Kutuzov again for sale

    The SoDaks look quite different from NoCals.
  16. I can't say for sure, but the casemate below the superstructure has a high HP pool and I doubt one single penetration would pass the threshold.
  17. It's very clearly a penetration of the superstructure and explosion inside the superstructure (NOT an overpenetration and the shell never makes it to the armored deck). This is a very rare situation due to the low armor of the superstructure and is only possible because you hit the relatively well-armored bridge at an angle, so the shell doesn't immediately leave the superstructure again but explodes above the deck. I'm quite sure this is a combination of exotic damage thresholds. At 0% damage taken the superstructure receives 100% of the 33% penetration damage, and when the first threshold is passed, 16.5% (of 100%, i.e. half of a normal penetration). When the second threshold is passed, it receives 0%. Theoretically the damage of a penetration hit to the superstructure is 3400 from Kongo, so I assume that it depletes the superstructure by some amount x (the first threshold) and the remaining damage is modified by the aforementioned 0.165/0.33=1/2 before it depletes the superstructure by a maximum of y (the second threshold or less). All that remains then is floored to 0. It's very likely that the superstructure was never fully depleted by your single hit, since Wargaming chooses round values for the health of their modules. If we assume that the damage did not deplete the superstructure, we can solve x*3+y*6=10200 x+y=2583 for x=817 damage threshold and y=1766 damage (threshold) y is not necessarily exactly the second threshold; it could be less. Sadly this does not agree with the values mined by GM3D, which gives New Yorks superstructure as having 500/900 HP, depending on hull, although it doesn't list the thresholds. Despite this, I feel like this is what happened. The reason these mechanics are not normally apparent is because penetrations on the superstructure are very rare, and overpenetrations always deal 10% damage, even if the HP are depleted. * * Yes, that means that if the HP are depleted, overpenetrations will continue to deal damage and penetrations will not.
  18. The mined stats on GM3D don't have 7.75k AP for any gun in the game. I checked. Like I said, I just feel it's important. I don't have an explanation. Can you upload the replay so we may check where the shell hit?
  19. 7750 * 0.33 = 2583.33 => 2583 Doesn't explain it, but I feel that it's important.
  20. fnord_disc

    Premium shop: Mikhail Kutuzov again for sale

    That we aren't getting a Japanese premium CV along with Saipan is just utterly horrible imo.
  21. fnord_disc

    Premium shop: Mikhail Kutuzov again for sale

    Use the extended tech tree or something... I mean, yeah, it should be in the client, but...
  22. fnord_disc

    Premium shop: Mikhail Kutuzov again for sale

    The shell velocity is only a little lower than the German 15cm cruisers, i.e. it's very fast.
  23. fnord_disc

    POLL: Which ships are you waiting for the most?

    And I expect you realize that these "real damage" values are practically meaningless because they're modified by the armor thickness you strike?
  24. fnord_disc

    POLL: Which ships are you waiting for the most?

    I told you, the guns are already in the game and do 1700 HE dmg.
  25. fnord_disc

    POLL: Which ships are you waiting for the most?

    The guns are incredibly powerful. They would have ballistic arcs flatter than a washboard with extremely high RoF and basically the same HE damage as American ships. The 10cm she uses have 1700 HE dmg, Fletcher has 1800, and Akizuki has more RoF and almost twice as many guns. Having less torpedoes and a quite bad top speed is necessary to just make sure she's not overpowered as all hell. Just think. The power against other DDs should be obvious, she would destroy other DDs in seconds, but what about enemy BBs? If they reuse the version they have for the secondaries, she would have 6% fire chance. Even if you're not using DE (you'll want the range), you still pump out 20 rpm * 8 barrels = 2.66 rps. If you fire for 10 seconds and hit all your shells, the chance to set at least one fire would be 81%. And hitting with 1000 m/s RL shell velocity is not hard. Putting her at Tier 8 and letting her face Mutsukis, Farraguts and New Mexicos would be absolutely ridiculous. The ship would have to be nerfed significantly below the current statistics that the secondaries carry to be at all fair at T8. Also, while they're longer and fatter than Kageros, they're not really any higher. The detection would certainly not be worse than Shimakaze since they have such similar proportions.
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