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Everything posted by El2aZeR
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The reason behind the poor dispersion of German & US BB's ingame
El2aZeR replied to KMS_Tirpitz's topic in Battleships
Yes. -
The reason behind the poor dispersion of German & US BB's ingame
El2aZeR replied to KMS_Tirpitz's topic in Battleships
Oh, you mean against KM BBs? Yeah, can't be done unless he turns towards you while your salvo lands on his waterline. Belt and deck penetration are two different things. Belt armor penetration capability at 20km on the same ships as above: - KGV: ~260mm - NC/SoDak: ~430mm - Iowa/Monty: ~480mm - Yamato: 494mm - Bismarck: ~410mm That means even at 20km you'll have no problems punching through the belt of the most heavily armored ships if they decide to show you their broadside. Unless ofc you're using a KGV, but she has thermonuclear HE shells anyway. Again, basic game mechanics you know nothing about. Heck, at this point it's not even about game mechanics, it's about simple physics. -
The reason behind the poor dispersion of German & US BB's ingame
El2aZeR replied to KMS_Tirpitz's topic in Battleships
Yes. Via belt armor penetration. That is not plunging fire. -
The reason behind the poor dispersion of German & US BB's ingame
El2aZeR replied to KMS_Tirpitz's topic in Battleships
Aside from RN BBs no citadel area weather deck armor of high tier BBs is thin enough to overmatch. Even if the weather deck is penetrated the main deck armor will bounce or shatter any shell fired at realistic combat distances. C'mon, dude, you don't know basic stuff like this after 4k battles? While normalization will lower the required range a bit, penetration capability becomes even worse. The 30-40km range needed to citadel still apply. Deck penetration power of the same ships as listed before at 20km: - KGV: ~80mm - NC/SoDak: ~120mm - Iowa/Monty: ~110mm - Yamato: 109mm - Bismarck: ~90mm These values obviously decrease the closer you are. As can be clearly seen in the video. Oh wait. BASIC. GAME. MECHANICS. Seriously, after 4k battles you haven't even noticed your ship banks hard when turning? But yeah, keep telling yourself that you're good at the game. It's clear that you're a lost cause. Why should I care if you continue suck at it? I've made an attempt to explain basic stuff about the game to you, whether you pick them up or not ain't my problem. -
The reason behind the poor dispersion of German & US BB's ingame
El2aZeR replied to KMS_Tirpitz's topic in Battleships
It's also prominently featured in this video (at 2:26): And although it is far outdated the principle still applies. -
The reason behind the poor dispersion of German & US BB's ingame
El2aZeR replied to KMS_Tirpitz's topic in Battleships
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The reason behind the poor dispersion of German & US BB's ingame
El2aZeR replied to KMS_Tirpitz's topic in Battleships
When turning towards an enemy the broadside rises out of the water, making it possible for shells to bypass the turtleback. This is done more easily at long range (due to underwater shell ballistics) but is possible at close ranges as well if said KM BB decides to make a full turn. And since they've removed barbette citadels that is the only way of landing a citadel on a KM BB currently. Yes, true plunging fire (aka penetration of the deck) is not achievable at realistic combat distances due to the need of an angle of fall larger than 30° (aka the auto-bounce angle). To list the range needed to achieve that of just a few prominent ships: - KGV: ~24km - NC/SoDak: ~24km - Iowa/Monty: ~30km - Yamato: ~32km - Bismarck: ~30km And even then citadel penetrations do not become achievable until around 30-40km since the shell penetration power at the minimum required distance is far too low. So yeah, how about you familiarize yourself with basic game mechanics before spouting worthless words and accusations? It's an atrocity that you've got 4k battles played and know so little of the game. -
The reason behind the poor dispersion of German & US BB's ingame
El2aZeR replied to KMS_Tirpitz's topic in Battleships
Plunging citadels literally do not exist. To achieve plunging fire in this game all high tier BBs need ranges in excess of 30km due to auto-bounce. KM BBs are not only powerful, they're overpowered since they're ridiculously idiot proof. Stop whining and git gud if you can't make them work. -
Yes. And the good one will still win the air fight. Been there, done that, even against two fairly good players I've had no problems dominating. In the current iteration increasing CV numbers per match will not do anything but create more problems.
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Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
El2aZeR replied to Kancolle_Kongou's topic in Off-Topic
The sad thing is that I cannot argue against this. -
Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
El2aZeR replied to Kancolle_Kongou's topic in Off-Topic
"Warudo o Warushipsu!" - Is supposed to be a bot. - Plays worse than a bot. -
Maybe divisions with CVs should have a +1 -1 limit only
El2aZeR replied to pra3y's topic in General Discussion
I thought division restrictions are +/-1? Unless ofc that Lex made/joined that div in the match. Balance in general would massively benefit from +/-1 MM. And since now that there are plenty of people playing across all tiers queue time should hardly be an issue. -
You're not the only one who is bad at the game, either.
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Don't see why you would want to use LS on any cruiser, really.
- 13 replies
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- captain skills
- zao
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(and 1 more)
Tagged with:
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Even if you take the full MM range of USN AP bombs into account they're only truly devastating against very few BBs. - Gneisenau/Scharnhorst - Bismarck/Tirpitz - Queen Elizabeth - Fuso - Nagato (probably Mutsu as well, haven't dropped on yet, tho) They're however also capable of one-shotting - French cruisers T7+ - IJN cruisers T8+ - USN cruisers T9+ - Moskva - RN cruisers if you're lucky The rest takes pretty much the same damage as with HE bombs. Overpen damage against DDs can actually be fairly respectable due to the highly accurate manual drop circle (my highest total was ~6k damage I think), but obviously can't compare with HE bombs in performance. For a thorough comparison on T9+ BBs, see here: So yeah, AP bombs are actually an anti-cruiser tool T9+.
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Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
El2aZeR replied to Kancolle_Kongou's topic in Off-Topic
I do. To see all the lewd stuff I mean, uh, all the beautiful pictures people post on there. :D Woah, really? Why?! -
Just like how they're addressing BB overpopulation. Or CVs.
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It's not just USN AP, either (though they do have the highest chances due to their high shell arcs). Pretty much any BB shell that hits the deck or below the waterline will result in penetration damage. Or if you've angled your belt trying to dodge.
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T8 Cleveland - what changes would you like to see?
El2aZeR replied to Ryouzanpakku's topic in General Discussion
It's the other way around, actually. Magazines were part of the citadel during the beta (and was pretty much the only method of reliably hitting the citadel of a Cleve at close range) but nowadays are part of the turret (meaning that hitting the magazine will result in disabling/destroying the turret but deal no damage). Why was this changed? Who knows? -
As it clearly shows in your stats. Outplaying AS was literally one of the easiest aspects of CV play regardless of how skilled the enemy was due to fundamental shortcomings of the setup you cannot overcome. It was worthless in every aspect in CV play, your striking power pretty much non-existent, your air control was bad (because you had no striking power to back it up. Yes, striking power helps in maintaining air control) and you had precisely zero scouting capability contrary to what others will want you to believe. AS worked only against noobs, even then strike or even balanced was the far better choice since they too worked against noobs but had far more impact on a battle. I once went up 1v2 (because my teammate was afk) against two AS Rangers in my Hiryu, both of which could strafe. To say that I crushed them is an understatement, they managed a combined tally of ~20 plane kills, my side ended up with over 70 if I remember correctly. And that was when strafing out didn't exist.
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Yeah, no. Alt mechanics bring skill into CV play. If you can't handle them, git gud. Using fighters to attack ships would be a ridiculous waste of resources. Only idiots would use it. Literally the last thing CV play needs is another noob trap when there are already so many.
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No, it doesn't. Your chance of shooting down a plane rises over time until it hits the cap (90%). You were either under enemy AA fire, got the "fighters refuse to engage" bug or ran out of ammo. It's a lot more probable to win the jackpot in a lottery than this happening. Too hard to balance, it'd either end up much too beneficial for CVs or stupidly punishing.
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*imagine laugh gif here until forum hamsters have been pacified again*
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Ah, yes, just change it so that can't happen. So very easy apparently.
