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Everything posted by Unintentional_submarine
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Carriers are OP, Battleships are OP, Cruisers are OP, Destroyers are OP
Unintentional_submarine replied to Ectar_'s topic in General Discussion
So it is 1 - 2 - many? There are exactly three carriers that fit that criteria. -
Your math is correct, but your conclusion is wrong. What you end up with is range meters PER dispersion meters. So the higher the better. Let's look at it from another tack. You get a 10% range benefit, 1.9km (1900meters, probably 1930meters but that isn't readily visible), and for that you pay 14 in dispersion. Now as noted the original dispersion is 223. Is 14 more or less than 10% of 223? It is obviously less. Hence it clearly is an overall benefit. Yet another tack is find the dispersion for the original max range with the fire control system upgrade installed. 19.3km is ~91% of 21.2km. So the dispersion at 19.3km is 215.75 meters. Less than the original 223.
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How does torpedo spotting work ?
Unintentional_submarine replied to fusk's topic in Newcomers' Section
Well, there you have it. Assumed as much as it included well known torpedo detection ranges. -
Uploaded them to imgur. Should work now. That is true. Have done it a few times myself. However it is still a relatively marginal advantage.
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We will probably get ships that turn their turrets faster. Both Bismarck and the Littorio class could turn their turrets at a rate of 6 degrees per second. That's 30 seconds for 180 degrees. The leaked initial stats for Bismarck had that 6 degree traverse in them. Now they were a work in progress, but it clearly shows that WG have considered the possibility.
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Kongo...The Biggest Piece of [edited] in the Game?
Unintentional_submarine replied to kbb07142's topic in Battleships
It got it's turrets and AA nerfed a while back. I think it was 0.3.1.3 or something like that. It was the same time the Fuso got it's AA nerfed. The Kongo is just lovely. I leave most matches with 5-7 citadels, so I have to wonder what people complain about. Heck just today I managed to hit two different ships at absolute range (all upgrades and spotter plane up). I didn't kill them, but since it was barely into the game, it was worth the effort (no other targets). At 75k damage on average, there is nothing I can complain about with it aside from the slow turrets, and even those aren't that bad. -
Carriers are OP, Battleships are OP, Cruisers are OP, Destroyers are OP
Unintentional_submarine replied to Ectar_'s topic in General Discussion
So that's the equation... 40 planes = a ship of the same tier? Good to know. -
Not you. It was in the great than list proposed earlier on this page.
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It is a pretty nifty ship actually. But it is a rough ship when you aren't used to it's gameplay. It is called a battleship, but it shouldn't be treated as one. If you know what you are doing with it, then it can give you some really great games. But the issue is that it is a complex ship. If you are impatient or play it as a regular sniper or brawler, you will fail. The position on the tree is probably her main problem. She is the second battleship, after the horrible Kawachi. That means people that play her are generally not very experienced and have no frame of reference. They will literally not know what to do with the Myogi. If you do know what to do with her, then she is merely a more attention demanding ship. She will never be super powerful, but she it not comparable to Colorado, she is way better.
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The missions are all on a three day rotation, they are just layered so that you have one every day. This means that you can log out for three days and not 'lose' any 'daily' mission updates.
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Digging a bit deeper for the Agano-kai I found something interesting. Might not apply that well to tier 5, but well worth some attention. http://xoomer.virgilio.it/bk/NWS/Imperial_Japanese_Navy/image-html/IJNcruisers.html Now, going by the profiles, since I can't read Japanese, we have: Mogami Tone Zao (well it certainly looks a lot like it) Oyodo Agano Agano-kai 'Mystery ship' The mystery ship is clearly an AA cruiser of immense proportions, as I found a more detailed image. http://xoomer.virgilio.it/bk/NWS/Imperial_Japanese_Navy/image-html/IJNAACruiser2.html 18 guns per side... Makes even Atlanta pale in comparison. Arguably, the looks of the turrets are those of the Type 97 100mm DP guns. So it is a late war plan, where it would make sense to consider such a crazy ship. Interestingly it has very few lighter AA guns. Normally I would dismiss such a ship as a fantasy of some alternative history fan. But the way it is listed in company with known designs in an actual book, makes me believe it might be an actual design study. The page containing these images also have a lot of other well-known real designs, such as the various A-140 proposals, and some I didn't know about, like the Kongo replacements (seems very bareboned plans that never even got started, unlike this one). Damn, images are messed up... Have added links below the images in case they don't work directly.
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Agano could work, but like Furutaka should would probably be somewhat underpowered. Well, Furutaka isn't really underpowered, she is just problematic to get to work. Agano would be slightly weak with only 6 guns that had a RoF of 6rpm, and weaker armour than Furutaka. Better AA and marginally better speed wouldn't really make her lovable. However, she would be much less problematic to play with. Her guns would be easier to use, they would gain the skill benefits very well. And she would handle like a cruiser, if a bit on the weak side. And her torpedoes would be slightly better. [EDIT]I found a vague reference to an Agano-kai design with four double turrets as the main difference. Maybe it could work better. Alternatively the Sendai class could be used, but after both the Tenryu and Kuma, I doubt WG would be satisfied with a third of the same type.
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Dive bombers are... special. They are often like king fishers, and dive into the water only to quickly rise up again.
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I haven't had issues in that department. The Furutaka, more than other cruisers, have to show her broadside. As such she is easy to citadel at any range but maximum.
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What? All the Murmansk's scouts should only last 90 seconds. They are spotters that increase range, not the scout fighters other cruiser have (which last a long time). So if they last longer than they should (1:30), could you please post a screenshot here?
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Kongo...The Biggest Piece of [edited] in the Game?
Unintentional_submarine replied to kbb07142's topic in Battleships
Actually it is a marginal accuracy upgrade as well. You gain 14 to dispersion for 1.9km range. That isn't a 10% increase to dispersion though. Which is what you would otherwise expect. It is more like 6%. Thus in effect your guns get more accurate at your old maximum range. -
Doesn't matter through. The Phoenix and the Omaha have no trouble citadeling other cruisers. And with that rate of fire... yum yum yum. You can quickly grind them down. The Furutaka does get some benefit from her better penetration. She can citadel Myogis and Kongos with a bit of favourable circumstances. I'm not sure she can do it to the USN battleships. Also, she can actually oneshot enemy cruisers more easily. Her accuracy and greater damage per shell means she can really cripple an enemy ship in one salvo. Still, it is reasonably rare to land more than two citadels on an enemy cruiser in one volley. And while that hurts a lot, it is nowhere near a oneshot kill.
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Of course. Notice how on the top of the command tower there is a spinning top so to speak that rotates with your guns. That's the rangefinder and director. That position and greater size is the reason for the longer range.
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It has been like this since 0.3.1, a couple months. It is unlikely that they will change it at present. Trust me, there were a lot of complaints about this the first weeks, but then it died down as people adapted to it. The issue continues until you get to North Carolian where you finally get a good long range. So you better get used to it. That people have adapted to it doesn't mean that those USN battleships are better, only that the problem isn't as much of a problem that can't be mitigated by playing in a different way. Now, the New Mexico wasn't changed in 0.4.0 as far as I know, so my previous experience should still be valid, and I had no trouble making do with her range. This is from a self-professed lover of the fast long range gameplay. It just requires a different set of skills. Skills you will probably need if you ever go for the IJN line and have to pass the Nagato.
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No, it has been like this since she got her new superstructure. So from 0.4.0.
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The first two I think is pretty much 'universal'. But can the NC and Amagi really be compared? Their function and style are so different. One being a heavy battlecruiser, the other a reasonably fast battleship. Wouldn't they require different playstyles, and so it more comes down to preferences than anything else. Also I would decrease the advantage for both the Fuso and Kongo. While I utterly love the Kongo and do beat New Yorks, I also remember doing the exact opposite in the New York. And for once in the low tiers the range difference isn't really important, as the New York can hit back when the range becomes effective, her main weakness being that third turret (though one could argue that anytime she can fire it, is just a bonus). And the New Mexico might not have the range, but she is far from as brittle as the Fuso. The advantage lies with the Fuso for sure, but not by a landslide. I remember being pleasantly surprised with her. Instead I would grant Nagato two steps over Colorado. It is just so painful with the Trollerado, while the Nagato can sort of overcome her issues by different playstyle. The Colorado can't in my experience. She is a pain at range, at medium range and at the brawl.
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Arguably this is because of the much flatter shell arc, due to the higher velocity. This is also why the Littorio guns do better against belt armour, since their shells strike at a better angle than their Japanese counterparts. Too bad for the Italians that they had issues with dispersion and barrel wear. In fact in general the Italians has those issues, all the way down to their light cruisers. Also, it should be noted that there is a much more sober penetration table on navweaps just below the one listed, where at 19,000 meters the guns could penetrate 416mm, and only 325mm at 26,000 meters. The issue might lie with the first table is based on the USN Empirical Armor Penetration Formula, which is apparently not so accurate (I honestly don't know the validity of it). Meanwhile the second list is from official Italian documents of the time. I'm guessing here, but I would expect the Italians to have actually done physical tests of penetration, compared to making a calculation. [EDIT] Just in case someone wonders. The Italian 381mm/50 retained a fair margin over the German 38cm/52, at both short and long range. But considerably less than what the USN Empirical Armor Penetration Formula would indicate otherwise.
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What Were Your Greatest Gaming Achievements Today ?
Unintentional_submarine replied to Hanszeehock's topic in General Discussion
What the hell? 12k damage from secondaries on a Pepsi? How did that happen without you getting killed? -
No, the opposite of now more or less. Torps start very wide and converge on a point. It is then the IJN CV captain's responsibility to launch the torps at a proper distance. If he is bad or not confident, he will launch them at a close range, and maybe... MAYBE get two hits. If he is Sharana he will launch them from very far and hit with all four (depending on the target evading of course).
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Include arming distance for Torpedoes and Torpedo Bombers
Unintentional_submarine replied to SeaMonsterUK's topic in General Discussion
That would have to have been a long time ago, since the 2 CV per team rule has been in place for months.
