Fires from HE are a different matter, as their damage is done as a % of the target's health per second. If you're in a DD, most of cruisers save the Pensacola above T5 will have sufficient armor to turn aside your AP, excepting the Gremyashchy currently, without needing to do any angling, BB's can pretty much ignore your AP guns, and DD's generally have their modules knocked out so easily by HE that it's more worthwhile to cripple them in the process of killing them. Say, for argument's sake, the DD's at half or less health and crashing your fight with another BB, otherwise it's best to just go for HE if you're a CA/CL or DD which in the case of the former can destroy those modules *and* has an extremely high likelihood of disabling the DD's. Even then, a BB does so much damage that, depending on the other ships around you, friend and foe alike, it's quite possible that you might be better off just sticking it out with AP. The 203mm armed cruisers (from T7 up in the USN line, from T5 and up in IJN excepting the default turrets on the T8) all have much better penetration and can citadel quite a few battleships at a variety of ranges *if* you've got them broadside to you.ĪP against DD's has about two major uses: You've already got it loaded and are switching to HE, or you're looking to destroy their turrets and weapons. Oh, fun fact, at 3km~ a Cleveland can citadel a Kongo-class battlecruiser (don't, uh, don't go looking for such a close-range confrontation, though). Still need to do more testing on the Cleveland to see what it can and cannot citadel and at what ranges. Omaha, for example, after the last armor pen change cannot citadel itself much outside 10 km (tested extensively in the training room), while the Cleveland's AP can citadel the Omaha all the way out to the Cleveland's max range provided it hits the appropriate spot. AP vs cruisers is pretty range-and-ship dependent.
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