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About Scout1

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  1. Credits are not modified by a win (unlike exp, which is a hidden 1.5x multiplier). As other posters have said: *What* you do that # of damage to matters. A lot.
  2. It's a bit more complicated than "the module hit section is outside the hull". In fact, most module hit sections find themselves a little bit outside of the hull due to the fact their hitboxes can only be drawn with cubes (which makes it difficult to emulate things that AREN'T cubes, like ship hulls). When the server registers a shell hit it tries to determine which module/section the shell ends up in. With an HE shell this is essentially wherever it impacted, but simply hitting the side of the hull (where the extrusion is) will not, even under repeated hits, cause a citadel hit. Now, actually registering which module is hit is a LOT more screwy than that. Why? Because the game also tries to figure out which armor section you last hit, which is what the modules are attached to. In the paraphrased words of sub_octavian, there are "invisible" 0mm armor plates intended to signify when you've left one module and hit another. Now here's some fun scenarios. -Hitting armor (e.g. Khab's main funnel https://i.imgur.com/2X7W0B4.png ) without a module attached to it will cause 0.165x shell damage, and *only* damage the hull. The other 0.165x damage which would normally be applied to whichever section you hit simply disappears. -In the case of overlapping hitsections (e.g. Fuso's "A" turret https://i.imgur.com/sdZoggy.png ) it will choose one of those sections **at random** to apply damage to. So, basically, it's not simply a matter of hitting what GM3D/the game outlines as the "citadel" module. You also need a "penetration check" which confirms you *actually entered the citadel*. Although visual inspection of Montana's armor model in port shows no obvious holes (the 19mm citadel deck is safely hidden by the casemate), evidently one of those "invisible" 0mm plates is out of bounds, ever so slightly - probably just by a single pixel or two. Thus, you have to exactly hit that invisible plate, or series of invisible plates (to register not only a penetration, but also that you END INSIDE the citadel) in order to actually achieve a citadel hit.
  3. Scout1

    Kantai Collection Discussion Thread Kai

    That's just the sortie tax. Just like the first node on 1-5 past HQ 80.
  4. Scout1

    Kantai Collection Discussion Thread Kai

    Sorry for the double post, actually it's uh... already been found. Edit: Full res/damaged art below, normal warnings about damaged art apply (although this set is pretty tame)
  5. Scout1

    Kantai Collection Discussion Thread Kai

    Here's one with better proportions. Not my work, found it on the internet.
  6. Scout1

    Kantai Collection Discussion Thread Kai

    That's because those aren't "US servers", it's a complete ripoff meant to fool people into thinking it's the same thing.
  7. Scout1

    Kantai Collection Discussion Thread Kai

    The change all true Kancolle fans have been waiting for.
  8. Scout1

    Kantai Collection Discussion Thread Kai

    http://starwars.wikia.com/wiki/Republic_crest Well...... I'm not that into star wars though, so don't quote me. But their wiki does say it's correct.
  9. Scout1

    Kantai Collection Discussion Thread Kai

    Just to add on to Tsar1917's post, here is the page assigned to them on danbooru: http://danbooru.donmai.us/artists/94907 Apparently they have a second pixiv account, and an active twitter which seems to get some posts (and WIP) before anything is published to pixiv.
  10. Scout1

    Kantai Collection Discussion Thread Kai

    I wouldn't mind having a whole fleet of those.
  11. Scout1

    Kantai Collection Discussion Thread Kai

    Not sure about that Haruna. I definitely prefer the battleship we all know and love.
  12. Scout1

    Kantai Collection Discussion Thread Kai

    A CVL carrying only bombers in kancolle is actually preferential, because then they can hit the firepower cap. While IRL you'd want a large amount of fighters to run a combat air patrol and keep air superiority, the aircraft proficiency mechanic in game allows very few fighters to accrue massive points towards aerial superiority. To the point where, outside of certain event maps, you almost always run a minimal amount of fighters in your smallest slots. So if you brought 4 carriers you might end up carrying 270 bombers, and 20-30 fighters.