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About SgtBeltfed

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  1. Lead in seconds for a target doing 30 knots or so.
  2. how the heck do fighters work?

    Bit dated, but the mechanics are probably still good.
  3. Doesn't work like that, The distance between the aim point and drop point is exactly the same for manual drops and auto drops, just the auto drops the aim point is always on the target. On a manual drop I can put the aim point on the far side of the target to drop closer. The torps still have to land in the water and travel some distance to arm, put the aim point too far back, the torps will hit the water, fail to arm in time, and go "bonk!" for no damage. If the drop line is on the island, some EOD guys have some cleanup work after the battle. Now, the airplane game is effectively 2D, it makes no difference if I'm dropping over a gentle beach, or a mile high cliff. If a ship can get there, so can a torp. Now, I've only ever seen part of this, but it might be possible to drop a torpedo inside a ship's hitbox, have it travel lengthwise inside the ship, arm and hit the ship from the inside. Way back when Langley's could manual drop, I personally had a Langley drop a torp inside my Yubari, the torp traveled from just aft of the #2 gun turret to the stern. I have no idea what the torp did when it got to the stern, I only saw the wake going lengthwise through the ship when Jammin411 posted this Replay (at the 11 minute mark). Maybe there's enough length in something like a GK for one to drop and arm before it's outside the ship or hit's the other end of the ship. It would be a freak occurrence even if it even can happen.
  4. Best BB dd killer?

    Any BB with either good speed or a good rudder, both make it even better. I've been known to go hunting DD's in my Kongo's, but Warspite and Arizona both do fine as well.
  5. As has been explained thousands of times, You cannot send torpedo bombers outside the map edge. They will only fly outside the map to line up an attack who's aim point is inside the map border. When manually dropping with torpedo bombers, your aim point is usually on the far side of the target. If you're hugging the border, the CV can't pick an aim point on the far side of you, because it would be off the map. So by picking an aim point inside the map, and an attack direction that would bring the bombers from outside the map, The CV driver can still drop on you. It's more difficult to get a good drop that way. I'd have auto-cross dropped you Thumbs up to the CV driver that bagged you, that took some skill, you didn't get bagged by an amateur.
  6. The VLS holds more missiles in the same volume as an arm launcher's magazine, with a lower chance that something will stop the ship from firing something. With an arm launcher, if a Missile fails to fire, you now have a questionable piece of ordnance stuck on the launcher that will need to be dealt with before you can fire another round. With a VLS, you can simply select another missile, and leave the dud to be handled when it's safer to do so. Also, a failure in the launcher or the magazine system renders the whole system useless. In a VLS, it's just a failure of part of the system, that can be handled later. The only real drawback to a VLS is that it must fire guided missiles and that the length of the missile is limited by the depth of the ship. There have been horizontal magazines for twin arm launchers with a different set of problems involved.
  7. Proximity Ammunitions

    With how the game handles AA, it doesn't really matter. The effect of the proximity fuses would just be rolled into AA dps. AA doesn't have a hit chance, it just compares the DPS v/s the Hit points of the fighter, and comes up with a percent chance the squadron will lose an aircraft every second it's in the AA radius.
  8. In real life, going into WWII, it was based on tonnage and gun caliber by treaty. Destroyers displaced less than 1850 tons and carried guns of 5.1 inches or smaller. Cruisers are 10,000 tons or less, with guns 6.1 inch or smaller for lights and 8 inch or smaller for heavy cruisers. Battleships were 35,000 tons or lighter, with guns no larger than 16 inch. Treaty limits are kinda like speed limits, everyone lied, cheated and paid them lip service. French and Japanese DD's were bordering on cruiser sized, everyone except the Royal Navy built cruisers over the limits, and there's that tiny little issue of the Yamato being about double the treaty limits.
  9. On historical ships in game, the number of spotter aircraft in game matches the number they had room to embark. On the paper ships, it's probably guesswork, and wasn't limited on battleships for game balance reasons (in game, nobody was going to run out anyway)
  10. The coolest boat in the shipyard

    it's a CCM, one of spec ops toys
  11. The only one that comes to mind was Furataka's new top hull. When I ground though her, the top hull was still 6 single turrets.
  12. She's an abrupt change from the Amagi. She's slower, her secondaries and AA when upgraded are ok, but nothing special. Her armor is ok, and she lives or dies by angling, and that's nothing new. Her rudder .... well she has one, but that's not saying much. Her turrets aren't actually that awkward if you're engaging targets over the front, they work exactly like the guns on the North Carolina or Yamato, just with limited firepower to the rear. A funny side effect of the all guns forward arrangement, is it makes her guns effectively more accurate than the numbers would indicate. If she gets all 9 guns into something at short range, they're all coming in at the same angle, unlike the Yamato, who's forward guns might be close to broadside, and the aft guns might hit at a 60 degree angle. As others have pointed out, she's a rite of passage to get a Yamato, grind your way though her, and you're ready for the big guns. Too bad too many people free XP their way past her to get the Yamato, then have no idea how to use her effectively.
  13. Fix BB AP against DDs

    An overpen isn't a shell detonating and doing damage. It's a shell that goes though an area of the ship without detonating. The damage is just what the shell smashed going though like a giant bullet, and not an explosive shell.
  14. This was posted a while back during the GZ testing, on facebook. We would like to clear up the situation with Graf Zeppelin’s detectability. Main parameters for measuring ship’s detection radius are: • Full height • Hull height • Length • Width If we compare Graf Zeppelin to other tier VIII carriers, the detection radius numbers look like this: Enterprise – 14,58 km Lexington – 17,46 km Graf Zeppelin – 16,2 km Shokaku – 12,42 km As you can see, german carrier is the second among her immediate peers. Let’s look at the exact numbers for those ships: Full height: Enterprise – 33,11 m Lexington – 41,64 m Graf Zeppelin – 37,6 m Shokaku - 24,58 m Hull height: Enterprise – 16 m Lexington – 17.45 m Graf Zeppelin – 13.6 m Shokaku – 9.07 m Length: Enterprise – 246.7 m Lexington – 277.2 m Graf Zeppelin – 262.5 m Shokaku – 257.5 m Width: Enterprise – 33.3 m Lexington – 33.7 m Graf Zeppelin – 31.5 m Shokaku - 26 m As you can see Graf Zeppelin is the second in full height and length, while in hull height and width it is the third. Together, these parameters determine the distance from which enemy ships can spot the carrier, and this value is set at 16.2 km. Moreover, this value is influenced not only by detection distance of the ship, but also by how easy it is to identify. Simply put - it's not enough to look at it, you have to know what you're looking at. And if we examine Graf Zeppelin’s silhouette, it does stand out significantly among her peers, thanks to the unique shape of her funnel. Lexington is known for simply being massive, and Enterprise is easily confused with Essex. Japanese Shokaku does not have many distinctive features, therefore she has a lower detection radius. https://imgur.com/a/p7g3C Concerning the question about changing the detectability of other ships without their core parameters being changed – it does sometimes happen, but only in fringe cases, when the balance really needs it. In most cases, however, no modifiers are applied to the basic detection radius formula.
  15. wth is wrong with izumo's gun

    The Izumo is an abrupt change in how IJN battleships play. She loses the speed and maneuverability, and the armor has to be kept angled. While she's not a bad ship, I wouldn't go so far as saying she's a good ship. Her guns are the silver lining though, they are accurate, and have ok pen and damage. Yamato has a lot of the same flaws, except of course, instead of merely good guns, she gets the best guns in the game if you love to lol-pen people.