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Found 31 results

  1. hushpup

    never get Halsey now

    Guess Ill never get Halsey now :/
  2. I have thought about this for a while and I feel like the british DDs need an he buff, because you have to take ifhe on this or they have trouble fighting other dds. I took ifhe off my Jutland once and couldnt pen a benham from point blank range. An my second point removed ships. I feel like it is time to return the kutzow to the game. When it was removed sure it was op, but now there is more radar at T8 to counter it. so bring the kutzow back at least for a limited time to see what happens. Belfast should stay removed until a capable T7 crusier with radar comes to be able to counter it direct. Guilo cesare is op let's say it, yes, I have one yesterday, 143k game, dev strike. Confederate, high caliber, kraken, I have another metal but can't remember. Guilo was a good counter to iron duke and the British he when she came out. I feel some ships should and can return, but only once counters in meta have weakened them.
  3. The IFHE change basically made Flint, Atlanta, Colbert, and Smolensk useless. In the 0.9.5 release the Moskva camo people paid for with real dollars will be given out free. I will not be spending money on this game anymore. If I cannot rely on something maintaining it's value to me I am not going to buy it.
  4. Granted, the British did it in the span of a few months and it took me since Open Beta, but still. Pretty fun. The Atlanta was the first premium ship I ever purchased way back when, and has she been power crept into near oblivion? Absolutely. But is she still fun? You bet. And the 'Splinter Camo' version on the Modstation is pure awesome. 07 to all my stalwart Atlanta Captains.
  5. WG's news regarding the change in 0.9.2: https://worldofwarships.com/en/news/game-updates/update-092-european-destroyers/
  6. So I did a reset on all my commanders when they gave us the option a few weeks back. So at this point I have lots of nonskilled commanders I like to play operations and currently one of my few 19pt commanders is in my Dallas, to help me rack up some help for others. I did give him IFHE, but did not give him Demo Expert, and that is where my question is coming from. The Dallas is base 12% fire chance and the IFHE bumps my pen to 31mm from base 25mm, but I now only have 6% Fire chance. In either Aegis or Killer Whale, the only ships I remotely need IFHE for (in my memory, which is questionable) are Konig, Kaiser, Myoko, and Fuso. The majority of those I only get the bows and aft, as the main deck is still something too strong. Question: If my HE would pen, say 16mm bow, without IFHE, it will deal X damage and have 12% base fire chance. Does that damage actually increase WITH IFHE and fire chance go down, or I can just pen MORE things (up to 31mm) and that helps me deal more damage over time to better armored targets, and my fire chance goes down? I am thinking that I should not have used IFHE and instead gone Demo for the specific and narrow use that this commander sees regularly (I don't play randoms, and play co-op for the lines I am grinding when I am not running OPs.
  7. With 0.9.2 we had one of the bigger mechanic changes, a rebalance of IFHE, as well as changes on the plating of cruisers to make them more resistant to incoming fire. The logic behind this change, and something with which I agree, was for IFHE to not be anymore the "must pick" skill for CLs that gave raw damage without a big tradeoff in fire chance. So you either have to pick fire starting or capability of raw damage. Or at least that's how it must have sounded like. This made sense, especially when it comes to ships like Smolensk or Worcester with terrifying HE DPM. In addition, the change of HE rules when it comes to penetration means that some ships like Daring that had to have IFHE to even penetrate with HE now could do so without, further freeing up 4 skill points. Yet I think the implementation of the changes was rushed, confusing and in certain cases downright frustrating for a number of reasons. Will get over them shortly and without too much detail. 1. Inconcistency and at certain points confusion; WG has made many changes under the logic of simplifying mechanics in order for the average player to be able to grasp them without much trouble. Hydro and Radar range changes are such two examples. Yet now we get different penetrations with IFHE for tier V-VII and different ones for VIII-X, for guns of the same caliber. Yes you can make sense of them, but can you say the same for the average player or a newbie? 2. Diminishing returns the higher up you go; Consider this. Let's pick a Seattle, without DE or flags, but with IFHE. Seattle with IFHE under the new rules gets 12/2=6% fire chance. But then you start pilling up fire resistance coefficient, commander skills to combat fire, even upgrades reducing it. But for this example, let's consider a tier X BB without any special skills or upgrades. Just by itself it gets a fire coefficient of 0.5, meaning that 6% fire chance just became 3%. And when you add RNG into the mix it doesn't look good. In high tiers where HE and fires, broken as they may appear at times, are often the only means to counter bowtanking this is a big impediment. 3. Too little time for respecs; First of all, I appreciate them even being offered. Yet I believe that one week was too short a time period to make up your mind skills wise, or even have the time to enter the game and respec. I couldn't be on during that time period, so I happened to miss the respec. I have loads of Commander XP so it didn't hurt much, but I am sure it hit others. Keeping in mind the slew of issues arising with the spread of coronavirus I believe two weeks for free respecs would have been better and give the playerbase an easier time adjusting to the changes. To conclude, please keep in mind this is a personal opinion from playing for a few days after the patch. It's still early to have a completely concrete opinion and I will continue testing. Nevertheless I have to confess that some of these issues could have been handled better, maybe even addressed in the testing phase. In my opinion the 50% reduction is a bit too brutal and somewhat extreme. Not saying we should go back to before the changes, but another look wouldn't hurt. Hoping to hear more opinions on the subject in a polite discussion and not have this develop into a dumpster fire thread.
  8. Results may vary, I openly invite anyone to try it out and share there results of the changes... For both ships... I ditched the AA spec... Its not worth it for none of them for 0.9.2 Now, if you hate to be annoyed/harassed by planes, you can keep it but for this test I ditched it completely . The ATL has IFHE... The Flint Has Halsey and DE build... Both test results have at least 300 shell hit at a target that is tier 8 or above Depending on your play style (that is why I invite your results as well), Fleet make up, and map... Both offer a different experience... First off the Flint, DE non IFHE Next up, The Atlanta with IFHE... SUMMERY As much as I dont like the changes, it is what it is... In the FLINT game it felt like a real grind to achieve those 2 kills against the tier 9 BBs. If you manage to reach 400 hits, expect a %50 pen rate with IFHE, without IFHE %50 less. *again depends on your aiming skills, mine are questionable* Test it out yourself, see if you can duplicate what I tested... Remember it was only one match.. The consistency, is questionable... GL boys and girls
  9. Tommycooker_1

    IFHE and the Kurfurst

    I must be missing something because I see tons of coments about using the IFHE for Kurfurst secondaries. The option to take IFHE does is X'd out for my captain. What are people talking about?
  10. I recently decided to make my Harekaze captain specialize as an Akizuki captain so that I can run either on a whim. The old question of to IFHE or not to IFHE came back to me. Currently I'm running no IFHE for my Harekaze build (SE, DE, BFT instead), and as I see it now, it works very well. On the other hand, I used to have an IFHE captain (now on my Harugumo) on the Aki. 32mm pen was great, obviously, but until I got DE (instead of SE) on the Aki, I did not get a lot of fires. So now I'm wondering if SE, DE, BFT, AR, PM is worth more than DE, BFT, IFHE, AR. I feel like the latter build will have less benefit than the former on a Harekaze, but it's something I know works well in Akizuki. Conversely, the first build works well on Harekaze, but I have no experience with it on Akizuki. Decisions... Has anyone ran Akizuki without IHFE with good success? Do people use SE on Aki?
  11. I was attempting to put IFHE on my Bismarck to boost its secondaries, but the option was locked. Is it possible to put IFHE on the Bismarck and if so how?
  12. So I'm sure most, if not everyone, saw that Wargaming was looking to make some changes to IFHE, HE and plating. This has been an issue for a long time - BB's, HE, and IFHE. So this one is going to be part history lesson, part explainer, and part "how can we fix it". There's a lot of text, basically a wall, you have been warned. I: HE vs BB's back in the day - When the game first launched and sometime after - there was no IFHE, just HE. The point of HE was really for thin skinned targets like DD's, maybe some cruisers, and setting a BB on fire. Though at low tiers some HE could pen more than the BB superstructure. And while there was frustration at low tiers with fires being set, high tier had a very different problem - inconsistency of fires and how outmatched anything but a 203 mm cruiser was against a BB other than another BB, and even then 203's had some issues. Pen on a 5 inch gun HE round is 21.1 mm, 152 is 25.3. This meant bow on, high tier BB's and some cruisers were heavily immune to damage - AP would richochet or shatter, HE unless you caught the superstructure would shatter, and you had to hope on fires. Part of why fire damage was so high. This created an issue in that BB's and some heavy cruisers were likely a bit tougher than they should be to take down because fires were so horribly inconsistent for damage. So something had to be done to redress this right? II: IFHE and the rise of 152 mm cruisers - Damage was inconsistent, so the solution to Wargaming seemed simple - make it more consistent. Thus was IFHE born. And while it has seen tweaks to fire chance, early on it overly punished DD's that took it, and barely punished cruisers by comparison. DD's or any ship with 127 mm guns gained the ability to punch through 27 mm of armour - basically anything but the layer that covered tier 8+ BB's. 152-155mm guns however - they reached the magic number to pen 32 mm armour - what covers the bulk of BB's. Combined with the fire chances they maintained, especially with DE and flags - it was a perfect storm. DD's while potentially strong in low tiers now still lacked punch and had limits on what they penned, what had kept 203 mm cruisers in check, save the likes of Des, was Rof - but the light cruisers had the perfect combination of Alpha, Rate of Fire, and penetration to become monsters eating ships alive. Ships putting out 108 rounds a minute that were straight pass/fail, usually pass, vs most of a ships protection with 726 damage per hit. even if 3 of 12 is all that penetrated, that's 19,602 damage in 1 minute without setting a fire. Any better accuracy, or more Rate of Fire, and numbers really start to add up. Add in the arcs some have that allow them to fire from behind an island 100% safe, it now swung the other way. BB's, meant to be tanks and soak damage, were now ripped to shreds especially if more than one focused on them. Knowing the worst offenders had short range caused BB's to start playing further back, and helped start the "camp meta" of BB's terrified to go forward because even if a DD couldn't get them, they may have 2-3k or more stripped salvo after salvo that they couldn't return fire against and couldn't get away from fast enough. DD's, Cruisers, and now even CV's have had fire duration and damage lowered - BB's have not. Which leads us to - III: The Problem - The problem is really simple, math and timing. Now, most defenders would by now be saying "But Ghost, fires are 100% repairable". Yes well - what does that mean. What this actually means is that - if you have the means to repair all the fire damage you took - you can in fact repair it all. And that's part of the rub - there's a good chance you don't, and heres where the math comes in, as well as timing and other mechanics. With no modifiers at all - 1 fire on a BB does 18% hp damage, as well as large cruisers - a normal repair party (not UK style zombie heal) repairs 14% HP. Now - lets take another WG idea which is to just make premium consumables the default, and assume that it will keep the same CD and number of charges. On an NC as an example that's 4 charges, that last 28 seconds on an 80 second cooldown. 4 fires will do 72% hp damage if allowed to burn, or forced to, whereas the repair parties will only make up 56% of the hp - even with a 5th, you don't quite make it up. Now remember that the repair party takes time, and doesn't start to reset till after it's finished. So that's 28 seconds up, 80 down, 28, 80, 28, 80, 28. To use all 4 on that NC would take almost 6 minutes of taking 0 damage to get back all you can with no issues, a lot when your average match is likely 10-15 minutes. "Buuuut Ghost - there are things to change fire damage and all" - true. There are of course signal flags that reduce burn time and increase amount repaired, these two alone make it closer to 1 fire = 1 repair. But that still takes time and there is a key issue - you have to have those flags. 1 requires that you take 120% HP damage from 4 ships and survive, the other lose 40% HP to fires and survive the battle. Especially for a new player easier said then done. Only other way to get them is as rewards from directives, missions, etc or crates. Well, then you have modernization's - everyone can get them, right? DCSM 2 - the one that reduces fire time, is the 4th slot. Only tier 6 and higher ships have that option if they have a million credits to spend. So a tier 3-5 BB doesn't have that option, with tier 5 being a tier that can be shredded by 127 mm IFHE rounds, let alone 152 mm. Which then leaves skills which sure over time a player can build up to take a 3 point skill to reduce the fire time. If the player knows to get that and sacrifice in other areas that could be just as useful, well, by the time they hit tier 5 they will have only achieved in all likelihood 27-30k of the 37k xp they need to hit 6 points. So newbie in New York is likely going to have a bad day I start raining fire on him with my 14 point Cleveland captain put in my Atlanta. "Your forgetting DCP" - this, once again, comes down to timing. That firerate I pulled numbers for earlier is the current Cleveland. It has a base fire chance of 12%, knocked down to 9% by IFHE. And while I get it's part of the weird equation WG has for fire chance, lets assume that when that's factored in, the average for starting a fire is 6% or 6/100 hits starts a fire. Cleveland fires 108 shots in 60 seconds - Premium DCP coolsdown in 80 seconds. Even holding out till 2-3 fires are started odds are 3-4 get left to burn - up to 72% of the ships HP. And it'll take 6 minutes to repair that damage. And that's the potential of 1 ship let alone 2-3. a nightmare scenario of 100% accuracy yes, but cruisers can be quite accurate. But then comes the part everyone forgets about - the penetration damage. It's not just the fire damage, but the fact that if we round up that figure from above to 20000 - most repair parties only repair half of that. Lets say these numbers are against a New Mexico. The damage is 20k plus 2 fires that had to burn at max for whatever reason. That's 39,080/53,200 gone in 60 seconds. Repair party can repair all but 10k of that technically speaking. However at the unmodified 14% - it would take all 4 repairs to fix both the damage from both fires AND the damage from the penetrations. And that still means 6 minutes untouched to get back to 80% health. Good luck in a BB that slow. And 25% of rounds penning a target causing 2 fires that burn out all the way - not exactly outlandish numbers to achieve. The nearly automatic penetrations are as deadly, if not more so, then the fires. IV: Wargaming's last suggested solution - So, before IFHE the issue is the inconsistency of fires being started in higher tiers where HE can't pen, and post IFHE the issue is that the penetrations alone are as deadly as the fires due to volume, let alone if they do start fires with no actual way to lessen the damage by angling or any other means. So - what does Wargaing's solution posted up on July 3rd look like? Tier 5 and below BB's a 152 mm gun still punches trough unaided, Tier 6 and 7 ships with 152 mm guns can pen tier 6 and 7 BB's/8-10 cruisers with IFHE, but cannot pen tier 8+ BB's at all, while tier 8+ 152 mm ships still punch through same tier BB's. Basically - little to no change on penetration other than Tier 8-10 BB's being immune to lower tier CL. Which brings us back to both the past and current issue with IFHE and HE vs BB's. The new IFHE would cut fire chance 50%. That means while tier 8-10 CL are fine just because they can autopen BB's still are fine - but tier 6 and 7 cruisers that take it to deal with the same tier BB's and higher tier cruisers are screwed against BB's they can see pretty often. So, obviously they can not take it, and keep the fire chance, but basically then anything not a same tier CA on the list is immune and are 100% relying on fires and superstructure hits. No real change in one tier range, the other stays broken or goes back to the way it used to be broken. Not to mention potential ramifications on DD's that use it or a ship like Atlanta. Best case scenario here you maybe fix things at high tier while causing issues in lower tiers, worst case, something on par with the wreck that was the launch, and mostly still is, the CV rework. V: How else to address the problem? - So - IFHE as it is is kind of a problem. Removing it to the old way, also a problem. The proposed changes a month ago - the potential to at the same time change too much and not enough at the same time. So - what can be done to fix it? The funny thing here is for a good while, and to some degree still do, go after Wargaming on CV changes because instead of nerfing an issue directly, like the fact Hak's torp alpha is too high, they nerf around it like changing the way the planes aim, or removing the 4x plane option. This time they go to nerf it directly - when the best option is actually changing things around it. I can't say for certain any one of these alone would be the solution, likely, it would be a combination of things, but all would go a ways to help it. Reduce fire damage of BB's - DD's, CA/L and BB's once all had 18% fire damage, and CV 24%. CV's are down to 2%, almost immediately after IFHE was added cruisers and DD's were dropped to 9%, yet BB's remained 18% - even as cruisers and DD's started getting heals, the one loose justification for the difference. And I'm not even saying nerf them that much - maybe just bring it that BB's and large cruisers are in the same range as Graf Spee. This would allow IFHE to stay unchanged, while reducing the damage just a bit from the fires started - they keep the consistency to pen targets and BB's regain some durability due to less fire damage. Changes to DCP - Having played Gascogne, I do believe lowering the base premium (or possibly if they do the 1 consumable thing just base) cooldown to 40 seconds could go a good way toward helping, maybe lower Gas and Mass's to say 30 seconds to keep the uniqueness? Tweaks to Repair Party - There are multiple teaks that can be done here. Faster cooldown like Gas and Mass, change the pen damage repair percent, repair percent in general, how fast it repairs the damage or some combination of those. Reducing/removing the modifiers - putting aside that I've long felt the "different tiers have more slots" bit should have faded away long ago, it would in general be easier to balance if we don't have to worry about if someone has a no bonuses yo repair party or reduction in fire damage, or all of them. If we use the example from the first suggestion here BB's and 'super cruisers' burn for 13.5% health, DD's and normal cruisers 9%, CV's for 2% - no more, no less per fire. We could always leave one thing, but aside from easier to know and balance around the damage dealt/taken by fires this would open up in combination with possibly the other changes here the option of new Mods and a new skill and more ability to have some choice and variety not pretty much defaulting to DCMS 2 in slot 4 or likely taking BoS just to fight fires. Changing how fire works - maybe fires need to be a little more like detonations. By that I mean once the HP of the magazine hits 0, it starts rolling for a detonation. Perhaps to make fires more consistent, and reduce the need for it, would be if as sections take damage, the fire resistance is reduced making it easier to set that part of the ship on fire at least. Possibly others I forgot or haven't thought of yet. Other than maybe number 5 (it would likely see either the IFHE change Wargming proposed or it'd removal) these would allow the 30% buff to stay, allowing the consistency to stay, if we don't just change the formula overall so that it's not needed, while leaving the ability to set fires intact but cut down somewhat on the ability of mainly 152 mm guns to simply overwhelm all forms of damage control and bring some durability back to BB's if the RNG damage is a bit lower. I think a bit more reasonable and equitable for all parties.
  13. So I just bought the Massachusetts, lots of YouTube videos say to take IFHE in the ship. The game says that I cant do that, is there any way to fix this? Thanks-Kitty PS: I know I don't have enough skill points.
  14. Been thinking about this for a while after I saw the the changes to Cruiser plating and IFHE. Namely I am curious about the following, consider it a bit of theorycrafting that I found interesting. Now, Mogami as most know is viable both with the stock 155mm and the 203mm main battery. So I'm wondering what will happen. Will Mogami retain 25mm extremities since it's "top" upgrade is over 200mm caliber? Will she get 16mm extremities since 155mm is pretty popular? Will her armor scheme change depending on which caliber guns you outfit her with? Will she maybe split as a CL and CA version, with each ship having a main battery of only one caliber? Am quite interested in seeing how this turns out, especially since Mogami is the only case of a cruiser where this unique situation occurs. In a sense Mogami is a Schrodingers cat, being a Light and Heavy cruiser at the same time.
  15. Just wondering if anyone has heard if there will be a free respec coming up? With upcoming changes to IFHE and the major change to the AA mechanic both being pretty drastic people might have a lot of 3 and 4 point skills that may not feel so valuable any longer. I try to keep up with the announcements but seems like things can show up in 5 differen places so hopefully I just missed it.
  16. WG, if you're going to nerf IFHE, turn it into an ammo loadout option so that people who want to use it don't need to sacrifice 4 captain points. That is the only criticism I have of the upcoming IFHE nerf: that it shouldn't cost captain points, because it looks like they want to make it balanced with normal HE. IFHE nerf (in case you're not aware): they want to make it do 20% more pen instead of 30%, and reduce fire chance by half so that CLs with IFHE can still pen CA cruisers but not pen BBs - and not burn them down so easily either - while normal HE can more easily burn down anything including BBs/CAs but will often shatter against CAs... so the new IFHE will increase effectiveness vs CAs at the cost of reducing effectiveness vs BBs, and HE will be more effective vs BBs but less effective vs CAs that have half fire duration. Overall, this is an IFHE nerf, because CLs outperform CAs in damage output with IFHE - which is so good it has become a mandatory captain skill. Also, SAP could also be made into an alternate ammo loadout, instead of making it a 4-point skill like IFHE. Because where are you going to put it in the captain skills table? The table of skills is already perfect (but if you remove IFHE you'll have a gap; I guess you'll have to make another skill. Perhaps buff Jack of all Trades to -10% consumable reload and make it a 4pt skill like it used to be, and invent a new 2pt skill. Perhaps the 2pt skill can be having two spotter aircraft launched, (just like in the old days) that fly longer... I don't know; I'm sure WG staff can have a creative brainstorming session and figure it out. What do I mean by alternate ammo? Well, just like you can click on one consumable and replace it with an alternative consumable, you'd do the same for ammo. Normal ships could choose between HE and IFHE as first shell type, and, for the second shell type, AP vs SAP. Perhaps some ship types, or some specific ships even, for balancing issues, would not have the option of loading certain shell types. Perhaps they could even use this new mechanic to add more national flavour: make some ships, like Commonwealth DDs, have only HE & IFHE as ammo types; where IFHE replaces AP. Also make Italian BBs have SAP instead of HE. There! You've just created new opportunities to add more national flavour! Perhaps British AP can also have a special icon/description to warn new players that their AP shells are special British AP (and also inform players if their AP shells aren't British AP in the case of the Nelson, Hood & Warspite which I believe have normal AP shells) In divisions where two players use the same ship, this could encourage teamwork as each player brings different ammo types and they sail together in formation, one of them always having an appropriate ammo type for whatever ship they meet. Perhaps people will talk to each other in chat, asking what ammo loadout they have, encouraging chatting at the start of the game which will in turn encourage planning/coordination...
  17. I have been researching the effect of IFHE captain skill. This topic is what I find to be the most informative, and this guy summarized it the best: "IFHE is useful on guns 155mm and smaller only." So for Yamato and Musashi, IFHE isn't worth it. For French and German battleships it will make a material difference.
  18. Out of curiosity, has anyone actually run Inertial Fuzes for High Explosives (IFHE) on 203mm guns, and is there any noticeable benefit to doing so? I'm asking because 0.8.2 is around the corner, and I'm considering specializing one of my Exeter captains toward brawling. You see, I play hyperaggressively with Exeter and often end matches with 15+ Secondary Battery Hit ribbons for ~400 damage. Most of the damage I deal with secondaries is against BB superstructures, and IFHE would open up penetration of 102mm secondaries to a much wider surface area on several ships from Tiers 4 through 7, BBs and CLs alike. My current captain focuses heavily on tracking enemy DDs and predicting torpedo attacks: While the extra heal from Superintendent is nice, I find that I rarely (if ever) have cause to use it (I run Damage Control Party II, Repair Party II, and Hydroacoustic Search II), and my aggressive play style means Radio Location is generally pointed straight at the nearest visible enemy - not exactly the most useful. At best, RPF is helpful late-game when hunting for the last DD or CV hiding out on the fringes of the map. Which brings me back to the question: does the 42mm penetration matter at all, or should I get AFT instead with this build: Note: The extra flak from AFT is of little importance to me because I still think flak relies too heavily on OpFor CVs' misplays to deal damage. I'm also considering keeping RPF, but again, it feels like it's not super relevant the way I play Exeter. (I'd never consider taking it off of more "conservative" cruisers like Furutaka or Aoba, though.)
  19. Rusty_Bucket__

    Atlanta IFHE or DE

    Should I use IFHE or DE on my Atlanta. I noticed that IFHE has a 3% reduction in the chance of fire. Recently I obtained the Kidd. I moved my Atlanta captain over to it. I moved a 17 commander skill captain over to the Atlanta. I can put the DE on, but need an additional commander skill to add IFHE. I'd appreciate advice. Is the IFHE the best choice for an Atlanta? Thanks in advance.
  20. Currently, I have a fifteen point captain on my Haida spec'ed as follows: Tier 1: Priority Target Tier 2: Last Stand Tier 3: Superintendent and Survivability Expert Tier 4: IFHE I have one free point from what I originally intended to be a grind to my next tier 4 skill. Now, I know what the Haida's strengths and weaknesses are, so I just need some advice on which strength to prioritize first and foremost. Should I re-spec and pick CE over IFHE, or leave it as is? Thanks in advance to anyone who responds. Sincerely, 1Sherman.
  21. Aeries1

    Atlanta Captain Skills

    With the Atlanta being back up for sale I couldn't resist adding her to my port. With my love of US DDs and complete comfort with their rainbow arcs it was a perfect fit. What do you find the most optimal spec? Currently I run PT, AR, BFT, AFT, and CE and working on my 16th pt. My main question is do you find IFHE worth it? It would give her the ability to pen 27 mm of armor so effective against plating of T7 and below BBs, but also give you the ability to pen up to T9 cruisers that have 25 - 27 mm of bow/stern armor. I am almost tempted to drop CE as she is an island fighter so unless driven into open water isn't really useful other than getting your detection from planes down to roughly equal to her AA bubble. Your thoughts?
  22. I really enjoy playing both Huang He and Perth. They are virtually identical in play style and nearly identical in capability. I especially like taking them both out in Operation Aegis loaded up with XP, Free XP, and Captain XP flags. I almost always get stellar results with either. Just finished the scenario with both following the same game plan. Move full speed behind the Mahan keeping guns to starboard and load AP. When the Mahan pops smoke reduce speed to zero and turn hard to port remaining in the smoke cloud (it is all about remaining concealed). Abuse the CA with AP, then switch to HE for the DD and BB. Watch out for DD torps! When that smoke is running out beginning moving northwest at 1/4 speed. Guns again to starboard with AP loaded. Pop your own smoke and enjoy farming citadels from the CA coming from the north west. Hopefully none of the Ishizuchi stay west of the island. When the smoke runs out (or all the ships are gone!), turn north and engage the western escorts with AP. Stay outside of torp range and they will focus on the friendlies south of them. Once the western escorts are sunk, turn due east south of the second island from the border and load up HE. Slow to 1/4 speed as you leave the cover of the island or the planes spot you. Pop smoke again and start lighting up the CV. (This is where the lack of a spotter hurts the Huang He most). Continue east and pick at the flanks of the bots. When the team is competent this works out well. The (obviously) noticeable difference between the Huang He and Perth is the DPM. If only Huang he had that fourth turret... Crazy great fun - both of the ships!
  23. Commissar_Carl

    HE penetration of 4.5 inch guns

    I am confused as to the HE penetration on the two high tier DDs, Daring and Jutland. If I recall correctly both Notser and Flamu have stated that without IFHE thier guns are incapable of penning other top tier destroyers or the superstructure of larger ships. My question is why? The 4.5 inch guns are in metric 114 mm. With the 1/6 caliber ruler for HE pen, 114/6=19mm of HE pen... which is the same as the plating of all the DD's in their tier and the superstructure of any BB or CA. More than this, with IFHE the guns get a extra 25 percent, so 19/4= 4.75, and added to 19 is 23.75. That shouldn't be enough to cross any armor thresholds, and should make IFHE worthless for these ships as opposed to compulsatory. The only 2 reasons I can think of that this would not be the case are that A) I actually do not understand how HE pen works, or B) Wg is using the technically more accurate caliber of 4.45 inches for the shell, making 113mm so it is barely not enough. However, they advertise it as being 114mm in the dev blog. So, thoughts?
  24. I have been keeping up with the community contributors and trying to keep up with the dev blog and am still a little bit confused... Is IFHE still a requirement for Royal Navy dd line? Is Daring getting the quarter pin buff? I would much rather not have to spend 4 pts on IFHE unless it is absolutely necessary... Thanks!
  25. Freddie_Creamer

    IFHE on Cleveland

    I was wondering if IFHE is a good idea or a waste of 4 points. It's been doing pretty good for me so far, but I'm looking for other opinions from people with more experience on the matter.