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The max damage listed for HE and AP is always for a citadel, not a normal penetration. On a normal penetration you get 33% of the nominal damage.

From the wiki:

Quote

High-Explosive (HE)

These shells have an instant fuse and burst immediately upon hitting a target. In addition to any direct damage, HE shells are good for knocking out modules, particularly deck mounted ones like AA emplacements, as well as starting fires, which can deal a large amount of damage over time if not extinguished. Like AP shells, HE does zero damage on shatters, 1/3 damage on normal penetrations, and max damage on citadel penetrations.

Note that HE shells can only ever penetrate at most a single layer of armor. This can cause them to score a regular penetrating hit rather than a citadel hit if they strike another layer of armor first, no matter how thin the two layers are. This is an advantage of some spaced or turtleback armor schemes. In some cases, when they hit an "empty" section of the ship such as a torpedo belt, they can even fail to do any direct damage at all.

 

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3 hours ago, Bewegungslegastheniker said:

This premium T6 carrier is too weak. Squadron size is too small. And bombs don't do advertised damage which is 12k. 

I just pulled at 135k damage game with her.  Use the rocket planes and hit cruiser at the water line for multiple citadels per strike, rinse and repeat.  Use the dive bombers to start fires....over and over again.  Use torp planes to give some time for the other two to recharge.

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12 minutes ago, ChronicallyChronic said:

I just pulled at 135k damage game with her.  Use the rocket planes and hit cruiser at the water line for multiple citadels per strike, rinse and repeat.  Use the dive bombers to start fires....over and over again.  Use torp planes to give some time for the other two to recharge.

I agree with the "right tool for the job" sentiment.
In this case, the proper ordnance for the targeted ship.

 

3 hours ago, Bewegungslegastheniker said:

This premium T6 carrier is too weak. Squadron size is too small. And bombs don't do advertised damage which is 12k. 


It takes 9 skill points just for a CV Commander to gain the required 3-point skills (Aircraft Armor and Survivability Expert), and a total of 13 skill points to gain one of the 4-point skills.
A total of 17 skill points are required to access an additional 4-point skill.  And even more points to round-out the skill-build with some nice-to-have skills.
CV Commanders are sharing the problem that all Players are facing with all Commanders.  Ship capabilities are more expensive in the total cost of skill points nowadays versus before the skills re-bork, in my opinion.

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3 hours ago, warheart1992 said:

The max damage listed for HE and AP is always for a citadel, not a normal penetration. On a normal penetration you get 33% of the nominal damage.

From the wiki:

Quote

High-Explosive (HE)

These shells have an instant fuse and burst immediately upon hitting a target. In addition to any direct damage, HE shells are good for knocking out modules, particularly deck mounted ones like AA emplacements, as well as starting fires, which can deal a large amount of damage over time if not extinguished. Like AP shells, HE does zero damage on shatters, 1/3 damage on normal penetrations, and max damage on citadel penetrations.

Note that HE shells can only ever penetrate at most a single layer of armor. This can cause them to score a regular penetrating hit rather than a citadel hit if they strike another layer of armor first, no matter how thin the two layers are. This is an advantage of some spaced or turtleback armor schemes. In some cases, when they hit an "empty" section of the ship such as a torpedo belt, they can even fail to do any direct damage at all.

 

 

 

Thanks for sharing.

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The Erich L. Bombs are not so bad, if you can cause great damage with them, but you have to be lucky to hit the weakest point of the enemy ship.

something very negative is her torpedoes are very slow, very low in damage.

And the little squadrons of her that if it is negative, she should wear Health to hold out a little longer because they are always erased in the air.
but I also know that WG will not do it because this CV is German.

 

the JU 87 bombers has Originally 5 bombs , 1 Heavy bomb and 4 Small Bombs 

Another nerf study that I observe is that fighters have mounts to carry 6 rockets per plane and it is currently reduced to 4. a lot of hatred.

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