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Sirus_Patton

My back hurts, someone buy me a massage?

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Still couldn't carry hard enough, it's like being Atlas and trying to hold the world.  Still, pretty darned good game for the very last game in the Yorck as I only needed a little over 900 xp to get out of her.  I present a 1,917 xp loss.  (And well played to the enemy team, despite my efforts it couldn't be pulled back.)

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Do Yorck shells still fall asleep on the way to the target? 

 

AP does (and is the only one of the two to ever have that problem) which is why the only AP I fired was at 4km into the side of a Pensacola.  HE is actually pretty good on the Yorck.

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Hey nice match!

Sorry about the one I was in with you earlier... got blindsided over a mountain by a Kongo and ate 3/4 of my hp. :hiding:

 

Question about the Yorck - as much as I love how hard it hits and the (praise the lord) recent patch to drastically increase turret traverse speed - Why are the 210mm shell arcs so abysmal? I need nearly 2x the lead for Yorck on a CA 12km out than I do with the Nurn and Konigs.

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Hey nice match!

Sorry about the one I was in with you earlier... got blindsided over a mountain by a Kongo and ate 3/4 of my hp. :hiding:

 

Question about the Yorck - as much as I love how hard it hits and the (praise the lord) recent patch to drastically increase turret traverse speed - Why are the 210mm shell arcs so abysmal? I need nearly 2x the lead for Yorck on a CA 12km out than I do with the Nurn and Konigs.

WG generic brand flavoring its ridiculous that shell velocity is dam important in wows when it wasn't considered a issue for any navy to use.  

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Hey nice match!

Sorry about the one I was in with you earlier... got blindsided over a mountain by a Kongo and ate 3/4 of my hp. :hiding:

 

Question about the Yorck - as much as I love how hard it hits and the (praise the lord) recent patch to drastically increase turret traverse speed - Why are the 210mm shell arcs so abysmal? I need nearly 2x the lead for Yorck on a CA 12km out than I do with the Nurn and Konigs.

 

It's basically a WWI armored cruiser gun copy/pasted onto a pre-WWII treaty cruiser.  The HE has a better arc due to the fact those guns were used as coastal emplacements in WWII and had a new HE round developed for that purpose.  Even the abysmal turret traverse came from it's WWI mount.

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You need a massage for a 5 kill game?  Comeback with a better one.  

 

 

The top vertebrae in the spine that holds the human head is called the Atlas.  Now it makes sense.

Edited by Nachoo31

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It's basically a WWI armored cruiser gun copy/pasted onto a pre-WWII treaty cruiser.

 

Nailed it. According to this site, those guns were only mounted on the armored cruiser Blucher in 1909 (designed in 1905). That's what happens when you cobble together a fake ship with out-of-date parts. 

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Nailed it. According to this site, those guns were only mounted on the armored cruiser Blucher in 1909 (designed in 1905). That's what happens when you cobble together a fake ship with out-of-date parts. 

 

Thank you!  I couldn't for the life of me remember which ship they came off of.

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AP does (and is the only one of the two to ever have that problem) which is why the only AP I fired was at 4km into the side of a Pensacola.  HE is actually pretty good on the Yorck.

 

So, when I ever get to it, just spam HE?

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So, when I ever get to it, just spam HE?

 

Inside of 10km the AP does become viable, but still takes a lot of lead.

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Okay. I'm just fearing it'll be something like a US DD's arc.

 

Think roughly 1 second per kilometer with the AP rounds.  HE hits at max range (~17.3km) in ~13.3 seconds compared to AP at ~17.2 seconds.

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Very nice game.

Saw the headline and was going to tell you to go to the doctor, real back pain is nothing to dilly over (almost paralyzed me last year).

 

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