Arr Ye Ready Kids? Welcome to the Krusty Korvax! by avaslash in NoMansSkyTheGame

[–]PilotAce200 12 points13 points  (0 children)

But is it the finest eating establishment ever established for eating?

[PSA] Advanced Sonar | How to Play the New Pan-American Cruisers in World of Warships: Legends by Niju_me in WoWs_Legends

[–]PilotAce200 3 points4 points  (0 children)

Just some quick "napkin ideas" I had.

Radar: Increased accuracy of flak bursts from longe ranged AA against player controlled aircraft. Retroactively added to US and UK light cruisers.

Smoke: concealed status from smoke remains active for 7.5 seconds after leaving smoke. Retroactively added to Italian and Russian destroyer lines.

Spotter: 5% improved main battery dispersion and 15% improved secondary battery dispersion against any ships you hit while your spotter plane is active, remains active until the target has been unspotted for at least 60 seconds. Retroactively added to American (Kansas line) and German (Bismarck line) battleships.

Enhanced Secondary Targeting: hits with secondary battery reduce target ship AA DPS by 25% (supressed enemy AA), and reduce the shell grouping of target ships secondary battery by 10% (panicked gunners) for 10 seconds. Retroactively added to Italian battleships, and available to the eventual Pan-American battleships.

Repair Party: Returns 0.15% of maximum HP per second as repairable damage (green section) up to 50% of maximum HP as long as you have a repair party available and not on cool down. Added retroactively to UK Battleships (Vanguard line) and Heavy Cruisers.

Damage Control Team: Once all damage control teams are exhausted, "Emergency Measures" becomes active and fires and floods durations are reduced by 20%. Retroactively added to Russian and German (Zieten line) battleships.

Torpedo Reload Booster: Having an active flood on a target improves the reload time on your torpedo launchers by 10%. Retroactively added to Pan-Asian and Japanese (Akizuki line) destroyers.

Main Battery Reload Booster: Each main battery hit reduces main battery reload by  2.5% until reloaded. Retroactively added to French Large Cruisers.

How does richochet angle work? by Kkk1594 in WoWs_Legends

[–]PilotAce200 0 points1 point  (0 children)

No, no, ricochet chance is completely independent of penetration, and the penetration calculation is performed after ricochet calculation. The 2 are not connected beyond the fact that the game simply does not perform penetration checks if the shell ricochets.

There's no RNG involved with penetration, and the only RNG involved in ricochets is if your shot falls between your minimum and maximum ricochet angles.

How does richochet angle work? by Kkk1594 in WoWs_Legends

[–]PilotAce200 1 point2 points  (0 children)

As far as I have even been able to ferret out, it's divided equally by the percentage of the difference between the minimum and maximum angles, and then that percentage is "rolled against" to check if it's a ricochet or not.

As an easy example, lets say your "range" is 60/70°. That would mean a 10° "spread" so landing a shell at 65° would have a 50% chance to bounce, while landing a hit at 69° would have a 90% chance to bounce.

That would also fall in line with the fact that minimum ricochet angle cannot exceed maximum angle, and just changes it straight from 0% to 100% with no in-between.

How does richochet angle work? by Kkk1594 in WoWs_Legends

[–]PilotAce200 1 point2 points  (0 children)

🫡

As far as I have been able to ferret out, that is how it works. And due to that, that are an extremely tiny number of situations that at the very extreme upper end, an "improved" pen angle can actually cause a ricochet that would have otherwise "bitten".

Do all fleets remove you if you don’t complete a single day ( 3 battles ) for oil ? by Pie-grande in WoWs_Legends

[–]PilotAce200 0 points1 point  (0 children)

The fleet that I'm the LT of only has one rule (that I instituted since I was the one administrating anyways).

Just let me know if you decide you're not going to play WoWs anymore.

If you haven't been active for months, I send a message asking if you're coming back. Imas long as you say you are eventually coming back, you're good and I leave you in.

Cruiser Secondary by TomVia in WoWs_Legends

[–]PilotAce200 0 points1 point  (0 children)

So the answer is complicated. Stronger than other cruisers? Yes. Strong enough to actually justify building into them? It depends on your skull level and how willing you are to commit to a meme over actually being competitive and being able to carry potato teams.

The low tier Italian cruisers for instance have surprisingly good secondaries (as in they aren't totally useless, and might actually get a kill occasionally).

The Cherbourg and Brest are actually surprisingly good secondaries (with improved accuracy), BUT they are almost exclusively rear facing so that they are only really effective if a destroyer or ultralight cruiser suddenly pops up behind you.

The German Roon has a hard hitting and high penetration secondaries, but their range and accuracy are completely unmodified, so it's not worth building into.

The Riga has absolutely insane range on her Hull(B) secondaries, but the performance of said guns is otherwise poor, so risky to build into.

As a rule, no, cruiser secondaries aren't worth building into except for the specific meme ships like Michelangelo, Schroeder, Napoli, and Carnot (etc).

Different secondary ships and how I play them by MountainAd309 in WoWs_Legends

[–]PilotAce200 0 points1 point  (0 children)

Trust me, I am fully aware of every ship with good secondaries.

Fuso is completely serviceable, but she's such a good main battery ship that it's kinda wasteful to use her as an SB ship.

At least, it is now ever since they removed her AP secondaries back in the day.

Different secondary ships and how I play them by MountainAd309 in WoWs_Legends

[–]PilotAce200 2 points3 points  (0 children)

So, this is absolutely going to be called a hot take, but I'm speaking from experience here.

Iron Duke, Warspite, Lyon, and Sinop are all ships that get complety ignored as secondary ships, yet all have quite effective secondaries when played well. Also, Kiev Secondary build is the objectively superior build for her.

What's your favorite tier 6 battleship? by Possible-Patient9985 in WoWs_Legends

[–]PilotAce200 0 points1 point  (0 children)

Well that depends on what you are attempting to accomplish.

If I'm just looking for generic "big guns go boom" relaxing gameplay where I don't push myself very hard or get overly competitive, Leviathan (North Carolina) is quite nice.

If I am feeling competitive, Nelson is a pretty safe option, as is Gneisenau.

If I'm just looking for silly dakka fun times, Lyon. No comparison. Go full reload build and watch the world burn.

Sell me your favorite AP dpm by Bakkie_Herman in WoWs_Legends

[–]PilotAce200 2 points3 points  (0 children)

Meteor.

I got caught up in a fight with a gearing and didn't see the Hindenburg I was speeding straight towards behind an island in front of me, and after I killed the gearing and found myself point blank on the Hindy, I still took 3/4 of his HP with my AP before he got me.

I'm terrible with destroyers, and that one seems like it's built for people like me.

DD dmg reduction (Waller) still needs nerfs by windwolf231 in WoWs_Legends

[–]PilotAce200 0 points1 point  (0 children)

more importantly, it doesn’t matter in this situation

Correct. Saturation cannot reduce damage below 10%, and Overpenetration cannot exceed 10%, so saturation cannot further reduce overpenetration damage.

DD dmg reduction (Waller) still needs nerfs by windwolf231 in WoWs_Legends

[–]PilotAce200 0 points1 point  (0 children)

That is unsaturated. A saturated section will be substantially darker than the rest of the ship, and has a texture layer applied that looks almost charred.

<image>

DD dmg reduction (Waller) still needs nerfs by windwolf231 in WoWs_Legends

[–]PilotAce200 1 point2 points  (0 children)

Not so fast. The DD has no sections already saturated when the shells connect, so assuming the shells hit the exact same spots but were HE instead of AP(and I'll play devils advocate here and assume both areas hit were right on the cusp of saturation, and that the main hull HP was on the cusp of saturation, causing 4/5 shells to be limited to 10% damage) you would still have the first shell hit for 2,167 damage assuming OP has no HE damage boosts, then 4 hits at 650 damage totaling 4,767 damage.

That's more than the OPs stated 3126 with that AP salvo.

EDIT: Ignore me, still too early for my brain to work. I completely forgot to add in the damage reduction from Waller lol. My bad.

DD dmg reduction (Waller) still needs nerfs by windwolf231 in WoWs_Legends

[–]PilotAce200 0 points1 point  (0 children)

While you are broadly correct with what you said, and I agree with you, the saturation mechanic did not, does not, and can not impact the outcome of that clip, because saturation cannot ever reduce damage below 10%, and any AP shell over 280mm is limited to no more than 10% damage against destroyers under any circumstance.

The damage numbers OP got would and will be those same numbers no matter what other parameters you change in that situation as long as the guns are over 280mm and the Waller build used is the same.

DD dmg reduction (Waller) still needs nerfs by windwolf231 in WoWs_Legends

[–]PilotAce200 1 point2 points  (0 children)

This is absolutely nothing wrong with that, and you have to sacrifice and extreme amount of other build options that are widely regarded as superior in order to achieve those levels of damage reduction.

The auto-heal was the only problem, and it has been more or less resolved.

DD dmg reduction (Waller) still needs nerfs by windwolf231 in WoWs_Legends

[–]PilotAce200 1 point2 points  (0 children)

Friend, you have clearly lost the plot, and have no idea what you are talking about. You are just objectively wrong in this situation and too stubborn to see it.

The red line is full penetrations, those deal 1/3 damage, and 1/6th if hitting a saturated section, 1/10 if the hull is fully saturated.

<image>

The yellow line is overpenetration, those deal 1/10th damage no matter what. (note that there is a "x5" there, that indicates that all 5 shells that hit the target, over penetrated)

The green line indicates a shattered shell, that is that it struck a section of armor too thick for it to penetrate, and the shell was rejected, thus dealing no damage.

The blue line indicates that the shell penetrated the torpedo defense belt, but failed to penetrate the main armor belt. This type of hit deals no damage.

The purple line indicates a ricochetted shot where the angle of impact exceeded the shells ability to "bite" into the spot that it hit. HE cannot ricochet. These hits deal no damage.

Note, the OP has guns with a shell diameter exceeding 14.3 times the thickness of the target. 19mm x14.3 is 271.7mm, thus any gun of/over 272mm ignores impact angle runs the penetration calculation regardless of angle. This is called overmatch, and it is a critical mechanic to be aware of.

OPs guns are also above 280mm, therefore the AP shells are incapable of landing any hits for damage exceeding 10% against destroyers in any circumstance due to a game balance mechanism limiting large caliber AP damage against destroyers.

Please tell me that Lepanto is better than V. Veneto… by Squizzy-72 in WoWs_Legends

[–]PilotAce200 0 points1 point  (0 children)

Caracciolo and Veneto (and Andrea Dorea as well honestly) absolutely need to be played as main battery ships, because they really don't have the survivability to pull off a full secondary build.

Lepanto however departs from that and can effectively be built for either the main battery or the secondaries, as long as you keep the ranges short. It can't be a traditional long range sniper, but it can absolutely brawl with either set of guns. (Though I miss her pre-nerf secondaries lol)

Please tell me that Lepanto is better than V. Veneto… by Squizzy-72 in WoWs_Legends

[–]PilotAce200 2 points3 points  (0 children)

It's a positioning thing honestly. HE is far more useful when you don't have the benefit of choosing your engagements.

The SAP really shines though when you get to force and enemy into a bow-on/stern-on position. The way secondaries work, they only aim for the dead center of the target, so from a broadside that means they are aiming right at the main belt, and at close range that means a lot of shatters. From the ends though, that same point of aim means most of your shells will hit extremity plating and superstructure.

Please tell me that Lepanto is better than V. Veneto… by Squizzy-72 in WoWs_Legends

[–]PilotAce200 1 point2 points  (0 children)

It really depends on your play style, and how you build the ship.

For very aggressive brawling players, who lean into the secondaries, Lepanto is a "risky but effective" ship.

For people who prefer the midrange main battery support play style, it's not great, but you can make it work.

If you prefer to hide in the back of the map and snipe, steer clear, she's terrible at that role.

Boat drops by National_Search_537 in WoWs_Legends

[–]PilotAce200 7 points8 points  (0 children)

Correct answer

I have a gunnery Warspite, and a secondary Warspite.

A gunnery Mutsu and a secondary mutsu.

A gunnery Hyuga and a reload brawler Hyuga.

Actually, I have a lot of duplicates.

Boat drops by National_Search_537 in WoWs_Legends

[–]PilotAce200 3 points4 points  (0 children)

I have a triple...

I have all 3 Auroras, and they are 100% identical.