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World of warships giulio. cesare nerf
World of warships giulio. cesare nerf




thats the reason why she had that tight dispersion.

world of warships giulio. cesare nerf

Let's just say that when your BB shell fuses, the 0.033s delay is low enough in almost every case.ġ.5 sigma- it seems to me that many people here dont realize this. That puts the effective beam of a Fubuki at 33.15m which is wider than the hull of a Scharnhorst at it's widest point. To make 16mm of armor into 51mm of effective armor, that would require an angle of 72°. While it won't help against a broadsiding DD, it will certainly do so for an slightly angled cruiser or BB.īut as the effective armor increases, so does the distance the shell travels inside the ship by the same factor. You point, shoot, and your shells will ultimately find some odd angle on the superstructure that results in 51mm of effective armor. It's why the Konig is topping the damage charts despite having the smallest, least accurate guns. While it won't help to get regular pens against a broadsiding DD, it will certainly do so for an slightly angled cruiser or BB. It's why if I'm in a DD and a BB aims at me, my first instinct is to go full broadside. The distance alone makes the shells plunge thus give some vertical angle, so even hitting 16mm plating while the target is angled a bit means you get a regular pen.

world of warships giulio. cesare nerf

It's one of the reasons why DDs are taking so much AP damage.Īll you need is 51mm of effective armor for 305mm guns. But fuse delay doesn't do much for BB calibers anyway because the arming threshold is so big.įor the most part on targets where you need a short fuse delay in order to not overpenetrate, you also don't have enough armor to activate the fuse in the first place.Īlmost all overpenetrations happen because the shell never armed.Ĭonsidering that the armor threshold takes into account effective armor rather than nominal value, it's quite quickly achieved.






World of warships giulio. cesare nerf