Verified Tanker [NA]
  • Content count

  • Joined

  • Last visited

About ncc81701

  • Rank
    Padded Smurf Account
  • Birthday 12/01/1980

Profile Information

  • Gender
  • Location
    The Final Frontier
  • Server

Recent Profile Visitors

1,010 profile views
  1. The pepsi really shouldn't be that bad now with the various buffs it has had recently. The biggest offender was its 15km firing & concealment range combination (which was the worst amongst all tier 7 cruisers) and the lack of torpedoes just to get special USN AP shell. This has now been resolved with its buff to ~12km concealment, and with priority target captain skill to greatly enhance survivability in the ship.
  2. You my friend, need to save or convert some FXP for the Missouri Unfortunately no, I actually got it b/c its last mission was to carry the enrich uranium for the A-bomb that was dropped on Hiroshima. I was hoping it had a green glow to it but I was disappointed.
  3. I don't know if I would spend money on the Indy just for a US trainer, I'd probably rather spend money and use a premium BB to train a captain. Though I am not the one to judge since I bought it for "collector reasons" and have all of 1 game in it...
  4. Pensacola's Citadel is bigger and more of it is above the water line. Indy's concealment is 0.6km worst but shoots 1.2 km further. Both have 16mm bow armor and Indy have 3mm more deck armor at 22mm; so you'll likely be over-matched by any BB you'll see and wouldn't make a difference on CA/CL shells you'll see. Firepower wise, they're pretty comparable, Indy reloads slightly faster but has 1 less gun, I didn't compute it but their DPM is probably about the same. The radar on the Indy is pretty gimmicky since you can only get 2 salvo out of it at best and no smoke to hide in while it's up. With your radar range at ~9km vs your concealment range at 13.4 km (Belfast concealment is 9.9km for comparison) you'd be hard press to find an actual use for the radar. If you want a T7 Cruiser with a radar on it, the Belfast is better by every measure. Overall I'd still say it's better than the Pepsi, but nothing spectacular. Indianapolis
  5. I notice that I have to leave the page on the current/active tab in my browser until it finishes loading. If I switch to another tab while it's loading and come back I would only get a blank screen as you have posted.
  6. @Rodrigopine Flamu's video on the Zao have a lot of good tips on how to stay alive in a cruiser that can be applied to cruisers other than zao as well. I recommend taking a look if you are still having trouble surviving in a high tier cruiser.
  7. Effective armor counts for AP fusing purposes and is 1/6 of gun caliber; the shell must fuse or it will exit the ship causing over-pens as per Sub_Octavian 9/27/2016. Typically the DD suffers normal pen from BB when the DD is sailing toward or away from the BB. During such an engagement the profile of the DD armor is such that the BB shell will overmatch and fuse on the highly angled ~19mm plate (assume gearing) that's effectively >=77mm (~460mm/6, assuming Yamato) at >=76deg, fuse and travel down the length of the ship and detonate within the ship. I would conjectured that a shorter fuse timer would only make a difference on edge cases in terms of BB-AP shells hitting a DD. Most of the time if you were normal penning the DD in a normal BB, you'd still normal pen it in the Hood and vice versa. To put this into perspective, if the Hood had a normal shell fusing time of 0.033ms, it would detonate after traveling <25 meters. Given that on something like a Fletcher with a beam of 18.6 meters, the shell will stop in the ship if it's at ~45 degrees.
  8. @Rodrigopine Get priority target skill on your captain and all the steering mods you can put on your boat. Start turning away when they target you. Pause your turn once you get a good deflection angle (~max angle to the BB from parallel while keeping all/most of your guns on targets you are engaging). If shells aren't coming then continue to engage. If shells are coming, complete the turn and consider disengaging from the fight. The idea is to start dodging and reduce the time you need to reach a good deflection angle and reduce your profile relative to the BB as soon as possible. The rest is up to RNG. If you start turning once the shells are already in the air, it's typically too late.
  9. I think your methodology is wrong because you're thinking of the problem in 1-dimensional sense and then doing it in two axis to pseudo simulate the results of a 2-dimensional solution. Also your results is binary, a near miss is no different than a complete miss, and a near hit that would ricochet would count as much as a dead-center hit. Really IMO the right way to do it is to calculate the circular error probable (CEP). It's what most military use to judge the accuracy of their weapons. The way I would go about it is to record a replay of you shooting at the same target from the same distanct(you only need to shoot at the same point really but a target would help you keep a consistent aim). In the replay/freecam put yourself on top of the target and zoom out. Watch the replay and record where your shells land, plot it on a graph, and calculate the CEP for each ship, and now you have a non-subjective and easy to compare number between any ship; provided you are shooting at the same range in each ship. Of course this is easy for me to say because I'm not doing the work... this is a lot of work but IMO it's what you need to do in order to get non-subjective good data to compare between ships short of getting source code from WG and running a simulation using their ballistics formulas.
  10. Honestly, the Pensacola would be a great ship if it had more concealment. The gun handling on that ship is amazing. Too bad it's on a tin foil platform with poor concealment.
  11. The problem with this idea is, you'll just have DDs laying a smoke wall as the opening move at the beginning of every game and nothing can engage each other until brawling range because no one can see each other. This isn't all that different from what happened between Rank 5-1 in last season and it was definitely not fun for anyone. IMO, there's a happy medium between ~3-16km that the Devs should try to drive the engagements towards. What we have right now is too many people/engagements happening at 16+ km, and I think your idea would push it far too close down to ~2-5 km.
  12. To be perfectly honest I don't completely rely on my ability to spot torp splashes with or without bioncos because I see too many false positives from to shell splashes. For myself, I really have to stare at the target to be able to discern with certainty whether it was a torpedo launch or a shell splash. I would have to give up too much real SA to look for these splash with 100% accuracy. This is why I find anything to increase torpedo spotting to be useful. I would see a splash and have to 50-60% confidence that it was a torpedo spread and not a shell splash, and proceed to start dodging with 1/2 rudder or change 1 notch of speed. Increasing torpedo spotting range helps me push that to 100% confidence as to whether it was a real torpedo spread or a false positive earlier so either I can complete the dodge maneuver or go back to full speed chase sooner. I'm certainly not saying this is the "right/only" way to do it for everyone. Some of you are certainly better than me at reading torpedo launches and thus only find a tiny marginal benefit to having TA but it's what have worked out better for me lately. I constantly re-evaluate the usefulness of these 3 captain skills and I have changed them more than once; I wouldn't put it beyond myself to have switched all my captains to SI the next time someone asks.
  13. If you want to give up real situational awareness and stare at your target through binocs and watch for torp launches sure you can see them when they launch. Blink and you'd miss it, and I only spend the 2-3 seconds to aim in bionics and watching everything else that's going on around me. I just think real situational awareness has value and if TA aids in that then it's not a waste. I do think having more than 4 charges of RP is a waste 95% of the time because that 5th charge it doesn't tip games and it's a more efficient use of resources if you use prem RP and put that 3 pts into something else. If you want to pigeonhole yourself into thinking that SI is the only choice and follow the lemming on what everyone else chooses, that's fine. There is some wisdom to choosing SI after all. Having thought through and observe my experiences, I've come to the conclusion that TA, HA, SI as a tier 3 skill have more or less the same value at the end of the day and I wouldn't fault anyone one for choosing any of those 3 skills for their BB captain.
  14. The purpose for TA isn't to dodge IJN cloak torpedo ambushes for which SA + WASD counters, it's to give you more reaction time in short to brawling distances (5-10km) against torp launching CA or Torp armed BBs that you're trying to chase out of caps/strategic positions. It lets you close distances faster if you can (with more confidence) just weave between a torpedo spread rather than zig zagging half the width of a cap circle. If you don't want to put pts into TA, fine, put it into high alert. My point is, SI isn't the only viable choice for tier 3 BB Captain skill.
  15. I don't know about you but I don't find myself using up every single charge of repair party (RP) everytime I take a BB out even when I only run with Premium RP for a total of 4 charges w/out SI. By the time I use that last RP the game is typically decided already. Every time you don't use all 4 charges (5 with Premium RP +SI) then SI is wasted and those 3 points can arguably be better spent on something else. If TA helps you dodge just 1 torpedo you got more use out of TA than the 1 extra charge of RP that you didn't have to use from your 3 pts you spent in SI. I'm willing to wager that the 5th RP just gives you a comfy feeling that it's there if you need it, but statistically speaking doesn't tip as many games as people thinks.