In the QE I noticed this against those trolly french cruiser spaced armour citadels. All it should do is prevent plunging fire from reaching the citadel, as the shell detonates too soon. In real life, a shorter fuse delay should indeed make zero difference to penetration. shorter timer shouldn't make pen worse, just produce fewer overpens, no? Or are you saying the shells don't reach the citadel? Hood has a very short fuse and it's fantastic as a cruiser killer because of all the regular penetrations but KGV overpens all the time (Or at least I thought that was the problem). If you want to use AP, abuse the turret traverse to take pot-shots at easy unsuspecting targets.īut. Use the turret traverse to switch target a lot and take down DCPs. On that note KGV is great at crippling enemies for your team to finish but not so hot 1v1. You can really hurt T7/8 cruisers this way too but don't expect consistency unless your range is in single figures.Īlso, as a cruiser player my biggest source of pain by RN BBs is HE smashing my steering repeatedly, to the point I would have seriously considered last stand on a lot of cruisers if the spam didn't move to French BBs. AP is mainly for farming damage on BB superstructure after they're on fire and turn broadside assuming you're not smart enough to switch ammo. Lower tier cruisers, those you would expect to delete especially broadside, are much more reliably dealt with by HE. I tried and eventually got lazy and stopped bothering to switch to AP. It's not the shells themselves, more the dispersion coupled with there being only 10 and the fact their penetration is in some ways too good and invites overpens. HE is default ammo choice except in some very specific circumstances, but even then expect inconsistent results. The AP on KGV is shockingly bad in my experience.
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