Community - Forum - View old data

Categories :  

Tip and Tactics

  Index

  • How to use AP! [Image]

    06. 27. 2006 03:40

Spartiate
I wrote this a month or so ago for the BIG EXP forums. I think I may have the
angle ranges slightly out. Please leave me your comments, I find this aspect of NF
quite interesting. Also feel free to recommend. ^_^


Just thought I'd make this. It's from my own personal experience as a heavily
armoured ship and fighting other heavily armoured ships (other wise known as RN
Ships). Please tell me if you think I've got something wrong.

The cut-off point for BB guns seems to be about 45 degrees. i.e. No gun has a max
angle at anything greater than 45 degrees. BB4 16" guns go up to ~45 degrees,
and I believe KM 11" goes to about 43 degrees. The aim of this guide is to show at
which angles you should consider using AP, and at which angles you should use HE.



The Diagram above splits up the gun elevations to two distinct sections - Deck Shots
and Belt shots. Deck shots tend to occur above 15 degrees and belt shots tend to
occur below 15 degrees. Since most BB players invest almost all their armour entirely
in deck, the belt is often very undefended. As a general rule of thumb - use AP on
the decks of armoured ships, and HE on the belt. I will now explain further.

Above 40 degrees, there are very few ships who will resist shells. Nelsons and
POWs with extreme armour, say 9"+ may resist 16" shells at 40 degrees. A Nelson
with no AA guns is most likely carrying enough deck - the same goes for a POW or
Lion with RP12.
So at above 40 degrees, HE shells have a good chance of penetrating, and AP shells
will also work wonders on armoured targets.

Below 40 degree deck shots however, HE shells will be more and more deflected, i.e.
the shell seems to just bounce off, causing very little damage. This is therefore a
less ideal situation for HE shells, and the best bet is AP shells.

At somewhere between 20~25 degrees, AP shells will also be defelected and not hit
substantially. Since HE shells are also deflected at these angles, this area is known
as the "Armour Impunity Zone" or "Armour Impunity Angle". When a heavily
armoured ship rushes its target, it wants to keep the enemy's guns in the armour
impunity zone.
There are two options when this happens, 1. Run as fast as you can in an effort to
get above 20 degrees. 2. Close with the enemy and hit his belt.

Below 15 degrees, shells will most likely hit the belt. Since most belts are
inarmoured, and AP appears extremely useless at close ranges, HE shells are
perfect. Use HE shells below 15 degrees, since you will most likely hit the belt. It's a
great way to kill noob quad users, especially if they are using AP on you. Most of
them change to HE far too late, hitting you with AP shells for zero. And many of them
know very little about close range fighting.

So to re-iterate:

1. Above 40 degrees, both HE and AP should be viable for use on Armoured Targets.
(Not sure about the pea-shooting 11" however)

2. Between 20 and 40 degrees, AP is the only option.

3. Do NOT fight an armoured target between 15 and 20 degrees.

4. Below 15 degrees switch to HE and close to hit the enemy's belt.

Hope you this useful, please tell me if you have evidence to contradict any of this - it
is based on personal observations.
  Index

  • Re : How to use AP! [Image]

    12. 29. 2009 05:43

ljsevern
It is a good general guide :P

There are a few exceptions, like KM shells, etc.

Its a combination of Angle, Calibre, Shell Weight.

  • Re : How to use AP! [Image]

    12. 18. 2009 17:35

Spartiate
Asbuster, I wrote this guide when there were no BB5s. Also, few players had BB4s,
and I don't think anyone ran two gun lions. I wrote it from my own experience using
RP12, Quads, first set of 16" triples etc. Of course the numbers are not perfect, it's
very hard to put your finger on it exactly.
Hitting belt depends on the sprite of the ship. (York, less belt, County, more belt
etc). These were my observations with RP12, that 20 degrees still hit the deck 9
times out of 10.
But it outlines the rough idea to help players less familiar with it.

>"Also every ship is different so you cant make a general set of rules for AP."
It's not a set of rules, it's a guide to stop players using AP like it is APC.

@Splid: Surely it's just Angle, Armour + Shell Power? Or am I missing some Holy Grail
O.O

If you all want to write one that covers every technicality, feel free. I just wanted to
convey an understanding, especailly about what to do when your HE bounces and
your AP clunks for nothing.

  • Re : How to use AP! [Image]

    12. 18. 2009 09:55

straswa
Great guide, I was wondering why the AP rounds I was firing did little damage to a
ship I was sure was AWed.

  • Re : How to use AP! [Image]

    12. 17. 2009 05:33

Splid
Arbritrary gun angle numbers can't be used for this.

There is more than gun angle that affects whether a shell will bounce.

  • Re : How to use AP! [Image]

    12. 17. 2009 03:00

Asbuster
Useless for KM ships. For example my H44. If i fire AP at an armored target with gun
angles lower than 33, AP starts bouncing. So anything below 33 degrees on a H44
its useless to use AP. Like all KM ships AP only works until a few angles under the
max angle.

Besides that when i aim at 20 degrees the shells will most likely hit the BELT not the
deck.

Also every ship is different so you cant make a general set of rules for AP.

  • Re : How to use AP! [Image]

    12. 16. 2009 08:34

Spartiate
Might aswell go spend all my points then :)

  • Re : How to use AP! [Image]

    12. 15. 2009 15:33

Valefar
Yeah- points through the forum was disabled a few months back. Forum experience goes up,
but points will stay the same (I've been at 292 since the change).

I think the goal was to cut down on spam.

And BTW: nice guide :)

  • Re : How to use AP! [Image]

    12. 15. 2009 15:32

askldjgowirg

"The cut-off point for BB guns seems to be about 45 degrees. i.e. No gun has a max
angle at anything greater than 45 degrees. BB4 16" guns go up to ~45 degrees,
and I believe KM 11" goes to about 43 degrees. The aim of this guide is to show at
which angles you should consider using AP, and at which angles you should use HE."


km 11'' goes to 40 degree, and that's the highest km BB guns will ever go




oh and u will be surprised at the number of people who shoots HE at L1s and AP at H39s

  • Re : How to use AP! [Image]

    12. 15. 2009 14:46

Spartiate
disabled???? how so! :(

  • Re : How to use AP! [Image]

    12. 15. 2009 11:17

meow27
"
Now give me more reccomendations! I still have a long way to go before beaing able
to spend points on a premium subscription! "


unfortunately, forum points are disabled....
1 2 3 4 5 6 7