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  • 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]

    04. 11. 2008 03:18

kacimierz
This isnt quite true.
When i try to hit an armored ship with iowa guns at 45 degrees they still bounce HE or the
damage is pathetic (300-500 per shell).

  • Re : How to use AP! [Image]

    04. 11. 2008 02:29

fionkane
very useful guide,thx.

  • Re : How to use AP! [Image]

    04. 10. 2008 15:43

nilkanth19
nice guide

  • Re : How to use AP! [Image]

    04. 10. 2008 13:44

TheHelmsman
Probably the single best AP-related topic I've seen yet. Nice work. I would say the
"immunity zone" or "AP deadzone" as I have always called it, extends from 15 degrees up
through at LEAST 24 or 25. Sometimes I get UK ships bouncing my AP even at 26. Between
those angles, UK armorwhores are pretty much invulnerable. And most of them know it.

If you're fighting with an armorwhore and he's in shooting range, generally it's a better
practice to counterrush than trying to run away. Most likely he'll be expecting you to run,
and will commit his overheat to chasing you and staying in the deadzone, so you'll
probably catch him off guard. Just rush in and aim for the belt, and take advantage of
your superior reload. This is risky, and it requires you to know your angles very well,
but it can save you.

But anyway, nice work. Recc'd.

--Helms

  • Re : How to use AP! [Image]

    04. 10. 2008 06:33

Spartiate
hoanth,

Your best bet in that situation is to close with the enemy and use HE against his
most likely poorly armoured belt.
However your chances of survival are slim. It's much better to remain vigilant during
battles, always engaging enemies at max range, and retreating when you are not
engaging your enemy at your max range.


*I shall see to editing the picture, as I think the impunity zone is a little larger than
shown, as suggested*

  • Re : How to use AP! [Image]

    04. 09. 2008 23:58

LET0
if your target is a AW BB and it got to the 15-24 degrees range, you are already
screwed....you might as well not fire, since the shells will bounce. Try to get out of
that range, and you might survive...but that would require the AW BB to miss couple of shots

  • Re : How to use AP! [Image]

    04. 09. 2008 22:53

hoanthonyho
Then if the target in such position (15 and 20 degrees)
we just stop fire? :D

  • Re : How to use AP! [Image]

    04. 09. 2008 21:38

embengoc
The Armour Impunity Zone should be expand to 15~24 Degree.Most AP shells will
bounce off the deck even though it was shot at 24 degree. This is from my
experience though.

  • Re : How to use AP! [Image]

    04. 09. 2008 21:24

Hirumaru
I've been looking for that pic. e_e


-Hiru

  • Re : How to use AP! [Image]

    04. 09. 2008 21:07

frfghtr560
your fine... its your thread/topic and you bumped it up.... as long as useless spam
isnt included with the bump, it will stay
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