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  • Things that effect Range

    06. 05. 2012 09:55

Recommend : 1

Ackbar25

So ive been trying to get better at my H39 and the thing I am having trouble with is maximizing my range.  I think part of the problem is I have no idea what goes into calculating how far my shells go.

I know there is a south to north range advantage
I know chasing decreases range and running increases it.

Beyond that I have no clue.  Sometimes my shells go above my gunlines some below and im basically just guessing what angle is right.

Im decent at capitalizing on others mistakes (mainly rushing stupidly), but i really can't create my own opportunities for a nice free salvo.  Any suggestions?  Ive heard of things like the slingshot but what are your tips out there for making good opportunities and maximizing range? 

 

  • Re : Things that effect Range

    06. 06. 2012 12:06


Ultra_Dog

First thing I'd suggest is KM. But that's already done.

Certainly a slow fade away, while hitting an advancing enemy will give you the best range advantage, but you can't pick and choose the optimium arrangement during battle at any given moment.

You need to know every 5 degree range set top to bottom on your guns, then you'll know the diffference between 31 and 32 degrees within a click or two on your guidelines. 

I rarely adjust my degree settings during the North/south stroll; but will move in or out towards the enemy to bring my drop zone onto the target, fire, then get out of enemy range ASAP.

But incoming ships (CLs, SS, pesky FF), require annihilation promptly, as they are much more a threat as super scouts, exposing you to the enemy BBs, than their noise making guns; so you need to know your 0-10 numbers without hesitation.  

 Certainly the more familiar you become with your guns, you'll have them dialed in and know their range and impact cluster.

  • Re : Things that effect Range

    06. 06. 2012 15:21


NIborGER

Well KM suffers from jumping range on H39 and bad spread.

First now what your range "should be:

http://fm.en.kupaisky.com/Community/Forum/View.aspx?num=7691&searchtype=0&pagecount=0&searchvalue=&sort=5&category=A04&page1=1

make your guidelines so they match the middle landing shot (the one line a bit before a white dot.

 

Then the most crucial thing is to learn how to sling. infact as soon as u hit H44 u will need to master it other wise the 1mm range advantage is nothing, but when u have mastered it even this 1mm combined with the hugh distance between front and rear gun allow u to have a really effective range advantage even against a L2. in fact H44 range and L2 nearly match but by the gunplacement u can get a hugh advantage. To use that is what makes a good KM driver and what makes some other noobs. Furthermore keep in mind KM is mend to be driven a bit offensive. especially with H44 constantly engage someone. Your task is to push (not rush!) and for that task its a perfect ship. Furthermore with KM use your AA and always have a overview about whats going on... with H39 u can be lucky and get away when u were ctached off guard but with H44 it often means death.

 

 

Regarding knowing your angels: 99% of the time u should be playing at 34 degrees beside that occasionally u will need 32,30 and 20degrees.

  • Re : Things that effect Range

    06. 06. 2012 15:32


Etheryte

Originally Posted by NIborGER

Regarding knowing your angels: 99% of the time u should be playing at 34 degrees beside that occasionally u will need 32,30 and 20degrees.


As a H44 player I'll throw in a few seeds of thought here too.

Know your middle angles. Know them twice. Every L2 will be looking to rush what they think is a "paper ship" (contrary to popular belief I don't believe it to be, with the correct set-up).

They will curse you to the bottom of the sea and back if you keep moving back and forth and hitting them with AP while they fail to hit you in their mid ranges.

And just in general, always take your time to aim. There's no point shooting away only to find you missed, especially with larger guns where the reload is longer.

If you're fighting someone below max angles either:

a) turn your side to the enemy when you fire to get the best possible hit on them and then turn away to minimize the area they can hit

b) use different angles on your guns and always stay at an angle to the enemy.

The latter requires you know your guns in and out and have very quick fingers to change angles as needed. Not really worth doing with faster reloading guns.

  • Re : Things that effect Range

    06. 06. 2012 18:57


rocketeer1

Hit the space bar harder for more range.

  • Re : Things that effect Range

    06. 07. 2012 03:19


pinka

So I found this image while searching about how to slingshot. The way I understand it is to just fire when your guns are nearest the enemy ship, which is usually when you rotate as you run away from the enemy. That way part of your ship length is added to your normal gun range. See the 3rd diagram.

where I read it:

http://leviathanfleet.proboards.com/index.cgi?action=display&board=open&thread=200&page=1

  • Re : Things that effect Range

    06. 07. 2012 03:40


NIborGER

Originally Posted by pinka

So I found this image while searching about how to slingshot. The way I understand it is to just fire when your guns are nearest the enemy ship, which is usually when you rotate as you run away from the enemy. That way part of your ship length is added to your normal gun range. See the 3rd diagram.

where I read it:

http://leviathanfleet.proboards.com/index.cgi?action=display&board=open&thread=200&page=1

 

They keypoint of slingshotting is to understand that the rotation point is in the centre of the ships. SO the longer the ship (and the farther the guns are to ends of the ship) the more effective is slingshotting. H39 and H44 are perfect for it. Also very important is to not forget to get your ass out off the enemy fire. i see many players who do some okay slingshotting but fail at the important second half of slingshotting by just driving straight away from battleline. Before enemy shells land u have to drive towards the enemy again to swing your ass of the danger zone.

  • Re : Things that effect Range

    06. 07. 2012 04:10


pinka

Originally Posted by NIborGER

They keypoint of slingshotting is to understand that the rotation point is in the centre of the ships. SO the longer the ship (and the farther the guns are to ends of the ship) the more effective is slingshotting. H39 and H44 are perfect for it. Also very important is to not forget to get your ass out off the enemy fire. i see many players who do some okay slingshotting but fail at the important second half of slingshotting by just driving straight away from battleline. Before enemy shells land u have to drive towards the enemy again to swing your ass of the danger zone.

You must mean "THE" not "THEY".

Right, but what I was really talking about was how the simple act of rotating your ship sprite adds (or decreases) some length to your shot.

  • Re : Things that effect Range

    06. 07. 2012 08:23


Mezak76

Originally Posted by Etheryte

Originally Posted by NIborGER

Regarding knowing your angels: 99% of the time u should be playing at 34 degrees beside that occasionally u will need 32,30 and 20degrees.


As a H44 player I'll throw in a few seeds of thought here too.

Know your middle angles. Know them twice. Every L2 will be looking to rush what they think is a "paper ship" (contrary to popular belief I don't believe it to be, with the correct set-up).

They will curse you to the bottom of the sea and back if you keep moving back and forth and hitting them with AP while they fail to hit you in their mid ranges.

And just in general, always take your time to aim. There's no point shooting away only to find you missed, especially with larger guns where the reload is longer.

If you're fighting someone below max angles either:

a) turn your side to the enemy when you fire to get the best possible hit on them and then turn away to minimize the area they can hit

b) use different angles on your guns and always stay at an angle to the enemy.

The latter requires you know your guns in and out and have very quick fingers to change angles as needed. Not really worth doing with faster reloading guns.



What did you mean with "the correct set-up"?

  • Re : Things that effect Range

    06. 09. 2012 10:16


Miphix

Originally Posted by NIborGER

Originally Posted by pinka

So I found this image while searching about how to slingshot. The way I understand it is to just fire when your guns are nearest the enemy ship, which is usually when you rotate as you run away from the enemy. That way part of your ship length is added to your normal gun range. See the 3rd diagram.

where I read it:

http://leviathanfleet.proboards.com/index.cgi?action=display&board=open&thread=200&page=1

 

They keypoint of slingshotting is to understand that the rotation point is in the centre of the ships. SO the longer the ship (and the farther the guns are to ends of the ship) the more effective is slingshotting. H39 and H44 are perfect for it. Also very important is to not forget to get your ass out off the enemy fire. i see many players who do some okay slingshotting but fail at the important second half of slingshotting by just driving straight away from battleline. Before enemy shells land u have to drive towards the enemy again to swing your ass of the danger zone.



I love the work put into this. thought out and clear cut. K.I.S.S. is definitely applied.

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