On bigger ships that may not be as noticeable, but since DD's have such weak guns it leads to slugfests that can take forever.ĭepends on the caliber, the arch, and the situation.Īt the displacement most DDs should have, there is just too much to be lost for the benefit of having extra armor however this does not mean that DDs don't have vital components. This may explain why DD's tend to seem so sturdy towards once they get low on HP. You can disable the engine or steering gears to make them easier to hit, or take out the guns to reduce fire coming towards you.Īll this said, thanks to the fact that destroyers have such low HP pools on their ships it doesn't take long for portions of the ship to become completely blackened and compartments stop receiving damage. Secondly, those HE shells are more likely to disable the modules on another DD. Against a destroyer it isn't much damage, but everything adds up. However, thanks to the wonder of fires and module damage you can do two things: first, fires are free damage. With HE, your damage will vary considerably. To kill a destroyer at the same tier it would take around a minute to kill one with just launching AP (this assumes you ALWAYS hit with EVERY shot). Honestly, the most likely scenario is that it will overpen, which means if it DOES manage to hit with all four guns it will do 1000 damage. If it pens, it will either over-penetrate for 250 damage or it will hit for 1/3 damage, or 833 damage. It will either bounce for no damage, or penetrate. Since DD's don't have citadels, it will never do that 2500 damage. With AP it will do a maximum of 2500 damage, as opposed to 1900 with HE (along with a pre-nerf chance of fire). The most powerful DD gun is the one on the Gremyashchi, since it wasn't affected by the Soviet DD nerf. As others have said, HE is probably best for DD on DD action.
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