As long as you didn't upgrade the gun then you are free to set Yamato on fire
Those are twin turrets so they are the "upgraded" guns. I seriously went with the stock guns and ran the turret rotation speed module. First game I got 130K damage in a fully stock Mogami (would run Suzuya if I could). That said this is why I want a Yamato for my first tier X. Her guns don't care about angling and just delete people from the map.
Those are twin turrets so they are the "upgraded" guns. I seriously went with the stock guns and ran the turret rotation speed module. First game I got 130K damage in a fully stock Mogami (would run Suzuya if I could). That said this is why I want a Yamato for my first tier X. Her guns don't care about angling and just delete people from the map.
Though Kurfurst bow on will give a Yamato plenty of trouble or a Montana's broadside connecting.
Mogami can actually hide from Yamato at 9.2km in which she could either torp her or just suprise shoot.
This is unrealsitc if Mogami is close enough to ram what should actually happen is that you get off one salvo out of which 3 shells will fly wildly high and low coming out of the barrel at a 45 degree angle, four more more will overpen the superstructure for basically no damage, one will disable a gun turret for zero damage, one will just be a generic zero damage 'penetration', and one will go directly under the stack at the waterline and inflict only a standard penetration.
Then Mogami will launch eight torps from 2km and detonate you.
NuclearFalcon said: That said this is why I want a Yamato for my first tier X. Her guns don't care about angling and just delete people from the map.
Memes aside they only ignored angling in the sense that they overmatched the standard bow plating of other high tier BBs so the entire bow in thing isn't as safe(that's not to say it's not safer then broadside though). This isn't really true anymore though as the T9 and even more so T10 German BB have large strips of forward splinter belt on their bows that aren't over-matched so the shells will glance off it just like 16 inch would.
Yamato could always bounce if it hit actual armor at high angles though. It's overmatch is just a hair over 32mm so basically anything 33mm and up could bounce it if it reached the ricochet zone (the Hermelin's belt is 35mm hence the video), and the zone bit is important it's not like 59 degrees is auto pen. Actually ricochet rolls begin at poultry 45 degrees with a curve increasing upward until it hits 100% at 60.
Although a bigger problem for Yamato tends to be that she's huge and turns like a pig and anything with HE shells and a firing angle wants to cook you.
Although a bigger problem for Yamato tends to be that she's huge and turns like a pig and anything with HE shells and a firing angle wants to cook you.
To be fair, what else would you expect cruisers to do?
I have witnessed this, from my tirpitz and then saw her turrets train on me... thank the emperor tirptiz is faster then yamato.
Nigga Please, I faced her in the tirpitz. By myself, sent her back to port crying to musashi. In summary I'm more afraid of Grosser kurfurst than this bitch. Also next time mogami use he.
Nigga Please, I faced her in the tirpitz. By myself, sent her back to port crying to musashi. In summary I'm more afraid of Grosser kurfurst than this bitch. Also next time mogami use he.
Fun fact: I sunk a Kurfurst with a Tirpitz. It was me plus one Yamato +one Zao to pull it off but I did most of the damage.
I've returned with IFHE, Hotel! No more shattering on the bow and deck!
155mm Mogami is best Mogami. And definitely use IFHE, Yamato probably runs the skill that makes it where you can only get one superstructure fire now. That said... beware the skilled Yamato players.
Yamato probably runs the skill that makes it where you can only get one superstructure fire now.
That skill reduces fire locations by one on battleships, not to one. That is, three instead of four. Which is pretty useless in my experience as any time I've been burning in more than two locations it's because there are at least three ships focusing on me and I've got less than a minute left to be alive anyway. The -10% risk to catching fire in the first place is pretty nice when something other than an Atlanta is dicking with you, but I tend to use manual secondaries instead.
Close range superstructure hits with AP actually hurt a lot.
If you can aim, you can score around 10k+ damage per salvo that cannot be healed back.
I'm not sure where this idea came from but it's completely false, not just false but actually the reverse of reality. AP shells require 1/6th their caliber to fuze at a right angle impact, for even a 155mm gun that's 25mm. This is why even 6 inch cruisers fire HE at destroyers and it also means that any hit to the (at most) 19mm works of a battleship is an automatic overpen. Here's the problem repair party heals 100% of all overpen damage, but guess what it only heals 50% of? HE penetrations, and anything over 5 inches will always score penetrations against the 19mm super structure.
So by shooting AP into a superstructure you're only: -Assuring you will never start fires for added DoT -Doing less damage up front since overpens do 10% listed damage and HE pens do 33% until a zone is damage saturated, even then it basically becomes a wash so keep shooting HE for fire chance -Assuring he can repair ALL damage inflicted instead of just half.
The only time to shot AP would be when they give you a good broadside and you'd want to aim lower,at the top of the hull, on many battleships this area above the main belt and below the superstructure is slightly thicker and can be enough to fuze 6 inch shells within the ship, but if this is better then HE penetrations and fires by shooting the upper works is situational. This will not work on most of the German BBs though which with the exception of the Shcarnhorsts have upper belts thicker then a heavy cruisers up to the main deck level and against any battleship the risk of shells scattering low and pinging off the belt or high for low damage over pens is significant outside of quite close range so this is a bit of a gamble.
OOZ662 said:
That skill reduces fire locations by one on battleships, not to one. That is, three instead of four. Which is pretty useless in my experience as any time I've been burning in more than two locations it's because there are at least three ships focusing on me and I've got less than a minute left to be alive anyway. The -10% risk to catching fire in the first place is pretty nice when something other than an Atlanta is dicking with you, but I tend to use manual secondaries instead.
Actually what it does is mesh the two superstructure fire locations into one so you now have a bow location, one in the upper works, and one at the stern. This actually IS useful as the bow and stern on most BBs are thick enough to shatter any HE shell under eight inches meaning they do zero damage with almost no fire chance. The result is that DDs and any six inch cruiser basically must shot the upper works to do anything with HE, but with the fire prevention skill they can now only start one fire their instead of two. Thus in practice it does more then it might appear at a glance against smaller caliber ships, basically it forces them to shot at the bow or stern if they want more then one fire causing tons of no damage bounces or they have to settle for just one in the upper works if they keep shooting for damage, but either way it's a notable reduction in incoming damage.
Eight inch cruisers have enough HE penetration to damage the bow and stern so are less effected though.
I'm not sure where this idea came from but it's completely false, not just false but actually the reverse of reality. AP shells require 1/6th their caliber to fuze at a right angle impact, for even a 155mm gun that's 25mm. This is why even 6 inch cruisers fire HE at destroyers and it also means that any hit to the (at most) 19mm works of a battleship is an automatic overpen. Here's the problem repair party heals 100% of all overpen damage, but guess what it only heals 50% of? HE penetrations, and anything over 5 inches will always score penetrations against the 19mm super structure.
So by shooting AP into a superstructure you're only: -Assuring you will never start fires for added DoT -Doing less damage up front since overpens do 10% listed damage and HE pens do 33% until a zone is damage saturated, even then it basically becomes a wash so keep shooting HE for fire chance -Assuring he can repair ALL damage inflicted instead of just half.
The only time to shot AP would be when they give you a good broadside and you'd want to aim lower,at the top of the hull, on many battleships this area above the main belt and below the superstructure is slightly thicker and can be enough to fuze 6 inch shells within the ship, but if this is better then HE penetrations and fires by shooting the upper works is situational. This will not work on most of the German BBs though which with the exception of the Shcarnhorsts have upper belts thicker then a heavy cruisers up to the main deck level and against any battleship the risk of shells scattering low and pinging off the belt or high for low damage over pens is significant outside of quite close range so this is a bit of a gamble.
Actually what it does is mesh the two superstructure fire locations into one so you now have a bow location, one in the upper works, and one at the stern. This actually IS useful as the bow and stern on most BBs are thick enough to shatter any HE shell under eight inches meaning they do zero damage with almost no fire chance. The result is that DDs and any six inch cruiser basically must shot the upper works to do anything with HE, but with the fire prevention skill they can now only start one fire their instead of two. Thus in practice it does more then it might appear at a glance against smaller caliber ships, basically it forces them to shot at the bow or stern if they want more then one fire causing tons of no damage bounces or they have to settle for just one in the upper works if they keep shooting for damage, but either way it's a notable reduction in incoming damage.
Eight inch cruisers have enough HE penetration to damage the bow and stern so are less effected though.
That is why HMS Minotaur is the grim reaper of sunk by superstucture. don't believe me? watch this.https://youtu.be/eMLKNPTDF6c
I'm not sure where this idea came from but it's completely false, not just false but actually the reverse of reality. AP shells require 1/6th their caliber to fuze at a right angle impact, for even a 155mm gun that's 25mm. This is why even 6 inch cruisers fire HE at destroyers and it also means that any hit to the (at most) 19mm works of a battleship is an automatic overpen. Here's the problem repair party heals 100% of all overpen damage, but guess what it only heals 50% of? HE penetrations, and anything over 5 inches will always score penetrations against the 19mm super structure.
So by shooting AP into a superstructure you're only: -Assuring you will never start fires for added DoT -Doing less damage up front since overpens do 10% listed damage and HE pens do 33% until a zone is damage saturated, even then it basically becomes a wash so keep shooting HE for fire chance -Assuring he can repair ALL damage inflicted instead of just half.
The only time to shot AP would be when they give you a good broadside and you'd want to aim lower,at the top of the hull, on many battleships this area above the main belt and below the superstructure is slightly thicker and can be enough to fuze 6 inch shells within the ship, but if this is better then HE penetrations and fires by shooting the upper works is situational. This will not work on most of the German BBs though which with the exception of the Shcarnhorsts have upper belts thicker then a heavy cruisers up to the main deck level and against any battleship the risk of shells scattering low and pinging off the belt or high for low damage over pens is significant outside of quite close range so this is a bit of a gamble.
Actually what it does is mesh the two superstructure fire locations into one so you now have a bow location, one in the upper works, and one at the stern. This actually IS useful as the bow and stern on most BBs are thick enough to shatter any HE shell under eight inches meaning they do zero damage with almost no fire chance. The result is that DDs and any six inch cruiser basically must shot the upper works to do anything with HE, but with the fire prevention skill they can now only start one fire their instead of two. Thus in practice it does more then it might appear at a glance against smaller caliber ships, basically it forces them to shot at the bow or stern if they want more then one fire causing tons of no damage bounces or they have to settle for just one in the upper works if they keep shooting for damage, but either way it's a notable reduction in incoming damage.
Eight inch cruisers have enough HE penetration to damage the bow and stern so are less effected though.
I'm probably a tad late but keep in mind that IFHE completely negates this disadvantage for 6-inch cruisers though