Shell Experiments - Ultimate Admiral Dreadnoughts
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- Опубликовано: 13 сен 2024
- It has been a while since I just messed around with different shell combos and, well I may have found a new one that is quite spicy. I ummed and erred about releasing this video, but maybe it will prove helpful and or interesting for you. This was recorded under 1.1.7 not 1.1.7R and without the balance mod. Your milage may vary! What's your favourite shell combo? Let me know in the comments!
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Captain of the 1st Company: Treefrog
Lieutenants: Armande Christoph
Veteran Sergeants: 1stplaceonion, LCG Canyon, Welshy
Sergeant: Jackie, Twitchyknees, Alerik Rahl
Veterans: Telemonian Dan, Sunless Sky Nova, Threadoflength, Darth Vendar.
Battle Siblings: Jacky Chan, nagebenfro, scurvekano, Cpt Graftin, Icd, Iroey, Zadrias.
Italian battleship Venere Armata is beautiful and perfect
25:15
An over-penetration on the main deck should do enormous damage to the ship underneath the impact site.
UAD seems to ignore all the squishy and crunchy bits that live inside a warship and a main deck over pen just kinda vanishes.
I find CPBC HE super heavy shells are actually pretty good at preventing oveepens and basically penetrate everything in existence
CPBE HE =SAP that never bounce off
When I saw that green range circle for the 4 inch guns approaching the target ship, and then realized it said "22.4 KM", I was getting ready to call the Inquisitors and report you for Heresy, for practicing Chaos black magic against the God Emperor's will.
17:27
I recommend against trying to catch 15” AP shells, but, you do you. 😂😂😂
For anyone having difficulties getting the AI to use shared designs in campaign mode, here is how I solved it:
The AI won't, or extremely rarely use designs that belong to the year the campaign starts, so if you design 1890 ships for a 1890 campaign, odds are they won't use any at all. I tried to solve it by starting in 1900 and designing 1896 designs, but that doesn't work aswell, so I designed them for 1897 and problem solved.
Another tactic I used is to build 2 or 3 ships of the same type for the same year with different tech requirements, I divided them into A, B and C variants. The A variant is pretty much topped on everyhing I can, top of the line. The B variant I decrease technologies that are probable to not be available to the AI, including ships components like towers and funnels, I also decrease the tonnage slightly. The C variant I repeat the process and decrease everything, including tonnage, to things that I'm sure the AI will have available.
Another very important aspect is the ship components Towers/Funnels/Barbettes. The ones available in ship design are many times not available in the campaign, so before I design shared designs I load a campaign with the nation I want, for example Italy 1900, and I check what they have available, put it on an excel document so that I'm sure I'm not using anything not available.
With this process of designing for 1897, I tried starting like 15 campaigns with shared designs and nations always choose them, they often go with A and B variants, rarely with C variants. I also designed destroyers for 1899 (earliest available) and all the other ships for 1900, but so far the AI never picks any destroyer or any ship designs from 1900.
I plan on making designs every 3 or 4 years, 1897, 1900, 1903, 1907, 1910 and so on, all of them with A and B variants, plus a few with C variants.
Hope this helps.
Wow, that is comprehensive and diligent experimentation!
It seems that putting this into practice for any given campaign would be cumbersome, requiring player to repeatedly “take inventory” of ship techs in the campaign for shared designs.
If so, it would maybe be a good help if UAD had a “tech tree export” function that would generate the kind of list you’re using Excel to make (and bless your patience with *that* example of “productivity software”).
@@dougjb7848 thank you.
It took me around 7 hours to check research and build some 15 main ship designs and then some more 30 variants. Spain, Italy and Austro-Hungary are done, only for the start of the campaign... so 15 more hours to make starting fleets for all nations.
Then I will start a campaign to see if my designs allow the AI to put up a fight, I'm still concerned that the AI can't make proper refits of those ships, but at least I think the british won't build 150 heavy cruisers that look like and move like pomace bricks uncapable of damaging anything.
For the Italians I went with speed, low armor and fairly big guns. The Austro-Hungarians have a more mediterranean fleet sacrificing reach for everything else above average. The Spanish are getting the biggest guns possible but average speed and armor.
I am working on a fix for this - but its a lot of work!
@@BrotherMunro what kind of fix if I may ask?
In case you didn't know the devs have made huge changes to accuracy and penetration in the last couple of updates, which may muddy the waters if you are comparing these results with results from previous patches.
Granted that, it does lend credence to the volume of commentary on the observed oddities in the physics performance to date.
The armor and ballistic seem to operate very strangely in this game.
Can you do a vid on how to install balance mods
0:34
Cue the raggedy old man and the Liberty Bell March!!
It's always confused me that you can absolutely pummel one side of an enemy ship, and it rolls to the undamaged side... 🤦♂️
305 hits / 39 pens vs the Chump. That's the benchmark, and I'm all for followups with different shell combos to try and beat that. I tend to go with standard AP. The 106 over-pens and 73 ricochets from capped II are numbers I'd like much lower.
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having watched this, I'm designing a Chinese campaign BB in 1942. Mk5 triple 15.9" / 60.
Triple babse + TNT 4, firing light SAPBC shells.
AP Muzzle velocity: 1469 m/s (I haven't pushed this as far as I can with barrel lengthening)
AP Damage: 2,969.7
Yeah, the pen table is the big weak link. Deck pen peaks at 20.8" / 35km. Range is 65km. The danger is that too many shots are blocked. But a lot of the time, after the early scuffles with capital ships, a lot of enemies are cruisers. Probably highly effective.
My preferred combo these days is tube powder, tnt and super heavy for passive pen% boosting parred with caped semi's shells that have low base pen but real high damage. With the seemingly bugged over pens, this seems to hit the sweet spot in the pen math pretty well, with about the highest damage you can hope for in pretty much every situation. Even something as small as mk4 13.9in guns you can get in a 1930 start date were defeating enemy BB heavy armor pretty reliably, and you can mount 12 of those 'small' guns on a BB or BC. This does not have the muzzle velocity, range, rate of fire or super high accuracy you were getting though.
If the caped semis aren't doing the job, nose fuse HE can kill a ship at 75% structural with extensive fire alone. incendiary shells with their like 0% pen chance seem like they just get BLOCKED more often then not and don't even role for fire chance, but its been a wile since i tested that.
Good test, my only comment on it would be to clearly state what combinations you're using (you click back and forth rather quickly, and I find I have to backtrack and pause to see the setup...if you don't think so then ignore).
Hi, I would like to clarify wether you were using the balance mod or not when you recorded this video. Thanks.
Edit: Later you mentioned it but it might be better if you clarify at the start of the video when you use the mod or not for these type of vids to avoid any misunderstandings.
Indeed this was done under vanilla
I don't know if you spotted it but around 40:00 you got a partial pen with 15" vs your 0" belt :|
Yes, that’s UAD’s very weird and persistent over over pens becoming partials issue
@@BrotherMunro
Well, see, if you over penetrate that much, you may’s well not have penetrated at all, and you don’t want to have all those shells have *no* effect, right? So, by converting “ludicrous speed” penetrating hits into minor scuffs on the armor, UAD’s doing you a favor.
Y’otta say “thank you.”
i think that APBC and improved APBC are too good. Try to build a ship that used semi-AP or semi-ballistic AP that can beat an optimized APBC ship. I bully AI with 8-9-inch CAs that fire light shell, improved APBCs. And you can see in a campaign that only AI ships that work use APBCs because they use a lot of small weapons. When AI picks anything else that APBC they are almost useless. I think the problem is that bigger caliber shells penetration does not scale well so even whit them it is better to use APBC. And increased ACC on APBC dose too big a difference in DPS. My CA 8,9-inch guns have 86% ACC on 7500m which is insane.
So uad now has world of warships over-pen simulator?
I wonder, would reducing the penetration help? Running something like Semi-AP?
SAP, or I personally find SBAP, is a very interesting combo with 16”+ guns
I am not believing those pens - 15" penetrating 24" modern armour?
and i bet the dev would not care i dont think they ever get arround and balance shells and amour and guns
are you using mods on this video? I can't recreate this :(
I was not, the game has been updated though!
@@BrotherMunro Still works amazing 1.1.9 :)
I have found this combo when Ai use it against me. 4000xdamage frome HE in single salvo. I died in minutes.
Does this work with the balance mod? If so your current campaign could get a very entertaining meme ship for when you want to delete countries :D
It does yes