There was a trick to Republique's rapid reload where you could get 3 shots off per rapid reload. It's been a couple of years since I played this ship' so my numbers may be off. You fired your guns, let the countdown reload go down to 12 seconds, then hit rapid reload and fire as soon as your guns were loaded, which meant that you had to be pre aimed. If anyone can remember the formula, let us know as I can't remember it properly. I like what you're doing Soulfire, keep up the good work mate. Esky FND.
I’m Completely confused now. How could horizontal deck protection do more harm than good? With the carriers and everything else trying to set me on fire regularly, I always looked at this as a must have. Is there something I need to know about this skill? Thank you for the excellent, informative videos you have been making. I look forward to seeing them every time you post.
Here’s the thing about that skill, we don’t know exactly how it works. So I’m just going by experience and how things “feel”. Can I prove any of this? No but it “feels” right to me. . +10 deck protection/~10% risk of fire for deck and superstructure. That’s the basic wording of the skill. Going be the CIC website where they did data mining into the code, they were able to get numbers for armor layouts. Repub has 110mm deck armor vs 140mm on a GK. As far as I know those are real numbers on both ships. The problem as I see it is this. Does that extra 10% deck protection increase the deck armor? Each shell fired by an enemy ships has an unknown penetration value. If they have a higher penetration value they punch through more armor. If your armor value on the spot they hit has a low armor value, then an AP shell can “over penetrate” and do less damage than a full penetration. So on some lightly armored ships, the deck protection could increase your armor value enough to give the enemy ship more full penetrations on your ship. The other thing, if the risk of fire on deck goes by your fire and flooding resistance and that value is really low, then a 10% bonus to that value isn’t helping either. Extinguisher is a must have. That sklll has been proven to work with fire damage.
@@TheSoulfire73 thank you for the reply. I understand the theory now that you took the time to explain it thoroughly. Wow, you have really done your homework! There are subtle things about the game that I never really understood, even after 20,000 battles. Being able to have a question answered in such an informative way is priceless. I guess now I understand why I get completely slaughtered when playing against certain fleets. You folks are obviously playing the game on a much higher, more informed level than most. Much respect to you Sir, thank you again.
@@TheSoulfire73 I run this skill on my DD’s in hopes of maybe avoiding a fire from a carrier drop. Am I actually hurting myself? This theory makes me think I might be inviting more full pens from random ap shells by allowing the shell to arm and detonate instead of over penning.
@@rmac7072 I think you would be ok with most DD’s. The larger ones like the EU DD’s get full penned by most AP shells anyways. Honestly, the few commanders that I have to lvl 12 for DD’s have Giant Hunter. Unfortunately I really stopped playing DD’s so I’m not the expert there.
There was a trick to Republique's rapid reload where you could get 3 shots off per rapid reload. It's been a couple of years since I played this ship' so my numbers may be off. You fired your guns, let the countdown reload go down to 12 seconds, then hit rapid reload and fire as soon as your guns were loaded, which meant that you had to be pre aimed.
If anyone can remember the formula, let us know as I can't remember it properly.
I like what you're doing Soulfire, keep up the good work mate. Esky FND.
Thanks for the shout out.😂 Full disclosure, I am only up to Gasgone. Gg though.
You told me about the HE a few times and I forgot to mention it in the Alsace video. Have to give credit where credit is due.
I’m Completely confused now. How could horizontal deck protection do more harm than good? With the carriers and everything else trying to set me on fire regularly, I always looked at this as a must have. Is there something I need to know about this skill? Thank you for the excellent, informative videos you have been making. I look forward to seeing them every time you post.
Here’s the thing about that skill, we don’t know exactly how it works. So I’m just going by experience and how things “feel”. Can I prove any of this? No but it “feels” right to me.
. +10 deck protection/~10% risk of fire for deck and superstructure. That’s the basic wording of the skill.
Going be the CIC website where they did data mining into the code, they were able to get numbers for armor layouts.
Repub has 110mm deck armor vs 140mm on a GK. As far as I know those are real numbers on both ships.
The problem as I see it is this. Does that extra 10% deck protection increase the deck armor? Each shell fired by an enemy ships has an unknown penetration value. If they have a higher penetration value they punch through more armor. If your armor value on the spot they hit has a low armor value, then an AP shell can “over penetrate” and do less damage than a full penetration. So on some lightly armored ships, the deck protection could increase your armor value enough to give the enemy ship more full penetrations on your ship.
The other thing, if the risk of fire on deck goes by your fire and flooding resistance and that value is really low, then a 10% bonus to that value isn’t helping either.
Extinguisher is a must have. That sklll has been proven to work with fire damage.
@@TheSoulfire73 thank you for the reply. I understand the theory now that you took the time to explain it thoroughly. Wow, you have really done your homework! There are subtle things about the game that I never really understood, even after 20,000 battles. Being able to have a question answered in such an informative way is priceless. I guess now I understand why I get completely slaughtered when playing against certain fleets. You folks are obviously playing the game on a much higher, more informed level than most. Much respect to you Sir, thank you again.
@@rmac7072 Honestly there’s theories and stuff we have tested. This might be a theory but it seems logical to me.
@@TheSoulfire73 I run this skill on my DD’s in hopes of maybe avoiding a fire from a carrier drop. Am I actually hurting myself? This theory makes me think I might be inviting more full pens from random ap shells by allowing the shell to arm and detonate instead of over penning.
@@rmac7072 I think you would be ok with most DD’s. The larger ones like the EU DD’s get full penned by most AP shells anyways.
Honestly, the few commanders that I have to lvl 12 for DD’s have Giant Hunter. Unfortunately I really stopped playing DD’s so I’m not the expert there.
Heard suffers from the notorious reload bug.. so the rapid reload salvo doesn't cause any damage is it true?
@@knockitdown20 I haven’t seen it when I play Repub. The only time I really see that is one the ships with a low base reload time.
Are you playing on iPad?
iPad. I have a screen mirroring app so I can record on my PC. There are some games that I just screen record on the tablet.
No bazan vid? Cool kid status under review. =P
@@rocketboyty I don’t mess with crates and it’s a DD so…..
@TheSoulfire73 yeah, wg have gone insane with the gambling. 1% odds, it embarrassing how gready they've become. Happy hunting.
Have you tried getting gud? =P