IDS_SPACES/00_CO_OCEAN
REPLAY_BATTLE_START_TIME
x{{value|sumByKey:'amount'}}
REPLAY_MY_TEAM |
---|
{{player.squad|character}} | [{{player.clan.name}}] {{player.name | translate}} | {{player.ship.level.roman}} | {{player.ship.name}} | {{player.frags.total == null ? '--' : player.frags.total}} {{player.frags.kills}} | {{player.planes == null ? '--' : player.planes}} |
REPLAY_ENEMIES |
---|
{{player.planes == null ? '--' : player.planes}} | {{player.frags.total == null ? '--' : player.frags.total}} {{player.frags.kills}} | {{player.ship.name}} | {{player.ship.level.roman}} | [{{player.clan.name}}] {{player.name | translate}} | {{player.squad|character}} |
Twilight battles: my impression is that the Octodroid (Alaska) AP is not working as intended. Unfortunately you cannot use event ships in training battles but I did try my Alaska against the regular versions of the Twilight Battles event ships for comparison.
In the Octodroid, I get hardly any damage even on broadsiding BBs. These are supposed to be 305mm guns. Rusty Nightfall (=Hindenburg) 203mm volleys in similar situations routinely yield in excess of 20K 15K damage - with the Octodroid, you have to be glad if it's 5K. I also have a very hard time getting citadels on either Scorpioid (Yamato) or Fossil (Henri).
When WG launched the Azuma and possibly Yoshino, they gave them smaller-than-nominal AP caliber shells by mistake. I can't help thinking something similar happened here, or did they detune the Octodroid on purpose?
It has been pointed out to me that the Octodroid shells have a far greater initial velocity at 1,000 m/s than Alaska shells at 762 m/s. While that should give more overpens on lighter armour, shouldn't that also mean you have an even easier time penetrating heavy BB armour? I have not gotten a single citadel on a Scorpioid with an Octodroid.
COMMENT_PLEASE_LOG_IN