Poll: Should AP Be Buffed?
AP Needs A Buff
AP Is Fine As Is
AP Should Be Nerfed
[Show Results]
 
Post Reply 
 
Thread Rating:
  • 3 Votes - 2.33 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Buff AP for Aps
2017-08-24, 06:27 PM
Post: #11
RE: Buff AP for Aps
(2017-08-03 04:10 PM)draba Wrote:  No, the main point of 2.0 was to help out armor.
It'd be just silly to go ahead and buff APS damage of all things.

Also, kinetics are only useless because shields are specifically good against them for now.
For reference, if shields were removed there'd be no point in using HEAT/HESH since it's simpler to just kill/penetrate the same armor with kinetic.
  • Straight kinetic sabot/sabot/solid can already punch through 3m+ metal/1m HA, add some rail energy and it easily goes through all armor and and entire ship.
    Further buffing sabot would just encourage the old spam of 8/10 component sabot/sabot/solid.
  • Pendepth can already easily punch though a few meters of metal, with a largish rail draw all but the silliest armor(need stacked HA to stop it).
    You might argue that the recent pendepth buff wasn't enough, I think penetrations with 180° frag(or even HE) are so destructive that it was plenty.
  • AP head kinetic modifier was just buffed from 7.5 to 10, it does plenty against softer targets.

I tried making a 500mm Railgun for my main Battleship. It is a huge gun with 6m racks, a substancial amount of railgun components, and a hefty solid sabot round. It goes through 3 layers of metal at point blank range with a muzzle velocity of 400+m/s The secondaries are smaller, HEAT/HESH APS that do 10x the damage with no rail components. Rail shells don't go straight through ships, and neither do Sabot/Solid rounds.
Find all posts by this user
Quote this message in a reply
2017-08-24, 06:29 PM
Post: #12
RE: Buff AP for Aps
(2017-08-07 03:56 AM)Lincrono Wrote:  Have to agree the whole point of the recent changes was to reduce the 'paper armor' Battles should feel like slugging fests. However, i have to agree that for some shells, Namely Frags and anything relying on fuses, the new bounce mechanic is cancer. Buffs to armor and damage is good, Nerf to damage good, but i'm sick of everything bouncing especially since we have multiple campaign factions that don't use fuses by rule and metal is easily accessible.

even 500mm Flak shells going 200+m/s bounce off metal when hitting it straight on.
Find all posts by this user
Quote this message in a reply
2017-08-24, 07:04 PM
Post: #13
RE: Buff AP for Aps
(2017-08-24 06:27 PM)MizarLuke Wrote:  I tried making a 500mm Railgun for my main Battleship. It is a huge gun with 6m racks, a substancial amount of railgun components, and a hefty solid sabot round. It goes through 3 layers of metal at point blank range with a muzzle velocity of 400+m/s The secondaries are smaller, HEAT/HESH APS that do 10x the damage with no rail components. Rail shells don't go straight through ships, and neither do Sabot/Solid rounds.

Nope, that just means you have absolutely no clue about the basics and shouldn't post in balance topics.
Seriously, even a basic 8 module/5 GP shell punches through 6m metal without a rail charge.

6m/medium charge goes through 13m metal on a good hit, 11-12 at a bad angle:
[Image: APOT0cKl.jpg]
Find all posts by this user
Quote this message in a reply
2017-08-24, 10:23 PM
Post: #14
RE: Buff AP for Aps
My standard issue 388.52mm guns AP with 4m loaders pen 4m of metal just barely but punch throu

There is always a weak-spot if you search Hard enough.

If you fire enough AP at that shield, at some point you're going to come through.

There is no "best" I wouldn't even say there is anything universally good, Good is subjective, I find everything bad even if it's in theory good against this or that.
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 1 Guest(s)