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In practice, most of the time... what you said. Especially for CL vs CL.
Ok, here is where I am at. A DN with 12"/66 cal. mark 3 armament using Heavy Capped Ballistic I at about 3k and 9k range with roughly >57' angle.
45% of the hits shatter (blocked), only 18% ricochet, 15% partial, the rest are pens, and over pen.
This is against a mix of Harvey or nickle-steel 6" main max.
I understand this is only one battle and there are so many variables but I see the Blocked pop up alot for me in the ship to ship combat.
What shell types might reduce this?
Should I have the longer barrel or normal?
or even the heavy shells?
What works for you? Please, any suggestions would be great.
thanks
But I think your hit rates are mostly OK. Longer barrel is great. But increase cal will reduce reload rate also.
Getting closer with bow facing the enemy might be good after which give him broadside shot, but not 100% parallel.
get longer barrel gun, light weight shell, high pen capped shells
low muzzle velocity will arc ur shell upward and i think they might calculate more % of ur shell as hitting deck and bounce. altho its like point blank range not possible to hit deck in visual.
but the hit box and visual doesnt match up when i look closely in simulation, they clearly hit deck, but count as belt armor hit. so i guess they dont count on visual, hits are all number based.
low muzzle velocity work best on far away to pen deck armor. but they might bounce on belt armor more frequent i guess.