War Thunder

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EarthN 27 out. 2019 às 17:28
German DD ammo...which one to use ?
I tried all three, but could not notice a real difference, no matter if hitting smaller boats or other DDs. The grenades with the time fuse sometimes detonate above (while still in the air) enemy DDs and seem to cause shrappnel damage, according to the damage screen ?! How is that ??

Any hints ? Thx
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ulzgoroth 27 out. 2019 às 18:40 
Time fuses are meant for AA work, though they might have use against some smaller naval targets. They sometimes detonate before hitting the target (or water) because the time fuse setting is error-prone. Usually worse than plain HE against destroyers, but serviceable in a pinch.

Not sure what the other ammo types in question are, since the wiki lacks listing and I don't have the game open right now.
EarthN 27 out. 2019 às 19:37 
Ok, thx m8
ulzgoroth 27 out. 2019 às 21:09 
Looking at the game, the other type is base fused. Depending on the gun, the base-fused shell might have less explosive or the same amount as the basic HE. The big difference is that the base-fused shell has a longer detonation delay, so if it's not stopped by armor it'll penetrate a few meters before exploding, rather than less than half a meter.

That might make it more effective for wiping out compartments, but it's hard to be sure. It probably makes it significantly better at breaking internal components on ships because the fuse delay will let the shell punch all the way in to a boiler or magazine before exploding. Also should reduce the chance of your shell being detonated above the deck as a result of hitting deck clutter or a gun shield.
Angry Welshman 28 out. 2019 às 0:55 
Time fuses AA, HE for DD, AP for cruisers
RedSector73 28 out. 2019 às 1:00 
I like to use time fuses for AA and DD's. AP for cruisers.

Timed fuses have the advantage of hitting a DD when you overshoot as well.
Narf 28 out. 2019 às 1:23 
Originalmente postado por Angry Welshman:
Time fuses AA, HE for DD, AP for cruisers
German destroyers have no AP. That shell was removed months ago.

The pick is between time-fused, base-HE and normal HE. I usually run the latter. Simply seems to work best for me.
jaxjace 28 out. 2019 às 3:22 
just use the standard one for everything, dont bother bringing the aa shells they are useless i have a max crew max upgraded karl galster and its not hitting planes for ♥♥♥♥ with those rounds, skip them. base he is a waste of SL as it dosnt do noticebly more damage.
EarthN 28 out. 2019 às 4:37 
Ok, thx for the headsup. Yeah, havent really noticed any difference between base he and normal he either so far....havent fought vs light cruisers so far though, but even on the testing field there is none, at least not when firing from 6 km away. I wonder how one is supposed to fight cruisers with DDs without any ap shells....torpedo them to death seems the only way i guess.
Narf 28 out. 2019 às 4:49 
Originalmente postado por EarthN:
I wonder how one is supposed to fight cruisers with DDs without any ap shells....torpedo them to death seems the only way i guess.
You aren't. Even with AP the chances you are able to deal serious damage to a cruiser are slim to none unless you get extremely close. Avoid attracting their attention as much as you can, let your own cruisers deal with the and concentrate on fighting boats and destroyers.
EarthN 28 out. 2019 às 5:57 
Ok. Getting to my first light cruiser shortly, will see how it performs vs enemy DDs then :steamhappy:
Última alteração por EarthN; 28 out. 2019 às 5:57
Blamite Delight 28 out. 2019 às 6:04 
really dude?
Alright lemme review the ammo for you
HE shells are you standard rounds, german HE rounds do a load of damage against most targets.
Base fuse rounds: Delayed fuse for semi armor penetration, if your HE rounds don't seem to be doing damage due to anti-fragmentation armor then switch to these.
Armor Piercing rounds: For when all else fails, but these should be reserved for going up against heavy cruisers.
HE with distance fuse: Anti aircraft shells that detonate at a set range. The higher the fuse set crew skill the better these will be. Only way to use them is to let your AI gunner do the work (swap to the auxillary or AA guns to let the AI handle the main guns). You can try and do it manually by targeting aircraft but ive found it best to let the AI handle it.
Última alteração por Blamite Delight; 28 out. 2019 às 6:05
Ulfgard the Unmaker 28 out. 2019 às 7:19 
Originalmente postado por Maus!:
Armor Piercing rounds: For when all else fails, but these should be reserved for going up against heavy cruisers.

Excepting that none of the German destroyers have access to AP rounds for their primary guns. The closest you get is the base-fused shells.
Blamite Delight 28 out. 2019 às 9:49 
Originalmente postado por Ulfgard the Unmaker:
Originalmente postado por Maus!:
Armor Piercing rounds: For when all else fails, but these should be reserved for going up against heavy cruisers.

Excepting that none of the German destroyers have access to AP rounds for their primary guns. The closest you get is the base-fused shells.
it's a review of the ammo type, not based on what vehicle type.
Ulfgard the Unmaker 28 out. 2019 às 9:58 
Originalmente postado por Maus!:
it's a review of the ammo type, not based on what vehicle type.

I can appreciate that, but in the context of this thread, where the OP is specifically asking what type of ammo to use in German destroyers, listing an ammo type that none of the ships in question have access to is unhelpful at best.

You're not wrong that AP would be the go-to ammo type in the most general sense; you just missed that it's a non-answer for the ships we're talking about. Imagine a thread asking about what kinds of shells British tanks should be firing for the best post-pen damage: would you say "APHE"?
Última alteração por Ulfgard the Unmaker; 28 out. 2019 às 10:04
ulzgoroth 28 out. 2019 às 10:41 
I've got to disagree about cruisers protection against destroyers.

Yes, it's likely you can't penetrate their machinery spaces and magazines without AP shells, and have trouble doing significant damage with them.

But most current cruisers in the game have large areas with little or no protection. In particular, most light cruisers have turret armor that won't stand up to a direct 5" HE hit. As somebody who drives low-rank cruisers, I can tell you it's quite miserable having your guns constantly disabled by fire into your upper works. And you'll bleed off some crew by wrecking turrets and the bridge.

A destroyer won't get a solo win that way, but it could make a valuable contribution.
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Postado a: 27 out. 2019 às 17:28
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