Steam'i Yükleyin
giriş
|
dil
简体中文 (Basitleştirilmiş Çince)
繁體中文 (Geleneksel Çince)
日本語 (Japonca)
한국어 (Korece)
ไทย (Tayca)
Български (Bulgarca)
Čeština (Çekçe)
Dansk (Danca)
Deutsch (Almanca)
English (İngilizce)
Español - España (İspanyolca - İspanya)
Español - Latinoamérica (İspanyolca - Latin Amerika)
Ελληνικά (Yunanca)
Français (Fransızca)
Italiano (İtalyanca)
Bahasa Indonesia (Endonezce)
Magyar (Macarca)
Nederlands (Hollandaca)
Norsk (Norveççe)
Polski (Lehçe)
Português (Portekizce - Portekiz)
Português - Brasil (Portekizce - Brezilya)
Română (Rumence)
Русский (Rusça)
Suomi (Fince)
Svenska (İsveççe)
Tiếng Việt (Vietnamca)
Українська (Ukraynaca)
Bir çeviri sorunu bildirin
It can cause cannons that require trajectory (CRAM or large, slow Advanced Cannons) to miss by moving the ship farther away or causing it to turn. With higher velocity cannons that require a line of sight and maintained angle, well placed Graviton shots will cause the vehicle to roll or turn, making the cannons miss their targets entirely. This also comes to play with armor design. If a vehicle relies on slanted armor or heavy plated armor, shifting the vehicle will result in hitting armor in unintended areas, or even striking flat against slopes. With smaller, more agile craft to fast to hit with large shells, Graviton Rams can actually LIFT the vehicle out of the water, where it can no longer evade shots. As long as you sustain fire, they will be incinerated, because they are unable to avoid heavy-hitting shells.
For air, Gravitons will disrupt flight patterns, causing vehicles to pivot in ways they don't want to. If an aircraft is heading directly towards you (if they begin strafing or commence an attack run), the ram will push it straight backward, keeping it still enough to pick apart. With craft that are "upsidedown turtles" (heavy armor on bottom, light armor on top) hitting the side or lower part of the craft will cause it to roll, exposing the weak upper half.
Gravitons are not full proof, though. In engagements with large, heavy vehicles, they will not push the craft as much, giving little effect for the use of a shell rear. Also, structures and Sky Fortresses are immune to the effects of a Graviton, so it is yet another waste of space. Also, in fighting submersibles, Graviton s do not exert as much force once they hit the water, so it would be better to just use a Supercavitation Base. It is important to blend ammo types, so you can deal with a variety of enemies.
I needed to use this spreadsheet to optimise my fire rate so I would not bottleneck my cannon.
https://drive.google.com/file/d/0B7LfzBdEIo89WGNCY3NsVERURTQ/view
I also found a huge difference when I matched my barrel length to the recommended length in the shell statistics screen. This is because as it turns out, having a longer barrels is not always better and I had a hell of a time figuring that out.
You should also do a section on shell base and when to use each. While using supercavition is straight forward, when should I use base bleeder and when should I use tracer? Sometimes I have swapped out the base bleeder for gunpowder and ♥♥♥♥♥♥ more velocity and sometimes I have lost velocity. Whats the threshold for that?
I should also note that I had to take all this information together (referencing the info above) in order to make an advanced cannon capable enough to rival CRAM and laser designs. Although its possible this all might be common sense to some people but I couldent do a thing without it. Use this information, and shush those scrubs who say advanced cannons are under powered! I'm sick of hearing it! >:D
Thank you alot Admiral Obvious, this information has been a huge help! I would call this a guide even. Its in depth enough and definitely incredibly helpful as I could not find this information anywhere else.
Lastly, I made a solid AP shell GGGGBBP (G is gunpowder B is solid body and P is AP head) and then I made a HESH shell GGGGHHS (H is He body and S is the HESH head and I set the special factor to max for all He warheads). However, my AP did significantly more damage even counting for the internal damage caused by the HESH shell. I was using a 201 mm single barrelled gun with about 9 barrels. Am I doing something wrong with the HESH shell? Or is solid AP just that much better? Or is it something to do with the gauge, velocity or special factor that I used?
It's been some time since I've "really" played FTD. However, I distinctly remember that HESH damage is dependent on what surface it actually strikes, and the armor value of said armor. The higher the value, the more damage is inflicted internally. RNG plays a large factor in it too.
As a general rule of thumb, for me at least, you'd want your HE shells, almost always going to be 230mm and up, with the exception that you are going for stuff like squirrels and other low armored targets, where I've had success in the 60mm range, and even a gun in the 40mm range, granted it was useless against missiles.
Another important rule is that HE shells couldn't care less about velocity, which is kind of the point of them, as they can make some relatively cheap low velocity guns with a lot of punch behind them.
Base Bleeders are usually the way to go. They will increase the shell velocity, allowing for quicker contact. I don't know if this works with large shells (100mm+), because it says its maximum length is 100mm but I put it on all my cannons. Also, don't quote me on this, but I do believe they give some increase to kinetic damage and AP damage. I suggest using Base Bleeders on AA guns, because the quicker velocity allows the gun to hit faster or erratic targets (Flying Squirrel).
As for the threshold, it all depends on size of shell and she'll component. Base Bleeders give a large velocity increase to smaller rounds, whereas Gunpowder Casing has a general effect. It all depends on the purpose of the shell.
Finally, AP is more effective on small armored targets. If you are facing light, large targets (Nessie or Marauder), an HE shell will take out large chunks of the ship. Against armored ships (practically any Onyx Watch ship), HE does not have enough AP damage to breach hulls, and not enough concentrated damage to break armor. AP exerts all of its damage directly on front of the shell, so it will bore holes in armored ships. With small ships, the innards (AI, Ammunition, Engine, etc.) are close together, so breaching the hull has a high probability of hitting something valuable.
The trick behind knowing which one to use is knowing what you are up against. With AP shells, you are hoping that you hit something valuable directly. With HE, you hope that by hitting everywhere, you will hit something. For light armored ships, HE. For heavy armored ships, AP. For big ships with medium to heavy armor, though, I would suggest APFrag (AP shell with Pen Depth or Inertial Fuse and Frag Body).
I love how every time some brings up AA, they instantly bring up the flying squirrel. We must be ready for the most derp and accidentally overpowered of designs! Originally the game described them as ''the flying squirrel is the DWG cheapest flying craft built out of spare parts''. Meanwhile, whole fleets where lost to multiple squirrels because of flying like your severely drunk. Then the dev's where all, wow... People are getting wrecked by the design that was supposedly built in junkyards. We should make it more expensive and put it in the godly teir. They don't even try to hide it either, the new description is hilarious. ''The squirrel was a wonderful success and has made itself a staple in every fleet with the ultimate clutch power.'' And so it was. NOW, we must hunt their kind to extinction! Bring forth the high velocity rail guns and large flak cannons!
Thanks all
IRL sabots are often used on tank or sometimes autocannon projectiles. Also I think some shotgun/flechette rounds have used them. OTOH base bleed is used for larger, long range projectiles like artillery or naval artillery rounds.
If you're going to scream stuff at people, at least look the term up in Wikipedia. Might not be the most accurate source, but I'd be quite surprised if it was wrong on such a basic level.