Quad 20mm SPAA is not effective at 5.3 in RB when it is often uptiered to 6.3 and facing planes flying far too fast for it’s slow turret rotation and rate of fire and muzzle velocity. The Wirbelwind out-performs the Skink in all aspects with vehicle speed, survivability, rate of fire and muzzle velocity … but the Wirbelwind is only 3.7.
The Skink battle rating should be lowered to 4.7 in RB.
Sorry dude it isn’t. The Wirbelwind is an open-top vehicle, the turret being made of welded sheet metal means it’s thin enough to survive small arms and small rifle calibers however against a .50 it’s a joke.
The Skink on the other hand uses a modified Sherman turret and a Sherman body making it have the armor of your typical Sherman tank. Which a Wirbelwind cannot compare to.
I can agree in most points and that it should be lowered in BR down to 4.7, is just a spaa shooting peas, i have to waste several mags just to get a crit on a plane, is all but hits (HE speaking), AP is just useless imo, can’t kill any tanks with it unless is another spaa.
It should be lower but as others have said survivability is not just the one advantage it has over the Wirbelwind (even penetration of it’s AP), it’s literally the advantage of why it got shoved up to 5.3 when 5.0 was already pushing it in the first place. I roof snipe Wirbels and Ostwinds all the time with 7.62, nevermind 12.7 or 20mm of which only a few specific AP rounds of the later are capable of penetrating the Skink, and even then only the engine deck and with near 90 degree shooting angles.
Unless you’re trying to argue the Wirbelwind is more survivable because it has less armor (and therefore won’t fuse APHE). Well unfortunately the flak shield at a whopping 16mm will fuse even the most insensitive shell and provide 0 protection against any American tank within about 300m.
It really should be 4.7 but the Skink is functionally immortal to anything an aircraft can throw at it short of an accurately placed bomb. If you’re going to argue for Br changes though, be accurate and honest about a vehicle.
That’s your issue. If you’re trying to hit an aircraft so damn far away perhaps stop firing unless they’re within firing distance. Of your positioning. As well as aiming at the target’s engine.
To be fair that’s because the AP rounds that the Skink fires don’t have the 0.9× multiplier than other uncapped AP rounds get. In other words it’s overperforming in pen and should actually have 38 mm of pen point blank, which would match the Wirbelwind’s AP round.
Sorry it requires too much practice, mid BR SPAA require too much skill (yeah I admit my skill issue) to be effective, the only visual clue you have is speed(and again it is vague because range+size+speed are correlate and can fool your brain because in the sky there is no reference points), good luck taking a lead with anything that cant send wall of led.
You misunderstand. The Wirbel is better than the Skink in the penetration department because nobody actualy cares about the AP round, because the Wirbel gets HVAP. I didn’t realize the Skink AP was actually overperforming, which is somewhat hilarious, but realistically for the purposes of anti armor the Wirbel is better.
The only advantage aside from a negligible increase in mobility (slightly less speed but better PWR) is the armor but that advantage is so potent since it means it can actually win against some moron P-40E diving straight for it, or a Ju 87 lobbing a bomb in the same zip code as it, it gets shoved up to 5.3 where the already anemic polsteins are now having to compete with the Ostwind II which has APHE shells (better than the Wirbels HVAP for pen and more lethal when it does), 100m/s faster HE shells, and 20x more filler per HE shell which will all but guarantee death when you make contact.
Skink really should still be 4.7 since it’s still not that hard to take out with a bomb or rocket (quite literally no harder than a Sherman) but since you can’t roof snipe it with literally anything CAS needs to actually be careful against it.
Why do you need a 4.7 skink? I’m playing on crusader aa mk 2. It’s much better. I take it for all br below 8.0. Horizontal aiming is faster than skink.
It is difficult to accompany targets on skink. Cause it reloads more often than it shoots.)))))
Personally the armor is the only thing going for it. Rest of the Skink just isn’t that great.
I’ll admit I suck with WW2 AA, but the Skink is one of those that I find especially trying to use. 4 20mms don’t mean much if they’re not consistent with killing aircraft. Seem to do more tickling than dealing sufficient damage.
The issue with the AP-T rounds/boxes is that on all the records I’ve found in the archives and within the Skink operator Manual FN 22-2.
The skink has ammo types in game that it never fired in real life (at least that was included in the reports).
Mainly the fragmentation since it never fired fragmentation or has any information on even listing fragmentation as a round it could fire.
And there is the opposite where there are many ammo types that are missing in game.
(SAP-I, HEI-T, HE-I, standard HE and AP)
However British AP-T rounds are included in the Operators’ Manual Tanks, A.A. 20MM., QUAD. “Skink” Section XXIII “Ammunition” But there found what I could find it never never fired that type of ammo.
Update: I used the incorrect weight for my calculations I forgot to take into account the casing, powder. Thanks to @FlipAllTheTables for pointing that out
This is clearly faulty, at least according to your description, as the weight you’ve calculated is for a complete projectile, including the casing and the gun powder. So the weight is not the actual projectile itself.
The bug report I linked is not my own. It is just one I stumbled across, and it uses the figures that are already in the game for penetration. Currently the AP round weights 140 grams, which would mean roughly 38 mm of penetration with the 0.9x multiplier that affects all uncapped AP rounds.