…And what is the SPAA’s purpose then?
…And why should we bother to translate it?
Adding RNG like that is a bad game mechanic.
My main arguments against the changes were:
Nerfing APHE doesn’t make solid shot any better. Lower caliber solid shot will still suck, and it won’t be any nicer to use.
It was less consistent in identical conditions (based on what I saw).
It would’ve caused a lot of vehicles to change in performance, and i don’t trust gaijin to fix them quickly or properly.
And for the Yak-9K/UT, the best solution is to just remove the APHE from it. It’s a cool feature, but it’s just too OP in grb to have. Other planes are missing ordinance they had IRL for balance (and other) reasons, and the Yaks should get the same treatment.
To serve as a worse platform to deal with air because you don’t have the spawn points to get in a plane. It’s really simple.
Solid shot rewards good aim even more. You need to actually know what’s inside the tank and where the ammo racks and vital crew are and also know how to shoot the armour so that those components take damage (which can be impossible at certain angles.)
Whereas APHE? I take out any tank with APHE at rank 3 and lob a shell side-on and the tank dies. Boom, no thinking required.
Try doing the same with a comet or a challenger or a firefly. It’s not happening.
My favourite APHE kill was probably this:
Such amazing skill, when I play my british tanks the only reason i can’t do this is because my skill devolves using british tanks.
Yep. Just remove the APHE and the war is over.
I’ve flown almost every type of prop, and so far, Yaks are the worst of them.
LOL, what are u 12?
Why I said aphe rewards good aim is that, in general, solid shot has more pen compared to aphe. You lose penetration potential for damage.
Yea. I when the Yak-9 used HVAP (I can tell what it looked like) at least they needed to aim to kill maybe 3 crew? But now they shoot brain-dead anywhere on roof and tank go boom!
Uhh…I am 13 actually. And what does that have to do with this converstaion?
Yeah, I mean after I played British (and some US) tanks I got really better in aim since Germany teaches you to shoot turret and hope boom.
Solid shot has the potential to get kills quicker if you know and can hit ammo locations due to the higher penetration. An alternative that I would be massively open to is to buff pretty much all solid shot except french 100 and 120mm. In most cases though I prefer aphe due to the better damage
Getting through armour is a non-issue if you get a flank though.
APHE instakills unless it’s a very anemic round (mostly only rank 2 tanks), while solid shot can take at least 2 shots to kill if you don’t hit ammo rack, sometimes more because spalling is too narrow at your angle of impact or you get this outcome:
Direct hit to pelvis, shell had enough mass and velocity to go on and knock the engine block out. Crewman just turned red. Far I remember, given the angle, I couldn’t aim for the bustle with the ammo due to cover and went for a safer body shot instead with less angles.
If I was in a APHE tank, it’d have been an instakill.
(like compare the angle of impact on the video vs this:
)
Yeah, and that’s called spalling. When soild shots don’t pen, they still make a bump on the armor which makes frags that can kill the crew with non-pen. Should be added to buff soild rounds since they are so crap rn.
That’s how King tigers got killed by IS-1/2s
If you don’t hit the ammorack with solid shot you should learn to aim. Unless you were going for crew kills. I don’t see the issue here except that solid shot sometimes doesn’t do the damage you expect. Which is, once again, a solid shot issue and NOT an aphe issue.
There’s angles and positions the ammo rack cannot be hit side on.
Angles and positions that APHE will always penetrate from, so the argument that APHE takes more skill due to having to know where to hit is moot.
And especially in case if we go back to topic with the yak-9.
A 45/70/90 degree top-down dive and strafe will always penetrate. Even crazy armored turrets have no chance at a proper dive angle (which you want to use by default to minimize time spent in SPAA cone).
Such as what positions and angles on what tanks using what round? AP keeps the penetrator for a good distance inside the tank so you should be able to hit ammo or ko crew easily. I understand that you are really new to the game and are not good yet but you can’t expect to just shoot something and get a kill.
Turret bustle with ammo rack hidden behind cover (tank is only showing the first half of its hull/turret. If there’s ammo, it’s low and behind tracks that lead to shell shatter on APDS but not on APHE).
Also again, yak-9.
You come in from a 70 degree angle and click on the turret with APHE: it penetrates and kills turret crew and maybe even the driver if the layout is tight enough.
You come in from a 70 degree angle and click on the turret with HVAP: it penetrates and maybe kills 1 crewman unless you hit the ammo.
Duck also has APHE.
Duck also falls out of the sky with or without instructor.
Yak-9K remains competitive against most aircraft (bf109s, mustangs, corsairs, hellcats), especially if the person using it knows to transition from instructor to instructor-less modes or is able to force one-circle/scissor fights due to yak roll rates being pretty good.
120 deg/s without rudder, 180 deg/s using proverse roll from rudder (easy to stall into a snap-roll and depart flight, but an experienced pilot can manage that) Using full-real controls, starting from knife-edge to knife-edge as well as I can. 2km altitude, 350 km/h start
Now comparing against F6F-5 (one of the best one circle fighters at its BR range, both 30min fuel, 350 km/h IAS at start (not-ideal, this thing wants to be 450-550 km/h to do its magic):
80 deg/s without, 120 deg/s with rudder. Now, the hellcat does also have amazing instanteous turn that contributes to its one-circle prowess, but we’ll compare that later.
Now comparing against F4U-4 (5.3 in instructorless gamemodes, 4.3 in GRB. also 450 km/h because this thing hit 450 without trying and slowing it down to 350 was annoying and it just went back to 450 while rolling):
I didn’t see a difference of rudder kick vs no-rudder roll rate beyond a ~10-20 deg/s. ~110 to 120.
Now clipped wing spit (Mk XVI, back to 350 km/h):
I didn’t manage to test rudderkicks as the plane departs flight with my rudder controls if I do that. 120 deg/s without rudder. I imagine rudderkicks would match yak-9k
Now Bf109F4:
Rudderless: 80 deg/s, rudder: 120 deg/s (but very violent and requires experience).
Now on instantenous turn and turn radius are not something I know how to test and record in a way that’s actually consistent and rigorous - meaning, I’ve no idea how to use WTRTI to make an E_M diagram. Just recording instantenous turn against time would provide false info. As an added complication, I suck at coordinating turns in the spitfire so I’d be way underselling its performance (a non-issue with roll rate given even departed flight provides good data). I thought to check catwerfer’s data, even if it’s hindered by instructor limits, but he didn’t test yak-9k in particular. I concede that roll rate alone does not make an excellent one-circle fighter, turn radius also matters just as much. On flipside, roll rate benefits all aspects of dogfighting because even in a rate fight, you can use superior roll rate to manage your curves to force better positions even if you rate worse.
But for hilarity, here’s the duck’s roll rate:
60 deg without rudder, 80 deg with rudder