Which BTW also hurt really damned bad; maybe not the pure DMG done but forcing your ship to turn; that's where team work capitalizes. They have their strengths but they can be punished pretty easily if you aren’t careful. Balti outmaneuvered turret traverse and took me from 60% to 0 in 2 salvos. Never submarines, they said. Moves into position stalks and then rushes into a spot crushing that one foe, then re positions mean while tanking a bunch of hits that you can angle for and striking that one target for effect.Downsides; should you panty flash for too long (show broadside in an attempt to get BB's and any cruisers to shoot at you while your team moves into positions) From longer range you won't be able to retaliate as effectively.
2 Times now I have had to turn into some fatal dmg torps reduce dmg and the team was line up with 1 BB and 2 Cruisers ready to see my mistake come to bear fruit. Focused fire or a good CV/suicidal DD is pretty much needed to deal with a properly-played Sinop when top-tier. The dispersion buff within 12km helps considerably in landing more consistent shots, but it also amplifies poor aiming skills too (like when I first took her out). Another downside; if you are getting HE focused FOR LONG PERIODS through the game, your large amounts of armor mean nothing. BACK TO PORT.Anyways those are my 2 cents. Jump to: To log in, select the region where your account is registeredNo boost to continuous damage in a reinforced sector.The enemy is alerted that a bearing has been taken. 3D model Armor model Modules scheme. Also BB's focusing you HURTS A LOT. Her advantages included well-designed armor protection and a strong secondary battery.
It's also a bit disappointing the secondaries don't have a built-in dispersion buff at their respective ranges either; if only for those really up-close and personal fights, especially as she turns like a barge.All in all, I think she's somewhat balanced now, and would only be a menace if she's allowed to close to 12km on a lone enemy and just tank them while punching back with the pen advantage 16" guns have against same tier or lower ships, not to mention having a rather advantageous 6 guns bow on (compared to Nagato's or Colorado's 4 guns bow on). Except bad.
Long range they are just as hilarious.
Press question mark to learn the rest of the keyboard shortcutsCookies help us deliver our Services. i had my nagato bounce flat broadside shots at 12km yesterday while bow-in i'd chunk him for 10k.something that left me particulary puzzled was the fact that sinOPs broadside seems to be able to shatter new orleans AP at 7km, while a few matches later my myoko in the exact same situation citadelled a gneisenau among causing significant normal pen damage...so yeah... from my experience with it so far, the OP is in the name...at least it doesn't lolpen you anyway when correctly angled, unlike the french.Definitely not op, guns are good but reload seems to take forever and range feels very short.
A high-speed battleship project, armed with 406 mm guns that were developed right before the beginning of World War I.
I have played against 9's however and haven't been too out of place.
( Still a number value so RNG plays in) As you get closer your lethal hits are going to become ever more present.
Pretty well balanced I think. This data is accessed via publicly available API as part of the WG DPP program.
The overmatch isn't a huge drawback when you can overmatch them back, usually for even more damage since you have tighter spreads and bigger shells.
2 shells went wide left one went wide right and 6 shells straight into the bow for 25k damage. It's a skill set ship though.
However like I mentioned it really matters on how you play the ship and your style of play. 12k those guns are absolutely hilarious.
at least i haven't found it yet.i've had plenty of run-ins with sinOPs so far and it seems shooting at it from bow-on with AP (which it is supposed to be strong against) yields better results than taking a flat broadside shot (its supposed weakness).