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Sub-optimal damage is better than no damage at all. Each module has a certain amount of HP. Where it says a shell bounces off the citadel roof? Most ships use the following angles for AP ricochets: In addition, each ship's model in the game is assigned another, virtual compartment called "entire hull". If the shooting distance is below the maximum range, the horizontal dispersion value decreases accordingly. Most of the other compartments are almost completely unarmored. Over-penetration is when a shell penetrates the ship through-and-through, before it has a chance to detonate inside the ship. propeller), other modules can only be destroyed but not damaged (e.g. Thanks WG!New comments cannot be posted and votes cannot be castA game about huge boats. At comparatively long ranges, dispersion causes shells to scatter onto other parts of the enemy ship. What have we done to deserve this, Wargaming?Press J to jump to the feed. References to specific designs, models, manufacturers, and/or modifications of ships and aircraft are used only for the purpose of historical consistency and do not assume any funding or other involvement in … Additionally, at certain critical angle (below ~20-40°), the shell will simply ricochet, even if it might have had enough armor penetration. Unlike AP shells, the penetration of HE shells does not depend on the impact angle or velocity---rather, each HE shell has a fixed penetration value which is compared to the raw thickness of the armor.
Otherwise spaced armor would be a negative as each layer would straighten the shell moreThe fact that this also showed up in the client was a bonus.Does armour actually slow the shell down at all? Theoretically HE will never over-penetrate due to its low detonator threshold and shorter fuse. A game about huge boats. Therefore, some later battleship designers tried to save some of that weight by placing heavy armor only around the vital parts of the ship: the ammunition and propellant magazines, the propulsion plant, the fire-control, command and communications sections. However, due to to a large area that would have to be protected, battleships' deck armor is much thinner than the belt armor. Although it was desirable for the citadel to be as small as possible, the space enclosed was an important source of reserve buoyancy, and helped prevent the ship from foundering when other compartments had flooded. Never submarines, they said. Recommended Posts. Secondaries aim at enemy ship's mid-ship waterline. An ellipse constructed around the dispersion area is called the dispersion ellipse. A double-click will fire all guns in one salvo with one dispersion ellipse, sequential fire will construct dispersion ellipse for each turret salvo separately.
If you aren't positive that you have a good chance of penetrating the citadel, HE shells are a better choice. At point-blank ranges and favorable angles you can also try to penetrate the battleship's citadel with AP shells, though it's generally not a good idea to be that close to a battleship in the first place. However perfectly a naval gun on a stationary ship may be laying, successive rounds will not impact on a single point but will fall in a pattern scattered both in deflection and in range. Become part of the Asian World of Warships community! And the penetration values for weapons are still 100% missing in the game client 3 years later.Even if a new person watches this video, they can count how much millimeter of armor a ship has and zero method to count how much millimeters of penetration their weapon has, so the video is relatively useless.At minimum the game needs 5k, 10k, 15k penetration visible for every weapon at the port screen.Also deck and belt penetration values at those ranges.Great video, but you guys could have talked about turtleback armor, a lot of people doesnt know about it.More tutorials included in the client gets a big thumbs up from me.That video release is no coincidence, it's specifically targeted at your new "I am angled" cruiser friend from the stalingrad videoFun little tidbit: The citadel roof armour and underwater pen mechanics had “problems” in the past. Over-penetrations deal x0.10 of the shell's listed damage. You might also get some citadel hits with plunging fire at maximum fire ranges.
Against lightly-armored cruisers and carriers, you should be using HE shells -- they have enough armor penetration to damage citadels. On the other hand, if the shatter threshold is strictly greater than the thickness of the armor, it penetrates. The ship's magazines are located in or around the turret barbettes, and contain the main caliber shells, as well as the gunpowder charges. A shell that destroyed the ship's laundry room or the galley in an artillery duel would have much less of an immediate effect on combat capability than a shell that hit the magazine or the engine compartment. Some modules can only be damaged but not destroyed (e.g. Shooting other battleships with AP is most effective with direct fire at point-blank and medium ranges, roughly up to ~10-12 kilometers. Armor in World of Warships is not just a uniform barrier to be pierced (like in World of Tanks), but rather a kind of multi-layered “cake” that covers a number of construction elements and mechanisms, each having specific armoring. There wasn't major youtubers explaining these mechanics when I started playing. You can farm surprisingly much damage if you hit these parts with AP when they are not angled. Properly angling the ship matters a great deal when the enemy is shooting AP shells: when an AP shell encounters armor at an angle, it has to pass a greater amount of armor for penetration. A ship fighting within its IZ will still probably suffer when hit, but it is theoretically proof against singularly catastrophic hits to the citadel. Against battleships your best bet is HE shells.