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Found 13 results

  1. 2nd_coming_of_RNGesus

    Question on HE/AP ammo

    I was in a tier 8 game in the German battleship Tirpitz and I was firing HE against an Yamamoto and a Missouri and i got abuse for it. Now I had an issue with lag last night that caused me to hit a rock and I got mild abuse for it so maybe he was venting. But he accused me of being a noob for firing HE at tier 9's and 10's. I swap between HE and AP in my ships all the time so it's not I'm a HE spamming idiot but I honestly thought HE was the only ammo of choice against targets with that armour. We won the game I survived and was half way in the list of players but my question is was HE the wrong choice here??? Thanks in advance.
  2. I have noticed over the last couple of days that certain BB's even when getting multiple hits, are doing no damage at all during a battle, therefore I am asking is there a problem with the BB shells USS Missouri - 14 direct hits on Amagi over 2 battles - zero damage Dunkerque - 18 hits on Scharnhorst in a single battle with no damage inflicted Freidrich der Grosse - 10 hits on Amagi with no damage inflicted
  3. Hi there guys, I am running around with a thought about the main battery turrets and guns. Now, you load a kind of ammo for the whole 'ship', for all the turrets the same. But, what if: You are on a whatever kinda boat, and you have 4 turrets, 3 barrels per turret. You can load each turret differently, so A has AP, B has HE, C has AP, D uses HE. Or: You can load each barrel with AP/HE. Outer 2 barrels AP, inner barrel HE. Or whatever. First thing Wargaming will say it will be too difficult for the players, which is understandable. But how many WW1/WW2 era warships/warplanes/tank/#everythingthathastodowithwar fans/enthousiast are playing this game? I'll guess there is also the term 'OP', because you will fire 2 kinds of ammo, if selected.. Let's sign a petition! ~ Jacco
  4. i have shuddle found that i lose most of my fire ability if there is a paws any where, when i have a change of ammo que'd up for any reason eg, 1.test range with on 1 gun and find my other loaded gun reload with the long cooldown if i chance from from ap to ex or vise vases. though they were ready to fire! 2. some of my guns are reload loadin but will only take a few secounds to be ready have if i hold down the fire button. they wont fire the current load shell but will swaped to the que'd up raound at full cooldown time before it's ready to fire. 3. why can't we fire a mix of shells eg ap and ex. or have stacked order to to fire AP then EX then AP or set Que for the next 5 rounds? 4. also what does the secondary weapons fire? and what are their ranges? can we have a fire button to fire the secondary weapons ourselves! or are they just going to be auto fire. 5. show the range of 2nd'ary weapons on the mini map or even the AA gins or at lest to have to option to toggle them on & off on the mini map display. 6. i want the guns when firing at different times to only reload when they have fired unless a double tap on change ammo is used!
  5. horvath6th

    [Suggestion] Enemy Detection & Ammo

    Just a quick note from the author, me. This is a long-ish thread and I hope people don't just post tl;dr. I also hope that this can be discussed in a civil manner. Cheers Part One: Enemy Detection & Camouflage I’m not entirely sure how these particular mechanics works at the moment but here is my suggestion(s) as to how I think it could work in an alternate gameplay environment. My comments / suggestions do not necessarily need to be considered as being implemented to the current game modes but rather could be added to a different, ‘Realism’ game mode which is slower but more in-depth. To start I believe the detection ranges need to be adjusted with more parameters being added to the specific ships to further increase realism. To start, maximum detection range should be calculated using four (or five!) factors… Note Ship 1 is your ship, Ship 2 is the enemy ship you’re detecting.. Height of Ship 1 Distance from Ship 1 to Ship 2 Size of Ship 2 Camouflage used Technology? To expand on the five points, first we have the height of your ship, Ship 1. This determines how far you can see across to the horizon. As you probably know, the horizon is based on the curvature of the Earth and changes depending on how high you are. If you’re standing on the coast and you are of average height, your horizon is only 2.9 miles (4.7km). But if you’re atop the observation mast (or whatever you call it) of a huge battleship, this will increase dramatically. If you know the height of your observation area then you can calculate the distance you can see using this equation (d in km, [1000m], h in m) or in the second image (d in miles, h in feet) Or For more information on the horizon - https://en.wikipedia.org/wiki/Horizon Next we have the distance (point 2) and size (point 3) of the enemy ship, Ship 2. These two factors should be considered together for all intents and purposes. The smaller and further away the ship, the more difficult it will be to detect and thus the closer is has to be to be detected. This however must also factor in the size of your own ship and if applicable (point 5) the technology historically employed on your vessel to aid in detecting enemy ships such as more advanced optics, scout planes or RADAR. This would become more valuable as you go through the tiers but could also be used as possible upgrades as a separate modification or as part of the Hull Type. All of these factors must be used to calculate the base distance in which a specific ship can be detected by your own ship. It should not be simply a base detection range for any ship to be detected by any other, but a more realistic system based on multiple factors. Lastly we have camouflage, which would basically modify the detectability of the enemy ship (Ship 2) by your ship, Ship 1, lowering it by a percentage. The more complex and or effective the camouflage, the greater that percentage. With this new system, I believe aircraft in particular, as well as larger ships, prove more useful in detecting the enemy fleet’s position(s). As a result I believe the ship responsible for detecting another ship (and thus informing the team of this) should receive points for sightings as it greatly increases the team’s ability to effectively manoeuvre and engage the enemy. I hope this first part has made sense to those who could be bothered to read it. I believe in the current set up these suggestions would not be feasible for WoWs, but in a more realistic mode on larger maps, they would be a significant boost to game play. Part Two: Ammo The next part should go a lot quicker. I believe it would be great to see historical ammunition used to label the ammunition used by our ships. AP and HE is so very arcade and I feel is a bit lazy on the part of the developer. At least put (for instance) 356mm HE and perhaps have some information on that shell. This would also open the door for advanced forms of the shell(s) employed based on historical data. If say, the US Navy started using more advanced 152mm AP shells in 1943, this should be seen as a possible upgrade in the game for US Naval ships that operated at that time with those guns. Once again, this asks more from the developer, but I believe this would open the door for some great historical and realistic additions to the game. That’s all for now folks, sorry for typing too much.
  6. TheDarkUnicorn

    Furutaka uncontrollable ammo changing

    sometimes when i am shooting AP shell ,the ship will change the ammo to HE without my operating. it happened several times already. anyone else has such a problem?
  7. Do we have any sites that show specific hitboxes of every ship. So many times I come close to an enemy ship and aiming at th engine bay almost never results in a citadel hit. Than again... sometimes I hit the ship a bit to the front or the back and I get a citadel penetration. We need more information on every ship and where to shoot at.
  8. I'm almost certain that a loading screen told me to use HE on superstructure and AP on guns and torpedo tubes. Shouldn't it be the other way around?
  9. Elendor

    HE vs Armor mechanism

    I've been going through the recent patch notes looking for anything related to HE (since my account is bugged I guess I got the time ). But I haven't found anything. Yet over the last week or so, I clearly noticed a change in how HE behaves versus Armor. Especially HE from small caliber guns, for destroyers and light cruisers like the Atlanta. In "short", over a week ago my HE shells were just not concerned by armor. They just did not care. I could shoot from close range at any part of an enemy ship, and it would always do some damage. And set the ship on fire. This worked particularly well on my Atlanta, where I would just get very close, and fire all my shells on the biggest part of the enemy ship. In many cases, from that range, the armor belt. Which would end up with full damage each salvo, because at 3-4 km you just can't miss. I've got some examples on videos, of such brawls that went better than others, and basically you could just shoot at the huge armor belt of a Colorado, not miss a single shot, and have every time between 4-5K damage guaranteed. Lately however, this hasn't worked at all for me. In the exact same situations, any hit to the armor belt is now completely ineffective. At very close range, where the shots don't angle enough to hit the deck anymore, and I used to just shoot the armor belt... I now end up with consecutive salvos doing 0 damage and 0 fires. Once in a while, 300, 500... but I'm pretty sure it's when a shell flies higher and hits the structure instead. For comparison, doing exactly the same thing (shooting the armor belt at 4km range), 10 days ago I used to melt down battleships, now I'm not doing any damage to an Aoba or a Furutaka. Anybody else noticed that change? Anybody knows when and where i came from? A few friends of mine seem to have noticed a change in their close range encounters in their cruisers as well, and for me it's undeniable. To the point where I've been trying out other tactics, simply because the way I used to play my close range cruisers needs to adapt. And well, at 3-4km on some battleships with a very high armor belt, it's not easy to hit anything BUT the armor belt! I'm not complaining about the change, it actually makes perfect sense to me. I see no reason why HE shells would just do such massive damage to armor belts. And set armor on fire. It did not make any sense, but that's how it was working, so I was aiming at armor belts. I'm only surprised that I didn't read anything about it anywhere, in any patch notes, any bug correction, etc.
  10. A lot of the discussions on the forums lately is about HE vs AP ammunition. With much of the rage being regarding the HE (supposed) superiority over AP, with it's ability to cause (supposedly) constant fires as well as consistant damage. So my suggestion is: let HE not be consistent, but affected by armoring. This goes especially for BBs (and if you look at my profile, I'm not just another whining BB driver), that adopted the All-Or-Nothing philosophy to armor (almost all dreadnoughts and true battleships of WoWs). AP shells can do high amounts of damage (either by penetrating and detonating in the citadel, or by over-penning and ricocheting inside the target before exploding) against medium and heavily armored targets (compared to their caliber). But if they hit the unarmored parts of the ship they will overpenetrate, doing minimal damage and just leaving a nice entry and exit hole, perhaps ripping away a few crew memebers of components on it's way. HE shells can do high amounts of damage if they hit the same lightly armored targets (even medium armored targets for higher calibers), it's large amount of explosive ripping apart light structures, shredding components and crew alike, and setting fires. But HE shells hitting heavy armor will just ecplode on the outside, leaving a scorchmark and nothing else, effectively doing little to no damage. For light calibers, even medium armor would prevent much damage from HE. These hits would also have next to no chance of starting a fire, as most fires were started by shells entering the superstructure to find smaller munition stores, fuel stores or crew quarters. The thought of the saltcrusted, wet wooden planing beig the thing that burn on a BB is wrong. Yes, given enough time exposed to other fires (i.e fuel, munitions etc) the deck will also burn, but the deck bunning is in no part vital.
  11. Supersubway

    Changing main gun ammo - bug

    Hello all, when changing ammo from HE to AP or from AP to HE, if I have 3-4 turrets ready to fire and open fire with one single turret, all turrets get to change the ammo, and not only the one that shoot. In this way I loose one shot per turret... because I have to wait for a complete reload and in the meanwhile I havent shot anything... this has to be fixed
  12. remove AIM MARKER a lot of players i know think the destroyer needs nurfing the idea that it can 1 hit any crap every 20 seconds makes it a killing machine and Iv seen players saying the torpedos need nurfing and the smoke including myself but after thinking about it when playing the destroyer i think the best thing to nurf it but keep it able to go toe to toe would be if they take out the marker telling you where to shoot your torpedos this makes it more down to the players skill of being able to line the shot up you don't get a marker in WOT when playing arty and for a good reason as all new players would be able to hot the same amount of shots as a long time player that has only ever played arty reload. i think this could do with some nurf's as i said above the destroyer can 1 hit almost any battleship or ship in the game and with a reload of 20-30s this make it the same as a batchat 25t with a 6 round autoloader 183 gun from the FV215b (183) in world of tanks limit the ammo. this would stop the destroyer being able to kill every one with the same 1 hit wonder durp it loves to do and means it would be up to the player to use it for more of a mid-scout type role not the durp your face off role. I'm not saying all its torpedos but give it 24 torps giving it 4 chances to kill its targets before change to main guns. this is just some points i think would help with balance.
  13. seiseki

    HE or AP vs light armor?

    I've heard arguments from both sides. Personally I've found that AP can be way more devastating, but maybe I'm just aiming better now. HE seems to be better for disabling a ship.. So I want to hear the arguments from some of the old alpha players.