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Found 35 results

  1. Bardzo często na forum pojawiają się wpisy - jak mogłem zadać tyle obrażeń. To niemożliwe. RNG był dla mnie paskudny. W tym temacie napiszę w jaki sposób obliczane są obrażenia i jakie się zada przeciwnikowi. 1. Obrażenia a RNG Na początku trzeba napisać, że ilość zadanych obrażeń NIE MA NIC WSPÓLNEGO z losowością. Ilość zadanych obrażeń zależy od miejsca trafienia i rodzaju pocisku. Są to wartości STAŁE. Jedyne na co nie mamy wpływu to konkretne miejsce trafienia. Za to odpowiada rozrzut dział - jest on zależny od losowości. Zadawane obrażenia NIE. 2. Pociski AP Przy każdym dziale w grze jest wypisana wartość zadawanych obrażeń. Dla potrzeb tego artykułu przyjmijmy, że nasze działa zadają 1000 obrażeń. W momencie trafienia okrętu mogą się zdarzyć następujące zdarzenia: a) pocisk uderzył w pancerz pod dużym kątem i zrykoszetował - dostajemy wstęgę rykoszetu i zadajemy 0 obrażeń b) pocisk trafił w pancerz, ale go nie przebił - dostajemy wstęgę skruszonego pocisku i zadajemy 0 obrażeń c) pocisk przebił cienki pancerz i się nie aktywował, nastąpiła nadpenetracja - dostajemy wstęgę nadpenetracji i zadajmy 10% obrażeń pocisku (w naszym przypadku 100) d) pocisk przebił gruby pancerz i zapalnik się aktywował - dostajemy wstęgę penetracji i zadajemy 33% obrażeń (330) c) pocisk przebił gruby pancerze i trafił w cytadelę - dostajemy wstęgę cytadeli i zadajemy 100% obrażeń (1000) W jednej salwie możemy zadać różne obrażenia. Co bardziej ciekawe JEDEN pocisk może zadać jednocześnie wszystkie 3 typy obrażeń - 10%, 33% i 100%. Maksymalnie zatem pocisk może zadać 1430 punktów obrażeń. Co ciekawe dostaniemy wtedy tylko jedną wstęgę. Przykład: Dwie salwy z Yamato. Pociski te zadają 14800 obrażeń podstawowych. W pierwszych przypadku mamy 1 penetrację, uszkodzenie modułu i 2 nadpenetrację. Obrażenia równe 2960. Są to obrażenia od przebić na wylot, gdyż 14800x0,1 = 1480. 2x1480 = 2960. No dobra, a gdzie ta penetracja za 4884(czyli 0,33x14800)? Jak widać pocisk trafił w moduł (działo, wyrzutnia torped, ster itp) i ten moduł zniszczył (bądź uszkodził) - jednocześnie nie zadając obrażeń. Obrażenia zostały "zjedzone" przez moduł. W drugim przypadku wstęgi pokazują na 1 penetrację (4884) i jedną nadpenetrację (1480) co powinno dawać 6364, a daje dziwne 11248. Ale jak zauważymy, że brakuje dokładnie 4884 (11248-6364) to wiemy co się stało. Pocisk przebił na wylot pierwszą warstwę pancerza i potem uderzył w kadłub przebijając go za kolejne 4884. I mamy 4884 (penetracja) + 1480 (przebicie na wylot) i 4884 za drugą penetracje - tą nieuwzględnioną w wstęgach. Za zrzut dziękuję tutaj @1031 WG nie podaje wartości penetracji pocisków, zatem nie można określi bardzo dokładnie kiedy uda nam się przebić pancerz, a kiedy nie. 3. Pociski HE Pociski HE zadają obrażenia podobnie jak pociski AP, z wyjątkiem nadpenetracji, która dla HE nie występuje. Jeśli nie przybiją pancerza - 0 obrażeń, jeśli przebiją - 33% i 100% jeśli trafią w cytadelę. W przypadku pocisków HE podana jest penetracja - pociski HE przebijają pancerz o grubości mniejszej niż 1/6 kalibru pocisków (a w przypadku pancerników brytyjskich, niemieckich i krążowników niemieckich 1/4 kalibru). Zatem japoński krążownik z działami 155mm będzie przebijał 155/6=25,86mm, czyli MNIEJ NIŻ 26mm. Przebije każdy pancerz o grubości 25mm i mniej. Kąt trafienie pociskiem nie ma znaczenia - liczy się tylko wartość penetracji i wartość pancerza. Penetrację pocisków HE można zwiększyć umiejętnością 4 poziomu - zapalnik inercyjny, z ang IFHE. Zwiększa ona penetrację o 30%. Zatem wspomniany krążownik będzie penetrował pancerze o grubości 25.83 * 1.3 = 33.58 = 34mm Umiejętność ta jest przydatna dla dział o kalibrze 150- 180mm. Pozwala ona na penetrację pancerza pancerników wysokich poziomów. Przydatna jest też w przypadku niszczyciela Akizuki - jego 100mm działa mogą wtedy przebijać pancerz 19mm na niszczycielach. Pociski HE mogą wywołać pożar, o tym do poczytania tutaj: 4. Zadałem inne obrażenia niż te wcześnie wypisane! KŁAMIESZ! To nie tak działa. No niestety nie kłamię i nie wprowadzam w błąd. Jeśli zadałeś mniejsze obrażenia niż wynikają z powyższych punktów, to znaczy że nastąpiła saturacja obrażeń: Dziękuję za uwagę. Powodzenia w grze!
  2. Munchboii

    AP bombs from CV. How to counter?

    I just had the quickest game ever in my entire experience. Ship - Nelson I was up tiered to VII - IX I sailed to the centre of the map and was singled out by enemy bomber planes from a Shokaku. On the first attack run the AP bombs hit me for 23K damage, the second hit me for 7k damage and the 3rd hit me for 12k damage. Holy crap I couldn't believe it, my Nelson got deleted and there was nothing I could do. I attempted to turn full rudder right/left but I was countered very easily by the enemy CV player. There were 2 or 3 ships also giving me AA support but none of them really helped that much. The Nelson AA is awful already so I'm not complaining about the AA being too low damage as I understand that's how the Nelson is balanced. But why do the AP bombs deliver so much damage? Because of being such a slow and wide ship I think this is why I took so much damage from the AP bombs. All I can say is that it makes me angry to see CV's - which let's be honest dont require very much skill - getting nearly 50k damage within 2 minutes of the game starting. Whereas in a cruiser or DD to achieve 50k damage in an entire game would be a good achievement. However the rewards are probably highly different and well stacked towards the CVs. So tell me war gaming are you happy with giving certain CVs (shokaku in this case) the ability to take away 75% of a BBs health within 2 minutes of a game starting? Is this fair balance? Can you honestly tell me you think you have a good balance between difficulty and reward here? And to the community I ask, do you think this is balanced? Or would you suggest reducing the damage potential of AP bombs? How can we balance this sky AP edit????
  3. now, a small opening: i'm loving the alaska, way more than kronstad, it feels as a ship that rewards good aim and punishes mistakes ( both mine and of the enemies), in certain situation it becomes a bb ( against 381mm opponents), it has great utility thanks to the ability of slotting radar and hydro a the same time, making it a nightmare for dds ( cvs usually won't attack you anyways) but i started noticing sometimes a bit of lack of penetration, until a youtube comment on one of the CC's review let me notice that alaska is missing a tad bit of penetration. Now, i know that those are not tested values ( it would have been hard to test), but usually wows is quite close to the navweaps penetration values ( as they both use the Empirical Formula for Armor Penetration), and you can see ( looking at the site http://www.navweaps.com/Weapons/WNUS_12-50_mk8.php) and from the armada/wows artillery chart) that the alaska is missing about 30mm of penetration across the board. Now this might not look like much, but it has some consequences in game, especially against bbs at shorter ranges, for examples at 9.2) kms the difference is 460mm for the site and 430mm of in-game-pen ( 425mm at 10 kms for the new armada video) , that's the difference between a shatter/bounce and a penetration/citadel on tier 10 bbs that shows the side. Another, maybe even stronger example is at the distance where the alaska get spotted, so around 12.2 kms: at that distance the in-game reported pen is 381mm, the site reports a 395mm pen at 13.7 kms ( 1.5 kms longer range, in which the in-game pen is a bit less than 360mm), so at that distance it should be around 415mms, the difference between challenge a slightly angled tier 9-8bbs belt/citadel and not. I know that i'm probably splitting hairs here, but imho it would be a nice change to make. what do you think?
  4. Guten Abend allerseites, wie bereits in einem anderen thread erwähnt wurde ist die derzeitige Ap mechnik sehr fragwürdig bzw eigentlich bockmist. Breitseite fahren wird kaum noch bestraft, overpens sei dank während man beim bow on oder aufs heck im CA vom bb auf long range zitas und doppelcitas reingedrückt bekommt, was eigentlich nicht der fall sein darf, das die orrekte spielweise bestraft wird. Von dem BB Ap bug auf DD`´s muss ich ja erst nicht anfangen der seit über einem Jahr im spiel rumgeistert und WG noch nicht gehandet hat (sie haben zwar angekündigt was zu machen aber passeirt ist noch nicht, allein das der Fehler innerhlab der großen inhaltspatches nicht gefixt wurde ist schon sehr fragwürdig) Ich denke jeder von hatte schon diese situationen im BB wo man auf einen breitseite Kreuzer mit ap feuert aber dank rng nur overerpenns bekommt wo eigentlich eine cita angebracht wäre aber RNg und WG`´s tolle ap mechnik einfach mal nein sagen sowas ist zb mir gestern passiert: Unter normalen umständen wäre die Kirov auf der Distanz bei breitseite onehit, getroffen wurde sie ja aber 6 mal overpenn ist schon arg lächerlich. Genauso lächerlich sind halt die angesprochenen BB ap salven auf dd`´s 5,7k Ap shell auf dd mit 3(!!!!) Projektilen, der damit halb tot war, die nächste salve mit HE hat lustigerweise genausoviel dmg gemacht obwohl He eigentlich sogar effektiver gegen dd`´s ist. Ap ist derzeit komplet brocken gehört grundlegend überarbeitet, weil die jetzige form komplet lächerlich ist und auch den spielspaß auch in leidenschaft zieht wegen solchen sachen Wir sind uns doch alle einig das der BB ap bug gefixt gehört genauso auch breitseiten fahren wieder härter bestarft gehört (wer nicht hören will muss fühlen) aber auch das CL/Ca bei korrekter spielweise (nase/[edited]) zum bb sich keine citas fangen sollten, garde aus long range weil das die Kreuzer fahrer ebend zum campe/passiver spielweise zwing. Wg muss endlich mal seinen Hintern hochbekommen und auch mal was machen wei irgendwann haben die leute keine lust mehr und suchen sich was anders weil die spielmechnik in den punkt mist ist. Vielicht hat ja noch jemand konstruktive vorsclhäge was man noch machen kann (haben ja hier so viele experten) weil ich denke vielen gehen solche situatinen auf geist (und killen den spielspass)
  5. ReapingKnight

    AP Penetration Query

    Hello, I'm not sure if this has already been brought up but since one of the last patches, I and my clan mates a noticeable increase in Over-Pens instead of actual normal hits...mainly to broadside cruisers. As an example I was in the Giulio Cesare and had full broadside Emerald at 6-7km away and had 6 Over-Pens when I aimed where the citadel would be, this has happened with all BB's from 5-10. If it has been brought up already please close this thread and point me to the right place. Thanks,
  6. 10ThousandThings

    Question about German DD shells

    Hi everyone. I've decided to add German DDs to the lines that I'm actively grinding – as opposed to the many that are just there for when I need a change. I seem to remember hearing that – in contrast to the German CAs – the DDs' HE is pretty anaemic for the class, but on a decent target the AP can do significant damage thanks (in part?) to a shorter fuse time. First of all, please do correct my if I've misunderstood something there. Second, I wondered if anyone could tell me if that's the case through the whole line, and if not, where does it start to be the case? I've tried searching the wiki on the second point, but have come up empty – possibly my fault rather than the wiki's – so figured I'd ask here. Cheers
  7. unsinkable_sam_

    AP armor penetration data in port

    In new 0.7.11 patch show penetration capability of HE shells. This is useful thing. Need same informations for AP shells penetration capability on vertical armor. AP shells penetration capability data is more useful. One example for AP penetration capability 5 km xxx mm 10 km xxx mm 15 km xxx mm 20 km xxx mm 25 km xxx mm Is there such a plan in the near future?
  8. Iroks

    Midway i jego bomby AP

    Poniżej przedstawie wam jak to wygląda obecnie z midwayem który lata na bombach AP. Jestem osobą która nie miała możliwości grać enterprise, przy okazji nie znalazłem nigdzie pełnego wykazu za ile mniej więcej wchodzi. Mam nadzieję że pomoże to też innym osobom zdecydować czy chcą się w to bawić czy nie. Skrócona wersja brzmi: Jak trafi się celnie i przeciwnik nie ma def aa to krazki wyparowują. Moskwa wygrała nagrodę zbierania najwiekszych buł od nowego midwaya. Niszczarki są kompletną stratą czasu za wyjątkiem fletchera który może ładnie zebrać, shima jest kolejnym celem wartym uwagi tak jak udałoj. Warto wspomnieć o wielkości celownika, nagradza on bardzo za celne ręczne rzucanie, jednak nagradza też za automat. W szczególności automat jest dużo lepszą opcją podczas ataku przy włączonym deff aa gdzie jest on lekko dwa razy mniejszy od ręcznego. Jak to dziadostwo uniknąć? Tak samo jak torpedy, ostry skręt w dowolną stronę, szczególnie gdy mamy ciasny promień skrętu/moduł na przestawienie steru. Zawsze trzeba pamiętać by ustawiać się do nich prostopadle to dostanie się max ze dwie bomby, naprawi i popłynie dalej pałować przeciwnika. Później trafi to na EU i reddita, ale jak ktoś chce darmowe punkty internetu to może to sam przetłumaczyć i wrzucić. Spis treści: 1. Pancki t10 2. Krążki t10 3. Pancki t9 4. Krążki t9 5. Niszczary t9-10 6. Celownik
  9. dasCKD

    The French Cruiser's Thing

    I'm back with a topic that no one should care about and writing about things that community managers should be doing in my place! Yay! -throws confetti- A quick retrospective on the British cruisers: So here we are, at the sixth cruiser line with the French. We have the Japanese with solid gun performance all round, powerful but difficult to use torpedoes, and very potent HE. We have the Americans, who specialized in AA before the endless patches turned the battleships that used to depend on them for defense into a far more potent source of AA than the cruisers as well as the Russians and the British in the higher tiers usurping their role there. We have the Germans, with their Frankenstein line with long ranges and good gun handling for very dangerous AP but substandard HE. We have the Russians, and their long range HE spamming and rapid firing guns at the cost of being easier to penetrate than the easiest [segment omitted] down at the ports. Then we have the British with their odd but powerful guns and smoke screens. Two HE lines. Two AP lines. One AA line. And now the French. The concept behind the cruisers perhaps works best if they are thought as as simply a subset of ships that are specialized but not in any mutual way as with the battleships or destroyers. Whilst WG might go the way of giving the French cruisers a flavor, something that is far more important in my opinion is the creation of roles for them. I think that the game works best if it works like natural selection in the wider world. If a certain species grows too large in number, then they will either die off or a predator species will grow in number as they feast on the growing prey numbers. I think, for the lack of a better description, that the new ships should be there as a tool to fight against an enemy that a large number of current ships need to face. The role of ships can be thought of as the following, to a very simple degree. Anti - destroyer Anti - battleship Anti - cruiser Support Objective Reconnaissance All ships can fulfill all roles to a larger or smaller extent, but that is what game balancing would ideally be in my opinion. These tasks are, in my personal opinion, a good way to evaluate how ships can decide the result of a match. Minotaurs are excellent at ripping destroyers to pieces and holding the line from inside of the smoke, but fighting against any other cruiser at standard cruiser engagement ranges will very quickly result in a very dead Minotaur. A Hindenburg is only slightly effective at dealing with non-British cruisers, mediocre against destroyers thanks to her quite poor HE, and only slightly effective at dealing with battleships due to her slow speed and large turning circles. She has insane AP alpha values, a very good hydro coupled with very good turret mechanization on a heavy cruiser, and excellent torpedo arcs and very dangerous close range guns however. This in, in my eyes, a balancing factor in a way. One ship is extremely good at a few things, but terrible at others. The other ship is in no way remarkable, but neither does she suffer in any specific area. Certain ships are simply better performers than their counterparts (e.g. Hindenburg VS Zao) but all ships are best at one of the five roles whilst suffering in others. The Zao for a start is decent at the first, excellent at the second, and good at the third but lacks any ability to fulfill objective and reconnaissance in any major way as front line Zaos are usually dead Zaos. So we come to the gimmick that goes to the French ships. The French cruisers, from what I've seen of them, are quite unremarkable. They appear to resemble either Clevelands in the case of their light cruisers or Hippers in the case of their heavy cruisers. Their speed is slow, peers with the British and Germans and certainly not anywhere near the Japanese or the Russians. Their armor is described as good for a cruiser though the Gloire's 120 mm side and 105 mm belt armor is rather significant for a light cruiser. No significant references were made to their AA capabilities. They're rather short for cruisers of their era, though not notably so. The role of light cruisers So, what should be the French light cruiser's "thing"? It took us a long time to get here didn't it? My ideas are generated rather simply. The French cruiser's thing will almost definitely have to be something to do with their ammunition. I do have one idea about a consumable, but that will be right at the bottom of the list. I will also not be stealing the British's gimmick as tempting as it is to transfer those traits to a ship line with serviceable armor. Incendiary HE Anti-battleship Suppressed Firing Penalty Anti-battleship No Citadel Anti-destroyer, Objective Speed Boost Objective Armor Objective, support Rapid Autoloading Anti-cruiser, anti-destroyer Right, I'm done. I shall eagerly await your indignant protests to my ideas below. Best regards.
  10. Jack_Geary

    OP AP Bombs

    I was in a random battle when a Midway bombed me from full health to 0 health with AP bombs in a Tirptiz. I know it wasn't my magazine since I had the flag that made that impossible. Is this just the game being stupid or what? When I asked on Chat the player said he had AP bombs. If its normal than the game mechanics needs to be looked at as its way OP. No aircraft should be able to bomb a BB in 1 shot from 100% health to 0%
  11. Hi all, Any experience thus far with new BB/BC vs. DD rule (i.e. caliber above 280 mm = Damage per AP shell = 10%)? "Update 0.7.11: Rule, Britannia!" https://worldofwarships.eu/en/news/game-updates/update-0711-rule-britannia/ Leo "Apollo11"
  12. Out of 182 perfect shell hits only 81 did any damage. A WHOPPING 101 shell hits did NO damage at all! Any tips how I can reduce this vastly "wasted" shell hits? Your know-how is greatly appreciated.
  13. MortenTardo

    Can someone explain this?

    So i did a game in the NC. I see a Des Moines about 18km away, fire a broadside and RNG says no ofc, but one shell hits and it overpens but for 5633 dmg. Is this the crap we take in our DDs all the time? "Overpens"? No wonder BB's can blap DD's with ease
  14. Why does it take that long to fix BB AP against DD's? Everyone that is not a BBkevin agrees it's retarded. Hell i even think its mong when i delete DD's with my Montana. From full HP. With AP!!!! And no they/we do not over extend WG. I know that was a thing before you realized it was a problem. Get on it already!!!!!
  15. Venom7000

    HE vs AP

    This is most likely the most frequent topic for any newcomer to ask. I am currently sailing with my Chester and for the first time I get to have a dilemma between HE or AP. Thing is if I use 100% HE during a match I tend to do a lot better kill and total damage vise then when I try to use AP (even situationally). I get that AP is only effective when: You are closer than 10 km, enemy broad side on and not shooting at a destroyer. Problem is that 90% of my shots shatter, 9% over-penetrate and maybe 1% does any real damage. The thing is that even with that damage I do as much as with HE. Except AP is less reliable. Am I missing something here? P.s- I statistically did more citadel hits with my HE than with AP.
  16. aidenthedestroyer

    The British Roulette Strategy

    So the British BBs are coming out soon and Ive had the pleasure of being able to test out Lion in the PTS. So what is great about these BBs? Well the fact that their Repair is really powerful and their HE has good penetration so, Ive thought of a tactic that might be rather good for them. The British Roulette. How it works is that first, you load HE or AP but after firing you switch it to the next ammo type. eg. I loaded HE at the start. I fire my guns, and switch to AP. After Firing the AP volley, I switch back to HE and so on. This would be pretty good in my opinion. First of all if you hit your HE on a BB, it will for sure cause a fire (maybe) and then AP can be used on cruisers or Broadside BBs for more Damage. This is still not yet perfected but Im gonna try out the Brits like this.
  17. Crowarior

    HE for all secondaries?

    After playing mutsu I realised that I had 20x140mm secondaries but they all shoot AP and are almost useless. What if WG decides to make all secondaries HE only ?
  18. Rico_878

    report danni

    ciao a tutti sto giocando da circa 3 settimane e ho dei dubbi. è normale che dopo aver infilato oltre 70 cannonate con la mia Kuma (amore totale) ad una Myogi abbia fatto solo 10000 punti danno? in chat ho chiesto ma la partita volgeva al termine ma mi hanno risposto di provare con gli HE pensavo che sulle battleship fosse automatico andar giu di AP shells opinioni?
  19. Hola, al ser nuevo jugador no entiendo que clase de proyectil es mejor para cada objetivo, espero que me aclaren las duda. Gracias
  20. MiniBrit

    Deep Water Torps for IJN CVs

    Hi all! o7 Now that the USN CVs have got AP Bombs which have proven to be very effective and competitive when it comes to loadout choices, I have been asking myself why the japanese line does not get something like that? Here is what I propose: Deep water torpedoes as an optional loadout. Pros: Pad damage stats and WTR (the only metric for skill you need) More BB Dev strikes for YT compilations Inadvertently hurt cruisers more (similar to AP bombs) Forces you to not drop DDs so you dont have to feel guilty about being a crap CV player who farms dmg instead of killing the ships that matter Revive tier 8-10 CV sniping now that there is one shot potential (a brilliant and deeply (lol pardon the pun bois) missed part of CV gameplay) Cons: Makes HE bombs redundant, so WG pls add AP bombs to IJN loadout too thanks Planes have to fly lower to drop the torpedos lower in the sea so they will get hurt more by AA yes this is how it works trust me Other than that, none. Please do this before fixing the broken UI, AA creep or any of the issues CVs whine about for no reason at all (spoilt brats) Yours truly, MiniBrit <3
  21. Digger_G3

    Patch/Update 0.5.1.1 angekündigt

    Hallo zusammen, wie oben beschrieben Patch 0.5.1.1 wird morgen früh aufgespielt, der auch das AP Problem lösen soll. Leider nichts zur erhöhten Streuung bei BB's. Wartungsankündigung: https://eu.wargaming.net/support/news/71 Hier nun die offizielle deutsche Übersetzung: http://worldofwarships.eu/de/news/cbt/patch-alert-0511/ Im Vergleich zur großen Kampfwertsteigerung des Updates 0.5.1 flickt das neue, kleine Spiel-Update lediglich ein paar Lecks am Rumpf. Wir hoffen, dass dadurch eure Ausfahrten reibungsloser und spaßiger verlaufen! Der Patch ist für den 13. November angesetzt und wird zwischen 04:00 Uhr und 05:30 Uhr auf die Server gespielt. In diesem Zeitraum ist der Spiele-Server offline. Versionshinweise zu 0.5.1.1 Fehler behoben, durch den es nicht möglich war, die Zitadelle zu durchschlagen, wenn die Granate unter der Wasserlinie einschlug.Dieses Problem trat erst nach Update 0.5.1 auf, da dieses Update signifikante (positive) Veränderungen bei den Mechaniken für das Durchschlagen von Panzerungen und bei den Granaten-Schadensmodellen mit sich brachte. In diesem Beitrag im Forum findet ihr weitere Informationen und Erläuterungen zu dieser Sache. (Nur auf Englisch) Breite der Spalte für Schiffsrümpfe wurde für Schiffe mit alternativen Rumpfvarianten erweitert (gilt für Farragut, Mahan, Benson).Anzeige der Schiffsnamen im Hafen wurde korrigiert, jetzt in GroßbuchstabenAudio-Hinweis zum Gefechtsbeginn wurde für Fälle hinzugefügt, in denen das Spielefenster minimiert istMusiklautstärke wurde gesenkt und Gesamtlautstärke für andere Effekte wurde erhöhtDas Geräusch bei Eroberung von Kontrollpunkten im Herrschaftsmodus wurde geändertFehler behoben, bei dem leere schwarze Bereiche auftraten, nachdem die Größe des Spielefensters geändert wurdeFehler behoben, bei dem der Bonus der Fertigkeit „Inspekteur“ im Hafen nicht angezeigt wurdeFehler behoben, bei dem der Effekt der Verbesserung „Feuerleitanlagenmodifikation 1“ im Hafen nicht angezeigt wurdeFehler behoben, bei dem der Bonus der Signalflagge „Equal Speed Charlie London“ nur für das Schiff selbst, aber nicht für das Spielkonto und den Schiffskapitän funktionierte.Wegen diesem Spielfehler sammeln wir momentan Daten darüber, wer wie viele ESCL-Flaggen zwischen 0.5.1 und 0.5.1.1 verwendet hat. Entsprechend dieser Daten werden die während dieses Zeitraums verwendeten ESCL-Flaggen zurückgegeben. Dies geschieht einige Tage nach der Veröffentlichung der Version 0.5.1.1, daher bitten wir euch um etwas Geduld. Auf Gefechtsstation! Beschreibung aus dem russischen Forum von (Google Translate): Dear players! November 13 at 6:30 am (GMT) will update 0.5.1.1, which fixes the problem, among other things breaks the strongholds of armor-piercing projectiles. In connection with its work on the production of the game server will be unavailable from 5:00 to 6:30 (GMT). Read more about other innovations version read below. Changes Fixed a bug that occurred after the 0.5.1 update, and led to a sharp decrease in the number of penetrations of the citadel armor-piercing projectiles. (Such a decrease has resulted in correction of an error in the internal ricochet, which indirectly affected the work of submarine ballistic missiles in the game.) 0.5.1.1 The damage model has been refined. Currently, she works almost identical to the version that existed before the upgrade 0.5.1. All details you can find in the thread on the forum of the game. The update 0.5.1.1 Fixed a bug due to which the signal from the bonus Equal Speed ​​Charlie London did not apply to commanders and glasses user account. Soon players will be re-assessed as compensation signals Equal Speed ​​Charlie London, which they used between updates 0.5.1 and 0.5.1.1. Charging will take place within a few days after the update. We thank you for your patience and understanding. Other changes Fixed a bug due to which the port is not displayed in the bonus from the skill "Superintendent". Fixed a bug due to which Porto would not show the effect of the modernization of the "fire control system. Modification 1 ". Changed the names of the ships in the battle. Now the name is written in big letters. Returned sound notification of the beginning of the fight, if the client is minimized Player. Turn down the volume of music and increased the total volume of the rest of the effects. Changed sound capture control points in the "Excellence". Fixed a bug that caused the appearance of empty black areas at the game window is resized. Extended column "housing" in Porto on the "modernization" for vehicles with alternative housing pumping example Farragut, Mahan and Benson. http://forum.worldofwarships.ru/index.php?/topic/35264-обновление-0511/
  22. Azakeit

    BB short fuse AP vs normal BB AP

    Hello, Could you provide some feedback and stats about RN BB short fuse AP vs all the target and how much the damage is different (less overpen ? more dmg in general ? roughly the same damage ?) Ty
  23. Moin Moin! Folgende Änderung konnte mich nach meinem Urlaub doch etwas zum staunen bringen: Fehler bei den Werten für die Dicke der Deckpanzerung wie folgt korrigiert: Fletcher, Benson, Shimakaze, Yūgumo und Kagero – geändert auf gleich 19 mm Sims, Mahan, Farragut, Shiratsuyu, Hatsuharu und Fubuki – geändert auf gleich 16 mm Hatte mich über den hohen eingehenden Schaden in meiner Fletcher gewundert und anschließend um so mehr, als ich mehrfach DD´s mit meiner NC per One-Shot in den Hafen befördert hatte. War es jetzt einfach purer Zufall? Wie sind eure jüngsten Erfahrungen? PS: Sollte es das Thema schon geben, ich konnte es nicht finden.
  24. pun_za_kette

    AP vs HE

    Hi everyone! I wanted to share my experience in the matter of ammo used. At least on american Cruisers, this is what I found: On average (over the course of like 40-50 Battles) I did twice the damage with AP than I did with HE (including fires!) while only hitting half as many, resulting in an average damage of four-times the HE damage when hitting with AP per hit. So all this whining about HE being OP and the fires being too stronk... Nah! AP works fine! You just need to hit the citadels. Yesterday I had a really good start in my Omaha, hitting 31 shots and having 11 citadel penetrations amongst those... So learning to aim really pays off! But you have to start shooting AP in order to learn where the citadels are greetz, pun
  25. PapVogele

    AP Fix?

    Question: When will you fix BB AP vs. Cruisers and DDs? You can clearly work tirelessly to fix AP damage vs. BBs when they suddenly start taking a citadel or two too much when sailing around broadside to everyone, but fixing double and triple damage from AP shells vs. everyone else has taken 4 years now? Add to that the accuracy buffs to BBs at short to medium ranges its ruining the game for many a cruiser or DD player, because you guys are either too lazy to fix it, or dont want to because it would be considered a nerf by your most beloved BB fanbois... Fix your damn game or get ready for the bias spam ><.
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