Jump to content

Search the Community

Showing results for tags 'damage'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Forum
    • English Speaking Forum
    • Deutschsprachige Community
    • Polska Społeczność
    • Česká a slovenská komunita
    • Communauté francophone
    • Comunidad de habla española
    • Türkçe Topluluk
    • Comunità Italiana
  • Mod Section
    • Rules, Announcements and General Discussion (English)
    • Modding Tutorials, Guides and Tools (English)
    • Interface Mods
    • Visual Mods
    • Sound Mods
    • Modpacks
    • Other Mods and Programs
    • Archive
  • Historical Section


  • Community Calendar
  • This Day in History

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL








Found 45 results

  1. BrettMRC

    Penetrations that cause no damage

    I've noticed a few times lately, mostly whilst playing Hood, that I get a shell penetration ribbon but cause no damage at all with that shell. Is this an intended game mechanic? Apologies if this question has been posted before. Will try and get a screen grab next time.
  2. 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"
  3. Tamago

    Questioning the damage system

    First of all: I know how damage at the moment works. Second of it: I dont get it why it is done that way Third in all : This is my opinion and nowhere near absolut truth Fourtly lastly : after writing this it feels more like a rant. to start simpel our dear damage system has a few system : AP, HE,Poi, Fire&Flooding ,Armor, Citadell, Saturation and the omnius moduls wich can tank the world if they feel like it Now a bit more in detail what they are suposed to do in the game , put in a spoiler, because people actually are suposed to know this already. So generelly here is why i dont understand the system starting with AP : AP is suposed to only primewhen the armor is thick enough. This can easily be tested in the trainingsroom. But for some unknown reason... if you shoot at the superstructur ontop of a ship, there is a high chane you cause a pen hit, eventhought it has sometimes the same armor values as a DD. This can cause some really strange things, where if iam quite good angled against a oponent (he would bounce of shatter on main belt, and has a high chance to bounc on the uper deck) he can still shoot at the super structure and cause 10-15k damage, because they are multiple pen hits in the end. Making you question on the way what you where suposed to do. better angling? beeing further away? Praying he doesnt shoot at the superstructur? i personally dont know Torpedos on the other hand are even stranger. Especially because they have such a slow reload rate. It is understandable that the waters would be flooded with endless torpedos if it would be faster, but doing your actually job as a DD against a BB (why yes, one of the DDs jobs is to torpedo BBs), you usally doe quite low damage. Why is it low when i have high amount of torpedos with high amount of damage? Well, easily said, there are alot of things that can spot torpedos from quite a far distance, mostly noteworthy Spotting plane and hydro. So why not just shoot when the spotterplane is down and the hydro gone? well, you might be able to see the plane, but not the hydro if it is active. So lets go with the assumption we manage to throw some torpedos, hydro is off and the spotter plane just got shot down. So will we hit? yes, but usually than only with 1-2 torpedos. So you might ask why is that? simple, because the torpedo got seen ~2km before he hits the bb, the BB might be inteligent enough to notice and turn, makeing you hit only the bow with 1-2 torepdos, causing maybe 15-18k damage. 15-18k might sound like alot, afterall thats more than a DD hitpoints usually and more than half the hit points of a CA/CL, but for a BB what you are supposed to hit, its low, really low. especially because he can repair 30% of it, since they hit the bow and not the torpedo protection.so the effektiv damage done is only like 10k damage. The same a CA can cause without problems on a heavily angled BB withing 30 sec or even on a badly angled BB with one AP salvo, while you in a DD still have to sit and wait for at least 60 more seconds to reload. It definitly is strange that the difference between the Torpedo protetection, the system made to stop you from dieing of a torpedo, is most of the time a worse option to choose, than to take it into the unprotected nose. And iam not talking about realistic here, just that i woudl expect to be rewarded to actually hit a non protected part of a ship. So usually it ends with a death braindead person (just sailing straight for hours) or me doing a kamikaze rush and pray his secondaries dont kill me, or his main gun does not devestates me in a DD. This kind of only is a problem for DDs, because a CA/CL usually has quite good main araments and can tank a bit more, even if it gets overmatched. next on the list, HE-Shells. Or to be more specific.... IFHE shells. i dont get them, not the least. Usually I would expect to be able to tank quite a bit with a BB , aslong as iam not stupid and eat a broadside of a different BB or the hail of a CL/CA when i boradside. But IFHE Shells, make me feel like i cant do anything than take it, from a rapid fireing gun, complettly ignoring what iam doing. with my onlyst option beeing to either flee, or pray i can kill him fast enough, while i get e.g. 3-10k salvos every 3-10 sec, meaing in the time it takes me to reaload (usually 30sec) i get around 3-5 salvos doing 10-30k damage (depeind if the shatterd on the turret or not) aand thats only talking if 1 person decideds to shoot at me. So i reloaded, i shoot, iam lucky and hit 3 pens and 2 overpens with AP, what did i make ? 12-15k damage, usually. means i do less damage on average against the class iam supposed to kill, than i get in return. While yes i understand that a CL for example has to do damage somehow, he can. even without IFHE. and iam not even talking about fires wich i dont care about. 152mm cant hurt BBs without IFHE? they can, while yes it is only the Superstructure, it is still alot of damage until it is completly saturated. Also there is a mutlitude of fires. Moreover, why even shoot at BBs with that size? killing a CA/CL or a DD is increadibly fast and easy with those fire rates and waaay more rewarding. And for those who think iam just talking that BBs should survive more : No , i dont, i want them to be able to die fast, if they make a mistake (iam not talking about citadels to insta gib), or get hit by their counter (a torpedo). Its just not the job of a singel cruiser to kill a BB with mainly HE damage. e.g.: last battle i took 95k damage and died. 12k was fire , 30k was 2 yamato salvos and the rest was just He damage of a singel cruiser (in this case a worecaster but that dies not make that much of a difference in the end, it only changes slightly the time needed). Why didnt i kill the enemy Ca/cl? well, i tried multiple overpens 3 times, switches to HE , made nearly no damage cause module hits. and there was no 5th salvo. than modules, as i just mentioned. Modules are wierd and way to powerfull in tanking damage. And i mean that seriously. usually when i decide to shoot at something with HE, it is to damage it because i cant use AP right now (either to much of an angle , or to far away). But i dont do damage, not because of shatters , but because of pens into modules. Usually on a cruiser you dont notice it alot because they are quite sparsely set up. but on a DD you can notice it alot. hailing HE and constantly getting 0 damage numbers, thinking "well at least i killed that AA " or "at least i knocked that turret out for 5 -10 sec wich he doesnt actually need". It really is not really worth it in most cases to shoot HE in that direction. A CA/CL at least has the firerate to not really care, but for a BB it is quite a hugh difference if you hit the top of the ship or the side. If the BB hits with salvo the side of a DD, the DD eats alot of damage. The BB hits abit further up? well you can be lucky to do a few damage numbers but most will propably be eatn by a turret or the AA, just knocking out the Turret usually for a few sec (especially on torpedos anoying, because they stay loaded for some odd reason). This makes it really questionable what i should use sometimes, even AP sometimes get eaten alot especially noticable if you accidently shoot a frontal coming ship to low with a BB, making 8 pen hits for 0 damage and only ~50% chance to knock out the turret for a few sec. It really gives you to question why the turret is not part of the ship... lastly the citadels, i get them. i understand them. Citadels are hear to notify you that you hit the ship really good. and you get rewarded for it. This might bring some questions like "but what about BBs ,they dont have a citadel anymore". well, i can only say to that that alot of CA/CLs start to have nearly no citadell too. My first suspection of the citadel lowering for BBs was to make Torpedos more viable. Iam sure there are a few people that ermember 60-80k salvos regulary happening to BBs from other BBs. That was alot, especially if topedos did nearly to nothing compareable to it. So lowering actually was a neat ideal propably to make torpedos more viable. Sadly torpedos stayed as weak as before. they really should do more damage when they hit non Torpedo protection parts. but oh well, i dont know anymore what to do with citadels on Ca/Cls. Should i aim for them? should i not? Usually with a Ca/CL i try to citadell other CA/CL , but i tend to die faster for this from the he spam i get back. tl;dr <--for the people that search it so all in all together, i personally have no idea anymore what to do with what weapon and how to tank a specific weapon. The onlyst one iam sure about is torpedos, just turn into them, your nose can eat tons of them and survive. IFHE will kill me no matter the angel and distance (dont know what to do against that) and AP seems to act alot suspisios these days (like getting frontally a full 12 shell salvo of a montana from 12km distance and eating nearly 20k damage in a BB).
  4. Yesterday I had a game with a friend, in which: - I did NOT do lot of damage (I did less than my friend for example) - I did NOT do more kills than others did - I had NOT a huge potential damage taken - NO cap ribbons at all I believe - I had no medals nothing special And yet I ended up top Base XP. This was interesting as it countered everything I knew about Base XP! could not explain why and me and my friend went thinking what it could be... But we couldnt figure it out! He had more damage dealt than me, more caps, more everything! Still he ended a few spots lower in that particular game! How can a player with less damage, less kills, less caps and less potential damage taken, end up top BaseXP earner??? WG is not telling us everything! If you have any information on this please share with us, thanks cheers.
  5. Kopi_G

    Damage Dealt experience reward

    Yo forums! So I am not sure how the game rewards you with experience, but I think if you deal 10k damage to a 20k max HP DD you should be awarded the same amount of experience as if you had dealt 50k dmg to a 100k max HP BB. This could encourage cruisers and BBs to shoot at the important DD targets instead of just mindlessly farming experience on big BBs. If this is the case already, then this discussion is of course pointless, but I think it is not and the game should award you with XP as per my suggestion. Discuss, Kopi_G
  6. daimyo_willem

    damage record for Z-39?

    any1 know where u can see records for specific ships? just did 205.425 in Z-39, curious to see if there is a site who keeps track.
  7. 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.
  8. Commander_Cornflakes

    Is reflected damage healable?

    For obvious reasons I can't test this ingame, but is the damage you receive for damaging teammates while being pink healable? If yes, to what extent? 100% like fire damage or less, like citadel hits? Or does it depend on the kind of teamdamage you dealt?
  9. 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?
  10. Seeigel

    No need for damage farming

    Hello fellow captains, with the recent discussion how important damage is and that its the only thing that gets you rewarded, lets show that you can do (very) good without it. It didnt helped that Flamus video showed a 200k damage game with full HP left... So show me your screens: - that gave you good reward OR brought you to one of the top position on the score board - dealt only a minimum of damage - alot of tanking/capping etc I will start with this one: Please stay friendly and focus on the screenshots, there are already some discussions about this topic, we dont need another one.
  11. 2fast4every1

    carrier balance suggestion.

    the carriers need more love and maybe become a little more forgiving so more people will play them. I got a suggestion that will make deleting a battleship nearly inpossible but still balance it out bey making the planes last longer. maybe instead of making AA more prominent make the planes harder to kill but still easyer to desperse. the battleships where actually very well protected from the smaller payload of of the carrier planes. so the carriers can do nearly no damage to the torpedo protection of a battleship but can still do alot of damage to a cruiser (that can dodge more easely). so carriers need to hit the nose or tail of the ship to do damage and cause a flood. so for example grober currywurst: 25% torpedo protection /78% airdropped torpedo protection (on the belt only and also variate the bulge so most protection in the center). and then balance it out by making planes harder to kill. carriers will be able to play a whole game with there squadrons + do alot of damage with floods/fires etc by making a hit on the nose or aft a near certain flood. then ofc the only problem will be the DD,s wont be able to kill the scout constantly lighting them up. u can solve this by making the planes more velnerable the longer they are near the same target. wy woudnt AA crews learn the habits of a pilot after staring at his acrobatics for an extended period of time :-D
  12. LXmystical

    Damage im Spiel anzeigen

    Hey zusammen, ich hätte eine kurze Frage zur Schadensanzeige im Spiel. Früher hat es mir immer oben links angezeigt, an welchen Schiffen ich Schaden gemacht habe. Unten im Menü war eine Anzeige, von wem ich Schaden bekommen habe. Mein Problem ist, dass beide Anzeigen nun nicht mehr da sind. Anmerkungen: - Ich benutze das Aslain Mod-Pack - Einstellungen "Ausführliche Bänder" und "Schaden anzeigen" sind gesetzt Danke für Eure Hilfe schon mal!
  13. dasCKD

    Dealing with team damage

    There is a lot to be said about team damage. War Gaming has made it clear that they would like to make it so that players are careful about what they do so they won't remove team damage altogether, but its persistence means that it's easy for oblivious players to seriously hurt their team's chances of winning by accidentally killing or severely damaging allies that are, statistically, superior to them and a higher benefit to their team alive. It's worse once the team damager incurs a pink status that removed not one but two players from the team roster, potentially with no enemy input. The enemy won't necessary be happy either, being robbed of the damage and kills they potentially could have received. Admittedly, War Gaming has done many things to deal with team damage. It is one of the few things in the game that was ubiquitously well received by the community. The mechanic that hurts the person who has damaged their team and turned pink means that at least the worst offenders can only ruin the situation for their team in the worst way so many times. Even so, having a game ruined at all at no fault to the player whose game is being ruined is not good for the game. I therefore would like to suggest a mechanic that reflects ALL of the damage being caused by the team damager onto their own ship, as a percentage function of the damage that they would have done to the allied ship if they were an enemy ship. This has several benefits over the current system. Firstly, in fully punishes the griefers who hold back the damage they do to allied ships to slip underneath the current system's threshold. Secondly, it means that newer players will be receiving damage to their own unit from an action that is psychologically much simpler to comprehend, causing damage to themselves rather than the more abstract (albeit only slightly so) damaging the team's chances at winning. Thirdly, it means that those who really have done nothing wrong won't be punished for their actions.
  14. 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
  15. Dear fellow captains, As the title already indicated I am looking at alternative ways of determining / displaying captain, class and ship performance. One of the most cited data to compare captains, ships and classes is average damage: "Yada yada ... class Y does more average damage than class Z." "Yada yada ... ship Y does more average damage than ship Z." "Yada yada ... player Y does more average damage than player Z." However if looking closely average damage is a very imperfect figure for measuring performance due to the simple fact that ship HP are not the same in between ships and classes, so average damage is very much dependent on the ships and classes that are fought. For example looking at T10 a DD has approximately 25k HP (rounded up a bit for ease of figures) and a BB approximately 100k HP (also rounded a bit and not including heals). This means that every point of damage done to a DD is worth approximately 4 points of damage done to a BB (and even more if accounting for heals). So two ships/classes/captains with entirely the same average damage - lets say 50k each game on T10 - could have a very different influence on their individual battles. One ship/class/captain could be actively hunting and killing 2 DD each battle. The other ship/class/captain could be burning half a BBs worth of HP each battle. I therefore propose to enable an alternative display of damage done by use of 'sum of ship percentage points destroyed' which can easily be determined out of the data from the end battle screen the same way as XP is already accounted for. One ship is worth 100 ship percentage points (not counting heals, so BBs and high tier CA may be worth more than 100 percentage points). Again looking at above example, if a ship/class/captain manages to achieve 20k damage on a T10 DD and 30k damage on a T10 BB the total damage will add up to 50k and total ship percentage points destroyed will add up to (20/25 + 30/100)*100% = 110%. If same ship/class/captain manages 70k on the T10 BB next game but completely misses to damage the T10 DD the total damage figure will be higher by 20K, but the total ship percentage points destroyed will just be 70%. What do you think? Tl;dr: Average damage is not telling the whole story, so use average damage done *and* average ship percentage points destroyed to better determine if a ship/class/captain is over- or underperforming.
  16. DutchDelightsNL

    Did you know................?

    There will always be people who like stats, but did you know you can find your stats for world of warships at: And offcourse you can always find a CC(community Contributor) at; You can always learn a lot from people like; not to forget the Brothers in Arms and if you look for gameplay and laughter (at least i think it is genius) ofcourse if you like to ad a thing just post here...........................
  17. Why is it that in WoWs you can only see your team base XP is it not possible like in WOT you can see the damage your team did? or you yourself? or even detailed stats on your team(mates) to me i would be a great feature
  18. karma_rat

    Torpedos mit 0 Damage

    Hallo hab gerade eine Runde mit meiner Fubuki gedreht und wollte eine generische Benson aus ihrem Nebel torpen. Bekomme 3 Torpedo-Treffer angezeigt mit 0 Schaden ! Das Spiel hatte erst gestartet und die Benson war Full HP. Mit der zweiten Salve hab ich sie dann mit einem Treffer versenkt Aber sowas hab ich in 7000 Matches noch nicht erlebt. 0 Hp sektionen im Endgame zu treffen hab ich schon erlebt, aber dies kommt mir wie ein Bug vor. Würde euch gern das Replay hochladen, aber wie ?
  19. ReaperChief

    Finally the perfect match

    After crying yesterday from a bad round of games in the North Carolina, I have finally had the perfect game (in my opinion) and my best game in this ship so far. Oh and the 3x bonus was brilliant. Have a looksee: Thanks for your tips yesterday, they helped in some way..
  20. Hi all, With v0.5.1 and current v0.5.1.1 it became apparent that some strange hidden problem happened with HE from smaller caliber guns - they cause extremely low damage on target! Several examples: #1 "Regarding the AP shell issue with BB's and HE shell issue with certain guns" http://forum.worldofwarships.eu/index.php?/topic/36548-regarding-the-ap-shell-issue-with-bbs-and-he-shell-issue-with-certain-guns/page__st__20__pid__678129#entry678129 #2 "0.5.1 is a Disaster for the Gearin" http://forum.worldofwarships.eu/index.php?/topic/36630-051-is-a-disaster-for-the-gearin/ #3 "NURNBERG HE shells, are you kidding me ?" http://forum.worldofwarships.eu/index.php?/topic/36945-nurnberg-he-shells-are-you-kidding-me/ I can also attest that with my Cleveland I get 30-40-50 HE hits and get just 8000-10000 damage in total (plus some fires)! Can someone please confirm that this is recognized as problem and being looked into? Leo "Apollo11"
  21. This has bothered me since the early Closed Beta testing. World of Warships is the latest entry in the Wargaming suite of games. World of Tanks has spotting damage, to include, several missions which require spotting damage to succeed. Many of us notice, and frequently complain, about players who decide to stay on the back line of the map and wait....for those of us who play DDs and CAs, who put our own match at risk of a quick end by spotting and lighting up the enemy fleet so the back line players can get the damage shots....what do we get for it? Do the developers really intend for battles to remain as they are? It should be a relatively easy programming fix to reward players for spotting damage. I'd even go so far as to reward CV players (although on a reduced spotting damage percentage) for spotting enemy ships. Come on now, it's not that hard to do - and you already do it in WoT...so what are you waiting for? Add a spotting damage game mechanic into WoWS!
  22. Before I begin writting this post, I will formally present myself in order not be mistaken by the common "rubble" of the community that simply desire a change inside the game in very inappropriated ways like I've seen in previous post about the same subject. Hello, my name is Leandro and I've recently started to play this game and felt in love for it for both its visuals and mechanics. I've decided to follow the legendary Japanese Battleship tree line legacy in order to achieve my ultimate goal within the game; Which is unlocking the mighty Yamato rank X Battleship. I am currently using a Japanese rank IV Battleship in all my battles and I'm loving everything so far, not only from what the game offers, but also the community itself in general. Even despite all the qualities this game has for its players, I've noticed something wrong with it that accomplishes in ruining. The fact that torpedos are extremely lethal weapons in both their effective damage and short detectation. To make it easier to understand, I will write my point of view in short sentences: What I expected 'Torpedos vs Battleships' to be like: Even despite torpedos being destructive weaponry with the purpose of destroying even the biggest of ships, I want to feel that it can be avoidable if I have the necessary time to react only in a SITUATION that allows me to do so; I do want to feel that torpedos are lethal yes, but still I don't want to feel that whenever I have a destroyer near me, or a group of biplanes loaded with them flying to me, it will be game over either by instant destruction or sinking damage; I expected to see torpedos when falling from the destroyer or from the biplanes, a big water spalsh. This is the perfect indicator that they are coming, giving the an optimal reaction time to at least dodge most of them; I noticed how hard is to hit a destroyer in full speed, not only because of their speed and length, but mostly because of their height. Making battleships slighty more accurate would fix that. And to finish this, I was shocked how a mighty yamato ship can be destroyed with full health (97.000 HP) by a single torpedo. And that's all. Thanks for reading and for allowing me to share my opinion.
  23. Tyrendian89

    They see us rollin - for damage?

    Ahoy fellow Forumites, just something that keeps crossing my mind: What do you all think about the current shell damage system in World of Warships, where every shell does a more or less fixed amount of damage, especially in the case of AP shells where there's precisely three different damage numbers possible (10% overpen, 33% penetration, 100% citadel)? Sure, with HE things can sometimes get a little more varied, and there are a couple of other factors that sometimes play a part like depleted sections. But at least to me personally, those very fixed and repetitive numbers that pop up always felt a little strange, and I feel World of Tanks does that a little better. So, what do you think? Would that extra bit of RNG be good for the game? What kind of percentage range should those rolls fall into? Very small, just to mix up the numbers? Substantial, like WoT's 25% range? Huge, so that you can get those epic lucky shots sometimes? Something in between? Or none at all? I realize it's unlikely that something like this will get implemented into the game anytime soon if ever, but I'm still curious what we the players think about that!
  24. MS_Surface

    Pink ship exploding when TK again?

    I was surprised to see a "pink" ship exploding right after a team kill. Some message like "player x has received a punishment for Team Killing" appeared on Battle chat. This is good news so is there any more changes in TK apart from this one? Does dmg repair and compensation work the same way? Thanks
  25. Bolshev1k


    Hey. I've been playing a lot of USSR destroyers and so far I've reached t4. I think they are fun to play but a serious pain in the [edited]because of low detectability range and unusable torpedoes. My main problem though is that the stats say that the maximum damage I can do on HE is 1500 and on AP is 1800 and, if i'm lucky i only get about 400-500 on both of them. And I aim of the center of the ship too, and my hits mostly land there, so am I doing something wrong? Please help! Maybe I just suck and in that case, how can I improve. Also so far, I've found that there is literally NO advantage to playing with USSR destroyers as opposed to other destroyers. Is that true?