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[KLLCV]
Beta Tester
508 posts
5,264 battles

 

yeah, the link was broken indeed.

I was trying to make the calculation mathematically sound by checking the units, I guess 'Krupp' has to have some kind of unit, and if not, than there might be other variables also involved?

 

Thing I got with the current formula is that it results in some strange outcomes, like BB Mikasa having more penetration than the Yamato, Karlsruhe having more penetration than Zao. Kawachi having more penetration than it's tier 3, 4 and 5 adverseries and just below the penetration values of the tirpitz.

Theses outcomes are often the result of strange values for Krupp. Maybe i'ts especially a mess on the lower tiers and it does hold true for the higher tiers.

 

What I also wonder at what range the calculated penetration value applies. Close range (<3km)? 10km range? 20km range??

And in what way and to what extent might the penetration decrease over range (I guess velocity decreases over range, subsequently reducing penetration), this would also explain the shell drop at high distances)?

 

 

Well, keep in mind, these penetrations are under ideal circumstances. This probably means that the shells are fired at close range against a flat sheet of steel. 

 

When it comes to actual gameplay performance, yes, one ship might have awesome penetration, but if it has a terrible shell arc, that penetration will do u no good. 

 

Armour penetration degredation over distance is i think non existant ingame. It would make things way too complicated. What does happen is that air resistance changes the shell arc, other then that, side/cross winds, penetration degredation etc are left alone. 

 

When it comes to penetration on low tiers being equel or better then high tiers is indeed a mystery, but it is also a good thing and there are a few reasons why i would believe WG would keep the current setup: 

  • It gives low tier ships the ability to actually penetrate enemy high tier ships with AP instead of relying on HE to do the work. 
  • Penetration might not change, but there is armour increase per tier. This makes the equation of increase of pen/increase of armour easier as WG only has to contend with 1 side of the equation and the other side being somewhat a constant. 
  • This makes balancing teams for games easier as the MM doesnt have to keep penetration value's into consideration. 

 

As i said, this is a waaaaay better option then the one WG currently uses in WoT, where low tier tanks are unable to damage high tier tanks, which in essence makes them completely useless. In theory, a Minekaze can wreck a Yamato with torpedo's or a Kongo can kill a Montana with Citadel hits. It might lower the overall value of tier 10 ships, but it does keep the game more balanced and give players slugging threw a crapship the ability to contribute, if only a little. This results in high tiers being more forgiving to mistakes u made, as a result of better armour/abilities etc. 

 

This is my personal view, and WG's view might differ, but i quite like the idea, that no matter what tier ship the enemy is, chances are they can penetrate u one way or another. This keeps the game alive instead of having people float around being able to do nothing because of a lack of offensive capabilities. 

 

As always, keep liking/replying to keep these threads alive. 

 

 

 

Edited by Exustio
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Beta Tester
339 posts
218 battles

 

Well, keep in mind, these penetrations are under ideal circumstances. This probably means that the shells are fired at close range against a flat sheet of steel. 

 

When it comes to actual gameplay performance, yes, one ship might have awesome penetration, but if it has a terrible shell arc, that penetration will do u no good. 

 

Armour penetration degredation over distance is i think non existant ingame. It would make things way too complicated. What does happen is that air resistance changes the shell arc, other then that, side/cross winds, penetration degredation etc are left alone. 

 

When it comes to penetration on low tiers being equel or better then high tiers is indeed a mystery, but it is also a good thing and there are a few reasons why i would believe WG would keep the current setup: 

  • It gives low tier ships the ability to actually penetrate enemy high tier ships with AP instead of relying on HE to do the work. 
  • Penetration might not change, but there is armour increase per tier. This makes the equation of increase of pen/increase of armour easier as WG only has to contend with 1 side of the equation and the other side being somewhat a constant. 
  • This makes balancing teams for games easier as the MM doesnt have to keep penetration value's into consideration. 

 

 

 

Isn't arc of the shell tied to the velocity of the shell?

 

I do agree on your ideas of lower tier ships being able to harm other ships with AP shells. However, could it be that very high pen on low tier ships is also an annoyance due to overpenetration?

 

 

 

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[SPUDS]
Beta Tester
4,052 posts
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Penetration most certainly degrades over distance. Just look at Cleveland with AFT and firing at max range. Her AP at that point can barely hurt anything because it goes so slowly the last km or so (try following them, they almost seem to stop entirely). Ships it can easily penetrate, bounce her shells with ease. Even destroyers do so. So yes, penetration is very much a variable ingame.

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[SCRUB]
Players, Players, Sailing Hamster
3,462 posts
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Question regarding Warspite: Does she get a Fire Control Modification 1 (now Artillery Plotting Room Modification 1) for extended range? 

 

EDIT: If someone had the time they could write all the mods down for the ships too... :hiding::bajan:

Edited by piritskenyer

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[-OOF-]
Beta Tester
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Question regarding Warspite: Does she get a Fire Control Modification 1 (now Artillery Plotting Room Modification 1) for extended range? 

 

EDIT: If someone had the time they could write all the mods down for the ships too... :hiding::bajan:

 

Nope, she doesn't. To be honest she does not really need it.

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[KLLCV]
Beta Tester
508 posts
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Thanks for the hard work making this.  I reference it all the time.

 

Could you please update destroyers to show the Kiev (and other DD he damage and fire %) nerf?

 

Hey there, thanks for the appreciation. 

 

Sorry i havn't updated it yet, been a bit busy these past few weeks. Will update this thread and the others somewhere this weekend. 

 

Exustio

 

P.S. was thinking about making 1 single thread now, as having 3 different one's (from which i originally started) is kind of pointless at the moment. 

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[SCRUB]
Players, Players, Sailing Hamster
3,462 posts
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How much does the turret traverse of the Warspite improve with the cpt skill? 

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