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Vilodrom

Overmatching - who what where and why

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[SM0KE]
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So i watched a video which said you 'overmatch' your opponents armour if the guns are 14.3x bigger.

My charles martel has 100mm citadel protection, and unless any ship in the game has 1430mm guns i question how they penetrate.

Also, how do I know what i can penetrate and where I should shoot?

 

thannks! :D

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13 minutes ago, Vilodrom said:

So i watched a video which said you 'overmatch' your opponents armour if the guns are 14.3x bigger.

My charles martel has 100mm citadel protection, and unless any ship in the game has 1430mm guns i question how they penetrate.

Also, how do I know what i can penetrate and where I should shoot?

 

thannks! :D

Every gun can overmatch something.

You already quoted the rules of what they can overmatch.

This can only happen where they hit.

And this is because of Physics, that are streamlined for the game.

 

Overmatch is interesting for angles your shells would normally riccochet.

At regular angles, normal penetration rules apply.

And 100mm armor can be penetrated by most 127mm or bigger guns. It all depends on distance and angle.

When you are well angled, not even Yamato can get through 100mm.

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[WGP2W]
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Overmatch means that the mechanic skips the angle of impact step. The shell will always go through the armour.

 

As seen in the video, I assume the How it Works from WG themselves, they explain that the mechanic looks at the angle of impact, auto bounce, when the shell doesn’t overmatch.

 

Overmatching the citadel armour isn’t interesting, neither possible. Check out the bow and stern armours, in particularly 25mm and 27 (US/KM high tier) cruisers since you play the CM. And check out Mino’s armour layout when you get the HIV.

Below another one about it made by a clanmate, @TheRedboss There is a slight error in the video, which is that Yamato can't overmatch all ships. GK is the only battleship that is safe from 460mm shells. 

Spoiler

 

 

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[SM0KE]
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Also, did the ship get nerfed?

im seeing that it has 17.6km range (for me rn only 16km)

also it says 10 second reload (i have 14)

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21 minutes ago, Vilodrom said:

Also, did the ship get nerfed?

im seeing that it has 17.6km range (for me rn only 16km)

also it says 10 second reload (i have 14)

No...

You are aware that Modules and Upgrades change your ship parameters?

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[AAO]
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8 hours ago, Vilodrom said:

Also, did the ship get nerfed?

Yes and no.

The base-reload on the CM (with upgraded guns) and St. Louis was nerfed from 10s to 11s (or was it 12 ? anyway it's 11 now) when the main battery reload booster was introduced.

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[SM0KE]
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10 hours ago, rnat said:

Yes and no.

The base-reload on the CM (with upgraded guns) and St. Louis was nerfed from 10s to 11s (or was it 12 ? anyway it's 11 now) when the main battery reload booster was introduced.

oh ok thanks :D

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You can overmatch armour whose thickness is exceeded by the calibre of your AP shells by a factor of at least 14.3.

 

For example, the typical low tier destroyer hull plating of 10 mm will be overmatched by any AP shell of a calibre of more than 10x14.3=143, so 144 mm and above.

 

So if something like a Kuma shoots AP at your bow from more or less straight ahead, you have a very good chance to harmlessly bounce those shells, since the bow is pointy and the angle will be extra shallow. But if it's a St. Louis, her AP will just ignore the 10 mm hull plating, no matter the angle, and penetrate every time.

 

(With any luck it will indeed overpenetrate and do not much damage that way but that is yet another mechanic.)

 

Use the wiki. It's mostly really good.

 

https://wiki.wargaming.net/en/Ship:Armor_thresholds#AP_overmatch

 

https://wiki.wargaming.net/en/Ship:Gunnery_%26_Armor_Penetration#Armor-Piercing

 

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