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Logan_MountStuart

Duel: The new WOWS video is magnificent, except...

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The art department, as ever have excelled themselves in producing another piece of cinematic quality from WoWS gameplay.....apart from 1:32 and the presence of a "torpedo ricochet"?

Talk us through that one please WG.

Otherwise, kudos to the art team.
 

 

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1 minute ago, arttuperkunas said:

Maybe it did not have time to arm?

That's a pretty logical answer but the in-video torpedoes are coming in from around 2km according to the writing on-screen so maybe not on this occasion.

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They just confirmed that was for effect and is not intentionally coming to the game anytime soon.

 

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Are we going to be able to angle against torpedoes now ? Great video, but shite music. ;0)

 

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5 hours ago, SeaWolf7 said:

They just confirmed that was for effect and is not intentionally coming to the game anytime soon.

 

 

I thought it was obviously a dud.

 

BTW, I don't really like those mountain high ship names they use. I prefer the current ones if possible, thanks!

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Mogami with 203mm guns. That is really rare sight

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12 minutes ago, fumtu said:

Mogami with 203mm guns. That is really rare sight

The Dev Blog may well tell a different story, *soon*....

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There's another thing that IMHO went wrong effect wise. If I'm not mistaken, nearly every naval AP shell of WWII was of the Armour Piercing Capped Ballistically Capped type. This means that your shell had a main body of steel alloy with nickel, molybdenum and manganese, quite hard for standing up to the rigours of the stresses of pushing through amour plate. But being hard, it was also quite brittle, so, an AP cap of another alloy was added. This softer metal made for a more progressive piercing action and enhanced the penetration.

Now, you have a shell that has a tip well suited for going through enemy's armour. But this tip has a rounded, ogival shape (example: British 15 incher). This shape makes for a large aerodynamic resistance in flight, so, your projectile will loose a lot of velocity downrange. The solution? Adding another cap that has a more ballistically advantageous shape, like a spitzer round for common hunting rifles. This aerodynamic cap is lightly build and goes away as soon as the shell hits a surface, be it metal or water.

 

So, when the Baltimore shell goes into Mogami's ammunition magazine, it should have lost at least its aerodynamic cap. That's not the case, making for something that is not "intrinsically modelled" as per the game's own claim...

 

Ah, as I am already at nitpicking: the in-game video trailer, when the Queen-Elizabeth-class gets blasted also by a hit in its shell magazine, is likely wrong too: while it is really well plausible that a British ship gets hit in its magazine (3 got those at Jutland, and Hood by Bismarck, even this his was more likely in the magazine for the secondary armament), for those units using the classical BL 15-inch Mk I naval gun as the QE class does, a hit in the powder handling facility and not the shell rooms is much more likely. The powder handling was above the shell room. As this poses more dangers due to flash fires and is not optimal for loading, this order was reversed for the guns of Nelson, Rodney (link to Navweaps.com, please look at the footnote 1b) and the KGV class.

 

Regards, Nightowl

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10 hours ago, Northern_Nightowl said:

There's another thing that IMHO went wrong effect wise. If I'm not mistaken, nearly every naval AP shell of WWII was of the Armour Piercing Capped Ballistically Capped type. This means that your shell had a main body of steel alloy with nickel, molybdenum and manganese, quite hard for standing up to the rigours of the stresses of pushing through amour plate. But being hard, it was also quite brittle, so, an AP cap of another alloy was added. This softer metal made for a more progressive piercing action and enhanced the penetration.

Now, you have a shell that has a tip well suited for going through enemy's armour. But this tip has a rounded, ogival shape (example: British 15 incher). This shape makes for a large aerodynamic resistance in flight, so, your projectile will loose a lot of velocity downrange. The solution? Adding another cap that has a more ballistically advantageous shape, like a spitzer round for common hunting rifles. This aerodynamic cap is lightly build and goes away as soon as the shell hits a surface, be it metal or water.

 

So, when the Baltimore shell goes into Mogami's ammunition magazine, it should have lost at least its aerodynamic cap. That's not the case, making for something that is not "intrinsically modelled" as per the game's own claim...

 

Ah, as I am already at nitpicking: the in-game video trailer, when the Queen-Elizabeth-class gets blasted also by a hit in its shell magazine, is likely wrong too: while it is really well plausible that a British ship gets hit in its magazine (3 got those at Jutland, and Hood by Bismarck, even this his was more likely in the magazine for the secondary armament), for those units using the classical BL 15-inch Mk I naval gun as the QE class does, a hit in the powder handling facility and not the shell rooms is much more likely. The powder handling was above the shell room. As this poses more dangers due to flash fires and is not optimal for loading, this order was reversed for the guns of Nelson, Rodney (link to Navweaps.com, please look at the footnote 1b) and the KGV class.

 

Regards, Nightowl

Good, good, the nitpicking is strong in this one :cap_cool:

Two more points. Cruisers often fired SAP not APCBC. This because their targets, other cruisers, mostly had homogeneous armour, not hard faced. 

In the video where Warspite blows up, the shell room is already flooded. Which makes no sense, as Warspite is still firing when she is hit, so her shell room clearly is not flooded. 

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On 4/27/2021 at 4:19 PM, N00Boo7 said:

Isn't this from WOWS LEGENDS, the mobile version of the game? 

 

I don't think it is clearly stated, but definitely seems heavily implied.

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On 4/26/2021 at 2:59 PM, Logan_MountStuart said:

The art department, as ever have excelled themselves in producing another piece of cinematic quality from WoWS gameplay.....apart from 1:32 and the presence of a "torpedo ricochet"?

Talk us through that one please WG.

Otherwise, kudos to the art team.
 

 

Well WG has set out to kill of the entire DD class the last couple of years by giving radars and hydro to everyone and their mother and make radar/hydro go thru islands even tho DD torpedo's can't go thru anything and then all the CVs everywhere and then all the stealth radars.

 

So why wouldn't they make the torps just bounce of ships as well? Let's make Destroyers glorified fishing boats. Armament? Really loud horns!

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16 minutes ago, OldschoolGaming_YouTube said:

Well WG has set out to kill of the entire DD class the last couple of years by giving radars and hydro to everyone and their mother and make radar/hydro go thru islands even tho DD torpedo's can't go thru anything and then all the CVs everywhere and then all the stealth radars.

 

So why wouldn't they make the torps just bounce of ships as well? Let's make Destroyers glorified fishing boats. Armament? Really loud horns!

 

WG has been secretly testing a bright neon coloured arrow for the past couple of years. It hovers directly above the DD and directs enemy fire as in 'Shoot Here'. I happen to be privy to this test for a reason I cannot disclose publicly. :Smile_glasses:

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On 4/27/2021 at 4:15 AM, Northern_Nightowl said:

There's another thing that IMHO went wrong effect wise. If I'm not mistaken, nearly every naval AP shell of WWII was of the Armour Piercing Capped Ballistically Capped type. This means that your shell had a main body of steel alloy with nickel, molybdenum and manganese, quite hard for standing up to the rigours of the stresses of pushing through amour plate. But being hard, it was also quite brittle, so, an AP cap of another alloy was added. This softer metal made for a more progressive piercing action and enhanced the penetration.

Now, you have a shell that has a tip well suited for going through enemy's armour. But this tip has a rounded, ogival shape (example: British 15 incher). This shape makes for a large aerodynamic resistance in flight, so, your projectile will loose a lot of velocity downrange. The solution? Adding another cap that has a more ballistically advantageous shape, like a spitzer round for common hunting rifles. This aerodynamic cap is lightly build and goes away as soon as the shell hits a surface, be it metal or water.

 

So, when the Baltimore shell goes into Mogami's ammunition magazine, it should have lost at least its aerodynamic cap. That's not the case, making for something that is not "intrinsically modelled" as per the game's own claim...

 

Ah, as I am already at nitpicking: the in-game video trailer, when the Queen-Elizabeth-class gets blasted also by a hit in its shell magazine, is likely wrong too: while it is really well plausible that a British ship gets hit in its magazine (3 got those at Jutland, and Hood by Bismarck, even this his was more likely in the magazine for the secondary armament), for those units using the classical BL 15-inch Mk I naval gun as the QE class does, a hit in the powder handling facility and not the shell rooms is much more likely. The powder handling was above the shell room. As this poses more dangers due to flash fires and is not optimal for loading, this order was reversed for the guns of Nelson, Rodney (link to Navweaps.com, please look at the footnote 1b) and the KGV class.

 

Regards, Nightowl

exactly this ... the balistic caps staying intact while penetrating the whole armor layer was weird ... they were designed to help defeating spaced armor ...

 

and seeing the PROJECTILES explode in the magazine was completely stupid :-)

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Guys,

This video is created for both WoWs PC and Legends. There are some ingame mechanics explained and also there are some additional effects added.

But that doesn't mean, that everything what you can see in this video will be implemented to the game. I am talking mostly about torpedo ricochet. It is there just for the additional effect and currently we are not planning to add that to the game.

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5 minutes ago, YabbaCoe said:

Guys,

This video is created for both WoWs PC and Legends. There are some ingame mechanics explained and also there are some additional effects added.

But that doesn't mean, that everything what you can see in this video will be implemented to the game. I am talking mostly about torpedo ricochet. It is there just for the additional effect and currently we are not planning to add that to the game.

I think that should be added it makes thing interesting and kind of historical :)

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Před 41 minutami Sunleader řekl/a:

You Opened a Can of Worms with that Addition xD

Well, definitely. It openned plenty new threads and topics to discuss about. Also from those discussions sometimes some nice ideas and suggestions are gathered, which can be presented to devs.

 

Před 36 minutami Onsterfelijke řekl/a:

I think that should be added it makes thing interesting and kind of historical :)

Though it would be historical, it would bring plenty possible issues, about needed angles for that, what about deep-water torps etc. It would also be quite a significant nerf to every torpedo ship, especially DDs.

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2 minutes ago, YabbaCoe said:

Though it would be historical, it would bring plenty possible issues, about needed angles for that, what about deep-water torps etc. It would also be quite a significant nerf to every torpedo ship, especially DDs.

but it would be buff to most of your playerbase aka BBkevins? are you sure about what you are saying here? 

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Před 2 minutami ghostbuster_ řekl/a:

but it would be buff to most of your playerbase aka BBkevins? are you sure about what you are saying here? 

Yes, possible inluding of torpedo ricochets would be indirect buff of any ship survivability, so also BBs, which are usually the main target for torpedoes.

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1 hour ago, YabbaCoe said:

Yes, possible inluding of torpedo ricochets would be indirect buff of any ship survivability, so also BBs, which are usually the main target for torpedoes.

 

Well, if you are going to buff the BB's, I wouldn't start with the torpedoes but perhaps make them appear a little less like tinder boxes doused in petrol.

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4 hours ago, YabbaCoe said:

Well, definitely. It openned plenty new threads and topics to discuss about. Also from those discussions sometimes some nice ideas and suggestions are gathered, which can be presented to devs.

 

Though it would be historical, it would bring plenty possible issues, about needed angles for that, what about deep-water torps etc. It would also be quite a significant nerf to every torpedo ship, especially DDs.

Too be honest unlimeted torpedoes is something which should be nerfed. Just an system like the CV slowly replenish the stock (it's arcane ofcourse)

Deepwater Torps aren't so deep that they aren't working on the same principe (only the area is much smaller then the waterline) but the devs can have fun with this. I think the angles are already done by RL untill they used magnetic triggers.

I hated when i evaded a torp like a pixel wide still the torp detoned in my DD and would be fine if a torp did a dud or bounched of the hull.

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