Ph3lan WG Staff 419 posts 1,295 battles Report post #1 Posted August 8, 2016 Please leave all your feedback concerning the changes to shell normalization in this thread! Changes: Simplified system Up to and including 139 mm—10 degrees 140 to 152 mm—8.5 degrees 153 to 240 mm—7 degrees 241 mm and more—6 degrees. The change has been made in a systematic manner and will slightly increase the predictability of armor penetration for players. It is not aimed at changing the efficiency of individual ships and will not have any significant impact on gameplay. Share this post Link to post Share on other sites
[SSS] malaquey Beta Tester 94 posts 9,644 battles Report post #2 Posted August 8, 2016 Please leave all your feedback concerning the changes to shell normalization in this thread! Changes: Simplified system Up to and including 139 mm—10 degrees 140 to 152 mm—8.5 degrees 153 to 240 mm—7 degrees 241 mm and more—6 degrees. The change has been made in a systematic manner and will slightly increase the predictability of armor penetration for players. It is not aimed at changing the efficiency of individual ships and will not have any significant impact on gameplay. Does this apply to shots that would normally ricochet? For example, if a 130mm shell hits armour at a 65 degree angle then the 60 degree rule will automatically bounce the shell (as I understand it). Will this shell be normalised to 55 degrees and then attempt the penetrate, or will it bounce regardless? Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,140 battles Report post #3 Posted August 8, 2016 I do not understand what the purpose of this change is. You either chose shell normalization according to: historical values or made up values for game balance The first option we had up to now. The second option would be viable, but that is not what you are doing. You make a global change that could make weaker ships weaker and stronger ships stronger. Why do you not just select values depending on the individual ship to improve balance instead of making global changes that apply to all equally (depeding on gun caliber). Share this post Link to post Share on other sites
[YUMS] cpt_gandy Beta Tester 168 posts Report post #4 Posted August 8, 2016 Will Premium ships be effected by these changes even though to most of them it would mean a buff to normalization ???? Share this post Link to post Share on other sites
[SSS] malaquey Beta Tester 94 posts 9,644 battles Report post #5 Posted August 8, 2016 Could the autobounce rules be changed as well? Plunging fire being a thing would be very interesting, maybe just set the autobounce to 70-75 degrees? 1 Share this post Link to post Share on other sites
[SPUD] CollingwoodDK Players 291 posts Report post #6 Posted August 8, 2016 Please leave all your feedback concerning the changes to shell normalization in this thread! Changes: Simplified system Up to and including 139 mm—10 degrees 140 to 152 mm—8.5 degrees 153 to 240 mm—7 degrees 241 mm and more—6 degrees. The change has been made in a systematic manner and will slightly increase the predictability of armor penetration for players. "It is not aimed at changing the efficiency of individual ships and will not have any significant impact on gameplay." In that case leave it like it was before. 3 Share this post Link to post Share on other sites
LeonardoBlue Beta Tester 80 posts 4,728 battles Report post #7 Posted August 9, 2016 Will Premium ships be effected by these changes even though to most of them it would mean a buff to normalization ???? Since this is a change regarding the Gun size it will affect every ship. And honestly this is a cruel thing. This sounds like every kind of armor will bounce the shell and angling just became a bit less useful due to that: "241 mm and more—6 degrees.". Almost every Battleship surpasses that gun size and will be able to penetrate the bow of any opponent. 6 Degrees is just horribly flat. And more importantly what is it with the armor? This sounds a bit like it has no role anymore. And to be honest we don't really know what this stage of calculation does. Is it a safe ricochet if the angle is less than the value? We need a bit more information to determine what this is and what this does. Share this post Link to post Share on other sites
[TEAM_] Dampfboot Players 1,367 posts 11,386 battles Report post #8 Posted August 9, 2016 Played Fuso. 72 hits of which 55 ricochets. OMG. Share this post Link to post Share on other sites
[YUMS] cpt_gandy Beta Tester 168 posts Report post #9 Posted August 9, 2016 Since this is a change regarding the Gun size it will affect every ship. And honestly this is a cruel thing. This sounds like every kind of armor will bounce the shell and angling just became a bit less useful due to that: "241 mm and more—6 degrees.". Almost every Battleship surpasses that gun size and will be able to penetrate the bow of any opponent. 6 Degrees is just horribly flat. And more importantly what is it with the armor? This sounds a bit like it has no role anymore. And to be honest we don't really know what this stage of calculation does. Is it a safe ricochet if the angle is less than the value? We need a bit more information to determine what this is and what this does. The thing is WG can makes lots of chages that effect almost every ship but they tend to leave the premiums alone unless they buff them. Share this post Link to post Share on other sites
LeonardoBlue Beta Tester 80 posts 4,728 battles Report post #10 Posted August 9, 2016 (edited) I just had a battle with the Mogami on the Test server. And I came up with some other questions about that aswell. I guess we're talking about the angle of shell to armour and nothing else here. But there's a significant issue with that. Because it looks to me like there's not really a calculation of other factors now: Like thickness that comes with the armour angle, or shell speed/weight. But there was something like relative penetration Value for each and individual ship if I remeber that correctly. Also I heared that the Scharnhorst was so good because of the penetration value it came with. How great does this affect all the rest or will it just come down to this? We need more details on this one. Played Fuso. 72 hits of which 55 ricochets. OMG. If you shot at angled armour or at a ship far away I'd actually be happy to hear this. But what type of ship were you shooting at? Edited August 9, 2016 by LeonardoBlue Share this post Link to post Share on other sites
[YUMS] cpt_gandy Beta Tester 168 posts Report post #11 Posted August 9, 2016 I just had a battle with the Mogami on the Test server. And I came up with some other questions about that aswell. I guess we're talking about the angle of shell to armour and nothing else here. But there's a significant issue with that. Because it looks to me like there's not really a calculation of other factors now: Like thickness that comes with the armour angle, or shell speed/weight. But there was something like relative penetration Value for each and individual ship if I remeber that correctly. Also I heared that the Scharnhorst was so good because of the penetration value it came with. How great does this affect all the rest or will it just come down to this? We need more details on this one. As far as i know no other soft stats for ships and shells have changed in this patch, its only a matter of time before someone data mines the info to see if there is any other changes but yes this has the abilty to cause more bounces or penetrations based on the angle of armor. Also the ricochet on angles that should pen was for me an issue before this public test as ive had my Zao bounce 7 ap shells on a broadside Atago that was under 10km. Share this post Link to post Share on other sites
BADBIOS ∞ Players 31 posts 13,891 battles Report post #12 Posted August 9, 2016 Guys i cant access the PT server i made all the steps and still it gave me an erron on the login screen can you help please? Share this post Link to post Share on other sites
LeonardoBlue Beta Tester 80 posts 4,728 battles Report post #13 Posted August 9, 2016 Also the ricochet on angles that should pen was for me an issue before this public test as ive had my Zao bounce 7 ap shells on a broadside Atago that was under 10km. I guess you hit the deck (what a great shoutout to use here ) or the top of the turrets then, what caused the shells to ricochet. Guys i cant access the PT server i made all the steps and still it gave me an erron on the login screen can you help please? If your account doesn't get access maybe you wrote your password wrong, back when you created it? Share this post Link to post Share on other sites
TheBigLanowski Beta Tester 1,046 posts 8,508 battles Report post #14 Posted August 9, 2016 AP is so unreliable at close range... it all comes down to roll the dice and hope that it got some citadels or at least normal penetration for you... Hipper vs Hipper at 6km only overpens and than suddenly a normal pen (not hitting the cita is okay because it was a Hipper) but how do you explain that I got only overpen at 6km and suddenly some normal pens at 5??? Makes no sense to me. You sometimes shoot at broadside on targets at 10km with 2.5k HP left. All shots are close together and you think "bye bye my little friend" and you hit 5 out of 8 but they are all bounces and one overpen. Pathetic! I want my reliable AP back! Back in close Beta it was devastating at close range on broadside on targets, now it is just luck. 2 Share this post Link to post Share on other sites
TerTerro Players 285 posts 3,249 battles Report post #15 Posted August 10, 2016 Could someone explain what does Normalisation change in game? Would like to know. Share this post Link to post Share on other sites
TheBigLanowski Beta Tester 1,046 posts 8,508 battles Report post #16 Posted August 10, 2016 Could someone explain what does Normalisation change in game? Would like to know. Watch this: (Its about WoT but at 4:30 normalisation is explained.) 2 Share this post Link to post Share on other sites
TerTerro Players 285 posts 3,249 battles Report post #17 Posted August 10, 2016 Watch this: (Its about WoT but at 4:30 normalisation is explained.) OK thx very much Share this post Link to post Share on other sites
[GEIST] k1TDpG Players 22 posts 11,780 battles Report post #18 Posted August 10, 2016 AP looks normal, difference is not big, but HE shells is really crazy. It make enemy ships, and my ship to be on fire after 1st or 2nd salvo. It will make game to be World of HE again. Something really wrong with HE fire chance. Share this post Link to post Share on other sites
[WGP2W] got_carried_by_Dark_haha Players 139 posts 2,226 battles Report post #19 Posted August 11, 2016 Played Fuso. 72 hits of which 55 ricochets. OMG. Damn that hurts now we would have no chance of penning OP Tirpitz as shes already has strong armor at flat trajectory after previous update its impossible to citedal her now we can't even penetrate her, Great work WG make more premium p2w ships like op saipan, op flint and op Tripitz. The current meta need some serious buff not just premium meta and with the failed fire prevention skill it makes matter more irritating 1 Share this post Link to post Share on other sites
[CROTX] Jayuus Beta Tester 112 posts 13,212 battles Report post #20 Posted August 12, 2016 P2w flint? *pay* to win? Plus, my Atlanta says the saipan is not op. And you haven't played tirpitz or you would realise the inaccuracy makes it balanced. on topic I guess the changes are to make future balancing easier to implement, I haven't noticed AP performing noticeably worse on PT. The better nomalised shells from small calibre guns are still small, light shells and easily defeated by armour so I think this, as they say, will have little impact when the patch goes live. Share this post Link to post Share on other sites
KaLeuWillenbrock Players 2,632 posts 3,455 battles Report post #21 Posted August 12, 2016 (edited) the amount of overpenetrations has gone through the roof. i fought aganst a Nürnberg with my Königsberg on the testserver. the Nürnberg showed me her broadside @ 5 km - only overpenetrations and one citadel hit. on the live server, i had similar engagement - Nürnberg showed me her broadside and i fired my AP shells. almost every hit was a normal penetration, dealing full dmg. one citadel hit as a bonus. the normalisation turned my german AP into SP (ship penetrator). same happened with my hipper on the testserver. i fired a full salvo into the broadside of an enemy cleveland (the cruiser with the 140mm armor) - 8 hits, 8 overpens. i had to fire my torpedoes or otherwise, she would have burned me to crisps - engagement range 4-5 km. Edited August 12, 2016 by KaLeuWillenbrock Share this post Link to post Share on other sites
[PONYD] GrossadmiralThrawn Players 4,995 posts 4,960 battles Report post #22 Posted August 12, 2016 (edited) Dear WG: we want more reliable damaging AP... not more reliable not doing anything to the enemy AP that promotes HE Spam even more... i hope in 2 months after the release of those chagnes to the live server when the Zaos HE spam takes spot 1) in damage before the Yamato WG will see that htere's a problem... on the other hadn having cruisers complain when BBs willalso start spamming HE will be fun Edited August 12, 2016 by GrossadmiralThrawn Share this post Link to post Share on other sites
[TEAM_] Dampfboot Players 1,367 posts 11,386 battles Report post #23 Posted August 12, 2016 Nagato fighting enemy BBs at all distances: 45 hits: 20 overpens, 12 ricochet 39 hits: 21 overpens, 7 ricochet Too use WG speak: This will again be a patch nobody will be happy about. 1 Share this post Link to post Share on other sites
KaLeuWillenbrock Players 2,632 posts 3,455 battles Report post #24 Posted August 12, 2016 they patched something .. my last few battles on the test server were far better and showing the broadside could be punished again. tested it with my königsberg and she performed far better then yesterday. lets hope they were able to make the proper adjustments. Share this post Link to post Share on other sites
[-IAN-] IanH755 Players 2,100 posts 7,141 battles Report post #25 Posted August 14, 2016 Atago & New Orleans were just getting constant overpens yesterday against broadside ships at <10km or , even worse, Pen's but with no damage caused (seriously WTF?). However today I'm getting pens and citadels just fine after the 53mb update to the PT server. Don't know if its related or coincidence but it's great to be able to get Pen's back! Share this post Link to post Share on other sites