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OldGrandad

Public Test 0.5.10

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Supertest Coordinator
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Sorry about your thunder :)

 

Yeah the Tachibana does seem odd at 68 but i believe the dev in charge of it forgot the decimal point and it was mean to be 6.8( this is what i heard about it ) and i hope they dont change the auto-ricochet for the pepsi as due to her weak sides she needs a little extra to help her :)

 

I agree. We shall see. Hopefully. Want to put on the new values too? Then I don't have to :D

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Beta Tester
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I think it's the normalization of 68, he's referring to. ..whatever that means.

 

it means angling will not work and you will get penitrated regardless of the angle you use to protect your ship from the Tachibana shooting at you

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[V888]
Beta Tester
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would someone explain what this figures mean, or link me to a good explanation please?

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Supertest Coordinator
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would someone explain what this figures mean, or link me to a good explanation please?

 

Shells don't always got at 90 degrees to the surface they are hitting. The further the angle from 90 the more chance there is of the shell simply bouncing off.

 

Auto ricochet. If a shell strikes at an angle higher than this number it will bounce. 

 

Normalisation. When a shell hits a surface it "turns in" a little to the surface it's hitting. This is the normalisation number. 

 

So to decide if the shell will penetrate or bounce. Take the angle it's striking at Plus the normalisation. If the total is more than the auto ricochet the shell will penetrate. If it's less it bounces off. 

 

I think that's the right way round anyway. The next bit is true though. 

 

Higher normalisation is good, as more turning of the shell means more penetrating at angled targets. 

 

If if the auto ricochet number is higher, it also is better as the target ship had to angle more to bounce shells. 

 

I need pictures...

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Shells don't always got at 90 degrees to the surface they are hitting. The further the angle from 90 the more chance there is of the shell simply bouncing off.

 

Auto ricochet. If a shell strikes at an angle higher than this number it will bounce. 

 

Normalisation. When a shell hits a surface it "turns in" a little to the surface it's hitting. This is the normalisation number. 

 

So to decide if the shell will penetrate or bounce. Take the angle it's striking at Plus the normalisation. If the total is more than the auto ricochet the shell will penetrate. If it's less it bounces off. 

 

I think that's the right way round anyway. The next bit is true though. 

 

Higher normalisation is good, as more turning of the shell means more penetrating at angled targets. 

 

If if the auto ricochet number is higher, it also is better as the target ship had to angle more to bounce shells. 

 

I need pictures...

 

you're confusing auto-riccochet with simple non-penetrations here (or at least I think you are). Here's the order of questions the game asks to determine whether a shell penetrates:

1) Does the shell overmatch the target armour section, i.e. is the shell caliber greater than [something like, don't remember the exact value] 16 times the armour thickness? If yes, autopen (which is exactly what makes the Yamato so strong by the way: It overmatches most BB nose armour!). If no, then

2) Is the angle of impact shallower than the auto-riccochet threshold? If yes, shell goes off into nowhere. If no, then

3) How thick is the armour the shell has to go through, taking into account both plate thickness and impact angle? How much penetrative power does the shell have, based on its speed at impact point, weight and Krupp? If effective pen > effective armour, then you do damage. If not, your shell bounces/doesn't penetrate.

Now, I'm not sure at which point normalization (which you explained perfectly: it's the shell "turning into" the armour). comes in here - before or after Step 2? I think it's after, because auto-riccochet means the shell can't "bite into" the armour to even start turning in, but someone might correct me here which I would greatly appreciate!

 

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Supertest Coordinator
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I think your right with these three mechanics. I just don't know what order they come in. I would have thought that:

- auto ricochet comes first. I've seen Yamato shells bounce I'm sure.
- normalisation should come before angle against ricochet is tested
- arnour thickness ought to then be calculated from the angle post normalisation.
- penetration is decided.

Of course I might well be wrong.

However in any case, more normalisation means less apparent armour thickness to get through even if auto ricochet is tested first...

If overmatch was tested first then all Yamato shells would always penetrate and never bounce. Which would seem odd at very very shallow angles.

 

so it might be:

 

- does it ricochet?

- if no how much does it turn in?

- now what's the thickness of armour to get through?

- do I penetrate? 

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Alpha Tester
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So ... Are Germans BBs available in PT server 0.5.10?

 

Almost certainly, no. They were actually introduced for testing purposes in 0.5.9. In addition, they are still being tested and under NDA at the moment. 

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Players
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Colour blind Mode

We have added a mode that supports adaptation of the colour palette for players with the corresponding colour-vision deficiencies. To enable this mode, select the suitable option via the Settings screen. The intensity of the corresponding effect can be customised.

                       ..............................................................................................................................

Sometimes i criticise WG for various reasons, but when you see them doing something like this; you think wow, this is outstanding for those who are colour blind.

 

It makes me rethink if WG are as bad as they sometimes seem to me.

 

I have to give WG 10/10 for this, i am not colour blind but those that are will be thrilled with this

 

WG; i :honoring: you

 

Edited by anonym_EFwxJOPWzlER
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If overmatch was tested first then all Yamato shells would always penetrate and never bounce. Which would seem odd at very very shallow angles.

 

 

no, because Yamato shells don't overmatch ALL the armour on a ship. They just overmatch Montana (to take the most classic and sad example) bow armour regardless of angle (which is the entire point of Overmatching), meaning a Yamato can and will shoot straight through the nose of a Montana and onwards into the front magazines (whose own armour will then be almost at a right angle and thus easily penetrated) and get citadels. What you saw bouncing at extreme angles were shots that dispersed so much they made contact with other sections of armour further back on the ship, which were then strong enough to not get overmatched and let auto-riccochet kick in.

 

And, yes, your list at the end is how I believe things work, but maybe Normalization is applied before the auto-riccochet calculations, which would make it significantly stronger.

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Supertest Coordinator
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no, because Yamato shells don't overmatch ALL the armour on a ship. They just overmatch Montana (to take the most classic and sad example) bow armour regardless of angle (which is the entire point of Overmatching), meaning a Yamato can and will shoot straight through the nose of a Montana and onwards into the front magazines (whose own armour will then be almost at a right angle and thus easily penetrated) and get citadels. What you saw bouncing at extreme angles were shots that dispersed so much they made contact with other sections of armour further back on the ship, which were then strong enough to not get overmatched and let auto-riccochet kick in.

 

And, yes, your list at the end is how I believe things work, but maybe Normalization is applied before the auto-riccochet calculations, which would make it significantly stronger.

 

Makes sense. Sort of. I suppose weak armour is going to get smooshed whatever the angle. 

 

So it's probably:

-overnatch

-ricochet

-normalisation

-apparent thickness

-pen/no pen

 

hoping I can get it confirmed. Either way these SHOULD have minimal effects - but I suspect that's why a full PT is needed - to get stats WG can look at and see what the variance looks like on a large dataset. So we must all test!

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Beta Tester
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The point is:

 

*** There is absolutely nothing in the content of the forthcoming patch that warrants a public test ***

 

No changes concerning gameplay or interface, because all additional statistics offers more information, without any consequences to the gameplay. The German BBs cannot be tried. What is the point of public test?

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[TZX]
Weekend Tester
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The point is:

 

*** There is absolutely nothing in the content of the forthcoming patch that warrants a public test ***

 

No changes concerning gameplay or interface, because all additional statistics offers more information, without any consequences to the gameplay. The German BBs cannot be tried. What is the point of public test?

 

wtf. On our czech version of the website it is writen:

"Public test of 0.5.10 will prepare you for the arrival of german BBs"

"August update is bringing german BBs into game, as well as tons of improvements demanded by community. It is a time to test"

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Beta Tester
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wtf. On our czech version of the website it is writen:

"Public test of 0.5.10 will prepare you for the arrival of german BBs"

"August update is bringing german BBs into game, as well as tons of improvements demanded by community. It is a time to test"

 

I might be wrong, but I believe that you will not be able to play German battleships on the test server.
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The point is:

 

*** There is absolutely nothing in the content of the forthcoming patch that warrants a public test ***

 

No changes concerning gameplay or interface, because all additional statistics offers more information, without any consequences to the gameplay. The German BBs cannot be tried. What is the point of public test?

 

ummm.... so changes to pretty much every single AP shell in the entire game don't warrant a public test? I'm pretty sure you were, like every other sane(ish) person, on the barricades with us last time WG did that without testing and forked up BB AP vs. cruisers massively, sometime in November I believe.

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Beta Tester
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ummm.... so changes to pretty much every single AP shell in the entire game don't warrant a public test? I'm pretty sure you were, like every other sane(ish) person, on the barricades with us last time WG did that without testing and forked up BB AP vs. cruisers massively, sometime in November I believe.

 

where in the patch notes do you see changes to AP shells. Maybe I am missing something...

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Beta Tester
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where in the patch notes do you see changes to AP shells. Maybe I am missing something...

 

The info was not put in the patch notes but was put in the public test section

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Alpha Tester
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where in the patch notes do you see changes to AP shells. Maybe I am missing something...

 

When I first saw that there was to be a PT I thought the same, what is the point. Then I saw the feedback thread for shell normalisation and I realised why. 

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Beta Tester
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When I first saw that there was to be a PT I thought the same, what is the point. Then I saw the feedback thread for shell normalisation and I realised why. 

 

the only issue with the shell normalization changes is that some people wont really understand the change correctly and feel they are getting a major nerf to one or two of thier ships when in truth its a minor change that they might not even notice. I feel they did the right thing by not posting it in the patch notes as a few people wont be happy and will vent that in the patch note comments on the main website.

 

Has anyone found out if its going to effect premium ships or not as i want to know if my tirpitz is going to get a buff or not :)

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[1DSF]
Moderator, In AlfaTesters
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Mhhh But i have no Desire playing a Testserver without New Content. I tested all lines now. So why should i waste my time Testing Shells. Sounds Boring.  Even if testing this is important. And actually whats the reason for this Change?whats the Plan? 

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Ive updated the list to see the winners and losers from the changes to shell Normalisation, they all have the new values on them as well

 

USN

Cruiser shells

Caliber Name Auto-ricochet Normalisation Ships used on
5"/127mm Mark 15 60.0 10 Buffed Erie
5"/127mm AP 60.0 10 Buffed Chester
5"/127mm Mark 38 60.0 10 Buffed Atlanta
6"/152mm Mark 28 60.0 8.5 Buffed Erie
6"/152mm AP, 105lbs 60.0 8.5 Buffed Chester, Albany, St. Louis, Phoenix (stock)
6"/152mm Mark 27, mod. 5 60.0 8.5 Buffed Phoenix (top), Omaha, Marblehead
6"/152mm Mark 35 60.0 8.5 Buffed Cleveland
8"/203mm AP, 260lbs 67.5 7 Buffed Pensacola (stock)
8"/203mm Mark 19 67.5 7 Buffed Pensacola (top), Indianapolis, New Orleans, Baltimore (stock)
8"/203mm Mark 21 67.5 7 Buffed Baltimore (top), Des Moines, Buffalo

Battleship shells

Caliber Name Auto-ricochet Normalisation Ships used on
12"/305mm AP 60.0 Buffed South Carolina
12"/305mm AP, 870lbs 60.0 Buffed Wyoming (stock), Arkansas Beta
12"/305mm Mark 15 60.0 Buffed Wyoming (top)
14"/356mm AP, 1400lbs 60.0 Buffed New York (stock), New Mexico (stock)
14"/356mm Mark 16 60.0 Buffed New York (top), New Mexico (top)
14"/356mm Mark 16 (Texas) 60.0 6 Buffed Texas
16"/406mm Mark 3 60.0 Buffed Colorado (stock)
16"/406mm Mark 5 60.0 Buffed Colorado (top)
16"/406mm Mark 8 (NC) 60.0 6 Nerfed North Carolina
16"/406mm Mark 8 60.0 6 Nerfed Iowa, Montana

Destroyer shells

Caliber Name Auto-ricochet Normalisation Ships used on
3"/76mm Mark 29 60.0 10 Buffed Smith
4"/102mm Mark 16 60.0 10 Buffed Sampson, Wickes, Clemson
5"/127mm Mark 15 60.0 10 Buffed Nicholas (stock)
5"/127mm Mark 38 60.0 10 Buffed Nicholas (top), Farragut, Mahan, Sims, Benson, Fletcher, Gearing

IJN

Cruiser shells

Caliber Name Auto-ricochet Normalisation Ships used on
4.7"/120mm Type 0 60.0 10 Buffed Hashidate
5.5"/140mm Common 60.0 8.5 Buffed Tenryu, Kuma, KatoriYubariIwaki AlphaKitakami
6"/152mm Type 4 60.0 8.5 Buffed Chikuma
6.1"/155mm Type 91 60.0 7 Nerfed Mogami (stock)
7.9"/200mm Type 5 60.0 7 Nerfed Furutaka (stock)
8"/203mm Type 91 60.0 7 Nerfed Furutaka (top), Aoba, Myoko, Tone, Mogami (top),Atago, Ibuki
8"/203mm Type 92 60.0 7 Nerfed Zao

Battleship shells

Caliber Name Auto-ricochet Normalisation Ships used on
12"/305mm AP, 850lbs 60.0 6 Nerfed Mikasa
12"/305mm 41st Year Type 60.0 6 Nerfed Kawachi (stock)
12"/305mm 41st Year Type 60.0 6 Nerfed Kawachi (top)
12"/305mm Mark VI 60.0 6 Nerfed Ishizuchi
14"/356mm Type 5 60.0 6 Buffed Myogi, Kongo (stock)
14"/356mm Type 91 60.0 6 Buffed Kongo (top), Fuso
16.1"/410mm Type 88 60.0 6 Buffed Nagato (stock), Amagi (stock)
16.1"/410mm Type 91 60.0 6 Buffed Nagato (top), Amagi (top)
16.1"/410mm Type 91 (Izumo) 60.0 6 Buffed Izumo
18.1"/460mm Type 91 60.0 6 Buffed Yamato

Battleship secondary shells

Caliber Name Auto-ricochet Normalisation Ships used on
5.5"/140mm Type 2 60.0 8.0 Nagato, Amagi
6"/152mm Type 4 60.0 8.0 Myogi, Ishizuchi, Kongo, Fuso
6.1"/155mm Type 91 60.0 8.6 Izumo, Yamato

Destroyer shells

Caliber Name Auto-ricochet Normalisation Ships used on
3"/76mm Type 0 60.0 10 Nerfed Tachibana
4.7"/120mm APC 60.0 10 Buffed Umikaze, Isokaze
4.7"/120mm Type 0 60.0 10 Buffed Wakatake, Minekaze, Kamikaze, Mutsuki
5"/127mm Type 0 60.0 10 Buffed Hatsuharu, Fubuki, Kagero, Shimakaze

Russian navy

Cruiser shells

Caliber Name Auto-ricochet Normalisation Ships used on
4.7"/120mm Model 1905 60.0 10 Buffed Novik
5.1"/130mm SAP-46 (Orlan) 60.0 10 Buffed Orlan
5.1"/130mm Model 1911 60.0 10 Buffed Bogatyr (top), Svetlana (stock)
5.1"/130mm Model 1917 60.0 10 Buffed Svetlana (top)
5.1"/130mm SAP-46 (Profintern) 60.0 10 Buffed Profintern
6"/152mm AP, 91lb (Bogatyr) 60.0 8.5 Buffed Bogatyr (stock)
6"/152mm AP, 91lb 60.0 8.5 Buffed DianaAurora
6"/152mm Mark 27, mod 8 60.0 8.5 Buffed Murmansk
6"/152mm B-35 60.0 8.5 Buffed Budyonny, Shchors, Chapayev
6"/152mm B-35 (Kutuzov) 60.0 8.5 Buffed Mikhail Kutuzov
7"/180mm AP-32 60.0 7 Buffed Kirov
7"/180mm AP-32 (Dankskoi) 60.0 7 Buffed Dmitri Donskoi
7"/180mm AP-32 (Molotov) 60.0 7 Buffed Molotov
9"/220mm AP-23 60.0 7 Buffed Moskva

Destroyer shells

Caliber Name Auto-ricochet Normalisation Ships used on
4"/102mm Model 1915 60.0 10 Buffed Storozhevoi, Derzki, Izyaslav
5.1"/130mm SAP-46 60.0 10 Buffed Gnevny, Ognevoi, Kiev, Tashkent, Udaloi (stock)
5.1"/130mm SAP-46 (Gremyaschy) 60.0 10 Buffed Gremyaschy
5.1/130mm SAP-46 (B-2-U) 60.0 10 Buffed Udaloi (top), Khabarovsk

Battleship shells

Caliber Name Auto-ricochet Normalisation Ships used on
12"/305mm Model 1911 60.0 6 Buffed Imperator Nikolai I

German navy

Cruiser shells

Caliber Name Auto-ricochet Normalisation Ships used on
4.1"/105mm SAP Pz.Gr. 60.0 10 Buffed Dresden
4.1"/105mm Pz.Gr. L/3.9 60.0 10 Buffed Emden
4.1"/105mm P.S.Gr L/3.8 60.0 10 Buffed Kolberg
5"/128mm P.S.Gr. L/4.5 60.0 10 Buffed Hermelin
5.9"/150mm Psgr. L/3.7 60.0 8.5 Buffed Karlsruhe
5.9"/150mm Psgr. L/3.7 (C/25) 60.0 8.5 Buffed Königsberg, Nürnberg
8"/203mm Pz. Spr. Ggr. L/4.4 60.0 Buffed Admiral Hipper, Roon, Hindenburg
8.3"/210mm Psgr. L/3.1 60.0 7 Buffed Yorck

Battleship shells

Caliber Name Auto-ricochet Normalisation Ships used on
15"/380mm P.S.Gr L/4.4 60.0 6 Buffed Tirpitz

Royal Navy

Battleship shells

Caliber Name Auto-ricochet Normalisation Ships used on
15"/381mm Mark XXIIb 60.0 6 Buffed Warspite

Destroyer shells

Caliber Name Auto-ricochet Normalisation Ships used on
4"/102mmmm Mark XVI 60.0 10 Buffed Campbeltown

Poland

Destroyer shells

Caliber Name Auto-ricochet Normalisation Ships used on
4.7"/120mmmm AP 60.0 10 Buffed Blyskawica

Pan-Asia

Destroyer shells

Caliber Name Auto-ricochet Normalisation Ships used on
5"/127mmmm Mark 38 60.0 10 Buffed Lo Yang
5.1"/130mm SAP A 60.0 10 Buffed

Anshan

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[-IFF-]
Alpha Tester
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i get that these are just tiny tiny nerfs and that they will mostly be irrelevant but c'mon.....Nerf to mikasa's main guns? really? L O L, as they didn't suck enough already.

She doesn't even share the gun type with any other ship, so it was unnecessary imho.

Then, if the table is correct, most ships are actually buffed, so it's quite confusing...

Edited by ValerioWTF

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Supertest Coordinator
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i get that these are just tiny tiny nerfs and that they will mostly be irrelevant but c'mon.....Nerf to mikasa's main guns? really? L O L, as they didn't suck enough already.

She doesn't even share the gun type with any other ship, so it was unnecessary imho.

Then, if the table is correct, most ships are actually buffed, so it's quite confusing...

 

Mikasa doesn't hit anything anyway so it's largely irrelevant. 

 

Overall tiny tiny tiny buffs and nerfs. Basically standardisation of something that didn't need to be so complex. 

 

Mimimal changes to gameplay expected. But this is why we test :)

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[SCRUB]
Players
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Mikasa, Kawachi and Ishizuchi got nerfed? :trollface:

Also: Tachibana :(

 

Thx for posting this (I just hope it is accurate data)!

 

edit: Molotov got stronger AP?

 

Edited by aboomination

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