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Found 12 results

  1. How To Play Akizuki

    Hi all, I'm looking for advice on how to play the Akizuki. From my brief experience the Akizuki sucks and is over rated. I accept I may be doing something wrong and need to improve, but there are quirks to this ship which defy rational explanation. It's not the dps monster people make it out to be. I've been in matches where I have rained 200 - 400 shells onto enemy ships and am lucky if I do 20K - 30K damage. I am literally raining shells on enemy BBs and they completely ignore me. Why waste their time swatting an annoying mosquito that barely harms you? And the most annoying part.... after spending the entire match raining 300 shells on enemy ships, I'm lucky if I'm barely able to cover my service costs. This ship literally has sent me broke. I don't yet have IFHE and I understand that's a step up but my concerns are this. What magical DPS effect is IFHE going to have when: AP shells mostly bounce anyway and do bugger all damage (and according to most expert players, you're meant to be using AP and not simply HE spamming) HE shells shatter. I get it IFHE will reduce the shatter rate and help with starting fires which is a great damage boost.... but it hardly transforms the ship into this insane killing machine. There are people out there who swear AP is better than IFHE HE shells anyway, so IFHE can't be this skill which transforms my 300 shells per match from nothing into the literal hand of death smiting all it touches. Akizuki is not a heavy hitter. It appears to kill by using sustained fire to wear opponents down. In my experience sustained AP fire does very little. How are people doing the massive damage I hear about? It can't be IFHE because that only really helps with fires and players seem to insist you need to use both AP and HE. The AP is borderline useless. Even to kill other DDs, you need to keep shooting them up. Akizuki will never one shot anything, so killing enemy DDs when capping is suicidal because their friends will normally half kill you unless you take evasive action shortly after firing (and most of your shells bounce anyway). So killing other DDs is tricky unless you completely surprise them from the other side of an island and they're unable to angle away from you and cause your shells to bounce. And forget chasing them as you're too slow. And as for killing anything else, it's borderline hopeless unless they're dumb enough to run into your torps. Come on guys. What's the secret. I mean I've seen videos where people swear the AP is better than HE with IFHE, so it can't be just IFHE. 400 shells on BBs which are moving and presenting different angles but doing bugger all damage..... you can't fake that. It doesn't matter if someone is a unicum, their trigger finger isn't any better than mine or make the shells behave any differently. What am I missing here? Why does the damage output suck so hard to be almost non existent? I feel like I've got a rapid firing machine gun which shoots cotton balls.
  2. Hello Everyone, I've had some extra time on my hands today, (really bad ping) so I decided to do some math on something that I've been hearing from some DD Captains about BB AP on their ships. I thought they were complaining that AP Overpens were more damaging than HE pens. I have since learned that this is not the case, but that they are complaining of the pen/overpen mechanic that they are subject too. 1) They show broadside, BB overpen and do 1k damage, CL/CA kill them in 1 or 2 salvos because broadside. Makes sense, you show broadside, you get punished. 2) They angle to not die from CL/CA/DD, they get hammered from AP pen from BB. Wait, this makes no darn sense. Correct play gets you killed? (Maybe why people in T10 still don't angle cause they learned angling in DD?) 2 ways that you get hammered in the ship? Not fair. Now, why do BBs only shoot AP? Bad/lazy play? Forgot what the 1 key is? Or is it something in the game mechanics? Ship HE AP Pen HE Overpen AP Japan Kawachi 5,100 8,100 1683 1012.5 Myogi 5,700 10,000 1881 1250 Ishizuchi 5,200 8,000 1716 1000 Kongo 5,700 10,200 1881 1275 Fuso 5,700 10,200 1881 1275 Mutsu 6,500 12,400 2145 1550 Nagato 6,500 12,600 2145 1575 Amagi 6,500 12,600 2145 1575 Kii 6,500 12,600 2145 1575 Izumo 6,500 12,900 2145 1612.5 Yamato 7,300 14,800 2409 1850 USA South Carolina 4,100 8,100 1353 1012.5 Wyoming 4,200 8,300 1386 1037.5 Arkansas Beta 4,200 8,300 1386 1037.5 New York 5,000 10,300 1650 1287.5 Texas 5,000 10,300 1650 1287.5 New Mexico 5,000 10,500 1650 1312.5 Arizona 5,000 10,300 1650 1287.5 Colorado 5,700 12,400 1881 1550 North Carolina 5,700 13,100 1881 1637.5 Alabama 5,700 13,100 1881 1637.5 Iowa 5,700 13,500 1881 1687.5 Missouri 5,700 13,500 1881 1687.5 Montana 5,700 13,500 1881 1687.5 Germany Nassau 3,200 7,200 1056 900 Konig Albert 3,400 8,300 1122 1037.5 Kaiser 3,500 8,400 1155 1050 Konig 3,500 8,400 1155 1050 Bayern 4,500 10,900 1485 1362.5 Gneisenau 4,400 11,600 1452 1450 Scharnhorst 3,200 7,600 1056 950 Tirpitz 4,400 11,600 1452 1450 Bismarck 4,400 11,600 1452 1450 Friedrich der Große 5,000 13,500 1650 1687.5 Großer Kurfürst 5,000 13,500 1650 1687.5 Russian Imperator Nikolai I 4,500 8,600 1485 1075 Oktyabrskaya Revolutsiya 4,500 8,600 1485 1075 UK Bellerophon 5,200 8,100 1716 1012.5 Orion 5,900 9,500 1947 1187.5 Iron Duke 5,900 9,900 1947 1237.5 Warspite 5,300 11,400 1749 1425 Queen Elizabeth 6,300 11,400 2079 1425 King George V 6,100 10,500 2013 1312.5 Hood 5,300 11,400 1749 1425 Nelson 6,900 12,000 2277 1500 Monarch 6,300 11,900 2079 1487.5 Lion 7,200 13,000 2376 1625 Conqueror 8,200 14,900 2706 1862.5 Italy Giulio Cesare 4,800 9,700 1584 1212.5 France Dunkerque 4,800 9,700 1584 1212.5 My theory is, it's the game mechanics. As you can see, with the exception of the Brits. Starting in either Tier 6 or Tier 7, you are rewarded for forgetting your HE shells in BB. The damage output of an HE pen is only slightly more than an AP overpen in most cases from T6 on. Heck, the Germans have 2 different BB in top (from wiki) that have greater AP overpen than HE pen. There is literally no reward for BB players to switch ammo type to HE to shoot DD's. This doesn't make any sense. In the low tiers, you are taught to switch ammo type. This is useless in upper tiers. Sure you can get a little more damage on a DD with HE pen and a fire, maybe knock a module out or the engines, but then what? You have to switch back to AP to be a killer again to other ship types. (Correct play mechanic in my opinion.) Or, you can shoot AP at the DD, get some hits, do almost as much damage and don't have to switch ammo types with the reload wait. Which is what smart players do. (Incorrect play mechanic in my opinion.) I do believe, that DD mains, may have a valid complaint about this. BB players need to be encouraged to switch ammo types which would A) Encourage BB pushing with team (don't have to worry about BB AP if they are shooting DD) B) Help to keep CL/CA from instant delete C) Make average player think more about shots D) (My opinion) Make game play more interesting. E) Ok, just reread A). It most likely won't as a lot of BBs are scared of whatever. What's your thoughts? Honestly Curious about honest thoughts here guys.
  3. High Explosive problem

    So recently since the British bb's got released and I have played from the Iron Duke all the way to the Conqueror which i got on the last day of the conversion bonus just past. The problem is sometimes when you shoot HE it hits and penetrates but does 0 damage like wtf? how can it not do any damage when clearly it penetrated?? Cutting through armour weakens it so just how?? another problem is with my Conq's 457mm guns it ricochets off paper ships like the Minotaur? even on a broadside shot?? Wargaming whyyyyyyyyyyyyyyyyyyyy :(
  4. With the introduction of RN BBs the player base has been introduced to battleships that are essentially floating flamethrowers, the like of which hasn't been seen since since the invention and lost of the greek fire by the byzantine empire. Community contributors quickly reported on their abilities to set other ships aflame, and the forum's quickly filled with post of the ships' superiority compare to their counterparts. A week later, the waves of posts have subsided, the win rate for the Conqueror sits at 54% on EU,52% on SEA , and 55% on NA[1]. But is this the cause of the superb HE shells? We'll look at the chance of setting a ship on fire(at least 1 fire) per turret(Assuming all the HE shell hits): Großer Kurfürst with 420mm : (1-(1-0.41)3) = 0.795 Großer Kurfürst with 406mm : (1-(1-0.38)3) = 0.762 Montana with 406mm : (1-(1-0.36)3) = 0.738 Yamato with 460mm : (1-(1-0.35)3) = 0.725 Conqueror with 419mm : (1-(1-0.48)3) = 0.859 Conqueror with 457mm : (1-(1-0.63)2) = 0.863 I've chosen to use a per turret value as we already know the chance per shell, and it is NOT possible to only fire 1 gun on each turret. Noting that dispersion value of each ship would affect the effective chance of setting fire, we can say it's been "balanced" to be roughly similar. Although, in the event that only 1 shell hits, the probability would favour the shell with higher fire chance. Next, we'll look at the chance of setting fire per ship salvo making all the previous assumptions Großer Kurfürst with 420mm : (1-(1-0.41)12) = 0.9982 Großer Kurfürst with 406mm : (1-(1-0.38)12) = 0.9968 Montana with 406mm : (1-(1-0.36)12) = 0.9952 Yamato with 460mm : (1-(1-0.35)9) = 0.9792 Conqueror with 419mm : (1-(1-0.48)12) = 0.9996 Conqueror with 457mm : (1-(1-0.63)8) = 0.9996 From the 2 data sets[2] we can see the RN BB managed a lead of roughly 10% in the chance to set fire per turret, however, per salvo, the difference is almost negligible. So, if the difference is only roughly 10%, why the sudden outcry? I put forward my hypothesis that it is the emergent properties of a whole branch being encouraged to use HE and the influx of players jumping on to this branch in the relatively short span of time, and the confirmation bias of other battleship's captain. From what I can tell, WG hasn't made any changed to the RN BBs in 6.11 as they wait for the statistics to "stabilise". A major point not discussed is the penetration of HE shells and how they affect fire chance. [1]http://wows-numbers.com/ships/ [2]http://wowsft.com/
  5. I was on a mission that required to set 30 fires on ship, so I decided to bring out a Fuso since I don't feel comfortable driving cruisers yet. I managed to land 20 HE shells on a Scharnhorst but did not get a single fire. In return, I got set on fires 11 times from "only" 70 shells. Well, Fuso's HE has 25% fire chance but not so much the case here. Is this an isolated case of "RNG hates me" or is something happening on Fuso's HE?
  6. HE overpowers AP?

    The Recent Patch now reward the Tanking through Angling and near miss evasion but now i don't see any thing rewarding of being shot by HE - Immune to angling - Can Cause fire when get hit anywhere by any HE shell in any size - No Overpen - Fire alone could destroy a battleship that get spammed by DD and Cruiser even in 1 vs 1 in the same tier - Favored by Poor accuracy skill player (when they afraid of non penetration) - Damage Saturation mechanic is not effective when it only count HE shell hit, and not fire so you might die just by get spammed - German BB up to Bismarck generally suffer from HE Spamming Cruiser at MAX range (above 15 km) - Even Battleship use HE quite much now - Fire alone could take up to 30% hp if not extinguished early - FOR THE LOVE OF GOD, who put gasoline at my ship's deck?! i also want to complain about IJN Shell Normalization or something, that makes me unable to penetrate angling Hatsuharu with my Atago's AP (9 hit all bounce at 4 km range)
  7. balancing smoke

    Hello everyone, I have a suggestion that the smoke launcher ability on some cruisers and all destroyers have a draw back, I'm sure that I'm not the only player who gets annoyed when a destroyer positions himself inside smoke then spam's HE rounds at my ships, my idea changes this to a more realistic option. when a destroyer uses smoke they can't possibly see you on their own at least in real circumstances. (my point is, if you can't see them how can they see you?) option 1: Destroyers get Hydro acoustic search allowing them to see ships that are outside of their smoke. option 2: use it like it's meant to be used to escape incoming fire and detection, rather then hide inside it and be a menace while spamming HE. option 3: once a ship fires inside smoke they become spotted unless their are no enemy ships in line of sight. option 4: leave it as it is so that destroyers and some cruisers can remain a menace and virtually invulnerable while in smoke.
  8. Montana HE OP

    So I was sailing my derpitz around today and I took a full salvo of HE from a Monty at long rangs, 16k damage, 2 fires with citadel sound. The other guy shooting at me was a Hindernberg and I was bow on to him and he was shooting AP. WTF RNG are you mad? Or was the Tirpitz missing armour true? The shells landed around rear section, where I have landed citadels on with NO and Balti before on super harsh angles. Citadelling angled Tirpitz with 203 isn't everyday things okay, you probs won't even cit South Carolina if it is angled with 203mm. And yes I was somewhat angled towards that Monty. 100& sure it was HE. I will post replay if I find it
  9. I love playing in my Kuma, even when I loose the battle. Why? Because its the only ship in the IJN line (sorry have not played the other lines) which can keep a non stop stream of fire on an enemy while also being able to fill the water with torpedoes at the same time. There are some tricks to playing in your Kuma and they are: 1. Don't go it alone. You will get spotted and you will get sunk! Kumas don't take return fire very well and sink faster than a sack of doorknobs thrown over the side. Find some Big Buddies to tag along with (get it, BBs!) 2. Strafe don't volley. By holding down the fire button instead of saving up those shells for one big volley you can keep a near continuous stream of shells raining down on your target 3. HE, HE and more HE!. Kuma's penetration is not very good but if your raining HE down on someone they will catch fire and keep on catching fire no matter how much they put it out.Forget the AP! 4. Torps one side, turn, then torps the other. When not raining HE you can spew torpedoes at the enemy in great number, both sides have multiple torpedo launchers (like all good IJN ships) and two full spreads is more than enough to hit something or drive them away 5. Let the battle start before you get involved. This may sound cowardly but see point 1. By letting your bigger friends kick things off you can move into a good position and line up your targets. Then once they are busy worrying about something else and the others incoming fire they will often not realize that its you frying them up with your HE 6. If under fire, apply the turn/switch rule. What is the turn/switch rule? You probably dont know as I just made up the turn but it means that you know how long it take for your rudder to go from extreme port to starboard. You then steer by counting back and forth, left to right, right to left as you shoot. This makes the ship maintain the general direction its heading in but it makes it swerve around so its not just sitting there soaking up the shots. It also means that you dont have to go out of binocular view much and can keep walking rounds down on the target. If you get this right you can not only destroy targets much bigger than you but also help your team mates by setting multiple targets ablaze (i got the 5 ships ablaze bonus first time out in my Kuma). The beauty of this approach is that even if the target is moving you can keep the fire dropping on them and once you know how they are turning the rounds just keep on dropping on them. I have had enemy ships make hard turns and go all evasive but to no avail as I know they are turning and start spam firing ahead of them meaning that they keep on getting hit. Even DDs can have a hard time getting out of the way as most DD captains are used to dodging volleys which they can see coming and move accordingly. What they don't usually have much experience dealing with is non-stop hell-fire which is running right along with them. Also the Kuma has about a 12k range so you dont have to get too close to make it rain. The only drawback to this method is that you need to practice walking your rounds down on the target (which does not take long to learn as you can watch the rounds dropping and adjust accordingly) and that you do have to be mostly broadside to your target for the maximum number of guns to be brought to bear. But even when you are forced to start making full evasive maneuvers you can usually get up to three of your guns to remain firing and a fully modded Kuma can turn pretty fast and move fast so you can keep up the harassing fire even as you fall back/retreat. But as I have said above you have to be part of a group to do this and the bigger the better, By yourself or in small numbers you and your Kuma will go down faster than a... well you get the idea. You may not get max kills using this method but you will make a massive contribution to your side in the battle. The only time this is doomed to fail is when your team goes turtle or you get caught all by your lonesome out in the open, then nothing will save you. It is a play style change for some players who move, shoot, move etc as this is just getting in and dishing it out but often the ROF and number of hits is so ferociously high that I have driven much bigger ships back once they run out their fire fighting ability yet the HE is still coming down on them. There may be other such ships in other lines but since I don't play those I don't really know but I have never seen other ships. So if you still have a Kuma or want a reason to get one there it is. Have Fun!
  10. I'm on the asia server, and HE and AP is bouncing EVERYWHERE. Full fuso broadside on cruisers and all bounced, dealing ZERO damage. Full HE salvo using Fubuki on a Mogami's superstructure....6 hits, ZERO damage. This doesn't happen once or twice a match, it happens to about 1/3 of my salvos. Perfect shots at perfect angles, and all bounced. The last time I checked, my HE shells only "bounced" when you strike the bottom part of the hull where minimal damage is dealt to a battleship This has been going on for me ever since the new patch came out. Anyone else experiencing this too?
  11. Fire!

    Hi All, Hoping you can help me out. Just had a game where I was up against a montana in my mahan, he was engaged with the rest of the fleet so I dropped smoke, parked up and ordered the boys to start loading HE. During this engagement I had 84 hits... and not a single fire. The montana had 1 small fire on it at one point but other than that she was ready to burn. Now the Mahan's %fire is 5% or 1 in 20. Thus giving me around 4 fires. Now I realise he could have taken the fire surpression (decreases fires by 7%) which would lower the Mahan's fire to 4.65% which isn't that different to 5%. The question to you all is, how does the fire mechanic work and why might I not have lit any? Also I've noticed you can have upto 4 fires, are there fire 'hit boxes', ie if I lit the bow of the ship on fire and kept landing my shells there I wouldn't light another fire until that one was out? Cheers in advance
  12. Damage mechanics guide

    The following is a guide on how damage mechanics work within this game. While the placement of individual shots fired is heavily influenced by RNG, the damage figures of each shot is rather straightforward to determine. AP shells can bounce off or fail to penetrate the target for 0 damage. They can over-penetrate, doing 10% of their maximum damage. They can penetrate but fail to hit any critical component for 1/3 of their maximum damage, or penetrate the citadel to deal maximum damage. Cruisers typically have maximum AP damages ranging from 3000 to 4000, so you'll only see the big numbers pop up against other cruisers when you hit multiple citadels with a single salvo. Battleships have maximum AP damages starting at 10,000 and going up to 14,000, so they only need one good citadel hit to severely damage whatever they're aiming at. HE is a bit more complex. First of all, normal HE shells hit for 1/3 of their maximum damage. This means that if your HE shell has a maximum damage value of 2000, the standard HE hit will do 667 damage. The exceptions are HE citadels (usually against unarmoured CVs, which deal maximum damage) and against DDs—if you hit a DD amidships (where the DD's "citadel" should be) HE can do 1/2 damage. HE also suffers from damage reduction, however. Every ship is divided into 5 sections (bow, front half, rear half, stern, and superstructure) and these sections have different damage thresholds. Once a section reaches its damage threshold, all HE damage from that point on will be cut in half. In other words, your HE shots that started off doing 1/3 maximum damage will eventually do 1/6 damage instead. This is why it can take so many shots to finish off the last 10% of an enemy's HP. There is a second damage reduction threshold beyond this that reduces all incoming HE damage to 0, however most ships will be dead before that happens. HE can also be blocked completely by armour, usually BB belt armour. HE does 0 damage in this case, although it can still set a fire. The basis of this guide originates from a series of posts by various people. I have made a few adjustments and modifications, but the general idea remains the same. Thanks to anon for compiling the ideas together.