Could someone explain why torpedoes do exactly the damage listed on the stat card (less the target’s torpedo protection) while guns almost always seem to do half or less of their listed damage?
I’m not talking about AP shells and the over penetration mechanic. That’s perfectly understandable. I’m talking about hitting a DD with the 5” secondaries that list their HE damage per shell as 345 but only show 150 upon impact with the target.
Could someone explain why torpedoes do exactly the damage listed on the stat card (less the target’s torpedo protection) while guns almost always seem to do half or less of their listed damage?
I’m not talking about AP shells and the over penetration mechanic. That’s perfectly understandable. I’m talking about hitting a DD with the 5” secondaries that list their HE damage per shell as 345 but only show 150 upon impact with the target.
Thanks.
Armour values. Since after 1.1 armour values changes on all ships. That explain why
Could someone explain why torpedoes do exactly the damage listed on the stat card (less the target’s torpedo protection) while guns almost always seem to do half or less of their listed damage?
I’m not talking about AP shells and the over penetration mechanic. That’s perfectly understandable. I’m talking about hitting a DD with the 5” secondaries that list their HE damage per shell as 345 but only show 150 upon impact with the target.
Thanks.
Armour values. Since after 1.1 armour values changes on all ships. That explain why
What does it has to do with the torpedoes fixed damage? Sanguinarydan is right... Either torps are governed by rng and armour structure as they mentioned, or shells do fixed damage as torps...
Anyway, Sanguinarydan, I would wait for Enya to join us (next week most likely), so she can have a chance to reply personally.
Armour values. Since after 1.1 armour values changes on all ships. That explain why
What does it has to do with the torpedoes fixed damage? Sanguinarydan is right... Either torps are governed by rng and armour structure as they mentioned, or shells do fixed damage as torps...
Anyway, Sanguinarydan, I would wait for Enya to join us (next week most likely), so she can have a chance to reply personally.
For HE to do full damage its much like tanks where it first has to pen then it can its damage. For instance with a slightly angled target I find HE has low damage values but on broadside shots the damage is usually higher (tragectory of shell also has an effect)
Torps are an interesting mechanic because in the real world torps could still kill ships without needing to penetrate. Exploding against the side of a ship was enough to wreck the bulkheads and could easily snap the keel of even very large ships.
In game we have no real idea how the torp damage is actually figured wrt is it pen based (i don’t beleive it is) and can the explosion be deflected.
I’ve seen many time 0 damage from torps exploding near the bow area of my ships. Got me to thinking that maybe torps are contact damage of a fixed value but that the angle of contact can mitigate the damage, like a HEAT round hitting angled armour, the ennergy is carried away from the target in this case the hull.
Wish we had training rooms so we could just go and figure out all this stuff by ourselves instead of waiting for devs to do give us insight.
There could be many reasons that the torps roll 0 damage those times but it would be nice to know if there is a mechanism there for angling against torps or not. Its happened enough times that I keep trying to angle bow on to torps in slow ships to avoid extra impacts and hope for some elusive 0 damage rolls/hits.
What does it has to do with the torpedoes fixed damage? Sanguinarydan is right... Either torps are governed by rng and armour structure as they mentioned, or shells do fixed damage as torps...
Anyway, Sanguinarydan, I would wait for Enya to join us (next week most likely), so she can have a chance to reply personally.
He asking about shells dmg not torpedo dmg.
In fact my question covers both. Why do torpedoes almost always do the listed damage (less the pointlessly tiny torpedo protection modifier) while shells almost never come anywhere close to doing the damage listed in the stats box unless they score a citadel. And since maybe one shell in a hundred scores a citadel, why even bother?
When you land AP shells on on ships there are 4 outcomes: Bounce; Shatter; Penetration; Overpenetration.
A bounce is when your shell hits an armor value that is too significant to even deal partial dmg, resulting in 0s. A shatter is non penetration hit but still causes small amounts of dmg to the ship, these are those roughly half dmg hits that you see a lot of time when hitting parts of cruisers and battleships with low caliber AP. A full penetration will deal your full dmg - the ships dmg resistance values. And will deal approximately 1.5x dmg for a citadel hit. The citadel hit multiplyer increases as shell caliber increases, An overpenetration deals roughly 10-30% dmg based on the ship type. It occurs when your AP pens clean through the part of the ship hit without detonating in it. This occurres most often when hitting superstructures and DDs.
Next up is HE: Shatters; Explosive Damage; Full Penetration.
A HE shell will shatter and deal 0 damage if it hits a portion of the targeted ship that is too thick for the shells caliber explosion radius to penetrate. HE will deal explosive dmg if it meets that threshold. Full Penetration of an HE shell results in the maximum damage being inflicted. To determine HE penetration you take caliber / 6. That is the thickness of armor the HE shell can penetrate. In blitz however it seems that HE mostly only deals the explosive damage and rarely shatters or full pens.
Post by sanguinarydan on Mar 23, 2018 19:02:09 GMT
Thank you Verminard, that nicely covers how guns work. —————————————————————————————————
So, why does the easiest to use weapon system do the most damage by at least a factor of 10? Guns don’t get lead computing gunsights. Why do torpedoes get the targeting cone? Guns are totally at the mercy of RNG with dispersion and damage. Torpedoes always go exactly where you aim them and do fixed damage. A Tier VI Battleship would have to be “win the lottery three times in a row” lucky to sink a Tier VI Cruiser with a single volley. As even at ridiculously short range some of the shells will probably miss the target completely. A Tier VI Destroyer would have to be singularly unlucky not to sink the same Cruiser with its torpedoes.
I can only conclude that guns are stupidly underpowered or torpedoes stupidly overpowered. As Destroyers will, 9 times out of 10, top the damage leader board in games under Tier IX I’ll leave it to you to be the judges.
Post by sanguinarydan on Mar 23, 2018 21:49:46 GMT
As a straight up example of the weakness of guns in comparison to torpedoes I just finished a game where the only 14” shells I fired from the Texas (Tier V US premium BB) were HE into a pair of Clemsons (Tier IV US DD). I scored a total of 20 hits with those 14” guns along with a few 5” HE from the secondaries. Neither Clemson sank.
NEITHER. FREAKING. SANK.
Last Edit: Mar 23, 2018 21:50:43 GMT by sanguinarydan: They did however sink me with their torps.
Thank you Verminard, that nicely covers how guns work. —————————————————————————————————
So, why does the easiest to use weapon system do the most damage by at least a factor of 10? Guns don’t get lead computing gunsights. Why do torpedoes get the targeting cone? Guns are totally at the mercy of RNG with dispersion and damage. Torpedoes always go exactly where you aim them and do fixed damage. A Tier VI Battleship would have to be “win the lottery three times in a row” lucky to sink a Tier VI Cruiser with a single volley. As even at ridiculously short range some of the shells will probably miss the target completely. A Tier VI Destroyer would have to be singularly unlucky not to sink the same Cruiser with its torpedoes.
I can only conclude that guns are stupidly underpowered or torpedoes stupidly overpowered. As Destroyers will, 9 times out of 10, top the damage leader board in games under Tier IX I’ll leave it to you to be the judges.
Pretty much my thoughts... IMO torps shouldn't have to get white cone. Guns don't have them and there wasn't anything like this back then.
I had rather hoped that once I reached the lofty heights of Tier VIII and the USS North Carolina the game would balance better and Destroyers would no longer be the ultimate weapon. Sadly I was disappointed. Still in 9 out of 10 games the ship that scores the most damage is a Destroyer. But with torpedoes scoring between 3,000 and 4,000 points of damage each and most DD firing 8 or 9 every minute this really is in no way surprising. Because of this, and the bizarre matchmaking that supposedly prevents “long” wait times, when I use a Battleship I’ll spend most of the game with HE loaded in my 16” guns. And even that isn’t good enough as the guns aren’t accurate enough to kill a Destroyer till well inside the effective range of the torpedoes.
I realize that in no way am I playing a simulation. But the sheer over powered effect of torpedoes is frankly ruining the game. If we are all meant to play a game of Destroyer vs Destroyer combat then remove the other lines. If not something needs to be done soon. Very, very soon.