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"Why can't I citadel Henri's board side?" A detailed analysis of the spaced armor mechanics in World of warships
The_first_harbinger posted a topic in CruisersTo those that have played world of warships for quite a while, engaging enemies of all shapes and sizes, including the French cruisers, the following might some familiar to you. "A careless Henri IV has come into view, barely angled. I think she's close enough, I have sufficient penetration. Ohh, I am so going to make him MINE!" The shells fly true, sticking dead center in the careless cruiser. But, Merdé, there's no citadel, only penetrations, and what's more, it barely does any damage, around 2k~3k! Tchevo Blyat??! Does the Henri use black holes for armor? To explain what is happening, we need to understand the key mechanics that acts as the armor-piercing shells' principle. Let's first examine the armor layout of the French cruiser. (Diagram not drawn to scale) Alright, moving on to the Armour piercing mechanics. For a shell to penetrate a section of a ship, the mechanics have different priorities. Okay, back on topic. Why does the Henri IV eat your armor-piercing shells and receive little damage? The answer lies in the empty space between the main belt and the citadel bulkhead. The 140mm main belt is enough to prime any shell in the game, which means for the shell to fail to citadel the Henri IV, the shell is either too slow, have too short of a fuse, or doesn't have enough penetration to penetrate the citadel bulkhead. The empty space between the main belt and the citadel bulkhead have extremely low modular health, meaning it can saturate very easily, and should a shell detonate in this section, the ship takes minimal damage. To test this, we must first know the shell fuses that are present in World of Warships 1. Small caliber destroyer guns with a caliber of 130mm and below have a fuse delay of 0.01 seconds. 2. 130mm-155mm light cruiser guns have a fuse delay of 0.025 seconds. 3. 180mm-460mm heavy cruiser and battleship guns have a fuse delay of 0.033 seconds. (Again, special cases. British battleships (excluding Warspite and Vanguard) have a fuse time of 0.015 seconds, while British cruisers (excluding payfast) not only have a fuse time of 0.005 seconds but also have an extremely sensitive fuse that primes the shell after penetrating only 12mms of armor.) Let's prove it. So, let's crank up the steam, and see if we find the sweet spot between citadels and disappointment. So, what does this all mean? This means that any shell that ran out of fuse time and detonates in the Henri's spaced armor will be absorbed with minimal damage caused. And not just because the shell ran out of fuse time. We can expand on this mechanics. Remember the shell bounce mechanics? It applies every time a shell strikes a piece of armor. So, let's suggest if a Montana's 406mm superheavy shell stuck a Henri 10km away, at 60 degrees, and the Montana is lucky enough to pass the shell bounce check and go through the main belt. The shell has a velocity of 564m/s at this range, with a 0.33 second fuse time, the shell can travel around 18.6 meters before detonating, way further than the 10 meters effective empty space. Then why can the shell still be absorbed? The answer lies in the citadel bulkhead. Again, the shell bounce mechanics applies every time a shell meets a hard place. Despite passing the shell bounce check at the main belt, the 45mm citadel bulkhead is too thick to be overmatched, and the shell bounce mechanics is applied again. If the RNG dictates that the shell bounced, the shell will detonate inside the empty space between the main belt and the citadel, and cause minimal damage. Another infamous example is the British BB HE shells. We can consider the HE shell as an AP shell that doesn't bounce, have perfect normalization, have a fuse that primes after meeting any armor, with an absolute 0 fuse time. Let's take Conqueror with 419mm guns (because 457mm guns don't matter and we all know it) against the Emile Bertin, the shell will easily penetrate the belt of the unarmoured cruiser and detonate immediately. Despite having enormous penetration, the shell will never touch the citadel and cause minimal damage. Try this for yourself, take a British BB to the training rooms, aim at an Emile Bertin at point-blank range dead at the waterline, it watch it cause at most 3000 damage. Conclusion French cruisers are broken plz nerf The unique armor layout gives the French cruisers unique advantages, that especially rewards angling while tolerating more mistakes against certain ships. If you find yourself in a British cruiser or a destroyer, shooting at a Henri, it might not be the best idea to aim for the main belt. Try to aim for the higher auxiliary hull, where you can score reliable 1/3 or 1/6 damage depending on the point of impact.
So I've been lamenting not having a high shell-per-minute platform in the French line to work towards the 1789 requirement for Bastille Day and after nugging out the XP required (or so I thought) for the Tier V Emile Bertin, I found that the "Tech Tree" display of the required XP was different than the actual cost. Just thought I'd let you know. Peace!