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Found 2 results

  1. TLDR at the end :) After taking a good look at Queen Elizabeth's bow armor in the client and external websites, I noticed a good section of 104 mm bow armor quite near up front. Theoretically, if you could angle and bounce shells with the 104 mm section, you'll be pretty much be able to tank any BB ap for a good amount of time. To test this, I tried taking out my QE out for a spin in the training room against a Kremlin (LOL). The Kremlin has 457 mm shells that can overmatch QE's external plating of 26 mm but definitely not the 104 mm section. In the training room, I discovered that I managed to bounce around half of his AP. Most of the AP that bounced was on the main belt armor near the center of the ship. There were several occasions where the AP bounced when it hit the bow but most of the them resulted in regular penetrations. There was one citadel hit during the test but that was when I overturned and pointed my bow straight on when the AP hit. As the test progressed, I took less penetration damage to my bow due to damage saturation mechanics. I ended up taking a total of 93k damage after using 5 heals. Most of the damage was fire damage from his secondaries and the regular pens from his AP. I took 88 hits from his AP shells, with the damage averaging less than 1k per shell. I did get my main turret disabled a few times as a result of a penetration hitting the turret barbette area. After the test, I took a closer look in the armor viewer and made some notes. There are two sections to the bow armor I circled and examined. Both of them are 104 mm and located at the waterline. So although you may be technically angled, a shell could pass above the 104 mm section and deal damage. Section A (Red) This section of bow armor cannot bounce BB shells if you angle properly because shells will probably pen this area and hit something else. This means that this section of armor will not protect you from AP shells if you are bow on to an enemy BB. I noted in green arrows the possible path an AP shell could go. If an AP shell hit the bow head on, it could very well hit the citadel (the top boxy thing I outlined in red). Even though this section of armor will be penned most of the time, if you angle you reduce the probability of an AP shell hitting your citadel. I noted that approximately from 0-25 degrees from the centerline of the bow, the path of the AP shell will hit the citadel. Beyond that, it will miss the citadel. This is assuming that the AP shell hits section A of the armor and penetrates. Section B (Blue) This section of bow armor is actually useful. Since it extends a significant amount towards the bow, you find that you get overmatched less often than most battleships with fragile bows. The armor is at such an angle that it will bounce shells up to 15 degrees off the centerline of the bow. Once you go past 15 degrees, shells will start penning that section of armor. However there is a slight overlap in angling between section A and B. If you angle beyond 25 degrees, any shell that strikes section A will miss the citadel. However with the same angling, any shell that strikes section B of the armor will have a good chance of hitting your citadel. Considering that section B of the armor covers a significant amount of the bow, it is better to angle 15 degrees from the centerline of the bow to minimize getting citadeled. TLDR: Queen Elizabeth has a section of 104 mm bow armor that can technically bounce any AP shell in the game. This armor can be abused and you can tank a Yamato in this thing (not that she would ever meet one) There is no specific angle the Queen Elizabeth can take while approaching bow on without a chance of getting overmatched and citadelled. If you angle around 15 degrees from the center of the bow, you make it darn hard for other ships to overmatch your bow. Even though it is possible to be overmatched at this angle, it is very hard for enemy ships to do so and hit your citadel consistently I tried doing this in Training Room and managed to sink a Yamato while bouncing his AP on that 104 mm section. I simply angled 15 degrees and bounced his AP which gave me time to slowly chip away the Yamato's hp and eventually sink him. I'm not an expert at this kind of stuff so if something is up feel free to correct me :)
  2. Hey everyone! As I progress further in the game I have some questions about mechanics. I've done some reading on the forums but a lot of the posts on the subject are old and in some cases I don't fully understand them. Just wondering if someone can offer some advice/clarification and/or check my understanding is correct. Sigma: a value not shown in the game's ship stats the determines how likely shells/salvos are to land towards the middle of the dispersion circle/ellipse. If we think of horizontal dispersion (shown in-game) as the x axis and vertical dispersion (estimated based on shell speed and firing arc) as the y axis, this shows how likely a shell is to land in the middle of that ellipse vs towards the edges. This concept I feel like I have a fairly good grasp of. Angling: I understand that you want to angle your ship. The simple part of this is that by angling yourself towards/away from incoming fire you make yourself a thinner target and reduce the exposure of your broadside, making your ship harder to hit. This makes the wider dispersion of larger enemy ships like BB's work more in your favour. Where things start to get hairy is.... Autobounce angle: I understand that shells fired from a narrow angle are more likely to ricochet. If we call the bow 0°, what exactly defines a narrow angle? Something like +/-15-30°? What is this mythical autobounce angle where every shell that hits you will supposedly ricochet, and what are some tips to put this to practical use when playing? Is there something in the user interface to help with this? I've found I can occasionally bounce shells, but want to know how to do it predictably and repeatably. Overmatch: As I understand it this is related to autobounce but I don't fully understand the relationship. From what I can tell it seems to be that really large guns (like many BB guns) can penetrate clean through thin armour (like bow armour on a CA) without arming, then arm when they hit the citadel armour, fully penetrate the citadel armour, and then get citadel hits. I've heard this is why you don't want to drive straight at anything with big guns, because these shots hit your deck/bow armour and go right through, but I don't know if that's true. Can I somehow use angling to stop these hits? If so how, and what's the relation to the autobounce angle? On the flip side, if I'm driving a BB how do I know when I can overmatch another ship? For context, I'm mostly a DD and CL/CA player and have decent situational awareness so I've found at lower tiers (III-VI) I can often go dark and kite my way out of trouble. At higher tiers not so much, and as I experiment with KM BB's this becomes even more evident. In the BB's I find I'm taking a lot of pen damage even if the turtleback saves me from citadels. It seems I'm either lagging behind and as a result causing little damage, or that I get focus-fired and eat a bunch of pen and fire damage when I push forward to try to get in the action and make myself useful. Any help/advice/clarification is greatly appreciated!
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