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The Wiki seems way out of date on this topic. Is there a list of AP shells somewhere with improved auto-ricochet angles? I know the US 8" and 12", as well as the UK 6" have this feature, but I believe there are more than that......
Just had a game in my Yoshino where I unloaded roughly 50x HE shells on a Kremlin and not once did I set it on fire. For at least 35x of those shots, the Kremlin was borderline broadside. I've also had past issues when trying to damage it. You fire at it broadside and for some screwed up reason, you still ricochet with 0 dmg. In that same game, I also fired HE on a bow-tanking Kurfürst and set it ablaze maybe 5 shells in. Yeah.
FreyasMight posted a topic in Game Guides and TutorialsHey 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!