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Armforce

Ammunition balance needed.

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I think that ammunition needs to be balance or change.

 

Currently:

HE or heat does cause fire damage, disable or destroy ship's modules or equipment, cause regular damage

AP does regular damage

 

Change:

HE cause fire damage only, disable or destroy ship's anti air & non-turret secondaries guns & torpedo tubes & radar

AP causes regular damage, disable or destroy ship's main & secondaries turret guns, disable steering or propulsion, may cause magazine detonation

 

That's fair

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I think that ammunition needs to be balance or change.

 

Currently:

HE or heat does cause fire damage, disable or destroy ship's modules or equipment, cause regular damage

AP causes regular damage, disable or destroy ship's main & secondaries turret guns, disable steering or propulsion, may cause magazine detonation

 

FTFY. Imho there's no need to change the ammo types.

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then WG should just get rid of AP because doesn't do anything really.

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then WG should just get rid of AP because doesn't do anything really.

 

Lol if you believe AP doesnt do anything you should go back to the basics and relearn ammo choice. Both ammo types have their uses depending on what ship you are driving and what ship you are shooting at. If you would like to learn just ask.
Edited by RipNuN2

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then WG should just get rid of AP because doesn't do anything really.

 

AP does massive damage to citadels and can destroy main and secondary guns, HE cannot as easily. Soooooooo, yeah. 

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then WG should just get rid of AP because doesn't do anything really.

 

fi3kb3Y.png?1

 

BorgofM.png?2

 

K2hHPqf.png

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-snip-

 

-snip-

 

-snip-

 

River showing off her collection of massive damage salvos...

 

 

Back to topic OP if you honestly think that AP is useless you should try to kill a Cruiser with one salvo while sailing a Battleship firing only HE. Come back once you managed to do that. And I'm not talking about blowing a Yuubari out of the water, go at Tier 5+

Edited by SireneRacker

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I think that ammunition needs to be balance or change.

 

Currently:

HE or heat does cause fire damage, disable or destroy ship's modules or equipment, cause regular damage

AP does regular damage

 

Change:

HE cause fire damage only, disable or destroy ship's anti air & non-turret secondaries guns & torpedo tubes & radar

AP causes regular damage, disable or destroy ship's main & secondaries turret guns, disable steering or propulsion, may cause magazine detonation

 

That's fair

 

it is fine the way it is and no changes are needed. Yet another "my Battleship should be invincible" thread.

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I have been hit by HE and three things happens, fire, steering, propulsion go out, players even have gotten a citadel with HE. All i get with AP is deflections, broke rounds, 6 hits causing no damage up to 2000 in damage. So in my experience ammo needs to be change.

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I have been hit by HE and three things happens, fire, steering, propulsion go out, players even have gotten a citadel with HE. All i get with AP is deflections, broke rounds, 6 hits causing no damage up to 2000 in damage. So in my experience ammo needs to be change.

 

Then maybe you should learn when to use which shell rather than asking for the game to adapt to your current playstyle?

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AP doesn't do anything?

 

Edited by Zero_Kelvin

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I have been hit by HE and three things happens, fire, steering, propulsion go out, players even have gotten a citadel with HE. All i get with AP is deflections, broke rounds, 6 hits causing no damage up to 2000 in damage. So in my experience ammo needs to be change.

 

All that means is you are a grabage player with absolutely NO idea how to use ammo or even aim with it. Just because you're a completely terrible player doesn't mean things need to change. Now if this were the case for EVERYONE however... then you might have a case but you don't. 
Edited by Raptor_alcor
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Nice pictures River, so let read those pictures. First picture shows you got 5 hit got 45k damage so basically damage. Second picture shows that hit & 2 citadels for 32k damage & 1 disable so basically damage since disable doesn't cause damage. Third picture shows 4 citadels for 46k damage so basically damage. So thank you for supporting my claim, I appreciate it.

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Nice pictures River, so let read those pictures. First picture shows you got 5 hit got 45k damage so basically damage. Second picture shows that hit & 2 citadels for 32k damage & 1 disable so basically damage since disable doesn't cause damage. Third picture shows 4 citadels for 46k damage so basically damage. So thank you for supporting my claim, I appreciate it.

No it doesn't. Your claim is that AP round don't do a lot of damage. Her pictures show that they do do a lot of damage. No HE round would've ever done that amount of damage. So she actually proves your point wrong. Tell me how HE rounds wouldnhave ever done that much damage?

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Nice pictures River, so let read those pictures. First picture shows you got 5 hit got 45k damage so basically damage. Second picture shows that hit & 2 citadels for 32k damage & 1 disable so basically damage since disable doesn't cause damage. Third picture shows 4 citadels for 46k damage so basically damage. So thank you for supporting my claim, I appreciate it.

 

Actually River has countered your point quite successfully. You suggested that AP should

a) deal damage

b) destroy main and secondary armaments

c) knock out engine and steering

d) cause detonations

 

Except for the Steering AP already does all of those things. It deals damage, check. It destroys main and secondary gun turrets, check. It knocks out engines, River's second picture proves that one. And it causes Detonations, check the Detonation mechanic.

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Thats sounds like a stats lover 

 

 

Bad mouthing people that care about stats whilst hiding their own.

 

 

That reeks of hypocrisy.

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Its unbelievable how people add things to my claim, please read the statement. Here i'll simplify it, AP cause or does just damage nothing else. I did not describe it anyway by measurement or scale or intensity what so every but got people somewhere claiming i said AP doesn't do a lot of damage.

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Nice pictures River, so let read those pictures. First picture shows you got 5 hit got 45k damage so basically damage. Second picture shows that hit & 2 citadels for 32k damage & 1 disable so basically damage since disable doesn't cause damage. Third picture shows 4 citadels for 46k damage so basically damage. So thank you for supporting my claim, I appreciate it.

 

I find that doing crap-loads of damage tends to gloss over the issues of not breaking enough modules or doing additional stuff. After all, sinking ships invalidates all that. I mean, I'd say that sinking a ship a little over 2 minutes into the game is a fair bit more important than breaking it's AA mounts or steering. (Which, I might add, I did disable that guy's engine once or twice before sinking him due to the citadel hits.)  

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Its unbelievable how people add things to my claim, please read the statement. Here i'll simplify it, AP cause or does just damage nothing else. I did not describe it anyway by measurement or scale or intensity what so every but got people somewhere claiming i said AP doesn't do a lot of damage.

 

But, the thing is, AP causes a hell of a lot of damage when used properly. That might just gloss right on over the issue of it not doing anything else, no? 

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