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Thetos

Uh, did ramming get nerfed?

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I was in a Co-op battle with my new Cavour (Tier V Italian BB) and ended up in a 1v1 battle with the enemy Cavour.  As it was the last enemy and it had more health than me, I chased it down and rammed it, but only I died.  According to the after battle report, I appeared to only inflict my remaining HP's worth of damage (about 15,000)?  Did they change something, because I'm pretty sure its supposed to inflict my ship's total HP as damage...  (And it was a bot, so it didn't have a ramming flag.)

Edited by Thetos

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Nope, the bot simply avoided taking maximum damage from you. Your speed, the targets speed, your heading, targets heading, rate of closure, etc. all effect ramming damage. 

The maximum you can do is the HP shown in port, but that's not going to always be the amount of damage you do in a ram.

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57 minutes ago, Thetos said:

I was in a Co-op battle with my new Cavour (Tier V Italian BB) and ended up in a 1v1 battle with the enemy Cavour.  As it was the last enemy and it had more health than me, I chased it down and rammed it, but only I died.  According to the after battle report, I appeared to only inflict my remaining HP's worth of damage (about 15,000)?  Did they change something, because I'm pretty sure its supposed to inflict my ship's total HP as damage...  (And it was a bot, so it didn't have a ramming flag.)

Speed on impact plays an important factor in ramming & if you were "chasing it down" then your "impact speed" would be seriously reduced in comparison to the head on ramming speed of a bow to bow or even a T-bone ram.

The faster ship always deals the most damage but the impact to a ship running away is like a love tap as you just barely manage to tap it from behind as it is moving away from you at the same time.

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Interesting, never really noticed that before.  Could have sworn I've destroyed other ships by chasing them down in the past, but the majority of my rams tend to be head on or t-bones.  Thanks for the info!

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I believe the ramming mechanics are more complicated than they first appear but if you're going more than 5 knots it's only the full damage results you see.

 

Spoiler

https://wiki.wargaming.net/en/Ship:Ramming

Mechanics

When ramming an enemy ship, a certain amount of damage is inflicted to the hit point pools of both ships. If a ship receives damage that exceeds 10% of its total hit points, it will begin flooding. Factors which affect the amount of damage inflicted by ramming are: a ship's speed (relative to the other ship), its mass and the size of its hit point pool.

Speed

Speed is the factor which determines the level of damage inflicted to another ship. To ensure the maximum amount of damage is caused to an enemy ship, collisions must be achieved at the highest speed possible. High-speed collisions immediately inflict a high level of damage to both involved ships. These types of collisions typically result in the destruction of one or both of the involved ships. In contrast, Low-speed collisions do not inflict a high level of damage. Instead, a lowered amount of damage is inflicted to both ships during the time they contact each other. The amount of damage is dependent on the speed of impact. This type of collision is not common because it only occurs when the combined collision speed is very low, between 0 and 5 knots.

Size Of Hit Point Pool

Damage from a collision is not determined by a ship's current hit points (HP). Rather, a ship's total HP pool determines the maximum amount of damage that it can inflict to an enemy ship. In a high-speed collision, a ship with a large HP pool has the potential to inflict heavy damage. Ships with small HP pools, such as destroyers, have a reduced maximum damage output in a collision.

 

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4 hours ago, Thetos said:

I was in a Co-op battle with my new Cavour (Tier V Italian BB) and ended up in a 1v1 battle with the enemy Cavour.  As it was the last enemy and it had more health than me, I chased it down and rammed it, but only I died.  According to the after battle report, I appeared to only inflict my remaining HP's worth of damage (about 15,000)?  Did they change something, because I'm pretty sure its supposed to inflict my ship's total HP as damage...  (And it was a bot, so it didn't have a ramming flag.)

Sounds like, the RAMMING FLAG was used... Next time... Zoom on the bridge of the ship... See if he had/has a ramming flag attached...

 

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10 minutes ago, WaywardVariable said:

IMHO they should remove ramming damage in PvE, if you can't kill a bot with your guns and/or torps you don't deserve the kill. 

actually that's a good idea... and between bots...

 

watched a bot put at least 6 torps into a teammate bot last night...   and he didn't get penalized...  damn cheaters..

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Just now, SKurj said:

actually that's a good idea... and between bots...

 

watched a bot put at least 6 torps into a teammate bot last night...   and he didn't get penalized...  damn cheaters..

Good point, ramming damage should also be removed between bots makes no sense that bots kamikaze each other and degrade PvE matches for players. 

Another thing they need to remove,  friendly fire damage from green bots, it's insane that "friendly" bots can damage players, especially given that red bots have no friendly fire damage. 

 

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2 hours ago, WaywardVariable said:

Another thing they need to remove,  friendly fire damage from green bots, it's insane that "friendly" bots can damage players, especially given that red bots have no friendly fire damage. 

 

I’ve seen bots destroy each other - is that no longer happening?

Re: OP - In Randoms I’ve felt the red player will go for a ram and maneuvered to such a speed / angle combination that they just bump off, like when you hit a friendly, damage in the tens of hp, not hundreds or thousands of hp. Usually the red is then enraged and breaks out the infamous “Hax!” charge.

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14 minutes ago, SuperComm4 said:

I’ve seen bots destroy each other - is that no longer happening?

Yes it is still happening, it's a problem in PvE and should IMHO be removed; what I was referring to in the sentence you quoted was that red bots can't damage other red bots with friendly fire (or ramming).

Happy Sailing! 

 

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3 hours ago, WaywardVariable said:

IMHO they should remove ramming damage in PvE, if you can't kill a bot with your guns and/or torps you don't deserve the kill. 

If the Bots dont use radar to detect you sitting quietly in smoke while Randoms and Ranks have humans detonating inside smoke from swarms of torpedoes and raining of metal etc...

Then the game isnt "Right" the pyramid so to speak needs to be sitting on it's base not the tip.

A little Banzai don't hurt none in a game towards Victory. Even if it's one you are not alive to see. Eh... I took on a Yammy with the Z-52 earlier today and discovered as usual the Cherman Torps work flawless but lack the boom needed to delete the Yammy. Had 9000 HP left and two turrets completing the traverse and reloading. RAM.

Edited by anonym_j09pJOQbXcQH

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9 hours ago, Thetos said:

(And it was a bot, so it didn't have a ramming flag.)

It was a bot, so probably DID have a ramming flag.  Those guys usually load up.

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44 minutes ago, SuperComm4 said:

I’ve seen bots destroy each other - is that no longer happening?

Re: OP - In Randoms I’ve felt the red player will go for a ram and maneuvered to such a speed / angle combination that they just bump off, like when you hit a friendly, damage in the tens of hp, not hundreds or thousands of hp. Usually the red is then enraged and breaks out the infamous “Hax!” charge.

i saw friendly bot torp friendly bot...  a spread of 6 torps... at least 3 or more hit.. it took no damage...  gonna have to pull up the replay on that one i think and confirm

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8 minutes ago, xHeavy said:

A little Banzai don't hurt none in a game towards Victory. Even if it's one you are not alive to see. Eh... I took on a Yammy with the Z-52 earlier today and discovered as usual the Cherman Torps work flawless but lack the boom needed to delete the Yammy. Had 9000 HP left and two turrets completing the traverse and reloading. RAM.

That's not the situation I was referring to, what I see happening fairly often is full health BB's that charge in and ram the nearest bot BB while never even bothering to clear their guns, presumably so they can quickly repeat the process in the next match. 

Just makes CoOP even less competitive and interesting than it already is.

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4 minutes ago, SKurj said:

i saw friendly bot torp friendly bot...  a spread of 6 torps... at least 3 or more hit.. it took no damage...  gonna have to pull up the replay on that one i think and confirm

If I'm not mistaken the no friendly fire damage among bots applies to both sides (green and red). Green bots can of course cause friendly fire damage to player ships. 

Edited by WaywardVariable

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3 minutes ago, WaywardVariable said:

no friendly fire damage among bots

Green bots are already brain dead so technically, it's not murder.

 

Edited by iDuckman
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10 hours ago, Thetos said:

I was in a Co-op battle with my new Cavour (Tier V Italian BB) and ended up in a 1v1 battle with the enemy Cavour.  As it was the last enemy and it had more health than me, I chased it down and rammed it, but only I died.  According to the after battle report, I appeared to only inflict my remaining HP's worth of damage (about 15,000)?  Did they change something, because I'm pretty sure its supposed to inflict my ship's total HP as damage...  (And it was a bot, so it didn't have a ramming flag.)

Ramming was changed a while ago.  See above for some of the perceived mechanics.

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unfortunately i cannot reliably watch replays for some reason...

only trying to watch my replays from last night.  One replay never displays anything but the battle loading screen (but the audio of the game can be heard) so i tried a reboot, and tried a different replay it loaded ok, retried the original and same thing...

tried removing mods, by going into modstation and selecting play/wo mods, game loads in fine without mods, but when i launch replay it retains all my mods..  i dunno whats up with that.

oh well, no biggie just coop bots

 

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Rams deal damage based on the rate of closure of the two ships. If you're closing at more than 10 knots or so, you just deal your max HP in damage, modified by the signal flag situation if one or both of you have them.

At low speeds, the damage can be substantially less, so you can sometimes see multiple ticks for smaller amounts as the ships get stuck together and continue to deal ramming damage over time because they're touching but neither has actually sunk yet.

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3 hours ago, SKurj said:

only trying to watch my replays from last night.  One replay never displays anything but the battle loading screen (but the audio of the game can be heard) so i tried a reboot, and tried a different replay it loaded ok, retried the original and same thing...

If the replay that wouldn't play was from a game prior to the last update, that would be why. 

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58 minutes ago, iDuckman said:

If the replay that wouldn't play was from a game prior to the last update, that would be why. 

all from last night.. 

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