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Imperial_Magnate

Missing Ship Stats

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I've been playing the game since OBT and when I first joined I didn't really grasp most of the game mechanics (as all new people are). However now that I've settled into the game now I'm starting to take an increased interest in some of the finer mechanics to try and improve my play.

Some things I noticed that are not stated but could be very important:

-Shell velocity. Easy to see the effect of and has a *huge* impact on game play.

-How long smoke lasts? What is its radius? How many smoke zones does it make and how often? Does it vary by nationality? 

-Citadel locations and ammo magazine locations. Almost as important as knowing about your shell velocity but never actually shown in game. I feel like most people have an approximation of where they are on most ships however know *exactly* where they are can make a big difference both in defending your own and hitting others.

-Torpedo bulges. Who has them? Who doesn't have them? How far do they extend along any given ship? How effective at reducing torpedoes are they? Are they only good once or can they be used more than once? What national varieties are there?

-Penetration. How far away can I penetrate a given amount of armor at certain angles? 

-What is the minimum ship detection range?

What is the minimum torpedo detection range? At what range does my alarms start going off that torpedoes are near?

-Hidden effects:

--How much does the Defensive AA Fire consumable actually increase AA damage and is it all AA or just some that is improved?

--Does hydro-search stack with modules and captain perks to increase detection range? Should it?

--How much does the repair consumable repair what kind of damage? How does that vary between nationalities and/or ships?

--The Speed boost seems to not only increase top speed but also effects acceleration. By how much?

--The Type 2 camo reduces enemy ship accuracy. How does that work? What else effects ship accuracy? Is there a difference between firing all at once or one turret at a time?

--The Last Stand captain perk, what is the penalty for keeping the rudder/steering going? 

--What are the stats on my catapult fighter? 

 

Alone some of these don't make a very big difference in game play but all together than can vastly change your understand of how to play the entire game.

Will WG ever add these stats to the game or am I going to be forced to spend stupid amounts of time doing research in the Training Room and in real life. Plus some of these are impossible to know for certain even with in game testing (i.e. exact numbers on Defensive AA Fire).

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I've seen the numbers for that stuff at some point but not in one simple place to review which doesn't help.

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Penetration here is far too complicated to list any values for.  Unlike tanks where you're usually shooting a thick plate of armor here often times your shell might have to pass through 4 layers of armor. Iowa, for example, has 2 separate decapping plates (one 30mm thick, the other 20mm thick separated by about a foot) followed by the 305mm belt which is then followed by a 25mm spall liner.  Each layer is affecting the penetration of the round itself, so if I tell you at 15km you can pen 400mm of armor and then you fail to citadel an Iowa at that range you'll come here saying that the in-game numbers are wrong when in fact they would be so overly simplified you couldn't rely on them.  Another example would be German cruisers and Tirpitz, who have a main belt and then an armored "turtleback" deck stretching across the citadel of the ship (IIRC 25-60mm for most cruisers, 150mm for Tirpitz), on which the round has to pass through the angled belt armor and then the completely different angle of the turtleback depending on where it makes contact.

 

Edit:  For exact numbers on defensive fire AAA, it increases the DPM of your dual-purpose armament by six times it's original value.  So if you have 100 DPS from your secondary dual-purpose batteries and you activate defensive fire you now have 600 DPS from them.

 

Further editing, so I can answer as many as I can:

 

Auto-detection range is 2km, 3km with the tier 8 module.

 

Type-2 camo is a 4% increase to the dispersion of anything shooting at you, so 100m spread becomes 104m spread.

 

Hydro-search does not stack with modules or captain skills.  It also shouldn't, as hydro is generally useful enough on it's own (especially on a German cruiser)

 

Citadel locations are generally found under the smoke stacks and directly below the turrets of ships with 8" guns or larger (6" and smaller do not count as citadel space)  Note:  If you want exact locations, you're going to have to go pull up a schematic of the ship you want to see (not a game one, a real one).

 

Torpedo detection range varies on the maximum range of the ship, but generally seem to be spotted at ~2km.

 

Firing multiple guns at a time has 0 effect on accuracy compared to ripple fire/single fire (it's been tested to oblivion during CBT).

 

Catapult fighter stats were in for a while, I have absolutely no idea why they pulled them out unless something wasn't working right.

Edited by Sirus_Patton

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:red_button: +1

 

I've been calling for more transparency regarding all aspects of ship performance, along with the elimination of any form of hidden or 'soft' stats since the beginning.  There is no such thing as "too much information" for those of us inclined to make use of it.  While the OP may be preaching to the choir here, they have brought up some good questions I hadn't considered before, namely involving the finer points of smoke and torpedo bulges.

 

As for shell velocity and penetration, while Sirus is absolutely correct about how the armor models of a ship are far more complex than on a tank, it's still no excuse as to why we shouldn't be able to compare the ballistic properties of one gun or shell to another.  For some time now I've had an idea in mind as to how this could be displayed.  Since velocity and penetration both drop off with range and since ships generally engage each other at much greater distances than tanks, it would make more sense for both values to be displayed in a range-specific fashion, rather than as a single fixed number.  To do this, they could employ a slider bar under the Artillery tab in port that can be adjusted in 1km or so incriments from zero to max range, each displaying corresponding values for velocity, penetration, and angle of impact.  There could be a seperate one for AP and HE shells as well since the two usually have differing ballistic properties even when fired from the same gun.

 

Regarding armor models and the placement of citadels and vulnerable modules, I would love to see WG adopt a system along the lines of  War Thunder's "X-ray viewer" while looking for ways to further improve upon it.  Until that (ever) happens, I have found the Gamemodels3d site to be a valuable resource.  As far as I understand, all of their data is extracted from the game files.  Along with a basic armor and module viewer, they have a great deal of other soft stats listed as well.  While not all of it is polished and easily understandable, it's certainly better than nothing.

 

Edit:  For example, the pics in Hammer's post below are from the Gamemodels3d armor viewer.

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Penetration here is far too complicated to list any values for.

 

Here is some examples to support Sirus post:

034Ixgi.png

Notice how theres like 30 different armor ratings? Its because the layers or armor are sandwiched into this tiny ship. Literally, the citadel has the armor belt, torpedo bulge and about 3 decks worth of armor wrapping it. Giving you an armor penetration number wouldnt mean anything without some kind of armor GUI built into the game to help you out.

 

Another complex armor lay out:

oS6HM6R.png

That is the Yamato's bow citadel armor. Its rounded and about 350mm thick, it has the bow itself which IIRC is 25mm thick. Has an additional plate of armor (colored yellow there) thats 300mm thick and the green above it is deck armor, cannot recall how thick, the red is the Barbette at 550mm thick and the turret above which is 650mm thick (well turret face)

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Penetration here is far too complicated to list any values for.  Unlike tanks where you're usually shooting a thick plate of armor here often times your shell might have to pass through 4 layers of armor. Iowa, for example, has 2 separate decapping plates (one 30mm thick, the other 20mm thick separated by about a foot) followed by the 305mm belt which is then followed by a 25mm spall liner.  Each layer is affecting the penetration of the round itself, so if I tell you at 15km you can pen 400mm of armor and then you fail to citadel an Iowa at that range you'll come here saying that the in-game numbers are wrong when in fact they would be so overly simplified you couldn't rely on them.  Another example would be German cruisers and Tirpitz, who have a main belt and then an armored "turtleback" deck stretching across the citadel of the ship (IIRC 25-60mm for most cruisers, 150mm for Tirpitz), on which the round has to pass through the angled belt armor and then the completely different angle of the turtleback depending on where it makes contact.

Okay, so perhaps penetration is a difficult mechanic to simplify. Although if you could perhaps have a menu that would allow you to select a caliber, an opposing ship, and an angle which would then tell you your maximum range for penetration (if possible). Just something to give you a general idea of your capabilities.

 

 

Edit:  For exact numbers on defensive fire AAA, it increases the DPM of your dual-purpose armament by six times it's original value.  So if you have 100 DPS from your secondary dual-purpose batteries and you activate defensive fire you now have 600 DPS from them.

See this is something I didn't know. I always though that it applied only to your longest range AA (which I believe dual-purpose batteries often are), so I learned something new. Yet it's sad that for someone who has been playing since OBT (and mostly cruisers at that) to not understand exactly how their ship works. While yes I could have searched better but why should such information be something that you have to actually search for?

Further editing, so I can answer as many as I can:

 

Auto-detection range is 2km, 3km with the tier 8 module.

 

Type-2 camo is a 4% increase to the dispersion of anything shooting at you, so 100m spread becomes 104m spread.

 

Hydro-search does not stack with modules or captain skills.  It also shouldn't, as hydro is generally useful enough on it's own (especially on a German cruiser)

To a limited degree I would agree with you. At mid tiers this is very true as DD engagement ranges are limited however their ability to attack at range steadily increases as you go up while hydro remains the same. It would hardly be effective if the Defensive AA Fire had a damage cap or repairs for battleships were the same at tier X as they were at tier 4. Plus with how powerful tier IX-X carriers combined with hydro's lackluster performance at high tiers, even a German cruiser is likely to not run it in favor of Defensive AA Fire. 

 

Citadel locations are generally found under the smoke stacks and directly below the turrets of ships with 8" guns or larger (6" and smaller do not count as citadel space)  Note:  If you want exact locations, you're going to have to go pull up a schematic of the ship you want to see (not a game one, a real one).

I know this only because when I was new I looked it up on the forums and, while forum participation is always good, it should not be forced just to understand how the game works. When I first started playing I was so confused that I though a "citadel" hit was hitting the main superstructure and got very frustrated when I didn't get the same damage as before. For such an important aspect to the game information about it is very poorly presented and you shouldn't need to consult outside the game for such a vital component.

 

Torpedo detection range varies on the maximum range of the ship, but generally seem to be spotted at ~2km.

 

Firing multiple guns at a time has 0 effect on accuracy compared to ripple fire/single fire (it's been tested to oblivion during CBT).

Good to know, I wasn't aware of that.

 

Catapult fighter stats were in for a while, I have absolutely no idea why they pulled them out unless something wasn't working right.

 

I appreciate your answers, however I find the fact that most of these even need be asked on the forums just indicative of the poor quality of information in the game. 

Edited by Cruiser_Lawrence
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I appreciate your answers, however I find the fact that most of these even need be asked on the forums just indicative of the poor quality of information in the game. 

 

Exactly.

 

Also you'll want to edit the color of your responses in the quote.  Red text is apparently reserved exclusively for moderators and such.  Not trying to be a forum cop, but it would be shame to see someone with so many valid points get in trouble over something so silly.

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