46 AltSeagullBBM Members 134 posts 14,446 battles Report post #1 Posted January 7, 2016 The chance to catch fire has been nerfed TREMENDOUSLY..... Here is a pic.... I have noticed this game after game in multiple ships/nations/tiers Ship has 22% chance to start a fire.... 44 HE hits 1 fire...that is a 2% fire rate Share this post Link to post Share on other sites
546 [-K--] BelgaraththeSorcerer Members 2,680 posts 7,993 battles Report post #2 Posted January 7, 2016 It probably had to do with your aim more than anything.... Share this post Link to post Share on other sites
1,386 [LEGIO] Lampshade_M1A2 Members 3,750 posts 11,157 battles Report post #3 Posted January 7, 2016 Must have had a half dozen games today where a single HE shell starts a fire on my battleship. RNG just hates you. 1 Share this post Link to post Share on other sites
67 Spongeman131 Beta Testers 336 posts Report post #4 Posted January 7, 2016 (edited) Depends where you shoot on the super structure. Also after 44 hits, I'd hardly call that any kind of statistical evidence. Not only that but we have no idea what kind of caliber of round you were shooting. IMO, fire chance is still a wee bit too high. Especially on the faster firing ships. Fire chance should be proportional to caliber and inversely proportional to fire rate. Must have had a half dozen games today where a single HE shell starts a fire on my battleship. RNG just hates you. Gets hit by HE round on the bow at the waterline... center superstructure lights on fire. Gotta love dem fire mechanics. Edited January 7, 2016 by Spongeman131 Share this post Link to post Share on other sites
1,471 [SWFSH] Fast_Battleship_Iowa [SWFSH] Volunteer Moderator 2,629 posts 7,415 battles Report post #5 Posted January 7, 2016 I've landed 75 HE rounds in an Aoba (17% fire chance) and didn't get a single fire. Wo9 was there. And I was screaming. Share this post Link to post Share on other sites
46 AltSeagullBBM Members 134 posts 14,446 battles Report post #6 Posted January 7, 2016 The pic posted is from tier 8 cruiser.....very well placed shots too.... Share this post Link to post Share on other sites
1,153 [ARGSY] centarina Members 10,326 posts 16,228 battles Report post #7 Posted January 7, 2016 (edited) I hit 64 times with HE using Myoko and got 8 fire (20% chance with DE) helped burned down tirpitz and amagi, (did 20k fire dmg) 35k HE dmg. I don't know why cruisers were using BBs though. (name had cruiser_ XXXX ) fact that OP did such a low HE dmg tells me that he was hitting hull probably. Edited January 7, 2016 by centarina Share this post Link to post Share on other sites
855 Carrier_Taiyo Beta Testers 2,420 posts 1,809 battles Report post #8 Posted January 7, 2016 If you hit a spot that's already burning, it won't start another fire. Share this post Link to post Share on other sites
873 [MPIRE] aether_tech Beta Testers 3,804 posts 6,762 battles Report post #9 Posted January 7, 2016 Everything is broken 2 Share this post Link to post Share on other sites
188 Zyu Beta Testers 715 posts 3,660 battles Report post #10 Posted January 7, 2016 Sorry to burst your bubble but would you mind passing out your terrible RNG to my enemies? I mean...1st salvo - fire. 2nd ship to hit me with their first salvo - fire. BB going for "Set 300 ships on fire" - yet forgetting it's ranked - fire. Someone thinks about shooting me - fire. IDK what game you're playing but it's incredibly(likely far TOO)easy to start a fire on a ship. Share this post Link to post Share on other sites
83 Kalstein Beta Testers 234 posts 3,959 battles Report post #11 Posted January 7, 2016 Funny, my NC seems to disagree with your assessment since she catches fire with every other salvo from even the DDs' HE shells. Share this post Link to post Share on other sites
135 CPT_Nelson Beta Testers 801 posts 4,296 battles Report post #12 Posted January 7, 2016 Sometimes you start fires with a few shots and sometimes it's as if the ships have sprinklers dousing them with sea water. Come to think of it, why don't they do that? 1 Share this post Link to post Share on other sites
775 [CRNGE] Im_The_Seeker2 Banned 3,786 posts 3,406 battles Report post #13 Posted January 7, 2016 If you hit a spot that's already burning, it won't start another fire. also if you hit the belt armor, it won't start a fire Share this post Link to post Share on other sites
288 [NO2BB] Snoozing_Mako [NO2BB] Beta Testers 541 posts 12,107 battles Report post #14 Posted January 7, 2016 (edited) Gets unlucky. Instantly heads to forums to complain something is broken. Come on man. Edited January 7, 2016 by Snoozing_Mako Share this post Link to post Share on other sites
3,186 BlazerSparta Members 11,026 posts 30,665 battles Report post #15 Posted January 7, 2016 Listed fire chance =/= actual fire chance. There's a ton of hidden variables involved, like a ship's chance to be caught on fire (speaking which, Yamato got a buff to this a while back ) Share this post Link to post Share on other sites
432 Kenjister ∞ Beta Testers 1,821 posts 10,838 battles Report post #16 Posted January 7, 2016 (edited) If I recall correctly, you can pretty much cut the listed fire chance in 2/3 for mid tier and by 1/2 for high tier to get your actual fire chance. (Going by each ship's fire chance) Then remember you need to hit a non-burning portion of the ship to start a fire. This actually makes it pretty hard to set more than 2 fires on somebody at once unless they show broadside, or you're a CV. Edited January 7, 2016 by Kenjister Share this post Link to post Share on other sites
746 [LEAK] amade Beta Testers 1,686 posts 209 battles Report post #17 Posted January 7, 2016 Okay, time to clear up some things on fire mechanics: Chance to set fire = ship's base rate x (1-(Damage Control Mod 1+Fire Prevention skill)) x (shell's base chance to set fire+Demolition Expert) Ship's base rate depends on tier, higher tiers have lower rates than lower tiers (e.g. 0.5 on tier Xs, 0.76 on Fuso, etc). Damage Control Mod 1 = 0.05. Fire Prevention skill = 0.07. HE shell's base chance can be found in the tooltip when you hover over the module, smaller calibers having lower percentages. Demolition Expert = 0.03. Example: Fuso with DCM1 upgrade and FP skill being hit by 5" HE shells (5%=0.05) fired by Sims with DE skill. Chance to set fire = 0.76 x (1-(0.05+0.07)) x (0.05+0.03) = 0.0535 = 5.35% Lets change the shell to Colorado's 16" HE shell (32%=0.32) and both ships have no additional skills or upgrades. Chance to set fire = 0.76 x (1-(0+0)) x (0.32+0) = 0.2432 = 24.32% Additionally, where you hit only matters for which section catches fire (bow, stern, superstructure, etc). Armor doesn't matter at all. You can shoot at the main belt for no damage and the midsection can still catch fire. Once a section has caught fire, you can't set fire to it again or extend the timer until it is extinguished. 44 hits is too small a sample size. With RNG being RNG, someone could easily have just got lucky. 1 Share this post Link to post Share on other sites
855 Carrier_Taiyo Beta Testers 2,420 posts 1,809 battles Report post #18 Posted January 7, 2016 also if you hit the belt armor, it won't start a fire I did not know that. I guess I'll have to start watching my aim more closely from now on... Share this post Link to post Share on other sites
185 [AK] Nicoli_Voldkif Beta Testers 532 posts 11,316 battles Report post #19 Posted January 7, 2016 also if you hit the belt armor, it won't start a fire That is incorrect, you can hit a ship anywhere and start a fire, you do not even have to do any damage. The statement that you don't get a roll for a fire on a section that already has one is correct though, spread your shot out over the ship. Share this post Link to post Share on other sites
85 [IP] GenSphinx Beta Testers 330 posts Report post #20 Posted January 7, 2016 One point yesterday I fired a single broadside and set 3 fires, fire isn't broken at all it's still too high of a chance. It seems wargaming think's steel is highly combustible. Share this post Link to post Share on other sites
172 BarnsBroadside Beta Testers 1,115 posts 10,065 battles Report post #21 Posted January 7, 2016 Fires seem so random. I was playing the heck out of my Cleveland for the 300 fires mission, and got extremely mixed results. For example, two back to back games: (sorrry no screen shots, you just have to trust me) Game 1: 123 hits, 3 fires Game 2: 67 hits, 9 fires I was pretty much always aiming for deck hits, and if I lit a fire, I started aiming for a different end of the ship to get multiple fires going. Share this post Link to post Share on other sites
365 [RSRC] Arbinshire Beta Testers 1,258 posts 9,265 battles Report post #22 Posted January 7, 2016 Welcome to RNG. Enjoy your stay. Share this post Link to post Share on other sites
775 [CRNGE] Im_The_Seeker2 Banned 3,786 posts 3,406 battles Report post #23 Posted January 7, 2016 I did not know that. I guess I'll have to start watching my aim more closely from now on... any hit that does damage will have a chance to start a fire iirc, it's just that you don't do damage on the main belt armor of most ships Share this post Link to post Share on other sites
25 anonym_tQcfiLCaHU54 Members 173 posts Report post #24 Posted January 7, 2016 It's probably just the RNG, when I'm firing HE the chance of setting a fire seems really low but when I'm getting hit by HE sometimes every hit starts a fire. I believe a lot of the problems people have with this game are because of so much depending on RNG. Share this post Link to post Share on other sites
3,407 Compassghost Supertest Coordinator 7,223 posts 14,450 battles Report post #25 Posted January 7, 2016 any hit that does damage will have a chance to start a fire iirc, it's just that you don't do damage on the main belt armor of most ships Any hit has a chance. Doesn't have to do damage. Back when the Iowa was bugged, the only way to damage it with HE was to actually set it on fire. Share this post Link to post Share on other sites