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Question regarding Naval: HE issue mechanics or bug?


Madwolf
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Right now, ships that are cruiser sized and smaller can detonate BBs when firing HE. I've heard several people explain that this is a bug, not a problem with how the mechanics are intended to work.

 

Also, is there any intention on adjusting naval mechanics to make it more clear on what needs to be done to sink a ship? Obviously crew and damage matters, but there are a few ships that are much more difficult to sink than others. And they often appear practically destroyed and unless the crew is replaced in the turrets, it can be impossible to bring them to sink.

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9 minutes ago, Madwolf said:

Right now, ships that are cruiser sized and smaller can detonate BBs when firing HE. I've heard several people explain that this is a bug, not a problem with how the mechanics are intended to work.

 

It is a bug.

 

 

10 minutes ago, Madwolf said:

Also, is there any intention on adjusting naval mechanics to make it more clear on what needs to be done to sink a ship? Obviously crew and damage matters, but there are a few ships that are much more difficult to sink than others. And they often appear practically destroyed and unless the crew is replaced in the turrets, it can be impossible to bring them to sink.

 You just need to keep in mind that you not only have to achieve the destruction of the crew compartments, but citadel hits to damage engines and transmission modules. Also, turrets, bridge modules, etc., by observing the X-ray image when hitting a ship, assessing the damaged parts, choosing your next target and ammunition appropriately.

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Is this "detonating with HE" thing still an issue? I haven't encountered it recently at all, both cruisers and destroyers. I still have much more success switching to SAP/AP and deliberately going for internal modules (including magazines) after softening up the guns and superstructure with a few salvos of HE.

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I second what Mag has said.

 

On 24/01/2023 at 05:51, BleedingU[email protected] said:

Is this "detonating with HE" thing still an issue? I haven't encountered it recently at all, both cruisers and destroyers. I still have much more success switching to SAP/AP and deliberately going for internal modules (including magazines) after softening up the guns and superstructure with a few salvos of HE.

 

It's mostly an issue at capital ship BRs.

Edited by kkang2828
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  • 1 month later...
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Developers had confirmed that the HE bug has been fixed now. :popcorn:

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2 hours ago, HK_Reporter said:

Developers had confirmed that the HE bug has been fixed now. :popcorn:

Glad to hear the news. If I had a wish, I would like to see the size of the fragments change with the amount of explosive in the future.

 

Did anyone notice that the torpedo wake is now harder to see with this update? This is a good change since torpedoes have a very strong luck factor compared to main guns which are easier to hit.

Edited by BLUE_EYES
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I never ran into the HE bug myself, but I kinda feel like I've been having the opposite problem while spading Kongou and Haruna. It hasn't been a bad experience so far, but it does feel rather drastically opposite to what I'd expect from a Kongou-class, which are most definitely glass cannon battleships. While it usually takes me most of the match to die, if I die at all, it's like the guns just don't... do much damage, even against cruisers. I'm not sure if it's bugs or odd design, or maybe the stock SAP shells are just specifically awful, but it's really bizarre that 14-inch shells struggle so much against cruisers.

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49 minutes ago, [email protected] said:

I never ran into the HE bug myself, but I kinda feel like I've been having the opposite problem while spading Kongou and Haruna. It hasn't been a bad experience so far, but it does feel rather drastically opposite to what I'd expect from a Kongou-class, which are most definitely glass cannon battleships. While it usually takes me most of the match to die, if I die at all, it's like the guns just don't... do much damage, even against cruisers. I'm not sure if it's bugs or odd design, or maybe the stock SAP shells are just specifically awful, but it's really bizarre that 14-inch shells struggle so much against cruisers.

 

Japanese 14'' SAP has extremely short fuze delay( only 0.01 seconds), meaning that it can't have time to penetrate deep into modules. It explode just after it penetrate. Use AP instead for anti-cruiser. Currently shell mass depends damage more than explosive filler does, so Japanese AP with low explosive filler do quite a damage. Same for the American 12'' SHS. 

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3 minutes ago, glown2307 said:

 

Japanese 14'' SAP has extremely short fuze delay( only 0.01 seconds), meaning that it can't have time to penetrate deep into modules. It explode just after it penetrate. Use AP instead for anti-cruiser. Currently shell mass depends damage more than explosive filler does, so Japanese AP with low explosive filler do quite a damage. Same for the American 12'' SHS. 

 

Thanks, that's exactly the sort of little detail I was missing. I'll go for the AP module early then.

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20 hours ago, HK_Reporter said:

Developers had confirmed that the HE bug has been fixed now. :popcorn:

 

Thank you for informing us! Have there been any other "unlisted" changes to naval shells and DMs, may I ask? Also is there a reason this was not mentioned in the patch notes?

Edited by kkang2828
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