I understand the obvious modules such as guns being destroyed. It also seems like single barrels or turrets can also be hit causing breech damage. I’ve seen some such as “armor plate damaged,” “protection part damaged,” and others that I’m not quite clear on. I’ve searched Google and the old forums, and don’t see any good explanations as to the exact consequences of those parts being damaged.
Is there a difference between a “shell room” being black and a “magazine?” It seems the magazine is almost always catastrophic, but what is the technical differentiation between a shell room and a magazine. Will ready-use ammunition always explode when destroyed? I’m just trying to get a handle on how to better understand the damage model.
Shell room contains only projectile, magazine contains only charge.
Charge explosion are far more critical than projectile.
Thank you. Does a critical hit on a shell room still preclude the use of the corresponding turret(s)?
A shell room explosion should reduce the remaining ammo count of that turret, but if some of ammo remains, the turret can still be used after fire extinguish/repair.
Armor plates and protection parts will stop providing protection against damage after they have been destroyed. Ready-use ammunition detonations will have generally similar consequences as shell rooms, but the damage caused will usually be less.
Feel free to ask anything else.
Also check these out if you’re new to naval:
Thank you. I’ve actually been playing since naval beta and back in the good old days before the coastal/blue water split. When they updated the damage models though, I searched everywhere for those specific modules and what the precise effect was of having them damaged was, and I couldn’t find it. Thank you for providing that information.
So, hypothetically, if you were fighting a heavily armored dreadnought, and you’ve battered the port side armor with 50 AP shells and her port side is all red on the damage breakdown. Then, theoretically, you could switch to HE shells and uptick your kill rate on the enemy crew?
That could work. One thing I’ve found while playing dreadnoughts, is that the secondary batteries get taken out a lot by just about every shell type. With the long reload on your primary batteries, you will be doing a lot of your damage with the secondaries, so you have to make a choice between repairing them and upping your DPS or not repairing them and living with the lower DPS. If you do repair them, you are going to lose crew as soon as they are hit again, so the choice becomes survivability versus damage output. If you try HE spam, and it doesn’t appear to be doing a lot of crew damage, it’s probably because they’ve chosen not to repair, so the best plan at that point is to try to hit something they have no choice but to repair. Since you can’t choose single modules to repair, that puts the crews back in the secondaries and gives you the opportunity to kill more crew.
While im not new to Naval i haven’t really touched EC in a while, is it worth playing over the standard mode?
When it’s actually up, yes. It’s had a lot of problems where the event is supposed to be running and isn’t or when it switches from RB to AB or vice versa, they just seem to “forget” and it never starts. The rewards in EC are good though. It’s really nice to have larger maps since normal battles feel like you are spawning on top of each other and already in combat the second you spawn.
If you have anything 6.0+, definitely yes. If not, it depends on your taste. The rewards for EC are still lower per unit of time than random battles, and the servers can be unstable especially when somebody is firing lots of AA, but that’s about the only catch. Having 0 bots is also a huge plus these days, when random battles have been basically overrun by them.
I just wish they’d actually run it 24/7…
Switching to SAP or HE-BF would be the correct idea. Destroying the armor doesn’t mean that there’s just a huge empty hole where it was. The plate is still there, but it just provides near zero resistance to AP and SAP shells, and will still trigger nose fuze HE shells outside the hull. A lot of the fragments and the pressure wave will pass into the hull through the degraded plate, but it’s still gonna be less effective than a shell exploding inside the ship.
Also I’ve written a new comment of tips on damage control, if anybody wants to look at it. (scroll to bottom since I’ve replied it to the older tips)