But I have an another question, in asian server as we known, some players collude with each other and only gain on bots to have a perfect number on K/D rate. So, is this source include asian server’s data?
This include all replays that available as far as i know. If some game don’t left replay there will be no parsed data.
Your problem seems to be related to post damage related to bulkheads vs HE ammo filler post penetration (by the way an APHE shell’s post pen damage is also dependant on the distance it explodes from said bulkhead, the value given in the stat card can therefore not be taken at face value.
Note that it would in no way fix the Soyuz issue as this ship’s survivability relies more on not getting penned in the first place.
what the hell happened to kill credit… just hit two rounds, one to the elevator and one to the turret on dunk, lighting both, he detonates only for… an AI to get the kill??
“no bug, working as intended” Bug reports in the bug report system are getting labelld “not a bug” because its just the kill credit system that is not working at all (nothing new). Happens all the time and sometimes up to 5 times a match and even without getting the measly assist of 20 rp and some hundred sl. You can actually not even get an assist. Kill credit system just aint systeming, and thats not a bug, yk. It’s coded that way ;-) But adds nicely to the overall fun of facing the blatantly op soyuz in a yamato (for professional suffering i recommend playing her stock with he only)
It’s also an even wider issue of getting 2k rp for 20-30 minutes of your day just isnt enjoyable or rewarding at all.
Yeah, but getting at least half your rp stolen by random he hits of bots just before the ship that you set both barbettes on fire explodes certainly doesnt help with that. We can only hope that somehow, through some incomprehensible magic the devs play 2 matches of naval rb, see the issue and find a way to fix it. I mean they can also wait until the hype of this naval update died and fix it when its too late…we’ll see
Do you ever looked what happens to your shell at enemy? where they are exploding? Shell just disappear inside enemy cause of bulkheads and deck. You are bulshiting yourself that Soyz is unpenetrable.
Under a correct angle and at 12km or more it’s unpenetrable by the most powerful guns in game (Yamato, and Roma)
Even at ridiculous ranges down to 7km weaker guns will struggle.
If you are not convinced you can caclulate it yourself using the 420mm x 1.1 (cemented armor multiplier) with an angle of 45°.
Regarding the lack of postpen damage, yes shells get stuck in all sorts of things, like fuel tank (which stops shrapnel).
As to how can a shell with 60mm of chemical penetration can be stopped by a plate no thicker than 30mm, i will remind you that explosions are usually expressed with the inverse cubic law, and that the further away it occurs from said plate, the less efficient it becomes.
Most of the captures you showed earlier are :
- A : shells desintegrating on the main armor belt
- B : using the replay feature which as we all know is very much unreliable (some ammo rack i did during battles did not even appear in the replay, with my shell just vanishing out of existence).
At the end of the day there may be some unexpected behavior, i after all did not develop those battleships. The proof you bring however seems quite insufficient.
That’s my friend lol
well it wasnt an AI that killed him then xD
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You do realize that this is an underwater hit, right?. Water if you didn’t know, has a quite detrimental impact on the ballistics and kinetic energy of a Shell, apart from activating the fuse of the shell upon impact with the water surface. (A fact not shown in the normal armour viewer)
It’s not about kinetic how don’t you understand. Shell penned inside of hull shell exploded on the bulkhead - explosion done nothing diespite it’s 879 kg of metal with 20 kg of TNT exploded inside of it. This kind of explosion in such place should penned the bulkhead right in to ammo storage, and bottom of the ship should be destroyed causing flooding. Hit like this in most of circumstances in real life could be fatal for the ship in game it do nothing.
There’ was no shell exploded inside the ship in your example. There wasn’t a case where fragments or explosions has been “eaten” by bulkheads either.
This is what actually happened in your example:
Spoiler
There’s a known issue where hit replay (as well as protection analysis) does not renders shell behaviour underwater correctly. In many cases shell detonated before reaching the critical modules or even didn’t enter the hull at all was incorrectly displayed as entering the vital compartments and detonated without inflicting any damage.
In all examples you have posted, this “bug” happens when the shell hit deeply below the waterline.
I know I for one am immensely enjoying the BS artist being taken to school by someone who actually knows things about the game and ships. Making more popcorn
There’s no fragment that can be eaten by modules without dealing damage. Your example was either deep underwater hits (which I have already answered above) or in empty spaces where the nearest modules are protected by bulkheads/armour/hull. The rendering of hit replay is very inconsistent at this moment and one have to take a large grain of salt when investigating DM with it.
It can be penetrated in the game:
Bulkheads are working correctly against fragments/blast damage. End of discussion
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@Kweedko Please stop using profanities and try to be respectful towards others, particularly a Tech mod that is giving you their time. This is a warning.
Then show me proof that 1 tonn shell exploding near 30 mm steel surface can’t destroy it completely. As i asked in frist place.