It can cause flooding as well, assuming the ship survived the ram in the first place.Īdditionally, modules may be damaged or destroyed impairing the ship's combat effectiveness, or in some cases, resulting in the complete destruction of the ship. Unsurprisingly, it is extremely devastating, considering tens of thousands of tonnes of steel are colliding with one another. Ramming - usually done in desperation, though sometimes for the "lulz" factor.Bombs - dropped by dive bombers, they inflict damage and start fires in a similar manner to HE shells.Ship and air launched torpedoes work using the same mechanics. Additionally, torpedoes can cause DoT via flooding. Torpedoes - highly destructive when it hits, though hits are relatively uncommon compared to shells, unless the victim has terrible situational awareness.HE shells also have a chance to cause Damage over Time (DoT) by starting fires. It should be noted that secondary guns of 155 mm caliber and above fire AP shells, while lower caliber secondary guns fire HE shells. It doesn't matter whether it is fired from the main guns or the secondaries, the mechanics are the same. The guns in the game fire two types of shells AP and HE shells. Gunfire - by far, the most common means of inflicting damage to a ship. Quite simply, there are four methods of inflicting damage to a ship. So how can the varying amount of damage you see being dealt in battle be explained? Well, prepare yourself for an absurdly huge wall-of-text! To some players, dealing damage may seem to be completely random. Or why is it that other people can take out huge chunks of Hit Points out of your ship while you struggle to do the same to them. You may have occasionally wondered why your 14" AP shells that have a listed damage of 10k are only doing a mere thousand or so damage.
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