10/10/2023 0 Comments When to use ap vs he world of warships![]() ![]() You can put out a fire, and some ships with repair party consumables can even heal the fire damage back. You can set up to 4 fires at the same time per ship. ![]() Fire damage (left unattended) can take up to about 18% of ship health away over time, at a rate of 0.3%/second. It also damages modules, which can be very helpful especially when fighting smaller more module dependent ships. HE starts fires, which makes up for the lacklustre damage it does. It won't take long for someone to point out the magic of fire damage. Instead, all the RN ships in the tech tree only shoot a modified AP round, one that explodes faster than conventional AP rounds. The British ships, they tried to balance them so when they use the smoke generators, they just didn't spam HE shells at targets. But if they don't, HE can do a lot of module damage, not to mention fires HE rounds can still penetrate ships like carriers (soft spots) and destroyers. Battleships would also have a hard time shooting even cruisers that are facing head on to them, the narrow hull just causes the shells to ricochet off. Cruisers with high caliber guns may do well with AP at the broadside of a battleship but most of the times the armor is too thick. On ships the destroyers, they shells go right through without exploding. In most cases, the AP round, if penetrates, will then exploded inside the ship. Sounds like that's what you want but apparently AP shells still have a timed explosive head. Also, thinly armored ships, well some AP shells will go right through them. ![]()
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