ID
Password
FlashGuide
FlashGuide
HA Infomation

Tip and Tactics

  Index

  • Guide about armor.

    07. 31. 2013 11:43

Recommend : 11

Cracko

It called my attention there are not a single guide about armoring ships so i decided to write one for new players or for people who never read a thing about the matter.

 

 

0-Impacts of shells.

 

There are 2 types (main types) of shell impacts:


Deck-shots hit you on the deck of the ship. You can recognize them when white numbers pop-up when shells hit.

Belt-shots hit you on the belt of the ship. You can recognize them when green numbers pop-up when shells hit.

 

 

 



What determinates if a shell is going to hit in deck or belt? Well, there is certain randomness but it's mainly determined by the angle the shell was shotted. If it was shoted at high angle there will be more probability of hitting in deck and it it was shotted with a low angle there will be more probability of hitting you in belt.


What angle can be taken as a reference? Well, let's say around 20 degrees. But sometimes you can shoot at 30 degrees 9 shells and got 7 belt impacts, other times you can shoot at 15 degrees 9 shells and get 7 deck impacts. There is no a "hard" frontier, its random. I even have seen sometimes belt impacts shotting at 45 degrees, but its quite rare.


The damage of the shell also depends on angle. It works like the damage of a shell has a "kinetic" component and an "explosive" component. Belt-impacts will make more damage as lower the angle (impacts go more perpendicular to the belt of ship, kinetic damage is higher) and Deck impacts will make more damage as higher the angle (they land more perpendicular to the deck of the ship, kinetic damage will be higher).

 






1-Armor types

 


Deck.

 

As its name indicates it works against deck shots.

Obviously most of the hits a BB receive are on deck, it's a rare battle situation being fighting under 20 degrees.

Deck armor works the way or you bounce a shell (0 or very low damage) or you eat the full damage completly.

So putting small amounts of deck is completly uneffective, there are urban legends around putting a small amount reduces crew deaths. Everyone can believe what they want.


So, what is a "decent amount"?. Some references, they are just references:

With 5.0 on deck you can bounce CA (non-PCA) shells at max range, i think with this value you can bounce in deck any FF/DD/CL/CA ship. But well, that's not quite useful, isn't it?

With 8.0 you can bounce most of PBB/BB123 at max. It's just an aproximation, maybe there can expeptions like NorCar (45 degree guns) or Nagato (43 degree guns).

About BB4 the "magical" value was 9.1 UK deck armor. With that you can bounce every BB4 shells at max range except Yammy and Stalingrad.

About BB56 with around 11.0 deck a QV can carry you can bounce KM BB56, MN BB56, UK BB6 and RM BB56.


So, with those references it's up to you to see if you want to put deck armor or not, but i think is fair to say in GB is a bit stupid to put less than 8.0.

 



Belt.

As it name indicates it works against belt shots.

The effect of belt against shells is completly useless, so putting belt for that is a nosense. Very few ships can hold large amounts of belt. The only ships where this is good i found where Prinz Eugen and Omaha on blitzs.

The most important effect of the belt in game is that putting 0.2 on belt halves the torp damage.

 



Over that amount there is no significative reduction.

So, put 0.2 of belt in all your ships, its not a recommendation, it's a must.

 



Bulk head.

When your DP bar is under certain frontier value you loose overheat capability.

That value is determinated with the "defense value".

Putting Bulk Head increases that value, allowing your life bar go lower without loosing overheat capability.

Unfortunately this armor weight is too high and the effect on that is too low. Both things. So it's completly uneffective.

Don't put Bulk Head armor on your ship.

 


Bulge.

Bulge works against torps.

This is the only type of armor that is "spent" when you receive impacts.

IJN bulge was the most effective if i remember well.

 

 

 

2-Configurations.

 


Configuration of the 99% of the ships.

-Put all your sailors, guns, engine, FCS, HHs, shells and everything on your ship.
-Go to armor panel.
-Put 0.2 belt.
-Put the rest on bulge until you loose a knot, then go back, recover that knot and press ok. If you are a CV maybe you would want to sacrifize some knots in exchange for more bulge.


Configuration for deck-armored ships.

There are people that puts 0.2 belt and the rest of displacement on deck and there are peop

 

  • Re : Guide about armor.

    10. 11. 2013 04:32


L0TTERY

Any tests done on if any of the other armor types are degradable like bulge? As in taking more hits reduces the efffectiveness of the armour? 

  • Re : Guide about armor.

    10. 12. 2013 09:08


Cracko

Originally Posted by L0TTERY

Any tests done on if any of the other armor types are degradable like bulge? As in taking more hits reduces the efffectiveness of the armour? 

I took once near 300k of damage in a QV, i can tell you deck armor is not degradable at all, lol.

  • Re : Guide about armor.

    06. 30. 2014 21:43


dpld11

Are belt armour and anti-torpedo bulges effective on submarines, please, or are they not worth the weight?

  • Re : Guide about armor.

    07. 01. 2014 03:17


andykorso

Yes - the side armour and bulges are effective at submarines too but rember about the golden middle between, sometimes u need to chase something, without speed it's not possible.


To all newcomers i'll recomend to read the topics about SD (soft deffence) before using any armour guides. Deppends from the situations - the most BB users are playing only with their SD and Speed instead of armour.
And always remember also - armor can't help u vs good BBs. All who need can switch to AP so using it not in GB depends from team chosen tactic.




To not write another book here:
Andreyeff is right -the HE deffence on deck armour is counted in NUMBERS not in inches
and all the guns have their own penetration ability.  

Cracko is right - not enough armour (even by 1 HE value) = NO armor at all.
+the inflicted dmg (green+white) sometimes can be shown with Bold numbers - that are the critical hits.

There are a lot of tables maded by needed HE deffence number to block different guns.
In moust cases -it does not deppend from guns caliber so don't read that ones cause they are wrong.
(ex. 18" guns on Lion2 at 40 degrees penetrate any armour that 20" guns on kaiser cannot do at same 40 degrees).

As example - 25 HE deffence is enough to block the HE shells from ANY KM bb1-6 at their maximal ranges.
It can be fitted not only on UK so if u want - do some test in clanarea. (The kaiser can have it aswell).

  • Re : Guide about armor.

    12. 09. 2014 06:07


Spartiate

Holy crap, glad to see that little picture I made is still getting use all these years later.

 

I sort of pulled those numbers out of my arse though and 15-20 degrees might not be quite right.

  • Re : Guide about armor.

    12. 10. 2014 16:58


Miphix

I feel like I've herd from credible sources that the green numbers are indicative of critical hits. You'll also notice apart from number colors, that there are also font sizes to them as well. The big ones are deck, the small ones are belt. Not sure, maybe some one can spend some time firing shells at a boat right next to it and strait down on it. Maybe it'll be more obvious.

  • Re : Guide about armor.

    12. 11. 2014 15:11


Benser33

Originally Posted by Miphix

I feel like I've herd from credible sources that the green numbers are indicative of critical hits. You'll also notice apart from number colors, that there are also font sizes to them as well. The big ones are deck, the small ones are belt. Not sure, maybe some one can spend some time firing shells at a boat right next to it and strait down on it. Maybe it'll be more obvious.

Other way around, white shots are deck, green shots are belt.

Full capital or bold shots are critical hits, so large white numbers are deck crits, large green numbers are belt crits.

  • Re : Guide about armor.

    01. 08. 2015 06:09


SylverXI
I put this video as an example.
Watch on YouTube-->Click here
A QV in the "invulnerability zone" with 11" of Deck Armor vs a Guam equiped with 12"/50 cal mark 8 L guns firing HE light and AP at 30°.

  • Re : Guide about armor.

    01. 08. 2015 14:49


Cracko

It would be nice some kind of simbolic prizes from SDE on guides made by players.

Many interesting guides would appear posted.

  • Re : Guide about armor.

    01. 08. 2015 15:35


Benser33

Originally Posted by Cracko

It would be nice some kind of simbolic prizes from SDE on guides made by players.

Many interesting guides would appear posted.

And who would be responsible for ensuring that whoever is rewarded is infact the original author of all content?

You make a guide to help others, if you do a good job then their gratitude is your reward.

1 2 3