The citadel is normally located in the middle of the ship, and is roughly half the ship's length. World of Warships currently has two types of shells: Shooting other battleships with AP is most effective with direct fire at point-blank and medium ranges, roughly up to ~10-12 kilometers. AA emplacements). A damaged module loses function until it is repaired, a destroyed module cannot regain function. The fuse of the AP shell is initiated after it passes through armor, and historically the fuse times were calculated in a way that would allow the shell to explode after traveling about ten or so meters after passing through the armor; that way the shell exploded around the middle of the battleship. Properly angling the ship matters a great deal when the enemy is shooting AP shells: when an AP shell encounters armor at an angle, it has to pass a greater amount of armor for penetration. Penetrating the citadel armor around the magazine often results in a spectacular one-shot kill. Jump to: To log in, select the region where your account is registered Therefore a significant portion of the ship's interior space is needed for the every-day activities, but has no direct effect on ship's fighting capacity in the critical moments of the battle.
Where it says a shell bounces off the citadel roof? Therefore, some later battleship designers tried to save some of that weight by placing heavy armor only around the vital parts of the ship: the ammunition and propellant magazines, the propulsion plant, the fire-control, command and communications sections. This phenomenon is called dispersion and, irrespective of human and constant error, it is caused by multiple inherent factors: minor variations in the weight of the projectile, differences in the rate of ignition of the propellant, variations in the temperature of the bore from round to round, physical limitations of precision in setting values of deflection and quadrant elevation on the respective scales, minor variations in wind, air density or air pressure, and so on. You should also use HE against destroyers -- AP shells will almost always over-penetrate; and HE shells will knock out multiple modules on a DD, giving you a high chance of disabling it even if it doesn't kill. Some general guidelines for each of the three ship classes: Each compartment (except the citadel) has two thresholds, where after each one is reached the damage it receives is reduced. However, HE shells still has a chance to start fires or break modules with its splash damage). Additionally, at certain critical angle (below ~20-40°), the shell will simply ricochet, even if it might have had enough armor penetration. A game about huge boats. Over-penetrations deal x0.10 of the shell's listed damage. The image also demonstrates two outcomes of an underwater hit: armor penetration, and a ricochet. Since their armor thickness will be nowhere near that of a battleship, angling will affect your AP shells to a lesser degree. This can cause them to score a regular penetrating hit rather than a citadel hit if they strike another layer of armor first, no matter how thin the two layers are. However, based on the user collected data we know lines of tech tree ships are tied to specific formulas to determine horizontal dispersion. Against battleships your best bet is HE shells. Never submarines, they said. A double-click will fire all guns in one salvo with one dispersion ellipse, sequential fire will construct dispersion ellipse for each turret salvo separately. Gunboats. It must also be noted that an AP shell can deal much more damage against a citadel. Secondaries aim at enemy ship's mid-ship waterline. As of 0.4.1 the underwater hits do not cause flooding.
The ballistic models for AP and HE shells are identical; however, some ships have different muzzle velocities between their HE and AP shells. Prior to 0.4.1, penetrations on a destroyer's midsection will deal x0.5 of the shell's listed damage (in lieu of the absence of citadels), however this is no longer the case and penetrations to it will deal the standard x0.33 of the shell's listed damage. With guns. A ship fighting within its IZ will still probably suffer when hit, but it is theoretically proof against singularly catastrophic hits to the citadel.
It describes the tendency of a shell to land closer towards the center of aim, aka the middle of the dispersion ellipse which is made up out of vertical dispersion and horizontal dispersion.
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