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Munición

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Revisión de 19:49 24 feb 2018Revisión de 15:23 28 feb 2018
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 {{Video|dipcvKXStRw|width=375|Learn more about HE and AP shells.}} {{Video|dipcvKXStRw|width=375|Learn more about HE and AP shells.}}
 === Armor Piercing === === Armor Piercing ===
?Armor piercing shells offer high damage potential, but require careful aiming and knowledge of enemy ship armor schemes to use consistently. When firing AP at a target, four things can happen:+Los proyectiles de perforación de armadura ofrecen un alto potencial de daño, pero requieren un enfoque cuidadoso y el conocimiento de los esquemas de armadura del barco enemigo para usar de manera consistente. Al disparar AP a un objetivo, pueden suceder cuatro cosas:
?# The shell strikes heavily angled armor and ricochets.+# El proyectil golpea fuertemente angulado y rebota.
?# The shell hits un-angled armor, but still fails to penetrate and shatters.+# El proyectil golpea sin ángulos, pero no logra penetrar y se rompe.
?# The shell over penetrates the enemy ship by striking armor that is too thin to arm the fuse and deals 10% of its listed damage.+# El proyectil sobre penetra la nave enemiga impactando en una armadura que es demasiado delgada para armar el fusible e inflige un 10% de su daño.
?# The shell hits armor thick enough to arm the fuse and penetrates, doing 33% of the listed damage, or 100% if it penetrates the citadel.+# El proyectil golpea una armadura lo suficientemente gruesa como para armar el fusible y penetra, haciendo el 33% del daño, o el 100% si penetra en la ciudadela.
  
  
?It is entirely possible to have all four happen individually in one salvo (to different shells). There is also the peculiarity of a single shell doing all three forms of damage (10%, 33% and 100%) simultaneously. It is not entirely clear if this is intentional game design or not, and is difficult to reproduce.+Es completamente posible que los cuatro puntos sucedan individualmente en una misma salva (en diferentes proyectiles). También existe la peculiaridad de que un solo proyectil haga las tres formas de daño (10%, 33% y 100%) simultáneamente. No está del todo claro si este es un diseño de juego intencional o no, y es difícil que se produzca.
? +
?Simply put, AP shells do more damage, but require careful aiming to achieve penetrations, while HE shells do less damage, but in turn light fires and ignore angling.+
  
 +En pocas palabras, los proyectiles AP hacen más daño, pero requieren una puntería cuidadosa para lograr penetraciones, mientras que los proyectiles HE hacen menos daño, pero a su vez encienden fuegos e ignoran la pesca el ángulo.
 ==== When to Use AP ==== ==== When to Use AP ====
 [[File:Destroyer AP on Yamato.jpg|thumb|400px|right|A 4,000 damage AP salvo from a destroyer on a ''[[Yamato]]'' at mid-range. Note the penetration ribbons on the right.]]Armor piercing shells do damage by penetrating the target and then detonating inside the ship. AP requires, in general, an un-angled section of armor that is thin enough to penetrate. As such, AP is effective against broadside targets and weakly armored targets.  [[File:Destroyer AP on Yamato.jpg|thumb|400px|right|A 4,000 damage AP salvo from a destroyer on a ''[[Yamato]]'' at mid-range. Note the penetration ribbons on the right.]]Armor piercing shells do damage by penetrating the target and then detonating inside the ship. AP requires, in general, an un-angled section of armor that is thin enough to penetrate. As such, AP is effective against broadside targets and weakly armored targets.

Revisión de 15:23 28 feb 2018

Ammo_ap.png
Virtually all ships offer a choice of ammunition.
Ammunition comes in two variants in World of Warships: high explosive and armor piercing. All ships with main battery guns have the option of firing HE or AP (with the exception of tech-tree British cruisers). Secondary guns are set to fire a specific shell type and cannot be loaded with the other type; which shell type can be checked in-port by hovering the cursor over the secondary gun stats. Whether loaded into the main battery or secondary guns, understanding how the two shell types behave and when to use them is key to achieving optimum results in a battle.

Tipos

Los dos tipos de munición son: alto explosivo (HE) y perforación de armadura (AP), diferenciadas por las rayas amarillas y rojas, en la parte inferior de la IU. Los tipos de munición se pueden cambiar haciendo clic en "1" o "2" (por defecto), en cuyo caso la munición seleccionada se cargará después de disparar el tipo cargado actualmente, o haciendo doble clic en el botón correspondiente, lo que forzará la recarga del tipo seleccionado. La habilidad del comandante Expert Loader permite que la recarga forzada del tipo seleccionado se reduzca en un 50% del tiempo normal, siempre que las armas ya estén cargadas.

Armor Piercing

Los proyectiles de perforación de armadura ofrecen un alto potencial de daño, pero requieren un enfoque cuidadoso y el conocimiento de los esquemas de armadura del barco enemigo para usar de manera consistente. Al disparar AP a un objetivo, pueden suceder cuatro cosas:

  1. El proyectil golpea fuertemente angulado y rebota.
  2. El proyectil golpea sin ángulos, pero no logra penetrar y se rompe.
  3. El proyectil sobre penetra la nave enemiga impactando en una armadura que es demasiado delgada para armar el fusible e inflige un 10% de su daño.
  4. El proyectil golpea una armadura lo suficientemente gruesa como para armar el fusible y penetra, haciendo el 33% del daño, o el 100% si penetra en la ciudadela.


Es completamente posible que los cuatro puntos sucedan individualmente en una misma salva (en diferentes proyectiles). También existe la peculiaridad de que un solo proyectil haga las tres formas de daño (10%, 33% y 100%) simultáneamente. No está del todo claro si este es un diseño de juego intencional o no, y es difícil que se produzca.

En pocas palabras, los proyectiles AP hacen más daño, pero requieren una puntería cuidadosa para lograr penetraciones, mientras que los proyectiles HE hacen menos daño, pero a su vez encienden fuegos e ignoran la pesca el ángulo.

When to Use AP

A 4,000 damage AP salvo from a destroyer on a Yamato at mid-range. Note the penetration ribbons on the right.
Armor piercing shells do damage by penetrating the target and then detonating inside the ship. AP requires, in general, an un-angled section of armor that is thin enough to penetrate. As such, AP is effective against broadside targets and weakly armored targets.


Battleships should be firing AP at most targets, as their large caliber and high penetration allows them to usually do damage upon successful hits. Aiming for the waterline on most targets should be fine, but some heavily armored battleships have belt armor thick enough to bounce other battleship AP shells, so aiming above the main belt will work better.

Cruisers should fire AP when presented with an almost completely broadside target. Cruiser guns have significantly lower penetration than a battleship guns, so more careful aiming is required to hit lightly armored sections of armor. A good rule of thumb is to aim for the armor belt just below the deck line on most battleships, and at the waterline for other cruisers and aircraft carriers at close range.

Destroyers do not normally fire AP, but if presented with a perfect broadside at close range, regardless of the target's class, they should load AP. Even the 100mm guns of Akizuki are capable of landing a couple thousand damage AP salvos on a broadside battleship (particularly the superstructure). Destroyers can also use AP against other broadside destroyers, but if there is a lack of damage HE is probably the better choice.

High Explosive

High explosive rounds, like AP, require penetration to do damage. However, unlike AP, HE ignores armor angling and cannot over penetrate a target (although it can still citadel). High explosive rounds will do 0 damage on shatters, 33% damage on penetrations, and 100% damage on citadel penetrations. HE penetration can be calculated for most ships by dividing the shell diameter by 6 and rounding to the nearest whole number. The HE shell can penetrate armor up to, but not including, the calculated value.

For British battleships, German battleships, and German cruisers, the HE penetration is calculated by dividing the shell diameter by 4 instead.

Example
  • The Tier VIII Japanese cruiser Mogami has a stock gun diameter of 155 mm. Using the Shell Diameter/6 rule, we get a value of 25.83 mm, or 26 mm. This would allow Mogami’s HE shells to penetrate armor sections up to, but not including, 26mm at any angle.
  • The 203 mm guns found on Tier VIII German cruiser Admiral Hipper have an HE penetration of 203/4 = 50.75mm = 51mm.

Inertia Fuse for High Explosive

HE penetration can be increased through the use of the Level 4 commander skill Inertia Fuse for High Explosive, which increases the penetration by 30%. This is useful for allowing light cruisers with 150-180mm guns to achieve over 32mm of penetration with their HE rounds, allowing them to damage the bow, stern, and plating of many high tier battleships more consistently. It is also useful for the Tier VIII Japanese destroyer Akizuki, which has 100 mm guns, allowing her to damage other equal and higher tier destroyers with 19mm armor plating.

Example

Using our two previous examples and multiplying the penetration by 1.3:

  • Mogami: 25.83 * 1.3 = 33.58 = 34mm
  • Admiral Hipper: 50.75 * 1.3 = 65.975 = 66mm

When to Use HE

HE should be used when firing at an angled heavily armored target, or when firing at a lightly armored target. HE in almost all cases should be aimed at the targets superstructure or bow and stern sections. HE can also be used in a strategic fashion to destroy anti-aircraft guns on enemy ships to allow a friendly carrier to strike them easier.

Battleships should only fire HE at another angled battleship at range. Their AP damage is consistent enough that the HE is usually not worth using. Against destroyers, the question of HE vs. AP largely depends on the situation. A battleship that is GUARANTEED to get a shot on a destroyer should consider spending the 15-30 seconds to reload HE. Captains that need to quickly fire a shot off while a destroyer is spotted, however, should fire whatever shell type is loaded (usually AP).

Cruisers primarily fire HE. Their AP simply doesn't have the penetration required to get consistent damage on non-broadside targets, so HE is the go-to shell type. Furthermore, a cruiser's rate of fire allows them to rapidly light and re-light fires on multiple targets to stack significant fire damage. Cruisers should also fire HE against destroyers (except in rare cases, such as Tier X Russian destroyer Khabarovsk).

Destroyers, like cruisers, primarily fire HE at every target, unless they present broadside. Keep in mind that many destroyers' primary source of damage is torpedoes, and they should limit main battery usage to avoid detection.

Fires

Main article: Fires

Fires are the primary form of damage over time in World of Warships (the other being flooding), and is a vital source of damage for most cruisers and some destroyers.

High explosive shells have an attributed fire chance to them; however, it is important to note that higher tier ships have greater built-in fire resistance that reduces this fire chance. The fire chance of main battery and secondary battery shells can be increased through the use of signal flags and commander skills.

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