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彈藥(戰艦世界)

彈藥(戰艦世界):修訂版本之間的差異

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2016年12月7日 (三) 09:32的修訂版本2018年3月19日 (一) 03:08的修訂版本
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?'''《戰艦世界》'''的彈藥可以分成兩類 – 穿甲彈(Armour Piercing,簡稱 AP)及高爆彈(High Explosive,簡稱 HE)。+[[File:HE and AP.png|thumbnail|right|link=|Virtually all ships offer a choice of ammunition.]]
 +{{AnnoWiki|content=
 +[[File:Ammo_ap.png|left|none|link=]]'''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 [[Ship:Ships of U.K.|British cruisers]]). [[Ship:Secondary Armament|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.}}
  
?* '''穿甲彈'''擁有較高的潛在傷害,但要造成這種程度的傷害,你需要穿透目標裝甲、甚至穿透目標裝甲區時才能達到。如果彈頭在極限級別的角度擊中目標,又或是遇上重厚的裝甲,那麼彈頭便會被彈開,或是造成極為輕微的傷害。遇上裝甲非常薄弱的艦艇時,你的彈頭也可能會發生過份穿透的情況,造成極為輕微的傷害。<br />+__TOC____NOEDITSECTION__
?* '''高爆彈'''擁有相對較低的潛在傷害,但是會以較穩定持續的模式造成傷害。它們亦較容易無效化目標艦艇的模組,或是透過火災對目標造成傷害。+
  
 +== Types ==
 +The two forms of ammunition are High Explosive (HE) and Armor Piercing (AP), denoted by the yellow and red striped shells, respectively, at the bottom of the UI. Ammo types can be switched by single clicking either "1" or "2" (by default) — in which case the selected shell will load after firing the currently loaded type — or by double-clicking the corresponding button, which will force the reload cycle with the selected type. The commander skill [[Ship:Commander#Expert Loader|Expert Loader]] allows the force reload of the selected type to be reduced by 50% of the regular time, provided the guns are already loaded.
 +{{Video|dipcvKXStRw|width=375|Learn more about HE and AP shells.}}
 +=== 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:
 +# The shell strikes heavily angled armor and ricochets.
 +# The shell hits un-angled armor, but still fails to penetrate and shatters.
 +# 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.
 +# 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.
  
?對新人玩家而言,高爆彈是較容易操控的彈藥,以便造成一定的傷害。對進階玩家而言,穿甲彈是重要的彈藥選擇,不過他們需要注意運用這種彈藥的時期: 
  
?# '''驅逐艦:'''一般而言,驅逐艦擁有 5 inch 或是 12.7cm 主炮,而由於口徑細小的關係,它們的穿甲彈的穿透能力相對弱小,因此只能在極近距離下對目標造成一定程度的傷害。中階及高階蘇聯驅逐艦則有較大口徑的主炮,因此能在較遠的距離下對目標造成相當的傷害。<br />+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.
?# '''巡洋艦:'''一般而言,巡洋艦的穿甲彈能夠貫穿巡洋艦的裝甲區,唯在遠距離情況下,穿甲彈的穿透能力開始減弱。由於驅逐艦裝甲非常薄弱,因此巡洋艦在大部分情況都應該以高爆彈對付該種目標,以避免造成過穿傷害,浪費攻擊機會。在對抗主力艦方面,由於主力艦普遍裝甲重厚的關係,巡洋艦的穿甲彈難以對主力艦造成大規模的傷害,但是在近距離的情況下,又或是面對裝甲相對較薄弱的主力艦時,巡洋艦的穿甲彈能對主力艦造成相對較大的傷害。<br />+
?# '''戰艦:'''穿甲彈是主力艦最為常用的彈藥,其大口徑的特色讓主力艦享有極為龐大的潛在傷害能力。不過,有些艦艇的裝甲極為重厚,能夠抵禦口徑較低的主力艦級別穿甲彈,因此在面對這些目標的時候會發生無法造成有效傷害的情況。這時候,高爆彈則是較有傷害力的選擇。+
  
 +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.
  
?儘管上述內容說明了運用穿甲彈的對象及時機,但是玩家仍然需要注意各種影響穿甲彈威力的系數,包括其穿透角度、目標裝甲厚度及特色、目標距離,以及彈頭本身的特有性質等,以發揮其全效。+==== 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.
 + 
 + 
 +'''[[Ship:Battleships|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.
 + 
 +'''[[Ship:Cruisers|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.
 + 
 +'''[[Ship:Destroyers|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.
 + 
 +{{block|!!|content=For [[Ship:Ships of U.K.#Battleships|British battleships]], [[Ship:Ships of Germany#Battleships|German battleships]], and [[Ship:Ships of Germany#Cruisers|German cruisers]], the HE penetration is calculated by dividing the shell diameter by 4 instead.}}
 + 
 +{{AnnoWiki|content=
 +'''Example'''
 +* The Tier VIII [[Ship:Ships of Japan#Cruisers|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.}}
 +{{Video|cWpRYMqp6wE|width=400|More tips on when to use each type of shell.}}
 +==== Inertia Fuse for High Explosive ====
 +HE penetration can be increased through the use of the Level 4 commander skill [[Ship:Commander#Inertia Fuse for HE Shells|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.
 + 
 +{{AnnoWiki|content='''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 [[Ship:Anti-Aircraft Fire|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 (WoWS)|torpedoes]], and they should limit main battery usage to avoid detection.
 + 
 +==== Fires ====
 +{{main|Ship:Fire|l1=Fires}}
 +Fires are the primary form of damage over time in World of Warships (the other being [[Ship:Flooding|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 [[Ship:Flags#Signals|signal flags]] and [[Ship:Commander#Demolition Expert|commander skills]].
 + 
 +{{#gw_breadcrumbs: Ship}}
 +[[Category:World of Warships]]

2018年3月19日 (一) 03:08的修訂版本

Virtually all ships offer a choice of ammunition.
Ammo_ap.png
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.

Types

The two forms of ammunition are High Explosive (HE) and Armor Piercing (AP), denoted by the yellow and red striped shells, respectively, at the bottom of the UI. Ammo types can be switched by single clicking either "1" or "2" (by default) — in which case the selected shell will load after firing the currently loaded type — or by double-clicking the corresponding button, which will force the reload cycle with the selected type. The commander skill Expert Loader allows the force reload of the selected type to be reduced by 50% of the regular time, provided the guns are already loaded.

Learn more about HE and AP shells.

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:

  1. The shell strikes heavily angled armor and ricochets.
  2. The shell hits un-angled armor, but still fails to penetrate and shatters.
  3. 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.
  4. 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.


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.

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.

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.
More tips on when to use each type of shell.

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.