World of Tanks players should not miss it!The current version of all shells, breakdown mechanism detailed explanation

2022-06-05 0 By

Hey, guys.Today, let’s talk about the basic mechanics of the game. Let’s talk about the ammo system in the game.This article is also cuckoo cuckoo for a long time, from last year to this year, today to fill this hole.We must first explain some of the terms.The first is “penetration” : the penetration number shown in the game is the ability of a shell to penetrate armor at 100 meters.The penetration of AP/APCR kinetic energy shells will change depending on distance, and that of HEAT/HE/HESH chemical shells will not change depending on distance.However, the average penetration of all shells will be affected by 25% fluctuation.For most types of ammunition, if the penetration of the shell is less than the effective armor of the target it hits, the shell is likely impenetrable and will do no damage.High-explosive rounds can do a little damage if they don’t penetrate the target.Damage also fluctuates and then “damage” : the average amount of damage a shell does after it penetrates the target.The amount of damage given in the game is an average (for example, baitu’s armor-piercing projectile has a minimum damage of 787 and a maximum damage of 1313, which is 1050) and is subject to a 25% fluctuation.The damage of a shell is not always the same each time it penetrates, but it is always within 25% of the average damage.The damage calculation of HE shells without penetration is different and unpredictable with the new HE mechanic.Ricochet “ricochet” : When a shell hits a loading deck at more than a certain Angle, the shell will bounce off the loading deck and continue flying.A ricochet shell can still penetrate and destroy a tank, or if the shell bounces off and hits another weak part of the same tank, it can also damage the target (this is known as the “nest zone”).Different shells have different maximum forced bounce angles, 70° for AP/APCR, 85° for HEAT, HE won’t bounce.Caliber: Caliber: The diameter of the shell, in millimeters, determined by the caliber of the gun.This value has little effect other than affecting the crushing mechanism: an effect of reducing the equivalent armor thickness of the target when AP and APCR shells hit the target, making it easier for AP and APCR shells to penetrate the angled deck.AP is 5°, which is cut more, APCR is 2°, which is cut less, and other shells do not turn to normal. Projectile velocity “projectile velocity” and “crush” : Projectile velocity (muzzle velocity) : The velocity at which the projectile leaves the muzzle.Different types of shells fired from the same gun can also have different speeds, APCR is theoretically the fastest, AP is slightly slower, HE and HEAT are next, but there are also instances where the stabilizer rounds fly faster than AP, not only double overturn, triple crush:A mechanism for exclusive AP and APCR shells that can force through thin, angled armor if its caliber is large enough.If the shell caliber is greater than 2 times the actual thickness of the armor at the point of impact but less than 3 times, then the breakdown rate will be greatly improved within the mandatory bounce Angle. If the shell penetrates deep enough, the caliber is greater than 3 times the actual thickness of the armor at the point of impact, then the unconditional breakdown example:For example, if I hit a 50mm thick deck with a 100mm AP round, no matter how high the equivalent thickness is, as long as the deck Angle is no more than 70° of the mandatory ricochet Angle, the breakdown rate will be greatly improved.If I use the same ammunition against the actual thickness of 30 mm plates, no matter from what Angle of attack will be the biggest value is breakdown rolling is selling side, dozen Swedish TD and car dozen head scalp AP play AP AP play play is also called the penetrator, it is a kind of kinetic energy, principle is the use of gunpowder gas driven warhead breakdown armor,The depth of an armor-piercing round depends largely on the energy it carries, so high-speed, large-caliber rounds tend to penetrate armor better than small-caliber, low-speed rounds.AP rounds are standard for most point-blank tanks in the game, and currently artillery can also fire special AP rounds.AP ammo features: The AP has a 5° righting Angle, which makes it more penetrable to tilted armor than APCR and other ammo rounds, thus reducing the armor thickness.For example, the same position at the beginning of 59 is 170 for AP, 183 for APCR, and 194 for HE.AP shells generally fly at average speed and are slower than APCRs, but have higher penetration at long distances. AP shells don’t have many disadvantages compared to other shells, but are generally worse than both APCRs and HEAT shells.But there are also t-103 gold bomb 307 high penetration AP, ISU-130/SU-100Y deep penetration plus damage low penetration AP, etc.APCR projectile APCRAPCR projectile is also called subcaliber armor-piercing projectile. It is also a kinetic energy projectile, but APCR projectile usually has a small projectile core, which penetrates armor entirely.The APCR is a premium shell for most direct tanks, but on some advanced tanks it becomes a credit shell.APCR features: The APCR’s conversion to 2° makes it less vulnerable to tilted armor than AP, which requires more penetration to penetrate armor.So soma SM’s 100 gun and T77’s 120 gun both have a penetration of 232, one is AP and the other is APCR. Soma SM’s “actual penetration and penetration rate” is higher than T77’s, but APCR usually has a higher penetration and bullet speed on this conversion, but it also has a greater penetration attenuation at long distances.However, in general games, the penetration attenuation of APCR is not so serious. For example, the 59 APCR has a penetration of 241 at 50 meters and 213 at 500 meters, which is not much worse than AP.For example, the APCR of GSOR 1008 has a penetration of 321 at 50m, but only 220 at 500m. Generally speaking, the APCR is considered as a premium ammunition because it has a higher penetration and projectile speed than AP. Some players who are looking for hand feel and strength will also fight the APCR in full court.That’s really an option.In the early days of the game, there was even a weird cult of “APCR”. Players liked it when they saw APCR, and made fun of IT when they saw AP and HEAT.In fact, if the penetration of the APCR is not much different than that of the AP, the boost benefit will be very low, such as the 88 gun length of the D series.A HE/HESH round A HE/HESH round is a shell packed with explosives in the warhead that detonates on impact.HE shells have the most complex penetration and damage mechanics.HE shells usually have a lower velocity and have more base average damage than AP, APCR, or HEAT shells.HE shells also tend to have low basic penetration numbers, but can do some damage even without penetration.The current HE mechanic has been changed to look like this: No blast, based on armor thickness at hit point. The current HE mechanic has removed the ball blast rule and only calculates the damage based on armor thickness at hit point.HE shells will no longer be blocked by walls/fences/tracks.In other words, the new HE is currently a low penetration AP, but it can hit some health without penetration, but overall it does much less damage than the old HE without penetration, which has a very negative impact on the entertainment and output of vehicles like KV-2, Pentaheavy, FV4005, etc.Generally speaking, HE rounds will last 3-5 rounds and will be better than AP when used against brittle targets such as scorpions.The current HESH shell is a HE with a higher penetration, or AP with no penetration.HEAT animation shows how hollow charge sunder armor works HEAT, aka sunder armor.Its essence is to liquefy and push the solid conical metal cover in front of the charge by means of the explosion of the charge inside the projectile.When the charge explodes, the solid metal cap is “squeezed” into a jet of metal (up to 10 km/s in the head) that bursts forward, using this kinetic energy to penetrate the armor in front of it.The jet’s temperature is between 500 and 600 degrees Celsius, and when it enters a confined space, it carries fragments of armor and a shockwave, all three of which can kill people and equipment inside the vehicle.Although the English abbreviation of the bullet is called “HEAT”, in fact, the bullet does not rely on high temperature melting through armor, it just relies on the kinetic energy of the high-speed metal jet.Different from ordinary kinetic energy armor-piercing projectiles that require high muzzle velocity and large mass, armor-piercing projectiles do not need to pay attention to the muzzle velocity of shells at all, so armor-piercing projectiles are also classified as “chemical projectiles”, as opposed to AP and APCR “kinetic energy projectiles”.Armor-sunder shells also have the advantage of high penetration ratio. Armor-sunder shells during World War II can usually reach 1.5-2.5 times the penetration of their own caliber, and modern armor-sunder shells can even achieve 7 times as high.Reality is reality, games are games.HEAT in WOT has the following features:Because it doesn’t turn right, HEAT is at a disadvantage against tilted armor, and if it doesn’t penetrate deep enough, it’s even harder to penetrate, but because of its higher forced ricochet Angle, HEAT can sometimes penetrate places where kinetic energy shells can’t.For example, the scalp of the E-75 can be pierced by the 250 penetration HEAT of the 112. The HEAT can be absorbed by the “gaps” created by tracks, additional armor, toolboxes, etc., or it can be prematurely detonated to reduce penetration.Vehicles with multiple layers of armor, such as super Pershing, have gaps that not only increase the equivalent thickness, but also create additional layers of HEAT reduction.Since the HEAT’s penetration decreases by 5% for every 10cm of advance after it touches the first layer of armor, it’s not a very useful ammo.Even though it looks like it has higher penetration, like it looks like the Object 268 395 wearing HEAT is destroying the ground, it’s actually more practical to use the T110E3 375 wearing APCR, which takes into account the bullet speed and blocking and absorption issues.So not all HEAT, but some AP.For example, if there is an e-100 side in front, you can get a 340HEAT shot swallowed by the armor and tracks, but a 250AP shot will get pierced.The shells have to pass through the hull (damage model). Another thing that many commanders complain about is that they don’t hit enemies with full gold shells, or they show “no blood”.It’s as simple as that — it’s either absorbed or it’s just not hitting the right spot.To bleed enemy tanks in WoT, make sure your shell ray passes through their hull (damage model) while still penetrating them.Above, the red line punctured the hull causing blood loss, while the blue line also shows hits and penetrations, but it did not actually go through the hull (damage model), but only through its external driving wheels, which would have broken the tracks, but not the body itself.All shells except HE shells follow this principle.All the ammo classes in WOT so far, their descriptions, effects and mechanics are all there.This article has already reached nearly 4,000 words. These basic mechanisms are always the most complicated and troublesome, and they are also the most time-consuming and laborious for me to do, but they are also the most important.- WOT is just a mechanic, even if you don’t know the moves or the coordination, once you know the mechanics, you will be effective.In addition, this installment is based on the in-game mechanics, the actual ammo – breakdown etc is more complicated than one or several articles can describe.Ammo system is also in urgent need of reform from the game to now, ammo system reform is really not much, silver for gold and HE2.0 are the biggest changes.- The ammo system should be changed, WG itself knows that the current “special ammo” is the P2W, it costs more to get better performance, there were some changes before, but they didn’t make it out of the sandbox.After all, ammo system has to be linked to tank design, economy system, etc., and it has to do with everything. Our players’ opinions are not well listened to by WARgaming, so we have to make do with the current ammo system.In today’s post, you just need to understand the following points, and that is victory: Crush mechanics: double overturn, triple Crush HE damage mechanic HEAT pros and cons Game mechanics are always the most important foundation, learn it will not be a disadvantage.I am Anabel, Kato, always for the vital interests of our players.If you like my car review, please forward to share propaganda, let more drivers home.To learn more