Ultimate Admiral: Dreadnoughts

Ultimate Admiral: Dreadnoughts

ghazban_ogre Jan 24, 2023 @ 6:52am
Blocked shots?
What the sam fricking hell is it with blocked shots? What does that mean? I am .3km from an enemy ship, firing 9 inch guns, I hit and they are 'blocked' every time! meanwhile the enemy is shooting me with 5 inch guns and tearing me a new butthole. WTH.
Can someone explain this stupidity to me?
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Showing 1-9 of 9 comments
Liondrome Jan 24, 2023 @ 7:27am 
That depends on the armour of the ships and what types of shells they are firing.
Lipi Jan 24, 2023 @ 8:59am 
In theory, it also depends what angle the enemy guns have on your belt and what do your guns have on their belts.

In practice, most of the time... what you said. Especially for CL vs CL.
Last edited by Lipi; Jan 24, 2023 @ 8:59am
Aries Feb 2, 2023 @ 4:17am 
Does anyone have ideas on how to have less blocked hits (shell shattered on hitting the armored surface)? I need the formula :steamfacepalm:
Ok, here is where I am at. A DN with 12"/66 cal. mark 3 armament using Heavy Capped Ballistic I at about 3k and 9k range with roughly >57' angle.
45% of the hits shatter (blocked), only 18% ricochet, 15% partial, the rest are pens, and over pen.
This is against a mix of Harvey or nickle-steel 6" main max.
I understand this is only one battle and there are so many variables but I see the Blocked pop up alot for me in the ship to ship combat.
What shell types might reduce this?
Should I have the longer barrel or normal?
or even the heavy shells?
What works for you? Please, any suggestions would be great.
thanks
Lipi Feb 2, 2023 @ 9:57am 
Keep your guns aiming perpendicular to their belt that's the first requirement. Avoid the same yourself.

But I think your hit rates are mostly OK. Longer barrel is great. But increase cal will reduce reload rate also.

Getting closer with bow facing the enemy might be good after which give him broadside shot, but not 100% parallel.
Last edited by Lipi; Feb 2, 2023 @ 9:58am
Aries Feb 2, 2023 @ 10:57am 
Thanks @Lipi, keep an angle and perpendicular, ouch, math is hard. Imagine trying to aim 12" turret in like, 1895? It must have been "over there, looks good, FIRE!" :steamfacepalm:
Shad Feb 2, 2023 @ 1:19pm 
Armor piercing is simply bugged in past few hotfixes, with large guns sometimes failing even against torpedo boats.
smartalecme Feb 2, 2023 @ 1:33pm 
Also, keep in mind that the armor piercing capped variants have less chance to penetrate at an angle, and more delayed fuses. This makes them more likely to ricochet on targets that are not flat on, and also over penetrate. Also, long barrels have higher velocity shells, increasing over penetration potential, as well as nearly eliminating deck penetration. Keep that in mind for your guns.
redhongkong Feb 2, 2023 @ 7:40pm 
if u are in 1890s try to pen belt armor, i think u need high muzzle velocity to hit belt armor more frequently.

get longer barrel gun, light weight shell, high pen capped shells

low muzzle velocity will arc ur shell upward and i think they might calculate more % of ur shell as hitting deck and bounce. altho its like point blank range not possible to hit deck in visual.

but the hit box and visual doesnt match up when i look closely in simulation, they clearly hit deck, but count as belt armor hit. so i guess they dont count on visual, hits are all number based.

low muzzle velocity work best on far away to pen deck armor. but they might bounce on belt armor more frequent i guess.
Rellren Feb 2, 2023 @ 8:11pm 
All of the comments above are valid, but they missed the fact that, YES, penetration is currently still broken, although they claimed to fix it in 1.16. In the diagram, there is a 100% chance to pen a ship (and in angle, too, imagine perpendicular), but it is blocked. This bug still happens from version 1.0, and it's infuriating. E.g. 30cm guns, AP cannot pen a 15cm armor, but HE somehow deals more damage.
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Date Posted: Jan 24, 2023 @ 6:52am
Posts: 9