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  • BB players guide to effective bulge

    07. 31. 2010 16:25

tinguy
Purpose of test:
1. To dispell any theories or opinion of proper bulge & belt setups that are currently
being used on any nations Battleship뭩 against torpedo's
2. To show the effective amounts of bulge/belt to run on any battleship currently
used in NF
3. To show definitive proof of the capabilities of a sub and why its necessary to run
bulge and belt, not just one or the other or none at all



Test guidelines:
Ships used for test purpose뭩 were Monty and IJN T3 sub
note: an alternate test was run using an L2 with similar results in damage

Tests were run at approximately the same exact map location each time to alleviate
the risk of variable몊 caused by difference in pixels and were stationed at
approximately the same distance from one another

both ships were stationary during attacks

Torpedo뭩 were fired as close as possible to the same broadside impact point on the
target ship each time

Torpedo뭩 were fired in 3 sec intervals

Torpedo뭩 were fired on gradual fire mode

Duds were not counted as a fired torpedo only those that caused damage or hit the
ship directly were counted

Splash damage was a non factor as torpedo뭩 were fired close enough and in the
case of a dud they would travel far enough past the tested ships to a point where
the detonation would have zero affect on the targets, this was tested several times
to ensure proper distance of firing point

Test results and observations:

At 200 bulge with .6 belt it was found that actual damage was not inflicted until 5th
torpedo hit ship, in this instance torpedo #1- 4 inflicted zero damage and were
absorbed 100% by bulge, the bulge was completely stripped after 4 torpedo뭩
(same results were recorded at 255 max bulge tests) Torpedo뭩 # 5 - 7 damage was
inflicted but was still repairable and ship tested should still have the ability to make
OH (health bar was still green) after torpedo #8 hits, ship is burning heavily (DP bar
is into yellow and blue marker is at zero) ship will no longer be-able to make OH until
rep뭗 and will be an easy kill due to speed capability loss, at #9 torpedo ship is
deep into orange/yellow, #10 torpedo ship is crippled and in the RED, # 11 torpedo
is the kill shot

At 255 bulge and .6 belt the same results could be found as far as damage
absorbed/inflicted. However the 1 extra torpedo it takes to sink a Monty (12 vs. 11)
could feasibly make all the diff in the world as far as surviving a sub attack, however
as the test shows the biggest overall difference in survivability is the speed
obtainable as effective bulge belt has reduced speed to 37OH, at semi effective
bulge speed is only reduced to 39 from the cap at 40 as the results above show

Prior to the 200 bulge/belt combination, testing showed damage was inflicted
immediately, bulge did not absorb any of the damage before it affected DP at all and
was stripped as 4 torpedo hits similar to the later tests also did, damage inflicted
from torpedo #1 - 4 was merely slowed by the bulge not stopped like like later
tests proved (200 bulge +)

Interestingly enough, belt has a profound affect on DP loss of ship but only up to a
max of .6 belt, what was noticed in all tests was that from 0 to .6 belt DP loss due to
damage inflicted was steadily reduced to a max of 2000 less over zero belt In all
tests, beyond .6 there is no additional decrease of DP lost at any amount of bulge
and or belt and is clearly shown on the first set of tests with zero bulge.

As the tests also show the minimum amount of belt that is rec'd to run at any setup
is .2 and maximum is .6 as is evident in the above test results. Having no belt could
make the difference in taking 1 more torpedo or sinking and anything beyond .6 is
merely wasted space and weight

For variables I ran 2 separate tests the 1st with max bulge (255) and max
obtainable belt with the crew used of 3.4?and found no difference VS .6 belt in
damage taken or amount of torps taken to sink or difference in DP left after each
torpedo hit
The 2nd test with 15.1?of belt (maxi could fit with full crew) and zero bulge, found
the ship took 10 torps to sink same as it did at 150 bulge but speed dropped to 37
knts (side note: sub got an extra 10k attack in this test vs. max bulge and .6 belt)

A second set of identical tests were also run on an L2 the exact same way the
Monty tests were completed and the exact same results were found for both ships?
only difference being the speed caps of a Monty vs. L2. The same amount of
torpedo뭩 were recorded to sink the L2 at the same tested intervals, the same
amount of speed loss was also recorded at the same intervals as the Monty tests.

The L2 tested was not run with deck armor as 2 things happend it 1. got too heavy
and too slow and 2. you simply could not fit enough bulge on to make it even
effective to use while running full deck
the test results show based off of what i tested before actually performing the
actual test to determine what to test and how to do it, that a UK BB simply has to
choose between running AW'd (deck) and running as a SW with the appropriate
amounts of bulge as shown above trying to run as a AW with bulge simply is not an
effective way to try and run a ship in this game as you caint run from a SS and will
get chased down by opposing BB's

This test was not meant to be used to tell BB drivers what to use or how to outfit
their ship, it is merely to provide an effective guideline as to what is effective bulge
and belt combinations through actual test results, should you choose to use any
bulge and or belt in defense of Sub attacks this guide can be used to determine
what is proven to be effective and what is not

thanks for taking the time to read this i do hope this helps for your future battles

* edited for easier understanding of a majority of the player base
  Index

  • Re : BB players guide to effective bulge

    09. 24. 2010 04:12

SpqrEin
This needs a sticky.

But then again the more ships that apply this will add a new nerf about armor.
Appling this to my CL/CA ships has made a huge difference in the number of
torps that it takes to take my ship out.

  • Re : BB players guide to effective bulge

    09. 23. 2010 08:07

cptkomrade
great post deffinatly rebuffed all the opinions on bulge iv been hearing out there

  • Re : BB players guide to effective bulge

    09. 23. 2010 06:55

f444ran
nice work

  • Re : BB players guide to effective bulge

    08. 25. 2010 08:15

Compassghost
Different BBs have different X values against torpedoes, though, meaning this only applies
to the BB5 tested.

Bulge Y value (in most cases, equal to 100 x Amount of Bulge), is the amount of damage you
can prevent from each torpedo. Therefore, to stop a 20000 Damage Torpedo with bulge only,
you need 200 Bulge. To stop a 4000 Damage Torpedo, you only need 40 Bulge. Any more
bulge beyond the maximum torpedo damage (~21K) only adds to the maximum bulge damage you
can absorb, so if you want to be immune to all torpedoes without burning from the first
hit, you need 210 Bulge.

That is, of course, assuming you have no belt.

BELT RESISTANCE IS APPLIED BEFORE BULGE RESISTANCE.

In other words, if you have 0.2" of belt, you only need 105 to stop a torpedo cold, but
you'll only be able to stop the first one clean.

  • Re : BB players guide to effective bulge

    08. 25. 2010 07:27

WFCJINKS
Here is the thread with pictures about the effectiveness of using belt.
From 2008

http://www.navyfield.com/board/view.asp?
Num=111353&Sort=D07&Order=re_upday&PageSize=20&Page=1&SearchPart=title&
SearchText=belt&Ctg_1=&Ctg_2=&Ctg_3=

  • Re : BB players guide to effective bulge

    08. 25. 2010 04:35

Hungy
Excellent research, recced fo shizzle.

  • Re : BB players guide to effective bulge

    08. 25. 2010 03:37

JahThunder
Excellent work.

Recced!

  • Re : BB players guide to effective bulge

    08. 24. 2010 00:37

OttoReinhold
"as i stated anything less than 200 bulge is actually nothing more than a waste of
space as its really not going to help you in defense of a torp."

That's not entirely true. The other day I fought a BB and when I killed him his very last
volley crippled me to 5 or 10% DP. I was unable to move and had only a few thousand DP
left. But I still had some 90 bulge left because no torp had hit me yet. Then a squadron
of TB attacked me, hitting with 5 or 6 torpedoes just the second repair kicked in. They
did no damage at all and didn't even stop the repair. I survived, repaired and won the round.

Meaning smaller amounts of bulge might not help against subs much. But it helps against
"normal" torpedoes.

But other than that your guide is quite helpful. Thank for that. :)

  • Re : BB players guide to effective bulge

    08. 23. 2010 18:55

SirAlden
1) 200 or 201?

2) More than this (200 or 201) has no effect at all?
Even if the ship has been damaged by Guns?

3) You read your chart SPEED / BULGE you able get to until you lose speed
/ and look at BELT to see if the BELT achieved Adds One Torp?

  • Re : BB players guide to effective bulge

    08. 18. 2010 10:07

tinguy
1. if you run a UK AW it is actually rec'd that you dont run any thing other than the
deck due to great speed loss and the fact that you caint fit enough bulge on to have
an effective defense against torpedo's. this is the point where you need to decide to
either run as a AW (deck only) or run as a SW with proper minimum amount of bulge
which is 200 and no more than 0.6 belt

as i stated anything less than 200 bulge is actually nothing more than a waste of
space as its really not going to help you in defense of a torp.

this was designed to basically show you all that the old theory of "run as much
bulge as you can till you lose speed" is a waste of time, either run a minimum of
200+ with 0.6 belt or run none at all!

2.as for the question on the belt.... ANY BELT AMOUNT OVER 0.6 BELT IS NOTHING
MORE THAN ADDED WEIGHT AND HAS ZERO BENEFIT, other than slowing you down
so a sub can catch you while submerged
0.2 - 0.6 belt is what is rec'd (0.6 being the ideal amount)when combined with the
rec'd amount of bulge which is like i have stated a minimum of 200+ bulge
also, the point where 0.2 - 0.6 belt is even effective on any nations ship is when
bulge is involved, unless the ship can run atleast 200 bulge your better off running
nothing by way of armor as speed is actually a much greater asset in terms of self
defense. having the ability to run and live to fight is a greater asset to the team
rather than rushing and getting killed because your "too slow to run away, or too
slow to provide effective hit and run tactics"
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