3/24/2023 0 Comments Apcr rounds men of war 2![]() ĪP projectiles generally fly at an average speed, slower than APCR, but the penetration depth will be higher at long distancesĬompared with other rounds, AP rounds do not have many disadvantages, but they are generally worse than APCR and HEAT. For example, the same position on the head of 59 is equivalent to 170 for AP, 183 for APCR, and 194 for HE. Features of AP shells:ĪP has a 5° rotation, which makes it more penetrating to inclined armor than APCR and other ammunition, which is equivalent to weakening the armor thickness in disguise. AP is the standard ammo for most direct-firing tanks in the game, and currently artillery can also fire special AP rounds. Penetrates armor better than small-caliber, slow-velocity armor-piercing rounds. The principle is to use a warhead driven by gunpowder gas to penetrate armor. The biggest value of crushing lies in selling the side, playing the Swedish TD and selling the head of the carĪP projectile is also called armor- piercing projectile. ![]() If I hit an armor plate with an actual thickness of 30mm with the same shell, it would penetrate from any angle If the projectile penetrates deep enough, the caliber is greater than 3 times the actual thickness of the armor at the hit point, that would break down unconditionallyĮxample: For example, if I use a 100mm AP shell to attack an armor plate with an actual thickness of 50mm, no matter how high the equivalent thickness is, as long as the inclination angle of the armor plate does not exceed 70° of the mandatory ricochet angle, the breakdown rate will be Huge improvements. If the caliber of the projectile is greater than 2 times but less than 3 times the actual thickness of the armor at the hit point, the penetration rate will be greatly improved within the mandatory ricochet angle. not uniqueĭouble overturn, triple crush : A mechanism exclusive to AP and APCR shells that, if their caliber is large enough, can forcibly penetrate thin, angled armor. In theory, APCR is the fastest, AP is slightly slower, HE and HEAT are second, but there are also examples of tail-stabilized armor-piercing shells flying faster than AP. Different types of shells fired from the same gun can also have different speeds. ![]() Shell Velocity (Muzzle Velocity): The velocity of the shell as it leaves the muzzle. AP is 5°, the reduction is more, APCR is 2°, the reduction is less, and other ammunition types are not turned positive This value has almost no effect other than affecting the rolling mechanism.Ĭorrected: An effect that reduces 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 angled armor plates. Ĭaliber: The diameter of the shell, in millimeters, determined by the caliber of the gun. Different shells have different maximum mandatory ricochet angles, AP/APCR is 70°, HEAT is 85°, HE will not ricochet. If the shell hits another weak part of the same tank after it bounces, it will also cause damage to the target after penetrating (this is the so-called "bombing zone"). The ricochet shell can still penetrate and destroy the tank after it bounces off. ![]() When the shell hits the armor plate at an angle greater than a certain angle, the shell bounces off the armor plate and continues to fly. The damage calculation of HE shells after they have not penetrated is different, which is unpredictable under the new HE mechanism. ![]() The damage of the shell is not necessarily the same each time it penetrates, but it is always within 25% of the average damage value. The damage value given in the game is an average value (for example, the minimum damage of Baitu's armor-piercing bullet is 787, the highest is 1313, and the average damage is 1050), and it will also be affected by a 25% fluctuation. The average damage of the shell after hitting the target. HE shells also deal a small amount of damage if they don't penetrate the target. For most types of ammunition, if the penetration of the shell is lower than the effective armor of the target it hits, the shell will most likely not penetrate and cause no damage. However, the average penetration depth of all shells will be affected by a fluctuation of 25%. The penetration depth of AP/APCR kinetic energy bombs will change according to distance, and the penetration depth of HEAT/HE/HESH chemical bombs will not change with distance. The penetration value displayed in the game is the ability of the shell to penetrate the armor at 100 meters. ![]()
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