![]() ![]() Destroyed (does not function for the remainder of the battle)ĭamage to a module can occur when a ship receives damage the fewer surviving hit points a module has, the higher the chance of receiving critical damage.Critically damaged or disabled (temporarily not functioning).The table below lists the R ModHP, base HP, and minimum and maximum HP values for each module: 1± - Indicates that this value will be the highest/lowest modifiers respectively.R ModHP - The range of the RNG that modifies the module's HP.R - Indicates that the final value will be randomized.M HP - The base HP of the module, which can be increased by upgrades.Main Battery Guns: Depends on caliber the table below lists the range of values and specific ship exceptions:įor torpedo tubes, secondary guns, AA and sonar, their HP is randomized.Magazine: Roughly equivalent to 50% of the ship's maximum HP.Rudder: Roughly equivalent to 30% of the ship's maximum HP.Engine: Similar to the ship's maximum HP. ![]() For the engine, rudder, magazine and main battery guns, their HP is fixed, and is as follows: Module HPĮvery module has an HP value assigned to it. Individual aircraft can be destroyed by enemy anti-aircraft defenses, but this module itself cannot be damaged or destroyed by the enemy. The capacity of the deck varies between ships. This module, in fact, is the "ammunition" of an aircraft carrier each carrier has a limited reserve of aircraft on its deck. dive bombers, that drop either high explosive or armor-piercing bombs on enemy ships from above.torpedo bombers, that attack enemy ships with torpedoes. ![]()
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