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Target damage
How many X's to sink targets
Each ship has a number of boxes in its icon when you click on them and when damaged, they pink to show how badly hit. A Red X. denotes severe and to annoy us can change to immediate heal at times when hit again. The breakdown of how many needed to sink each type of ship is as follows.
Merchants with 14 boxes need 8 red X's to sink them.
Merchants with 16 boxes need 9 red X's to sink them.
All Escort types need 7 red X's to sink them.
County class Cruisers need 17 red X's to sink them.
Carriers need 19 red X's to sink them.
Battleships need 21 red X's to sink them.
*Damage is not about speed as you can have a damaged ship still trying to put distance between you and them yet will eventually slow and you can sometimes come across damaged convoys 'as long as it has an escort present' in the area of your own mission. Overly pink escorts damaged at aft can cause them to loose speed
Hope this is of some value
Kind regards
Bordegar
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Useful post Bordegar, a question oft asked by new players in chat.
Another way of putting it is:
Merchants and Large Warships need 50% + 1 X to sink
Escorts need 33% + 1 X to sink
Merchants only occasionally lose speed by stern damage, Large Warships sometimes, and Escorts quite often especially if attacked with Zauns.
As for self-repairing their damage, it seems to happen more in higher Phases, and although an annoyance, we can repair our sub at sea, so it's not surprising the other ships can too.
Regards,
AlbertRoss.
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Awesome, thanks for sharing :)
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Great post thanks Bordegar.
I wonder if we could extend this further, with some suggestions for torpedo's to sink?
For example, either will normally sink the target with a decent shot.
Escorts: 2T1 / 1 Steinbutt
Merchants 1-2 T1 / 1-2 Steinbutt
County: 3T1 / 3 Steinbutt
Ark / Nelson: 4 T1 / 3 Steinbutt
If I am proactive I may edit & update this list. I haven't worked it all out so probably some mistakes.