Belive me, its better this way. Before the FAB5000 erased whole team spawns of capital ships. You need to hit and this is actually fine. Also use the new armor piercing bombs. Thats their niche.
It also has to be said that historically no operational capital ship on a combat mission was ever hit by high flying horizontal bombers. Despite especially USAAF tried hard to put up their B-17 vs. Jeapanese fleets in the Pacific theatre. The only exceptions were harbor attacks (like Tirpitz) and when high flying bombers used advanced, guided ordnance like Fritz X.
Before the change dropping huge bombs from Pe-8, Lancasters etc was pretty much fotm. Toxic for a naval game mode.
Not disagreeing, but when you consider a FAB5K is more than ten times the explosive power of a ship-launched torpedo, which did most of their damage by detonating below a ship, the damage falloff seems quite extreme.
dropped 6 x 500kg ( 300 tnt each ) plus 1 x 1,000 kg ( 600+ tnt ) on a br4 destroyer managed to take it down to 40%
laughable
try to fix one thing they make another 5x worse
why does naval always get the least useful coders ?
I think naval air implementation is flawed. It required a nerf.
Around … lets say 3.0 you sport very early DDs … like WW1 level without AA. You also got Battleships, Battlecruisers and Dreadnoughts around 6-7 BR without any AA gun. Also WW1 ones.
Lethal planes with devastating loadout ( Corsairs; P-47, AD’s etc etc.) have much lower BRs than their ship counterparts. So bombs needed to be nerfed. Whats the point of spawining a 50.000 SL repair bill Dreadnought with 1800 Crew , then a Hellcat with 2x 1000lb appears and just lolkills you??
We’re not even talking about Pe-8 or Lancasters with its nukes… sinking whole groups of capital ships with one drop.
so instead of doing some thinking and fixing the top end and they block nerfed everything and broke it completely … because it was easier to do … colour me surprised
with even just the minimum of thinking they can period adjust as they would in RL so any ships likely to meet air will have some sort of AAA
it is not like it is historically accurate … the latest bit where first shots are normally .36 over or sometimes only .28 just shows it is a predetermined dice game on the inside
Here is where you are wrong. In WT we go: a single plane against entire ship’s AA. We also go against the laser defense AI bots that snipe your plane from 4km. If a boat is in an SKR, they will knock you out from 6km. The splash was the reward for navigating all those dangers that WT originally caged the successful bomb release with.
Getting the Hellcat knife-fight close to a DD was always an admirable feat rewarded with destroying the said DD. Naturally less so with Momi but more so with even a Barker.
So, if Gj took away the bomb damage they also have to fix the bot laser guns.
This would be fair. This would be good. I am OK aiming for the ship with AP bombs, but not when I am already on fire because river armor boat shot me down from 4km away using magic bolts.
Yet. quite contrary. I have a feeling that the bot AA was stepped up because there are multiple occasions now where I die because my own bomb is hit and explodes the moment I release it.
Gaijin shouldn’t act like that. It can’t only take it should also give. And yet again in sad, typical Gj fashion they just took away.
Here what else is wrong with this poor, lazy idea to nerf the bombs: it made war bond tasks harder. The “bomb 6 ships” used to take X minutes, now it takes double.
But I already paid for the Battle Path, and its tasks got harder on me AFTER I paid for the BP. That’s unethical. I hope the developers get treated in life like they treat us: after they pay money for something the other party will change the goods/services on them for worse.
Indeed, I had a special task “destroy 9 ships with a bomber” It took a huge number of matches to complete this - you must target exactly and very very often the laser-guided KI AA kills you, and even if not - the bomb drop one meter away - such a near miss in real world would kill the ship!
Well all I know is I just dropped 3 800kg number 80 mod 1 bombs from the death star attempting to sink a Bravy one hit on the deck at the stern. One hit midship right behind the bridge and the other landed in the water directly alongside the bow turret main gun and about 2 feet from the rail. The 1st and 2nd got the Bravy to 60%. The third off the bow did absolutely nothing. Does anyone here want to guess what the US found was more effective than hitting the deck with anything other than AP bomb? That’s right putting them in the water alongside and letting them rupture plates. This is a terrible nerf. As someone else said, you’ve got AI Pr.206’s sniping you from 6-8km out. You have AI SKR’s that will ignore enemy ground vessels that are within 3km of them and instead fire on you at 10km, incessantly, neither the AI 206’s or SKR’s guns ever overheat or need to reload. So what’s left in a big slow bomber? Suicide run or space climb. Good luck getting a 1/4 of your drops on a enemies deck when they have 30 seconds or more to maneuver.
I regularly use the He-111 with that bomb. Just today I sunk two low tier destroyers with near hits and a sligt fuse delay of 1.5 or 2 seconds. So it might be like this. Ofc I don’t know the exact distance they splashed into the water.
in one of the last patches they fixed the bug that bombs didn`t explode by impact on water - so they seem to work properly now. But is still annoying that they very often explode even in bomb bay or after dropping by aa-fire