Discussion on the Combustion Mechanism of Naval Shell-Handling Machines

The recently introduced shell-handling combustion system in naval battles is ruining high-tier gameplay. Top-tier ships completely dominate lower-tier ones—they have superior armor-piercing shells and propellant charges, meaning a single penetration is often a death sentence. Fires now directly detonate magazines, even if I’m only carrying a quarter of my maximum ammunition. While this change makes the game more realistic, we need to ask: Does naval mode really need this level of realism?

The previous update improved the arcade aiming system, which was a good change—it brought more players to naval battles. But this new mechanic is driving those new players away. Many of them bought premium battleships at 6.0-6.7 BR, only to face 7.0 top-tier battleships in nearly every match. This is terrible for game balance. I don’t know what Gaijin was thinking. Ships like Mutsu and Amagi, with their 24-second reloads, have absolute DPM (damage per minute) dominance in the current meta, especially in the typical 10km spawn-to-spawn sniping on most maps. Premium battleships have no counterplay—if their shell-handling system gets hit, they just explode.

Therefore, I believe this system should be ​​removed entirely​​ and reverted to how it was before the update. Additionally, ​​no new naval mechanics should go straight to the live server​​—they must first undergo public testing on the dev server. Otherwise, the game will only get worse.

1 Like

Yes we need it, where is fun in action where you can’t kill anyone, TTK was to high, “community” voted for hull mechanic dmg nerf([Feedback] Loss of unsinkability mechanics - #273 by BleedingUranium) mechanic that in first place was aimed on lowering TTK and replacing “crew” kills(which in unrealistic) on “hull” kills, so that what you got instead. Before fire up, lots of Battleships became unkillable with new ballistic and zero ammo rack chances.

It’s problem of 7.0 vs downtier, and can be solved other ways, like full 7.0 fights or br. gap increase or(25% not more uptierd rule for fights were number of players are low, instead of plain “four” uptired rule)

as for me on 6.0-6.3 after patch i meet 5.3-5.7 more often than 7.0 cause of new and comeback players who don’t have 7.0 yet, and now Amagis and Shanhorses also blowing more often by equal ships, so they can’t harass whole enemy team while stay focused like before, so they have to priorities each other to be “king of the match”.

btw. You skipped whole Jap tree with Yamashiro, so what do you really know about 6.0-6.3 struggles.