Do some ships have internal armor around their magazines?

Hi everyone. Yesterday I was fighting a sovetsky Soyuz in Roma. He was broadside on to me and I detonated his magazine 3 times, under each turret, one salvo after another. But he did not sink. The battle ended before I could kill the rest of his crew. Similar events have happened before with ships surviving multiple magazine detonations.

But in Roma, a magazine detonation always one-shots me, even when my crew count is near 100%. I’m spaded with ammo-wetting. Are there some interior armor bulkheads in Soyuz and other ships that is not existent in Littorio class ships? Why is every other ship so survivable?

Propellant charges explosions always oneshot you, shells explosion - not. Some ships have propellant charges stored above waterline and above shells, so those ships die way easier and often, so players who knew that hunt those ships(bots and players), Roma is one of them. This uneven mechanic creates big disbalance between different ships - one of them survive longer and others just RP pinatas.

There were suggestions change survivability of different ships to make it more balanced one, with increasing damage from single hit based on caliber and filler, giving ability to reach modules under waterline rebalancing, damage control and modules crew refill tweaking and rebalancing. But yet it still stays like that what you noticed.

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Thanks for letting me know the difference.

Do you happen to know with which ships (top tier) its actually possible to bring less shells and by doing so empty entire magazines? since that seems to constantly get changed and updated? Not really important for EC, since there i ususally (except for having to defend close range) bring full ammo, in long range engagements the risk of getting mag racked is way lower in lets say a yamato, if you keep enemies further than at least 15 km?

Oh, and did you ever come across the idk if its a bug or just a bugged visual in the damage control window…setting one or both barbettes of an enemy ship on fire, The damage control window in the top right showing that, but then a couple of seconds later both fires get extinguished basically immediately? There seems to be a serious server to client miscommunication or a bug in the damage control window happening since its basically impossible to extinguish multiple barbette fires 2 seconds after they were set?
As in: either the barbettes were actually only on fire client side but the server registered it differently, or the damage control window showing that theres a fire when there actually is none. Sometimes that damage control window of the locked enemy ship also shows fires going for several minutes, some time ago it could show basically the whole enemy ship be on fire while it visually was not.

The way is to unload half of the shells and go to test sail an check with “roentgen” hotkey if some stowages become empty. Iowa example.

There is a floating bug that if you already have a fire extinguishing, getting new fire in other modules doesn’t increase time to extinguish, so when timer ends all modules at fire atm. will be extinguished immediately. I suppose there is no separate timers for every module, but just one combined. I’m not sure was it always like that or not.

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:-D thats ridicolous. So, setting a ships barbettes and ammo elevators on fire that is already burning and getting extinguished is basically pointless…But if it punches 2 abslutetly meaningless holes into the deck or the hull above the waterline that increases fire extinguish time because those holes obviously need to be patched automatically even if you have pumping not set to auto :-D user friendliness at its finest…

Oh so the roentgen hotkey and what it shows is actually accurate now? neat. I seemed to remember it not always being accurate. Anyways thats quite an effort for every ship to test, how many magazines it has, how many shells you can carry to empty which magazines. If these magazines are actually the ones high up or above the waterline. All that stuff should be explained on the wiki or even shown on statcards or in the shell selection menu…I just knew it is possible at least with some ships but cant be bothered to find out for which of the 100s of ships you can play you need to remove what amount of shells each time you play a different one and if that actually does something meaningful…

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I just use half of the load of main guns on all big ships.

For the normal gamemodes thats certainly the way to go…In EC which is at the moment the only naval gamemode i play i regularly run out of ammo even with full ammo loadouts (well, probably more because the yamato is basically only usable as a long range sniper if you dont wanna explode immediately).

I was basically wondering whether that works for all battleships, i think i remember it being tied to the implementation whether it has multiple magazines or just one big one. Would still help knowing, in cases you are feeling a bit suicidal and want to spawn your yamato for a close range defence of a harbor. Which youd have better ships for that purpose but still…

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