[Feedback] Loss of unsinkability mechanics

I’m gonna find it morbidly hilarious if the primary reason we got a second dev server is because they broke naval, absolutely intend to shove the new mechanic in no matter what and the rest of the patch is complete waiting on it not being completely broken

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However, in today’s test server session — as clearly demonstrated in the video I shared earlier — no meaningful changes have been implemented . The USS Mississippi still catastrophically loses two compartments after enduring just 30+ seconds of sustained fire from an Atlanta-class cruiser , highlighting the persistent flaws in compartmentalization mechanics. This lack of progress underscores the urgent need for systemic fixes to armor modeling and damage propagation logic.

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There’s no change implemented to the 2nd dev server yet. Adjustments are still work in progress internally.

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In the test server, the penetration of the British 381mm SAP shell has been weakened to the level of the British 203mm SAP shell, and it is only 40mm higher than the penetration of the Soviet 130mm destroyer gun. How is this calculated?

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Based on data from ADM 186/174 “Memorandum on Armour, Shells, Fuzes and Aerial Bombs”

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thx

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As it stands, I think that HE is by far the worst ammo type in the game, it doesn’t create fires, it does very little to no damage, especially for Heavy Cruisers and Destroyers, US Cruisers don’t seem to be effected by it as much as they have incredibly fast reloads, but the japanese HE slingers are by far the worst in the game

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It’s litteraly the best shell for creating fires

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I think that those who liked your answer are happy early. The developers may well release a patch “based on player feedback” and suddenly it turns out that it has become even worse or nothing has changed. But since the work has been done and the patch has been released, they will be slower to work on these mechanics. They can’t put off the patch forever because players on land and air vehicles are much more important than players in the fleet financially and reputationally. And after the patch is released, it will be more difficult to require new mechanics to be fixed.

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I also want to remind you about a very interesting topic directly related to the survival of ships. The biggest mystery is where and how many crew are inside the ship!
No one except the developers knows about this and it is unlikely that they will disclose this information, because then terrible things will happen - they will have to work, they cannot allow this! Because there are official sources with the location of the crew.

Don’t tell me about the existing mechanics, where you can supposedly see where the crew is, it doesn’t show anything at all. In terms of reliability, it is like a random color generator

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It’s good to hear they’re looking at it, but I don’t think they’re responding to the idea that people don’t want it, period, and that there are better ways to go about fixing naval. By and large, what the devs have been doing is continuously not listening to the real suggestions made by naval players, and instead implementing things that they themselves think will help, without being actual players of naval themselves, and so having little to no understanding of how its gameplay mechanics operate. Same goes for the new aiming system- no word back on that, a horrible concept for fun and skill, makes it far far easier for bots to ruin the game, and simply a continuation of the dumbing down of naval arcade aiming that has only seen an INCREASE in botting and drop in player numbers.

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Often mechanics and their names aren’t quite what they seem at face value so how does a 6-8X reduction in hit power past 5km on most all HE in game translate into this?
At least the datamine list looks long enough to be most all guns
Since the shell has to pen the ship to damage the compartment it sounds like reducing kinetic pen of HE as a bandaid fix to prevent spamming things to death at range but that’d screw over every ship that gets HE stock which is everything except a handful of ships so I hope I’m interpreting that wrong.

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ngl noone really gets the meaning of those parameters 100%. Reducing Kinetic pen of HE would still mean HE is better than current HE that has 0 kinetic pen. The damage is still overturned on dev probably due to many issued and we will see more changes.

honestly HE damage on dev is looks so spaghetti coded its hard to have a opinion on it

that was probably the worst time to play Naval. Just HE and AA spammers no skill involved. I hope we never go back to that, it was pure pain.

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I mean there is only one option. We have to give them the feedback when the Patch is releaased. Sure it is not final yet, however no one ask for it and it should have been added in the first place. But we have to make i clear so that GJ removes it asap. Naval was finaly on the right way it was fun to play but GJ is ruining tthe whole progress by moving in the wrong direction.

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Then either Akizuki just sucks or i’m extremely unlucky

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Naval mechanics have been inconsistent for a long time in War Thunder, which is bad. Things need to be fixed so that new players can come and enjoy naval mode.

1-The damage after penetration is bad. When you shoot with a large cannon from a battleship, the explosion after penetration is very low even when shooting with 400mm cannons.

2-The mechanics of the waterline are unpleasant. A round with 700mm penetration cannot penetrate 0.1-0.3m below the waterline. Thus making it very hard to explode magazines.

With these things being fixed, naval matches will become more exciting and fair and there will be no more problems with Scharnhorst or any other ship.

Note: These things worked years ago, but they don’t today.

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The things you described are either due to bug or past unrealistic handling of DM.

Damage is calculated entirely in real time with great detail and the outcome is determined by where you hit. If you hit somewhere without vital parts/crew etc, there will be minimal damage. Also, don’t forget that the game has modelled internal bulkheads, all of which can stop/reduce fragmentation damage.

In the past, there was a bug where shells/fragments could randomly ignore the ship’s armour and internal bulkheads, giving you a false impression of what the damage should be.

What you have described is simply not true. If you go into the hit analysis after every battle and check the hit replays, you will find a lot of underwater hits - some of which can be very deep under the waterline. The depth to which shells can penetrate water is determined by the shell’s calibre, fuze delay and, most importantly, the angle of fall. Your previous impression of easily hitting ammunition below the waterline left and right was due to unrealistic handling of underwater shell trajectories, which has been progressively corrected over several major updates.

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That is all well and fine, and I think most players would agree with you.

But consider this. We are talking about battles with hundreds of rounds in the air at once. There are limits to the calculations you can run at the same time and not have the server TPS increase substantially. We’re also talking about a game where there are only five steel types to represent battleships spanning half a century. Partial penetrations do not exist and secondary spalling is disabled on ships. Heck, shells don’t even inherit acceleration due to gravity in their terminal arc - a law of physics which is vital to the function of battleship shells at long ranges.

Now I will say that most if not all plates on a ship have HP parameters defined in their ship’s .blkx file. So making them degrade is easy. The problem is that like the issues above, I could foresee more load on the servers.

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