General Japanese Naval Forces Discussion HQ

How tf is it possible that one barrel launched atgm from a t55 with 3 kg of tnt equivalent is turning one compartment of the yamato from completely intact to yellow? like, do they work on damage models and bug fixes for naval at all? is anyone at gaijin actually quality checking for the bs they put in game?

Because you did a whopping… 1% sectional health.

Yellow is roughly 26% to 99% remaining section HP and I wish there was a better system to show the block health instead of colors - like a meter or something.

In my experience against her, she’s fairly resistant to ammunition explosions and depending where you hit her with 20.3cm SAP you will either do nothing or a little bit of something. No type 93s is almost a deal breaker to me but those 15.5cms can be straight up nasty since they get the Type 91 APHE.

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How good is the Tosa in the current environment?

Yeah, me too. I haven’t researched it yet, but I’ve fought a few times on Mogami. I aimed for the ammo storehouse, but it took a while to explode. Maybe I’m just not good at playing… It doesn’t have torpedoes, but Ooyodo looks fun.
I also like ships with forward-concentrated armament. I’m thinking about making a suggestion for a Chikuma equipped with seaplanes.

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Ended up getting Tosa. Kind of annoying they went with the westernized “Tosa-class” designation rather than the correct “Kaga-class” designation on the statcard.

Aside from that, I see that Tosa’s crew must’ve borrowed Amagi’s time machine and stolen the main battery turrets from the 30s refit Nagato-class to replace their original turrets. So just a couple of potential bug reports, aside from that, Tosa does seem relatively accurate

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If you’re at 12 to 13km you can just plunging fire 99% of ships with the Oyodo and probably instantly kill almost anything you see.

Japanese shells (in my experience, mileage may vary) in warthunder like to instantly nuke ships at odd angles and ranges.

11 to 13km seems to be the sweet spot for CL/CA plunging fire though. 14 to 16km for battleships. I should probably test if diving shells are a thing because that could just as easily be dangerous at close range.

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Oh wow according to gzabis leaks they are finally working on the yamato’s model. Just not in the way youd be thinking lol

Musashi:

added another compartment

ammunition, engine room HP reduced

added 12.7 mm structural steel around the eight larger 25 mm turrets

No. 21 radar couldn't be damaged, fixed

crew reorganised

Yamato:

added another compartment

ammunition, secondary gun, engine room, fire director, rangefinder, fuel tank, 460 mm turret mantlets HP reduced

crew reorganised

Hilarious

hp nerf across the board

WHEN THE SHIPS ALREADY INSTANTLY DIE

right? well, i hope and pray this is just the beginning of some major overhaul to its model but i also wouldnt bet on that and this is just their “fix”. With hopefully most accepted bug reports implemented if those were correct maybe thats just the first couple of changes over the course of several patches to make the yamato and musashi work the way they should for being at 8.7.

They couldve also reworked and brough back underwater shells, i vaguely remember reading somewhere on the forum that that was quite important for the massive japanese shells, as it is now in game its basically impossible to hit anything under the waterline.

Taking 1/3rd ammo does literally nothing by the way. For either A140.

FYI Yama loose up to 85% of its crew from a single salvo in the middle of the ship, 100% reproducible.

IJN shells also like to just obliterate ammunition via plunging fire too.

Really funny when you use something as garbage as the kako to erase a 6.0+ american cruiser’s magazines from 13km+ away.

Well thats why the kako is not garbage, exactly because of those guns. But they have a quite slow firerate and even worse turret traverse as a downside. Sure you can/might be able to get a lucky mag detonation on a cruiser 1.0 br higher than the kako with these guns, but these guns are also all you have.

Just because it has good AP shells doesn’t make the ship good; HMS York suffers from the same 6 guns problem but has both infinitely more survivability and a faster firerate.

Granted, it is also .3 higher with the caveat of SAP only and kinda ass torpedoes but still.

Kako has the type 8s so it has that at least.

But that’s an issue of most of the IJN tree, period: glaringly huge lows and mediocre highs that are mostly shored up by 6.0.

Comparatively: Germany only has the K2 and the Elbing as its only two ‘bad’ ships. K2 used to be a menace pre Leviathans, now it’s just a punching bag.

Elbing because… It’s the Elbing.

Similarly, America has to suffer through the painfully mid Omahas after having ridiculously good DDs and then snowball out of control at 5.7+ and then back to being mid in US dreadnoughts until SoDak.

Russia’s tree is a schizophrenic mess of kind of ass and/or ridiculously gimmicky ships that have poor armor and great guns or have an outlier of an Italian BB and a British BB before capping off with Soyuz.

Italy and France are somewhere in between with Italy edging out slightly more with the excellent, albeit squishy Luigi Cadorna being added as well as Zara class.

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Kako doesnt have the long lances. Kakos got good guns ;-)

Alright you got me - I’m sleep deprived and don’t know how I didn’t remember she didn’t get type 93s. They’re still good torps and far better than any other nation.

No worries. Problem is though, you cant aim the torps on the kako as well. Anyhow that doesnt matter, kako is about the guns. For torp gameplay there are much better ships in the japanese tech tree. Like the numerous ones with the type 93. Both models are way better than anything anyone else gets, in speed, range and tnt yield.

Honestly, there’s almost no reason to play a Furutaka or an Aoba when you can just play Oyodo.

Oyodo is horrifying at her tier if played right since it’s the same AP on the Suzuya and Yamato’s secondaries…

At 5.3.

So how’s Yamato after changes, any better now?