General Japanese Naval Forces Discussion HQ

There’s a possibility the performance will be different in NRB but for Arcade I just straight up do nothing against ships I know the Type 3 can penetrate.

Like an Alaska straight up blocking Type 3s at about 12 to 14km

Maybe it’s me skill issuing, maybe it’s the Snail demanding I suffer.

Second Yamato sister get.

Yay.

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Very interesting photo. I wish I knew the source… Are there any more photos like this?

Kure Maritime Museum’s collections. I recognize the watermark, they have tons of stuff available online



Classic Sovetsky Soyuz

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Stern tanking won’t save you from a determined Soyuz since it can just detonate you through stern armor, let alone through the turret.

Had one detonate me with 90%+ crew left with only 15 or so shells left in the frontal magazine in a Musashi with 90 secondary rounds left in left mogami turret.

Kagero!


She apparently will get Type 93 mod 3, which is nice to hear. Hopefully we can get a late war TT Amatsukaze or Isokaze as a Yukikaze equivalent some day.

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Has anyone else noticed how extreme Yamato’s flooding has become after the recent updates?

I’ve been testing it, and a 250 kg bomb exploding next to the hull (not even a direct hit) can trigger catastrophic flooding almost instantly. In multiple cases, the ship becomes unrecoverable in ~30 seconds, without any realistic chance to use damage control.

What feels wrong isn’t just “historical accuracy”, but the lack of counterplay:

  • The flooding escalates too fast
  • You don’t have time to react
  • Survival feels impossible regardless of player input

From what I understand, Yamato might also be limited by its current hull compartment model (very few sections), which could explain why near-miss damage becomes so punishing.

Even historically, near-miss bomb damage caused flooding, but not immediate loss of the ship — Yamato itself survived near-miss damage and remained operational during combat.

Right now, it feels like survivability depends more on explosion placement RNG than on player decision-making.

I’m not asking for Yamato to be tanky or overpowered, but currently it feels disproportionately fragile for a ship of its size and role.

Curious if other naval players are experiencing the same thing?

here a video : https://youtu.be/oOLn7frzVm4?si=Ai8-FcNAb1O1qoqT

Flooding is honestly the least of the A140’s current issues.

And that’s saying a lot.

It’s not “Yamato only” problem, but inconstancy ships floating settings. Some of them could be drowned that way with “small” bombs.

You could test it by yourself here.

Tbf, you were hit by a lot of near misses, not just one. Though yeah that shouldnt cause such catastrophic flooding that quickly but theres a couple of things i noticed:

You were sailing at full flank speed and continued to do so after getting hit and the flooding notification. Water intake is -afaik and also in my personal experience- depending of the ships speed. If you slowed down immediately you would have had more time to seal the breaches. But tbf the yamato takes a long time to slow down so it might have been not enough. (Full stop and full turn is an option to slow down even quicker if its a full survival mode situation and your angle towards threats is negligible because survival comes first) Just a general notice, but still wort trying instead of just sailing on at full flank speed. And yes, that also counts for unsinkability loss. Go full stop mode and you survive 2 times longer in my experience before you inevitably sink, but that might be enough to still get 2 very punishing salvos out.

And you are using the new damage control.
Which in this case caused: Automatic breach sealing plus repairs of superstructure and other damage (that is minor and not a problem at this moment). Right in the end it added a third action, extinguishing aa fires that are never fatal. If you had stopped the repairs (I am not using the crappy new damage controls that make you die in situations you would survive with “manual” damage controls so im not entirely sure if thats even possible with new auto damage control) that would have sped up the breach sealing process a lot. after breaches are sealed, pump the water and only after that repair damage that is not a factor for your survival at this moment.

I’m not saying you did anything wrong (even if applying everything I’m babbling about by the looks of it still probably wouldnt have saved the ship in such a short time) and such damage without any direct hit absolutely seems way off, these are just general things that you can do when taking flooding damage and when dealing with hull breaches. (Ofc depending on amount of water intake which definitely seems excessive here. 50 % in a couple of seconds from 250 kg bombs…yeah sure feels realistic. Ofc with less than 10 or even 20 % water intake over a longer duration theres not necessarily a need to full stop and turn or stop extinguishing fires. But in general every damage control action after the first one not only doubles the timer for both but makes them even longer, so dealing with one after another is multiple times as efficient. So: Figure out the most immediate damage threat to your ship. Barbette fires, Turret fires or fatal hull breaches are usually number one. Repairs usually can wait, especially if they turn urgent damage repairs or fire extinguishing and hull breach sealing timers 3 times longer.

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Yamato had 15,000 tons of reserve buoyancy by design and I don’t understand how it takes that much water to affect hull buoyancy from even small leaks so quickly in warthunder.

Oh absolutely that shouldnt have happened in any shape or form. a couple of 250 kg bombs next to a giant ship with the yamato’s amount of compartments - the snail mustve snailed again to believe that this would just turn the yamato into a submarine in like 30 seconds.
That being said the internal design of compartments of the yammi feels completely off. less compartments than all other high tier bbs that have way less displacement…idk gaijin…u sure?!? TBF the bombs landed all around the ship thus probably damaging and breaching a lot of the compartments but still…its 250 kg bombs. Totally comes close to what the yamato and the musashi went through in their last hours. But whatever this is wt not reality i know. How do i know? I look over there at a sojuz, surviving 5 minutes of straigh shelling of 46 cm guns from 10 km into its angled bow.

Thanks a lot for your detailed explanation, I really appreciate it.

To be honest, I don’t really like the new damage control system, and I didn’t even realize it was possible to switch back to the old one. It’s actually thanks to your message that I found out about it, so that’s really helpful.

I’ll definitely try your advice, especially managing damage control more manually and focusing on critical issues first instead of letting everything run at once.

Just to clarify, the video I posted was more of a comparison test. I intentionally didn’t slow down, because I was trying to compare with how Yamato behaved before, where similar situations resulted in much less flooding.

So while I agree that better damage control could improve survivability, the amount of flooding from a near-miss still feels unusually high compared to previous behavior.

Thanks again for your help 👍

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Here you go.

Turn it off to remove the cringe prioritization.

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Hey all, I’ve been collecting vessels that I think could be interesting to have in the Japanese naval tree and to see just how far the tree could be stretched. At some I also decided to see how the tree could be laid out.
I ended up with 125 vessels which is actually more than the US ground tree ! While some are simple late war refits like destroyers losing a turret for more 25mm guns, I think there are some really interesting ships like the seaplane cruiser Nisshin that would be fun to see in game. I’ve also included some Thai ships.


Some notes:
-Please don’t mind the 0.0 BR for everything, this exists only as a collection of ships and not their matchmaking. Similarly ships of the same rank won’t necessarily fight each other. A Kirisame wouldn’t fight a Musashi.
-The rule of 1 ship=1 configuration would have to be removed to allow 2 Mutsu, 2 JDS Amatsukaze, and 2 Kaga (BB&CV), and 2 Hyuga. Maybe even a 2nd Ise with the 12cm Ro-Sa AA rockets?
-I didn’t touch the premium/event section.
-For missile ships, I know AShMs have been denied but I added them anyways to fill the tree. I also purposefully didn’t go too deep into VLS territory.
-With submarines, and maybe even carriers, I think the tree could be stretched to ~200 ships.
-I know the current trees are limited to 5 lines, not 6. If I had to separate it into 2 trees, it would probably be Naval #1 (last 3 lines + carriers) and Naval #2 (first 3 lines + subs).

So, do you guys have any interesting ships that you think could fit well in the game and be added?

On a somewhat related note, I’d really like it if Gaijin could give the E13A1 its 250kg bomb. It’d be pretty important for ships like Nisshin and Mogami CAV. And if anyone knows whether Mogami used the E16A, it’d be great to know. Eric Lacroix’s book on Japanese cruisers says so but I can’t find any other source supporting this, they all say Mogami only carried E13A and F1M.


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Where was it said that ASMs are denied?

Now, I do remember a more recent instance of them saying that they tried making missile ship gameplay but couldn’t get it to work, and that they even tried scaling down the game (like what wows does). It might’ve been on one of the Russian streams. I’ll try to find it.

I mean they didn’t deny them just that they wouldn’t come at this moment or soon I’m 100% positive we will see full blown missile ships and their mechanics at some point in the future that’s just how gaijin does things all the time they say no or not sure now but later add them.

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