Except they literally do that in game when respawn - so not a strong argument.
ps. Most of small Domination maps have islands(that’s why they where entertaining even on BBs) while Conquest and Encounter and new enlarged maps have almost none of them in reachable radius, so it’s another one for the small maps.
Some more, some less. and some still do have their ammo above the waterline and armor that is paper at sub 8 km engagement distances even when angled, especially in uptiers which we all know is more like the norm in wt. And some have their magazines below the waterline (hooray for removal of underwater shells) and their magazines dont explode when their shell rooms get set on fire and explode (however thats possible while constantly moving shells from those shell rooms through constantly open yet very effective bulkheads). And they have like 30 seconds to extinguish a barbette fire. Some others have sometimes less than 5. So, sue me for thinking that closing the distance to have even less travel time → less time to dodge shells and exposing yourself to even more players of the enemy team through wider angles would be something pretty stupid to do. But youre right in actual naval combat whole opposing fleets just sailed straight headon into each other??? Because theres an imaginary circle somewhere between them where one of them has to sit on for 30 seconds???
Yeah. They respawn like 6 km in front of you. Thats exactly THE argument. If you could name me an irl event where 2 naval fleets ww1 or younger just popped in existence 6 km from each other ill be amazed to hear that story. Capital ships werent designed for that purpose, they werent built with these engagements in mind and they werent used like that. Yet that is what you constantly play in wt. That calls it “realistic naval battles”.
Don’t kid yourself in NRB blind BBs fight each other on even closer distances just as they don’t know the situation cause of absence of markers even on minimap. Besides that some of BBs survive on closer distances way better than on long ones.
Some parts of Jutland, Guadlacanal, Scharnhorst and Bismark death.
Most of Domination respawns is 12km+ which is more than Conquest closest spawn ranges.
ps. There is not only NRB mode in the game, NAB is way popular.
pps. You just need to imagine/realise that game started already in engagement and situation is not always on your side and there will be no problem in distances.
That need of big distances is more about hiding aka GRB gameplay style than about “realism”
No it wasn’t. It was reason why Soyuz is tearing everything and all European battleships except Littorio class got disappeared from battle.
Sadly, Yamato won’t be ‘excel’ at WT iin any way, as Soyuz also has what Yamato is strong at, but don’t have some problem Yamato has in design. Enlarging distance to try to save Yamato is just how you make Soyuz more stronger
Very much possible, yes. But does that make a huge difference considering the ranges? Its basically the same except for the aiming system and slightly better maneuverability for the ships no?
Anyways, as i said for most BRs the ranges are somewhat ok for top tier (especially since 2 of the 4 8.7 ships are absolutely helpless if enemies get too close) 12 km distance is basically pointless to play.
So the game started in an engagement where you -being in a yamato or musashi- already made the mistake to let enemy ships close the distance for way too close? while youd need to keep them at at least 16 km or more (depending on the enemy) for your armor to be somewhat effective? Thats like naval RB engagements start at sub 8 km for every scharnhorst, unfortunate for everyone playing something that relies on distance…bc in that case the situation is never on your side. Hooray for 2 viable ships in top tier Naval RB…Sojuz and Iowa (besides coastal pts that just end the match before any of those even get close to the caps). Really, such a mystery why no one’s playing that.
Did you ever play Naval EC? where you can actually play you ship to its strengths and are not forced into fights where youre disadvantaged from the start? where you got room to maneuver, try to keep distance or close it, depending on where enemies spawn and objectives are? Of course you still have the problem that you need to get close to enemies to push objectives (ports or convoys) but at least you have the space and the time to be effective in a support role as a long range support playing the yamato…
Thats basically my whole point from the get-go. The speed of ships and distances they can engage at/are effective at dont allow for a reasonable gamemode where matches barely exceed 10 minutes, especially not with objectives in the middle of the map. Either you try to keep distance and are basically useless because matches are decided right in the middle and its almost impossible to keep all players and bots off the caps or you suicide push onto the caps hoping to miracolously not get targeted by half the enemy team at distances where your armor does nothing. In the end, good for you if you still like that “gameplay” for my liking its just the dumbest and most devoid of any tactical opportunities way you could ever play naval combat…
25% in speed and other dynamic stats - is not “slightly better”, but “much better”.
Cause of bigger maps. I used to cap points with BBs a lot, on Frantz-Iozef and other maps before they were enlarged or removed from MM, even with sluggish ships with no planes. Even if they were taken by boats.
In NAB a lot of people playing that, almost 10 times more often than NRB.
Ah i see. Yeah i can imagine the regular gamemode plays out better with these buffs, similar to the WOWs approach, considering its then easier to maneuver between cover, towards the objectives and dodge incoming fire.
Yes, but not replacing them. To each their own, i think i said that but you seem to be happy to intentionally misinterpret what i say? It would be nice if it was playable every day of the week.
Bc there is an actual good (for me and lots of other naval players) gamemode for naval in game already that is available for 2 days of the week only?
Just spawn further back in Naval RB in the yamato, no wait you cant, you gotta face everything at distances where its bugged af armor is paper. Two of the most iconic Battleships ever built.
Yamato should definitely be more maneuverable than she is. 640m turn radius at max speed - while still large - is tiny for a battleship of her size. Some destroyers were out turned by her in real life.
Actually Yamato fear more long ranged shots and only with best guns like Iowa, Soyz, Roma or Yamato itself. And way less fragile than 8.3 ships, when half of ammo unloaded(after all bugfixes). So you basically want it to be stronger than Iowa and Soyz, while they have better design for current game reality.
So its no problem at all that sojuz and iowa are basically invincible at all ranges above 5 km to most ships below 8.0 but yamato just gets oneshot on half the maps by most 7.7 ships from 10 km or less. i see. which ships do you play again?
Which is funny, cause i died from exactly this shot. and its not exactly a sweetspot if that whole area above the main armor belt has around these armor values and the yamato blows up by every light cruiser round hitting there once the armor behind is destroyed (not sure if thats a thing but thats the only way i can think of how tf that happens)
But yeah, probably youre right, theres absolutely no problems with yamato, like 1/3rd the effectiveness of all other nation’s 8.7 ships in RB, AA simply not working at all sometimes and what i just found: It reliably sinks to 3 Spitfires with full dumb rocket RP-3 loadoat thats 3 runs with 8 times 6.35 kg SAP-HE rockets with 41 mm flat pen. Salvo 8 of them each at one section from above into the deck armor and youll have 3 black sections. Surely that sounds about right. What did it take again to sink the Yamato? 3 spitfires…yeah ok. “Almost” realistic damage model
Does anyone have any idea why the compartments die that quickly reliably. I was flying a spitfire with dumb rockets in a custom match that had ai bots of ships, like the yamato (shoutout CB_Madams Mod). you can carry 8 RP-3s on the Mk24 spit that according to their statcard have a sap-he warhead with 6.8 kg tnt each and 41 mm pen. If you salvo fire these (try not to hit superstructures especially not the turrets) from above onto the deck armor you can reliably black out one compartment per strafe.
Ofc then u need to wait to reload or have two more spits. Do that 3 times at different compartments and the yamato sinks. From 54.5 kg tnt onto each compartment. How the eff does that get through “quality control” and not a single person at gaijin seems to pick up on something like that is beyond me.
And that was replicable. Easily doable in 4 or even 3 runs. It even worked on one other ship cant remember which but did nothing to a Bismarck for example. Like nothing, not even starting to damage the compartments in multiple runs. Does anyone want to bug report that cuz i really dont have the will after all that stuff thats already reported and not fixed for a year now to do even more work for gaijin to get their stuff together…Just for it to be labelled as “working as intended” and “not a bug” and some anonymous dude asking me for my tax number and a 4k video of 5 incidents of that happening in a live match
It might be because if you simulate the shot it gets eaten by another armored plate before reaching the ammo or the “ammo elevator”. Yet thats what it says as possible damage: “ammo elevator”. So i think that somehow, possibly after those armored plates get hit, they disappear or get “destroyed” and the next round can reach all the way. At that point there really might be less than 50 mm armor left. Right above the giant magazines.
Id like to put a thumbs up emote for awesome modelling but dont know how.
To damage compartment you need to penetrate it, if you hit and there was armor that you could not pen, compartment will not be damage. But some of the ships have compartments modeled without upper deck so they survive better.
So you could kill Soyz just spamming 200mm- HE on top part of the Ship just cause it have only 25mm of armor there.