General Japanese Naval Forces Discussion HQ

You should consider that propellant charges stowage explosion is always kills ship - Yamato case. And shells stowage explosions not, only damages nearby modules Soyz case. That’s current game mechanic.


BTW. even one full propellant charge is 350+ kg TNT equivalent.
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interesting picture of the shells. whats the type 1 shell? Type 3 has to be the beehive shell?

anyways, how much propellant will the sojuz use to get one of its 1100 kg shells propelled at 830 m/s muzzle velocity? While the Yamato has 780 m/s on its 1460 kg shells thats gotta be almost the same amount. Ofc that 830 m/s surely causes no problems with barrel wear or decreasing accuracy. Proven and tested in a one barrel mount on land. pretty laughable.
or its sap rounds with 88 kg of tnt equivalent (trust) that can lolpen a heavily angled yamato at 16 km into the magazine on the side of the ship that is angled away with the diamond shaped bulkhead? same 830 m/s. If youre shooting a yamato at that distance at the wrong spot and not the unangled bulkhead with the wrong ammo and win in two salvos then idk. Theres nothing that should reward you with a win in that situation but maybe thats just me. But naval is a clownshow anyways. Pretty mysterous how naval rb is as barren as the sahara

Type 1 is almost identical with Type 91, just new cone with dye bag(driving band is little different but it’s not big matterr)

Soyuz’s propellant is 310 kg while Yamato has 360 kg, and Iowa has 299 kg.
Barrel life is about 300 round, similar to Iowa and longer than Yamato thanks to heavy weight(about 10% heavier than US Mark 7 ). In real life prove this well as test barrel in Leningrad shoot about 270 rounds during War, while 27 round were fired on 870 m/s with extended charge for testing.

Yamato with angling is even weaker than flat standing Yamato as bulkhead is much thinner in thickness.

True. But not if you shoot

There. Anyways thats why i said “if you shoot at the wrong spot” when the bulkhead below turret 3 is completely unangled. But i guess that doesnt matter cuz in a sojuz, even worse when youre angled, you just win. no real skill involved.
Have i mentioned the clownshow already?

Yamato just have bad armor scheme and ammo placements in current game conditions and rules, it’s not the only one like that - all US standards, Banden and Bayern, Littorio and Richelieu classes are powder kegs too.

I know that. Are they 73 000 ton behemoths though that take ages to turn their gun or the ship itself yet can get ammoracked by 6 inch aphe from light cruisers under certain conditions? I’m sorry but i cant take that clownshow very serious. Is that only a short term condition its in? No not really, considering the 8.7 ships were introduced 13 months ago, basically nothing was changed and the gamemode was left to rot.

Naval was in stagnation couple years before Leviathans, recent changes on shell transfer, air respawns nerfs and autorepairs, as for me, were unnecessary changes.

But biggest problem that killed most fun for me, was the enlarging of the maps, with respawns moved away(which made boat captured CP unreachable for big boys to retake in realistic amount of time, not every ship has a floatplane and also made them even emptier than they were before) and the removal of almost all Domination maps from 6.0+, without any improvement to Conquest and Encounter gameplay. I miss small Domination maps on BBs and Cruisers they were most engaging fights i ever have.

Atm. there is barely any diversity in battles cause of that - same big circle maps over and over for years is awful. Now even poor 4.3+ are on Encounter.
Ships 6.3+(third of all big ships, where people spend most of the time researching the trees) have only 8 maps in rotation when 4 of them is ocean circle in the middle of nowhere. So for me current map rotations, one of the biggest problem of current Naval and should be solved with maps BR brackets changes, returning of the absent maps in rotations(more than a dozen maps were excluded out of matchmaker) and also returning of the smaller maps variants of enlarged ones - one of the cheapest changes which gonna bring a lot of fun for everyone back.

At least for top tier enlarging of the maps was -kinda- the saving grace. Still nothing that would get me back to playing this mess when i can just play a naval gamemode that involves actual strategy and positioning -naval ec-. Ofc, since its an actual good gamemode only for 2 days of the week, but well, at least you keep your sanity this way. With finally more than 12, sometimes 8 km distance (flipping african cape you absolute abomination) you can even bring your guns on target in the yamato before exploding. Now staring at a wall of 15 bots every match. For all the lower BRs i would definitely agree but who would have expected the snail to get that right? is it the same 20 km distances for 6.0? thats dumb…

Like, the whole gamemode is flawed. You win matches by capping. But you can cap rightaway much quicker and safer in tiny pt boats that no one plays the mode for. The objectives are right in the middle, halfway to where all the enemies spawn, usually with open sightlines from the spawns to the caps. Because the distances at which the ships shoot are so big compared to how far they can sail in the time the snail has set as the standard for a match -5 minutes- thats the gameplay that you get. Matches on average end before a capital ship can even get to the objectives that decide the match. Longer attention spans cant be expected of wt players apparently…

Couple that with even worse compression than the rest of the game and thats exactly where you dont want to go in a ship with already subpar armor in a full uptier or something like a yamato. So, rush the objective to suicide like a lemming to make the rapid ticket drain stop is the whole gamemode…Thats the idea behind it? Wooooow bravo, sounds exciting…Oh but you get maps where one team can fully reverse upon spawning to sit behind an island and shoot into both spawns of the enemy team resulting in matches where not a single capital ship of the other team is able to sail further than 1 km :-D why would i play that except for if i have to spade a ship? Its inherently flawed…

I don’t think so - having enlaged maps is ok, having only enlaged maps is not ok, even in the top tier, that was my point.

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About only i dont know, But if you are forced to fight at distances where everyone lolpens everyone and in a yamato or musashi you are dead before you even get your guns to point at a heavily angled sojuz that you cant pen anyhow, that defeats the whole point? Ships dont just pop up out of nowhere at minimal engagement distances right in front of each other. well unless one comes around an island or something and then you get to experience the awesome wt aiming at sub 2 km distances with aimpoint jumping around your screen like a frog on crack.

Also i couldnt care less, as i said, im not playing it anyhow so idk, take my opinion on it with a grain of salt

At close distances all ships are vulnerable.

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.

So play EC why bother. I don’t want to spend 2 hours on halfbaked event mode for no decent rewards.

Your point that you want EC as a usual matches? But I don’t want that, i want different maps and modes both small and big.

I don’t like that, there is only big maps on 6.3+

Iowa’s APCBC can be almost parallel with the belt armor for impact angle and it will still ammo detonate you instead of bouncing at 12km+.

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.

I think it’s less bugged and more poorly modeled.

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.