Gneisenau and Scharnhorst are invincible again

After years and years of suffering under uncontested Scharnhorst supremacy at top tier we finally had a reliable way to kill Scharnhorst via turret fires, but with the Leviathans update, this mechanic has now changed to where fire in the barbette originates from where penetration occured rather than fire starting in the middle of the barbette regardless of where the penetration occured.

Before the update it took 30-90 seconds for a barbette fire to detonate a spaded Scharnhorst, now it just doesn’t happen at all. Outside of point-blank range you just cant penetrate that retarded turtleback so you’re forced to hit the upper belt or higher, which gives Scharnhorst plenty of time to put the fire out even if he’s afk and just has auto extinguishing turned on. Meanwhile other ships just instantly explode without any fires or counterplay if they’re hit with the same shells in the same spots on their hull.

And the problem now is that Gneisenau has the exact same overpowered “feature”, while also having similar if not higher firepower, and also being a premium so its already getting spammed relentlessly. All the hype about these new battleships is going to get smothered by invulnerable Gneisenau hordes unless this is adressed immediately. All these new people getting into naval are going to take out their first 6.3 cruiser or battleship and get violated by these premium spammers over and over and over again and rightfully quit the mode entirely unless this is adressed immediately. Don’t waste this final chance for naval on letting single-nation mains abuse overpowered premiums!

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First battle since the new major - ammo racked 3 Gneisenaus and witnessed 3 more Gneisenaus ammoracked by my teammates

Invincible?

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That’s just plain wrong. Whenever i hit and set a scharnhorsts ammo elevators on fire they exploded within 5 to 15 seconds after set on fire before the update since its the ship (or one of them) with the shortest ammo elevators. Giving them 0 time to extinguish if hit there. Now, considering one could see that as karma for being the most survivable and for some ships almost unkillable enemy, especially when angled, is that a good way how that mechanic should work?

How would a min 30 seconds that you claimed help you with that? everyone that knows what hes doing can cancel all repairs and extinguish in 30 seconds, thus making ammo elevator fires pointless and just a bit annoying, not more.

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Nothing changed regarding turret fires. Already lost Sachsens and Bayerns left and right. Undamaged ships with max crew exploding before the turret fire can be put out. Its bad gameplay. Its either your mags are deep below waterline or the whole ship isn’t War Thunder capable.

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They pop like balloons where you aiming?

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Parizhskaya Kommuna, Novorossyisk and Arkhangelsk could not do it no matter how many AP shells I pump into the correct spot. I had no such problems before the update. Perhaps just a streak of really bad RNG

Can confirm, been racked twice today in maybe 8 matches.

And by things around 7.0.

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Who’s actually surprised?

Actually I think gaijin have buffed a little about scharnhost’s magazine health. But how can these posts both in here dude?
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Ive been blowing them up left and right at the moment. In fact im going for them if I spot one for the easy free kill.

Ive been having far harder time with things like the Amagis

The game mechanic change that scales ammo detonation damage with magazine fullness is actually a massive buff to the Shinyhorse sisters.

Once more players stop taking full ammo loads, the ships will return to being nigh unkillable.

Yes, even with ammo detonations if their magazine is not full they will survive and continue fighting back.

Most likely the usual RNG of weaker guns shooting shinyhorse having a harder time lighting them on fire and dumb players not reducing their ammo load is the reason behind the inconsistent experience from OP and replies to this thread. OP is using weaker guns and fought smarter players, replies are using stronger guns and fighting dumber/lazier players.

That guy is a gigantic wehraboo and german main, also complaining about the WW1 battleships in that thread not Subhumanhorst

No they will not. The new mechanics only calculate the non fatal detonations, such as shell room and secondary ammo storage, while magazine detonations = 100% insta death. For German BBs whose magazine is placed over shell room, fire reaching ammo = death sentence.

There’s no meaningful difference of their survivability before and after the major as far I can tell. Before the update fire always initiates at the centre of the elevator but now it starts from where the shell hit, for Scharnhorst and Gneisenaus their no.1 and no.3 elevators are too short that basically anything hitting not the very top of it will almost guarantee fire to spread into magazine in less than 10sec.

Scharnhorst and Gneisenau’s ammo storage is not subdivided so there’s no difference for them to take 100% or 10% of ammo

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I detonated the magazine of a Dunkerque today(the damage HUD explicitly said I blacked out her magazine, not her shell room) and she survived like it was just a shell room detonation, so dunno what happened there or the HUD bugged out?

In some cases if the shell destroy shell room and magazine almost simultaneously, there’s a small chance where magazine is displayed as black but the DM actually only counts the shell room detonation (keep in mind when shell room is detonated, the associated magazine will disappear from DM due to game code limitations)

And vice versa, sometimes you can also see insta death of ships while the hitcam says only shell room is destroyed

I had several nice enemy magazine detonations with skyhigh flames and whole frontal sections blacking out, but sometimes the ship survives and another one gets the kill.

Killstealing is still a thing in Naval, often bots. But got the impression also players look for easy to kill victims which are about to sink and just score the final hit.

On other occasions mag dets leads to immeadiate kills. Just remember my last game: Kronstadt, Repulse. The whole damage model thing is confusing to me. No consistency.

I’d ask our community mods to ask Gajin whether its possible to improve the kill/reward mechanic. Something like in Air modes with that severe damage mechanic. So the kill stealer might get his precious kill as well as the one who was grinding the enemy down.


Another thing with Gneisenau: Had a match earlier where I sunk 2 enemy BBs (amm detonations) and got some assists. But still I had almost no gamepoints. Like 400 points, also low damage score. While others had 2 kills / some assists and scored well above 1000 points. I’d argue when you get a kill and detonate enemy ammo, you should be rewarded with huge amount of damage point/game points.

Whats the best ammo to use for high game scores? I usually use AP. I see alot other players just shooting red shells…so guess HE/SAP or something. Is it possible you get better scores with HE type shells?