I’ve seen this quite a lot, also for 2 plane ships it’s very common not to be able to launch the 2nd (classic Gaijin lack of testing)
Disabling the catapult, scope, fire a couple of salvos, descope, enable scout - usually works but I have no idea if it’s just kicking a rock to make rain :)
It’s strange how this has got worse over time and changes, yesterday it happened multiple times.
Once in a replay it looked like my ship wasn’t even firing but I didn’t have in game caps to compare so who knows (Commandante Domine front 40mm) This was a few month ago when there was a bug where auto firing some 40mm didn’t even work.
I also had an interesting one in golden bay today, firing through the gap under a cargo ships bow I got splashes very close to me on my side of the cargo ship - there was no way the shots could not have been made through the gap.
Sometimes when firing over a hill at a ship you can see the auto targeting just screws up and seems to fire to the left.
Targeting lock sometimes persists where it should not as ships pass behind islands or emerge from them, you see this lots in WT mobile too where one particular troll vehicle (Lun Class) can peek round a corner and get lock on you before you even see them! it’s well beyond what you’d expect from any kind of visibility mechanic.
Anyone here for the early days of auto aim may remember the weeks when you couldn’t fire over any islands properly
IMO this happens quite a lot when firing over low terrain or when enemies have just appeared.
… so if a boats position does not get updated quick enough, the auto gunners cannot aim properly, but our clients are still drawing when we’re doing, but the server has a different idea so doesn’t let the shots register? I have no idea, but can imagine what a headache a bug like this could be, and if they cannot even remove air strikes from tanks then we have quite strong evidence that the game is struggling from technical debt. I hope they’re just busy on Infantry, it would be a shame for WT to suffer a complexity collapse.
I observed a strange bug with the german albatros torpedo boat - the bow turret fires sometimes automatically - but w/o aim - causes the gun to overheat. This boat doesn’t have any secondaries so one can’t set the guns to auto. The turret in the stern only fires when I trigger it.
the ammo in the middle is the ammo of the AA guns(20mm, 40mm, 37mm, 57mm depending of which of the three ships we talkiing)
the magazines of the main and secondary turrets are divided in two, so just taking 50% ammo for the main guns and secondaries 150mm should empty the magazines on the waterline
kinda the same deal as the dunkerques, but on the dunkerques the ammo between the two main turrets is from the 130mm secondaries so you are able to empty half of it on them
Yes; Tertiary ammo. Although I’m not sure if detonating tertiary will nuke the magazines as well if you’re carrying 50% or less main ammunition.
In other news; the boiler changes have hard nerfed the Krasny Kryms.
I’m not certain this might have nerfed the RU dreadnoughts as well as other ‘unconventional’ designs (Fusou, Yamashiro, etc) or if this an issue solely with the Krym boilers and ammunition layout specifically.
Listen I hate CAS as much as the next guy, but this is just insane. That was about a 20 km shot. That’s insane! CAS in naval is far more balanced than in ground because majority of ships have tons of AA!
cas is no issue at all in naval - even wanky pt-boats shoot precisely at planes which are nearly out of their gun range. And starting at medium BR of 4.0 most destroyers have proxy fuses or guided missiles. The kill above was done by a T22 - german destroyer w/o even proxy ammo…
Japanese cruisers and Shimakaze need to be rebalanced the AB mode.
A team of them staying from 15km away, firing torpedos from different angles, can easily beat a team of BBs with 40s reload guns.
The cruisers are ridiculously tough in comparison to their American counterparts (where hits on them will blow up shell rooms and black multiple components) and can take salvos after salvos from 10km+ with little damage (due to low gun accuracy) and torpedos are buffed to an absurdly fast speed and instant reload.
Torpedos were buffed that now the ships do not have to turn around and use the another side’s torps, reducing downtime.
Coastal and blue water should straight up be seperated from each other, since balancing both types of vehicles can be quite complicated in the current game modes.
For example, it is a catch-22. If you spawn a coastal, you can capture and win, but you are wasting a spawn slot. Also, people mostly came to play BBs and earn RP, the poor SL/RP gains of playing a coastal in top tier (lack of enemies) simply do not give incentives to casual players to bring a boat (not to mention coastal progression is difficult).
With coastal progress being difficult, people may bring a tier 1 PT-6, but spawning that boat at last life slot means that the mission is invalidated for tier 3 things like battle pass, daily challenges, and squadron RP.
There are couple of more reasons, like the ‘philsophy’ of helpless coastals spawning only to be inevitably hopeless when the destroyers rush in the coastal spawns.
there does seem to be problems with firing, just had another map and the gunner was spazzing out and shooting wide as I came out past some land with clear shots, with the target being behind another bit of low land too in this case too