Ah after coming back to Naval for the Event again i gotta say playing 1 game of Richelieu Class again made me reconsider just abandoning the Nation until they do something about it. Its just so insanely uplayable comparatively to the ships of the other Nations (except maybe Italy not sure about that one).
French coastal can be nerfed when all the full-auto 76mm cold war boats go up :P
Or heck, when coastal gets fixed/decompressed in general… Because why on earth is VLT-1 at 3.3 alongside all those monsters?!
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Travel depth was what?
Not sure it makes much of a difference on an old WW1 battleship, unless there is evidence it was modified they generally had little to no torpedo defence measures like anti torpedo blisters or compartments designed to absorb/dissipate shock and damage.
They can go on fighting for a while it takes a lot of water ingress to capsize or have a degree of list that makes the vessel non combat effective or the captain to pipe abandon ship, this happens in the game but surprisingly it happens extremely quickly most probably far too quickly and unrealistic.
You can’t compensate in NAB though, because the shells now land where your cursor points, rather than staying at a range setting and then drawing lead from there, which often can bug the hell out when aiming across a thin horizon, rather than selecting an enemy, learning its range, and adjusting off THAT standardized range calculation.
Quick check in the in game model shows it has torpedo bulges and protection almost along the full lenght of the ship. At least in the visual model those even get thicker the further below the waterline. Now ofc i dont know if that should make her survive this many torps. But the protection is there. And in general when launching torps at capital ships its usually always better to have them at 4 m travel depth so u dont hit the main armor belt but below it.
Long lances just do compartment damage and some water intake when launched at 1 m (though its been some time since i did that bc its way less effective) But with everything but 8.7 ships travelling at 4 m depth they usually oneshot. Either through ammo, water intake, or damage to compartments. Id guess with lesser tnt equiv torps it behaves similar. Plus id guess the chances to also take out the pumps which are all the way in the keel is also higher when u dont send them basically at the waterline so the chance for them being able to pump quickly enough is lower.
Doesnt explain how or why the Kommuna survived eight torps, but that would be easier to (maybe) find an explanation or possibility with a replay. Did they all hit one or two compartments? etv etc. lots of factors that could possibly influence the outcome. Maybe it is bs. But hard to tell like this
That doesn’t mean you can’t compensate.
For example: If an enemy is stationary and starts to accelerate, you’re going to want to aim ahead of it almost a full ship length depending on the ship.
Turning’s a little bit more complicated but follows similar actions.
The only time this starts becoming a pain in the arse is when the gunners decide ‘different postal code’ but this is usually due to LoS ‘lost’ or the AI gunners not ‘updated’ yet.
Edit
Almost all torpedo defense bulges are rendered as 250kg protection. What’s likely happening is the game checking bulge hit (in this case; yes) and then checking against armor, ie lower armor belt.
Thus you get goofy situations where the pt boat pointblanks a dreadnought or a battleship for zero damage.
Had a similar situation earlier today where a bunch of planes kept torpedoing me and I got hit several times in the side for zero damage to my Westfalen. If you don’t believe me, I can link to the replay.
Oh dw, if you say it happened i absolutely believe you. Why would you lie about that? Its wt after all. I’d believe u if u told me that u got ammoracked in the yamato by aa fire. Wouldnt exactly be the first time that the damage of some weapon systems got completely botched with an invisible update or something:-D
Still, speaking from my own experience theres explanations for what happened more often than I think. And i prefer excluding possible explanations before i come to the conclusion that somethign is just broken or bugged. So i check replays or whatever and at least find an explanation for why it happened. Maybe what happened is bs and shouldnt have went down that way but did bc of weird or bugged modelling. But sometimes theres also bs happening that even server side replays or the vehicles models, maybe not even in cdk (which i dont have access to) can explain.
In my experience whenever i got hit by torps and they did almost nothing, they were always running at 1 m depth. or maybe hit the torpedo nets in naval ec when youre sitting just behind them on the other side.
My favorite is when I slightly yellow an enemy ship’s magazine and the entire ship just gets reduced to atoms.
Conversely, you sometimes hammer a magazine and it never changes color. Warthunder naval us very consistent in its inconsistency.
Aint “consistently inconsistent” their motto?
Clearly.
That is the norm in NRB, and used to be the norm in NAB. With the recent update, you can no longer do that, as the guns now auto-adjust. This means you can’t compensate in the normal ways, as attempting to do so will lead to the guns attempting to land in new angles, distances, and speeds, instead of matching to the target ship’s range and speed and utilizing THAT to do your compensation.
Basically, under the old NAB system, your guns auto-adjusted their distance as it closed/lengthened (whereas in NRB you have to do that manually), while tracking the target you locked. You then moved the point of aim so that the shells landed where you wanted them to land. Under the new NAB system, the guns auto-aim to land, meaning you have to keep them on the target you are shooting at, and cannot compensate for predicted FUTURE changes in course. Trying to do so leads to an inability to compensate in the old manner, as your guns no longer attempt to track the closure/opening of range or the speed of the target.
You still can in NAB. I just explained how.
Honestly, aiming in general needs to be reworked- Especially in CQC.
What needs to be rework is everything is Naval,
One sided maps,
congested spawn points with no protection,
BR Compression to the point you are losing players instead of attracting them.
Ghost shells and magiclly desych boats
Servers crashing
aiming for arcade, even some disagree!
Honestly the 4 ~ 4,3 Russian bias in every naval event is more embarrassing that the terminator fiasco
I honestly agree, 30mm universal is getting really boring to see
Counter argument: Naval RB 3.0-3.7 with a mixed coastal/destroyer lineup has been a real sweet-spot this event:
- No more Leopardbots
- All the 4.3 min-maxers have taken their SKRs to NAB it seems; no loss
- AA is… pretty balanced now actually. At that BR both sides have good options, and the addition of free planes in the lineups like in ground has meant there’s been enough planes to do AA dailies again
- Wait times are not terrible? I haven’t seen a queue go to the 6 minute limit while the event’s been on
- Decompression has taken a lot of the more dangerous destroyers up to where the mid-rank coastals don’t see them. A 3.3 DD isn’t much of a threat to most of the 3.0-3.7 coastals if they can play around it until a plane or a destroyer or a frigate on your side takes it out
- The increased number of harder-to-kill boats in coastal spawnpoints like Arras and Amiens has made spawnpoints beefier and less of a slaughterhouse than before
There’s still problems of course. Just saying NRB at that BR range has been a reasonably easy and fun way to do this event for me. I’ve been around this game long enough to see much much worse.
You and i have had very different experiences, its been the usual spam of pr206s and ak225s on my end
