Where the hell was my alarm Gaijin?!?
Notorious bug, thought it only happened with Type 93s
They die cause detonating main guns powder storage is always oneshot by the script, no matter of amount of shells left and those ships propellant charges storages is behind 25mm mm deck which is enough for any big shell(shell storage detonation in other hand is not oneshoting you, those ships store them in barbett).
Bomber update somehow fixed the laser AA problem.
Yeah the ivanovich in his shaky shaky Pr.1204 should have never been capable of shooting his 76mm gun to my aircraft 5 kilometers away and get a direct hit.
Now it is time to block any single shot boat cannon to shoot at aircraft. Why tank guns on river boats aim at aircraft?
it has been ridicoulos the whole time that wanky shaking pt-boats shoot precisely at aircraft at far distances. When I have a task to destroy naval targets by plane I primarily go for (reserve) destroyers with their weak aa. Even the G5 is more deadly to a plane as a Frunze
about 10k, so yes very close and I’m not suggesting every ship should ‘just work’ in every situation, just that its an irritating OP mechanic that pushes gameplay into a narrow envelope of in game behaviours
realism would be turning everyone into floating hulks with destroyed systems and no way to repair them, so lets have the philosophy that applies to repairs also to apply to ammo explosions. I’m sure they’ve tried and spend plenty of brain time on it tho, regardless of my arcade scrub gripes and whining, I’m looking forward to how they iterate it ;)
Heh heh, but it’s those mean motor torpedo boats fault for the bleed, not the dreadnoughts as those lot always complain about vs the actual root of the problem being the increased ticket bleed (iirc added in 2020), when even the same spawn landing craft cannot reach the caps to counter the bleed rate, which shows it’s in fact not motor torpedo boats bloody fault…
Just remove torpedo boats’ ability to cap above 5.3.
Allow them to decap? Yes.
Doesn’t solve the problem, also that 5.3 mark would cockblock 4.3/.7 motor boats. Even if they couldn’t cap & only decap, then it’s destroyers/ frigates/ corvettes doing the capping from the destroyer spawns (especially if they go over 35kts), now what?
Two things, that need to be done:
1, reduce the ticket bleed for the whole mode.
2, reduce the spawn distance of capital ships, last year maps were extended by 2000 metres & the capital ship spawn was sent further away. Return back to their original position or shorten the spawn distance further.
Optional, 3, just forgot the standard mode & plus EC, no more cap points (bar ports) & better ability to the vessels to their strengths.
My remark was a jab at this issue that cruiser size plus players complain about in the standard mode, but even sub BR 3.3 it’s still a problem as seen by SdKfz173DW comment since their Siebelfähre Schwere cannot reach a cap in time, not a motor biat issue.
Heh, I almost want to take the slowest armoured gunboat up to 8.7, an see if they’ll still complain about something far slower than any dreadnought capturing a point, as chances are a dreadnought will be within a caps range long before the gunboat gets close (slowest vessel is like 6kts iirc).
While i cant really talk from own experience in standard naval rb mode atm, since i am blessed with not having played that ship for about 2 years and never having felt the urge to do so (which is very good for my sanity) and basically entirely stopped playing my favorite mode, naval ec, due to the over the top changes lately, the way i remember it:
YES, but thats basically almost every “any-WT-match-needs-to-be-done-deal-after-5-minutes” gamemode problem, 90% of all matches that last longer are already lost (or won) for one team and youre just fighting a lost cause since they are all snowball simulators with 0 good mechanics that enable the already losing team but several that empower the winning one (CAS, spawnpoints, power positions, advantage of defending, more players usually) but it is what it is i guess. (Why oh why are players leaving en masse after one death, really a miracle…im not doing that but im also not really wondering why) More matches per hour is king, match quality is of 0 importance to the snail. The last 10% of matches might turn into the actually good ones.
Maybe for 8.0 or lower? for top tier a much closer spawn would be basically starting at minimal engagement distance putting u in effective range of the whole enemy team upon spawning? Turning the armor of all but iowa and sojuz literally pointless. (Unless the spawns got even further since i last played IT, idk)
But theres so many maps that were absolutely atrocious with the spawn setups (especially for top tier, lower tiers might be playable, idk). Like

(couldnt even find any online info about available naval maps with names, since ofc, why not block access to old wiki but only have the lacking new one, so cant even remember how this absolute piece of ship was called, and honestly, i dont even wanna know). Like, NOT EVEN THE OFFICIAL WT WIKI CARES ABOUT NAVAL. No list of maps, no mechanics, 0 information can be found on the wiki about anything naval related but the ships themselves.
I had matches on it where the entire enemy team on red side, every player and every bot, died in their spawns. No one even covered one km of distance towards the caps. just a giant capital ship graveyard, everyone stuck between sunken hulls and bots while blue side farmed from behind the island at c1. That it was over in less then 10 minutes because some bots in coastals randomly sailed onto one or two caps was probably a grace for the enemy team, but they most likely didnt have any spawns left anyhow. While blue team has one spawn with convenient cover and perfect sightline from 10 km distance into both enemy spawns - if you simply full stop and reverse at spawn and another one thats basically completely safe from direct fire from the other teams spawns. Who came up with that map design, seriously? Could it be any worse? Id bet on: No…its basically as bad as it ever could be
If anyone could tell me why anyone should want to play something like that, im all ears. But its just absolutely abysmal. Even if youre blessed by the snail to get the north side. Entirely pointless. And most other RB maps arent any better.
So this needs solving if it atm is still similar, but even if the maps are ok-ish or balanced-ish, why play battleships, at around battleship brs, when matches are done deal in 5 minutes due to coastals? And we all know which nations gets the most competitive fast coastals…though thats not the point of the discussion i think most would agree it needs some sort of change except for the snail that apparently just wants to sink naval and get rid of it entirely…
So i think
this might be the way. Or make caps not attribute to ticket drain anymore but give some other sort of advantage, idk…At top tier the 3 caps standard gamemode is so pointless that i entirely refuse to ever touch it again.
No, it’d block ALL coastal tree boats from capping if it’s a 5.3 or higher match. This’d still allow coastal to contest caps without them being capable of ending a match right out the gate.
Destroyers are far easier targets and don’t have the advantage of de-rendering past 5km. Maps like Norway would need a serious rework though.
I’d take a simple “slow it” fix for sure but would it make sense change the purpose of caps from a constant, fixed ticket loss to more of a handicapping bonus system?
like being loosey goosey with the numbers:
Team 1 is wrecking Team 2 with like 6 kills a minute (-600 tickets/minute) but Team 2 caps a point while inflicting 2 kills a minute working out to -250 tickets/minute from the cap in addition to the -200 tickets/minute from kills. -600/min vs -450/min, victory for Team 1 in 25 minutes
But then if Team 1 keeps wrecking Team 2 and caps all points, the ticket loss bonus for those caps reduces to next to nothing since it doesn’t really affect the balance of the game anyways
the goal being to let matches actually stretch out to nearly the 25 minutes they should be, letting the dominating team get tons of rewards from kills but still giving the losing team some sort of chance to get their shit together.
So I wanna get the Tacoma-class, USS Hoquiam (PF-5) in the coastal tree. This boat has tons of depth charges so I think it’ll be good for submarines when they come. Then I did the math of how much I would have to grind and…
This is absolutely ridiculous! The coastal grind needs to be shortened!
probably won’t
And why’s that?
cause best will be fast destroyers with fast torpedoes and some depth charges, and slow “chasers” will be mine fodder
Submarines weren’t that fast in WW2 so speed isn’t that important.
Torpedos can be easily dodged by subs as they can just go lower.
Depth charges are generally the best counter to submarines and this boat has tons of them.
in our game, sure
in our game, sure
you wish
i bet bombs will be better
Depending on how sonar is modeled you might want something like hedgehog or one of the developments to that system (Squid, Limbo) for sub hunting
Postwar anti submarine launchers like the RBU-6000 or Weapon Alfa also might be really good since they have traverse and decent range
Postwar guided torpedoes will also be very capable, the USS Forrest Sherman and a number of other ships have those
For aircraft weapons there is the Mk.24 mine which is the first anti submarine aircraft torpedo with self guidance that debuted in WW2 and had a submarine launched variant

