Battleships at 6.3 seeing DDs that can’t kill them:
The borderline american CLs and CAs that deserve getting uptiered so they can do literally nothing:
I’ll take the L on that one; I saw SAP and immediately defaulted to you loading it.
28.3cms with 17.2 second reload that used to be magnetically attracted to ammunition because Warthunder thought it was okay to spawn the damn thing at 10 to 12 km instead of 20 to 24. 582mm of penetration at point blank is abysmal in the 7.x bracket and the main reason they do so well is because almost everything else it can see has garbage armor layouts.
The Naval God, T22 bot strikes again
From what I saw in the video, you were hitting upper belt at 8km. Shells into upper belt at that range - especially from a Soyuz or Iowa - may not even arm fast enough.
Of course at that range you can just punch straight through the main armor belt since you need about 500mm to 550mm at angle to reliably get through it and the turtleback. Which Soyuz straight up can.
Then it’s a gamble if fuel tank eats first salvo. Like fuel tanks usually do in general.
Mutsu could not kill the damn thing pre Leviathans.
Hell, an entire team couldn’t kill a single one pre Leviathans without losing between 1 and 4 ships. Or more.
Pre leviathans Scharnhorst could lose all turrets and secondaries and then sit there fighting fires and flooding while its team gangbanged you while you did maybe 1 to 2% of crew damage on a good salvo.
It was nerfed and it deserved the nerf. A single Scharnhorst before Leviathans could dive your spawn and unless you had torps, there wasn’t a damn thing you could do aside from pray.
And even if you had torps, the game could decide it eats the entire spread for only minor flooding.
This is not hyperbole. It’s fact. You can literally search the forums for how astronomically ridiculous of a monster Scharnhorst was for roughly 2 to 4 years.
Edit
99% of these stats is pre-Leviathans Scharnhorst.