In Bismarck’s case, the draft will increase to 9.9m when fully loaded, which then brings the turtleback approximately level to the waterline. My apologies for the inaccurate comment but the conclusion still stands - as there’s no significant citadel volume expanding over WL (even with the designed WL) the citadel alone was incapable of keeping the ship afloat.
In addition, in most of original blueprints, (and therefore most of reproduced diagrams that can be found online) ship’s waterline was given as their unloaded conditions. For example, in Renown’s original plan the WL is even lower than the main belt:
Battleships are very difficult to sink via gunfire alone, because most of time thats what they’re made to do. However, no battleship is going to be happy when a shell peirces their armor belt and detonates inside. Kirishima, for an example, took multiple body blows from Washingtons 16" super heavy shells and still took a whole day to sink.
You can mission kill and cripple a battleship, but if you want it sent to the bottom in a timely manor, you’ll need a torpedo for the coup de gras. The Royal Navy didnt want to wait around for days for Bismark to get sunk, so they used torpedoes to speed up the process. Any claims that Bismark was ‘immune’ to gunfire or was scuttled is simply an act of cope.
What WT Naval needs right now is penetrating hits to actually matter. A BB having its barbette peirced is a disaster that knocks out the whole turret. But right now the only thing it does is slow the battleships reload rate.
Pumping is also an issue, if your armor belts waterline gets peirced you can just tap a button and the water gets pumped out. However, the actual waterline of the ship stays the same. In actually counterflooding is needed when that happens and when done lowers the waterline of the ship until the worst case scenerio. The armor belt becoming completely submerged and the only thing protecting is structeral steel.
WT naval needs more work to make kills other than magazine hits reliable.
Probably has something to do with overlapping plates+decapping+angling/angle of fall.
But yes its insane.
I look forward to reporting that HMS Duke of York cannot penetrate Scharnhorst where she did historically. Or that the same 14" gun cannot penetrate Bismarcks thick conning tower at the range she did historically.
Scharnhorst has a main belt and then a sloped turtleback behind it. The first plate will aide in decapping the shell and then the turtleback which is both thick, and highly sloped and will have increased resistance against the slug behind the cap if the cap is removed. But the effectiveness of turtleback armour is slightly debated.
We’ve been waiting for a Scharnhorst armour fix since she was introduced.
Just the way the code works, trust me there wouldn’t be a thread for it if it was a simple bug…
I am more than a little frustrated by it but the best I can do is just try my best to either avoid Scharnhorsts, or damage them in the ways that I can.
IMO Scharnhorst should be removed and all players with her should instead receive Ersatz-Yorck and Ersatz-Mackensen instead being able to recrew Scharnhorst later on for free with all the mods when she would actually be balanced at 8.0 where she belongs. Yes it gives Germany lots of top tiers, but they’re all killable in a 1v1 engagement and are more in-line with HMS Hood.
With varying 13.4" and 15" guns in an armour configuration closer to that of Derfflinger but with vastly better guns, the same good 2.5 RPM per gun (so a 25 second reload) but slightly worse armour than Hood. The same shells as on Bayern class for Yorck and the shell stats for the 13.4" are known.
Scharnhorst cannot and will not be balanced until much later ships, to reflect this, those ships should be removed. Also as Gaijin has said all nations will receive new rank 6 ships, Germany only has either another Scharnhorst class, or one of these WW1 Era ships that are available (unless they add Bismarck which I wouldn’t put past them)…
I dunno if you’re being ironic or not, German battleships were not overpowered in WW2, and also balance is a thing. If Scharnhorst wasn’t fighting mostly pre-WW1 ships I feel like could be very different.
As of now, the issue isn’t so much Scharnhorst herself as it is other ships being utterly broken.
For example, 381mm guns having the disperssion of a funfair shotgun, shell rooms causing insta-death upon being hit rendering ALL American ships literally useless and reducing the survivability of every non-turtleback-armored ship, American BBs taking nearly a full minute to reload, etc.
And let’s not pretend like Mutsu and Amagi aren’t the new ACTUAL balance problems, with their 410mm guns that reload in 25 seconds while having more penetration and explosive power than anyone else.
Scharnhorst has great survivability, but at least its firepower is limited to 283mm light guns.
Imho all turrets are more inert. I always used to aim for turrets, especially the barbette of B or C. I was playing most of the evening to get progress for the new iconic Derfflinger battlecruiser.
Turret shots used to give fatal detonations somewhat reliable for all BB targets. I guess they toned it down a bit. It was a bit to easy to get killes this way.
Scharn to op? This clip is from 1 year ago, and i have some others clips with Japanese 356mm exploding scharn’s the magazines (I need to find later), you are talking about the protection analysis that has a ton of issues and isn’t accurate, Scharn is a really good ship, great protection, speed, and decent guns but it isn’t that unkillable monster
Scharnhorst’s magazine is directly below the barbettes and is vulnerable to shells penetrating the barbettes as the splinters rains down from above. It’s become an especially reliable way to kill Scharnhorst since the splinter buff in the 2.35 update.
Not to mention the bug that makes barbette armour no longer exist. Scharnhorst, along with US standard battleships, are the most suffering victims of this particular bug.