We needed Bluewater to start at a lower BR from the start of the coastal split years ago.
It still absurd to think new players are subjected to farming via the difference in BR range from the only 2 reserve vehicles alvb to them at the start.
But alas, just preaching to the choir at this point.
Best way to balance Scharnhorst is to lower its rate of fire. Since the Devs have now admitted a ships historical rate of fire doesnt actually matter.
This would mean Scharnhorst is still really tough to kill, but she wont be able to slaughter everything else. Scharnhorst has been dominating for over 3 years now, it needs to be nerfed.
But now players in scharnhost prefer in using torpedo to kill, it is more effective than using cannon. Many players include me just rush to enemy respawn point and drop all the torpedos. By this way, scharnhost can easily earn 4000-5000 scores per match.
Are you sure? There is no torpedo nets in this game, just because some players set the torpedo deep on 0m, they all hit on your main armor, of course cause no damage on your ship. If the torpedo deep was set on 4m, and just damage 2 compartments of the hull(except the head and the tail), thank for the unrepairable mechanism, the ship will sink quickly.And it is not torpedo nets, it is called anti-torpedo protection(almost 250kg), only few WWII cruisers and battleships have it.
And in RB, when Scharnhorst rush into a respawn point, it almost crash on each other, in that distance, torpedo nets is unfuncitonal. But sometimes the torpedo’s safe distance really did work.
The best way is to rework the whole system and buff other classes of ships such as cruisers and destroyers. Destroyers have too many disadvantages, and they should be able to maintain top speed for a much longer time.Torpedoes deal a lot of damage, with a single US torpedo capable of sinking a Japanese Carrier in WW2. Destroyers also need a much lower detection radius so that the Schanhorst would not be able to one-shot snipe 40 kilometers away. Cruisers should have better fire-lighting capabilities for their HE shells, and the lot of them had AP shells (so do a lot of DDs). Giving AP shells to all ships that had them is a great idea, and I think making the secondary cannons aimed by AI is a good idea, just the way gunners in planes are controlled.
I played Scharnhorst a few days ago and, honestly, I don’t think it’s all that OP anymore. Its armor is supreme, but its firepower just isn’t great at all. The shells were dealing no damage at all to a Mississippi 9km away- just ricochets and shells being eaten by the armor. Barely damaged a Rodney too.
With armor degradation and compartment destruction mechanics, Scharnhorst’s protection can be overcome like anyone else’s- specially with so many 16 inch BBs already, while the ship’s guns may struggle to even dent the enemy BBs’ armor.
These are a true menace when I wan’t to play older BBs or BCs. I like to play SMS Derfflinger, one of the best WW1 battlecruisers with quite a battle history. Or that new 7.0 SMS Yorck battlecruiser (just the hull was built). Bayern, Baden etc. Anything WW1 seems to be unable to survive one or two 16’’ salvos. Its an issue imho. Cause I also wan’t to play the older WW1 BBs and BCs. Yorck outright explodes when focused by a 16’’ BB.
It was somewhat managable as long as there just was Mutsu. But now there are just too many of these.
That is why we should have separtate tree lines, with a battleship, cruiser, destroyer, and submarine line, just the way AIR has bomber, fighter, and interceptor lines. Only tree that has different classes all jumbled up in lines.
What Gaijin really needs to do is use the separate air BRs to decompress naval, preferably to at least 10-11BR. That way, they can have the same 7.X jets as usual fighting the current top tier, but with 3-4 more BR brackets between the tip-top ships and WW1 boats.