I think
with increase of tracejtory angle and HE ammo buff Scharnhost armor is no problem anymore.
Well chaps since torpedos now do realistic damage and compartment damage realistically, ships like the Scharnhorst are now more realistic than ever.
I hope people realise the reason the Scharnhorst survived so much and still will to an extent is because it has a “modern” layered battleship armour scheme, meaning internal armour layers stop shrapnel and fragments from damaging internels more than WW1 armour schemes do. Whilst the dreadnoughts the scharnhorst faces are relatively simple except for bulkheads assisting.
As soon as 1930’s+ battleships with modern heavy armour layouts get added the Scharnhorst will be similar in survivability.
This entire thread sadly no matter what peoples opinions are are reduced to this simple fact: The Scharnhorst should not have been added to the game until we got the system we have since the last major update and 16inch gunned ships with realistic torpedo damage which we do now.
Arguing for unhistoric changes to battleships or other classes for the “sake” of balance is concerning to see in this Digital Combat Simulation Game which is what it is (all simulators are games), as the main key marketing feature for all of warthunder just like dcs is realistic simulation. If people want those unhistoric balance changes then the vehicles can have those changes in arcade mode, but they should be kept completely in those modes and not realistic and certainly not sim.
Others have mentioned here in the discussion that there are multiple ships that need their historical fire rates added/changed to them. And hopefully that happens soon.
So the historical rate of fire doesn’t matter. Not even using ‘balance’ as an excuse. The Devs will just set it to whatever they feel like.
It never really mattered, though I don’t think that up until now Gaijin ever really admitted they didn’t care about it. Kirov reloads at least twice as fast as she should and she is in the game since forever. I’ve seen people discuss her reload on the old forums years ago and even tried to find that thread some time ago, to see what came out of it, but failed. Recently however, Drachinifel made a video about Kirov and in it he stated that she managed fire rate of about 2 shots per minute, in War Thunder she has a BASE fire rate of 4 shots per minute.
Nice to see that things never change with Gaijin. They do whatever they like, whenever they like and yet people will still believe them when they say that the game is realistic.
Still is an monster, with two Amagi kill on total of five capital ship kill
(though I got help from landscape and Amagi didn’t focus on me)
But I have some questions my friend, gaijin change the fire spread mechanism, I have saw many scharn players explosion due turret 1or2’s mag, and most time they just light by ammo elevator’s fire. So u survive by put out the fire first right?
The second is gaijin seriously nerf the ammo damage when fighting at longrange, so what the distance when u shooting with enemy ships?
I always put out fire first since New Power, regardless of how much fire is serious
For cruiser as long as possible, and for battleship depending on its angle but at 5 km I fire anyway.
I am utterly surprised that people actually make it to naval top-tier despite only 2 people in line and 390,000 RP for a battleship. Whoever has Schanhorst, you are a true Naval addict with an unspeakable aura.
Mate anything that gets within the gun range of the Schanhorst and that is not a WW2 battleship they are dead, unless their admiral angles thee ships.
Thanks, so seems like Scharnhorst is not such easily to explosion by ammo elevator’s fire. Because I worried about this, since the hornet’s sting update I m not trying Scharnhorst yet, I will try it tonight. : )
And for Amagi, gaijin now make the long-range battle is impossible : (
Gross incompetence/laziness, or perhaps they just prefer pampering the toptier ground/air bugs more than making a very small change as changing the RoF of a gun…
Okay, I try to using amagi to against scharn yesterday, now I think scharn isn’t such OP as before.
It immeadetly detonates when you score some 15/16’’ hits at the forward turret area, barbette, elevator. Now you have a paper ship with cruiser armament. Community pressure works all too well :)
I don’t think it due to community pressure. Gaijin change the fire spread mechanism, so now for all the ships, just hit its ammo elevator can easily cause fire and damaged on its mag, after repeating it several times, any ship’s mag will eventually explosion.
Idk, some ships seem to be bullet sponges. They just dont sink, nor light up like this CA. At the end it had all four turrets offed with fires inside all its ammo elevators. Nothing happened. I kept pounding it for some time. It finally lost buoancy and capsized. Unfortnatly a player NPC cruiser got the kill at the end with an 130mm HE shell^^ Despite I shot it for minutes with some spectacular secondary explosions.
Some others however, detonate rather quickly. After this I opened fire on a BB, which detonated almost immeadetly. Its somehow…strange. Not consistant.
I think u problem will answered in this post : )
For players ship, some players will start damage control, firing pullout and removing waters in the same time, then new fire spreading mechanism cause damage on their mags. But it still depends on where u hit ,and which part u just cause damaged. For AI ships, they seem like hard to explosion by just lighting them, maybe Gaijin set them like this.
Interesting thought. When I remember the last matches, I think it were Bot player ships which are like unsinkable (you know what I mean) and hardly ever detonate.
Agree, maybe AI player really immune some mechanisms. :(
You also left out utter contempt for their player base.