Nerf Scharnhorst Armor or make it 8.0

We can only hope, unfortunately, Gaijin has fully admit that they pick ship drafts completely arbitrarily. Tennessee and Fuso are one of the bigger examples.

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Tennessee seems to line up more or less exactly with the booklet of general plans, it’s just that USN battleships were rarely ever at those drafts as they were almost always loaded much heavier and those drafts were mostly a “make sure we can pull enough off the ship that it won’t run aground going into port” sort of thing. Assuming they use those plans for the other fast battleships and not deep load conditions they’ll still have the magazines underwater, even if only just.

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While Scharnhorst may not be as dangerous as before because of her anemic guns, she’s still stupidly threatening and annoying thanks to map design.

No one is going to contest a Scharnhorsts when it goes after a cap. Everyone knows her guns are weaker at range so most players are happy to just let Scharnhorst win the match in exchange for not being killed by them.

So I wouldnt consider her ‘balanced’ unless map objectives are overhauled.

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Since the Devs have now admitted a ships historical rate of fire doesnt actually matter.

Wait what, did I sleep through something? What did they say?

I raised a bug report that HMS Rodney’s rate of fire should be 2rpm. Based on firing practice done in 1938. Practice specifically done to test the effect of modifications to the shell handling rooms. This same document was used as proof to boost Rodney’s RPM from 1.5 to 1.7 in the last update.
https://community.gaijin.net/issues/p/warthunder/i/1SaYGYr1VwDK

Response was

Developers considered it unnecessary to further increase the rate of fire.

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.

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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.

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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.

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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)

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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.

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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…

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Okay, I try to using amagi to against scharn yesterday, now I think scharn isn’t such OP as before.

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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.

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