I just unlocked AP for Bismarck, so no real evaluation possible. I was sailing second line for assists and my only sinkings are a hand full of cargo ships (with almost no rewards, despite them beeing the top objective on convoy maps…Gajin…). So far no Bismarck loss, though.
The only strange thing I noticed: Despite I never penetrated an enemy capital ship with HE… and never sunk one…I always got a alot damage point = game points for just lobbing HE salvos on enemy decks and superstructure. AP shell hits aren’t rewarded that much, except you make the kill. An AP assist gives you almost nothing.
I thought the 380mm Gneisenau made perfect sense as a Premium; what I don’t get is why it’s 7.7 while Bismarck is 8.3…
From what I’ve seen, both should be 8.0, basically. Gneisenau trades 2 guns for extraordinary armor, and Bismarck… yeah, has 2 more guns, but, in exchange, can’t seem to be able to take a hit.
So… yeah, as bad as it sounds, you are right.
It would seem so! Bismarck is basically a glass canon, except… well, for some reason, her 380mm guns have the lowest penetration against all modern 380mm guns. According to the formula this is correct, but I can’t help but to think maybe manual adjustments would be warranted on this one.
So Bismarck’s role is currently relegated to being some sort of support Battlecruiser. The shells can be devastating at closer ranges and the 23 second reload is amazing, that’s true- but… I don’t know. I would love to get Bismarck, but seeing the way she performs for now, I almost feel like skipping her, hahah.
When it comes to Yamato; from what I’ve seen, it’s a 1-hit death glass canon UNLESS you unload lots of ammo. At some point, the ammo racks become much smaller and that makes her much more survivable.
Reminds me on Tiger tanks and their frontal left ammo rack next to the driver. The most terrible position for ammo, inaccessible for the loader. Made no1 highest priority ammo rack which cannot be emptried. Its just on purpose and no bug report ever helped. Even with original documents of that time, which cleary stated ammo rack order.
I agree that it makes sense as a premium. The problem I have is their pattern of releasing better versions of tech tree ships as premiums at lower BR’s. They’ve done this in ground, air, and naval.
I haven’t got ammo wetting yet but whenever I get a fire it’s always in the front ammo elevator and I immediately try to extinguish it. The ammo explosions are the reason I lose the ship by far.
That’s actually…hilarious :-D But hey, why should a game that boasts itself with (semi-) realism and goes the lengths of modelling amazing stuff like ricocheting rounds penning stuff, rounds losing pen after overmatching light armor and penning vehicles behind, all those 1000s of flight models and basically the same amount of ammunition, bombs, arh missiles and all that stuff interacting with each other in 30 second tik tok flics, why should they, after modelling like 6 different ammo racks in every tank, actually model which one is the main one in a tiger 1, yk one of the most iconic tanks of ww2? Its probably…ahhhh classified…nooo hard to prove…ehhh documents are not clear about it…uhhhhm no actually the snail has sekrit documents that show the model is correct and that actually was the nr1 ammo mag /s
No, really the loader just climbed out of the turret basket and all the way through the hull, picked up a round in the furthest corner, dragged it all the way back and loaded it…after each shot.
I think with most of this silly stuff that needs fixing they either have just way too much to fix (i’m actually sure of that) or they are really afraid it might fk up stuff even worse. (If that’s the case, rightfully so)
kk thx, ill do that in the next days. rly kinda hard to tell if the translations are even semi correct if you don’t speak the language at all (i can kinda read kyrillic but can’t translate) or you could put up the same vote translated in the english forum?
The current fleet damage system is built on three main pillars: crew (located in modules and crew compartments(aka crew boxes), hull sections (our favorite “traffic light” system, which is currently being actively manipulated—sometimes rapidly destroying sections with HE, other times making them impossible to destroy within a reasonable time), and buoyancy (which is entirely unclear to the average player—players don’t know where and how to shoot to sink a ship based on buoyancy).
Crew is distributed across modules, meaning some modules are currently inaccessible for fire — for example, boiler rooms, pumps, and other compartments located below the waterline. This creates a problem of sinking ships when all modules above the waterline are destroyed, but the enemy does not repair them, leaving the ship effectively immortal until the magazines explode or it sinks due to hull compartment damage.
Inside the hull, armor decks and bulkheads are modeled, but in current reality, they absorb shell explosions regardless of explosive charge or shell caliber. Structural elements also ricochet off large-caliber shells hitting thin bulkheads and decks, sending shells further away from modules.
I propose several rational suggestions aimed at changing this situation:
When modules are damaged or destroyed, they subtract crew contained within them from the ship’s total crew. When repairing a module, crew should be taken from these “crew boxes,” reducing their count accordingly.
This will increase survivability when crew boxes are already empty (currently, hits to boxes with many destroyed modules and a lot of repaired ones, cause a sharp decrease in crew, because crew migrates into repaired modules, but crew boxes stay full). It will also reduce survivability when boxes are hidden deep inside the hull—finding the last crew becomes impossible as they gradually leak out during repairs elsewhere.
Bulkheads and decks should not absorb explosions and shrapnel inside them so much, as they currently do—that’s why shell hits sometimes cause no damage (Community Bug Reporting System). For example: a large-caliber shell explodes over magazines or machinery spaces. In reality, such an explosion would rupture bulkheads and send decks into the bilge, causing serious damage.
We already have shrapnel-fuzed penetrations for shells, but they seem ineffective now. I suggest that such shell detonations should damage neighboring compartments with shrapnel and blast waves—simulating internal damage more accurately (e.g., a deck with 30mm armor hit by a shell with 70mm HE penetration should damage adjacent compartments containing modules).
This will make damage more dependent on explosive charge quantity: AP shells will be able to target well-protected modules where possible (but won’t always penetrate decks or bulkheads), while SAP shells will cause significant module damage if they manage to breach armor belts or hit vulnerable areas.
Another issue worth addressing is the differing behavior of shells in armor analysis versus replay recordings after battles. It’s noticeable that in armor analysis, shells behave very differently—they don’t ricochet or account for decks and bulkheads; instead, you see scenarios that wouldn’t occur in real game combat. For example: a shell explodes over magazines damaging them in analysis but in reality, bulkheads and decks would absorb shrapnel and blast effects.
We need to fix armor analysis so it reflects ingame behavior better—allowing players in hangar mode to reproduce situations they encounter during battles. Also, speeding up projectile flight animations during analysis would be beneficial since large ships mean waiting around 20 seconds for shells to fly is not ideal.
Summary:
These changes aim to increase the value of individual hits, improve players’ understanding of vehicle models and countermeasures against them, and encourage using various types of shells (not just maximizing penetration and shell speed). This should positively impact gameplay by making damage from large-caliber shells containing significant explosives more realistic.
Very cool, thx for translating and helping in trying to improve the situation. Sounds good on a first read but needs a bit of more time to think through :-) I’ll definitely give a vote when my brain is able again to function in the current heatwave
I’ve tried to play Yamato, its basically impossible unless you get ignored, and people don’t ignore you because they know you are a punching bag.
Bow on, angled, broadside, there’s no angle you can be at that your magazines are safe with that 270-300mm bulkhead.
Japan peaks at 8.0 which are more than competitive in uptiers, if you are grinding through Japan I’d just stop at the Amagi and enjoy its 10 406mm broadside with a 24 second reload.
Outside that random observations from grinding through to the Yammy with Amagi.
Gneis much like Scharns are easily killed if you go for the barbettes, short elevator combined with the magazines being on top of the shell rooms, they cook easy.
Bismarcks magazines are flush with the waterline and like everything else has the magazines on top of the shell rooms, when they are broadside or slightly angled they pop when you hit them at the waterline by the turrets.
When seeing Soviet Unions you just gotta hope they decide to farm bots rather than player hunting.
Iowa’s seem to be pretty good all rounders which can take as much as they dish out and despite their thin frontal bulkhead they have the advantage of being able to reduce ammo count to empty out the top shell storage, much more compact shell storage and the additional layer of the armored barbette being behind the bulkhead unlike Yamato having every shell in existence scattered across the entire width of the ship behind a single layer.
Only real downside being getting to Iowa requires you to play either the standards with their reload or Alaska with its armor
Thats an idiot balancing issue. BBs with shell rooms on top are almost immune to magazine detonations. Well, they detonate with huge impressing explosions, but its just graphic…there is not much damage. Its a garbage mechanic, dunno how tech mods convinced devs that shell room explosions do basically nothing. Its one thing if they’re harder to detonate than powder charges, but WHEN they explode it should kill the ship. Imagone detonating ammunition does nothing?!?
On the other hand are all these ship with powder storage on top. They detonate, often with just one enemy hit. Add the elevators, which obviously don’t have blast doors in between and you have the current situation: Unplayable, insta detonating ships and a few which enjoy the shell room immunity and can be only sunken by crew of buoyancy mechanics.
If you are talking about realism, yes they should do nothing.
If you are talking about game mechanism, the destructive effects of shell room detonation is determined by the total explosives in the shells in the storage, so for example if the ship takes just half ammo and with AP shells only, the damage effects will be very limited but if they take full ammo with a few hundreds of HE shells, it will deal tremendous damage. Talk about my own experience, when I play in Tennessee I usually take about 400 shells with AP only, if a shell room detonates it will only take away 5~10% of my crew, on the contrary some players taking too many HE shells can instantly lose over 60% of crew from one shell room detonation.
The shell room detonation in game was modelled entirely for gameplay purpose. To stick with realism it should have been nearly impossible to detonate even by direct hits, and when detonation does happen, it will be limited to only a few shells in the storage instead of the whole. Fire damage to shell room is also tremendously exaggerated as in real life it will take considerable time to cook off insensitive explosives (for example, lost British DDGs in Falklands War)
Again it was German navy who designed their ship in this way whereas most of other major navies all realised the huge danger of putting magazines over shell room and dumped this idea. Every US battleships from New York class stored shells in barbettes, every British capital ships built after Hood had shell rooms placed over magazine, and IJN never applied magazine over shell room from their very first super dreadnaught and Kongos.