New battleships in a nutshell

Because this is indeed incorrect.
Firstly, we need to clarify that in the game, there is no advantage brought by raising vertical armor or main horizontal armor, and only your ammunition depot will float on the water, making it easier to be attacked.
Secondly, Gaijin refused to add internal compartment designs for battleships, which means that even if your ammunition depot can be underwater, as long as your horizontal armor is above the water surface, any shell that penetrates the armor box, no matter how far it is from your ammunition depot, can explode and affect the ammunition at the lowest position.
Thirdly, gaijin added a large and misplaced ammunition depot to Yamato and refused to correct it. When players discover and provide feedback, they only symbolically move it down slightly and then do nothing, neither reducing its area nor retracting it inward. At the same time, they also forgot the ammunition depot of turret three and did not even move it down.
The solution is actually quite simple. Modeling a large and accurate ammunition depot, including size and location. Then add compartments to the inner side of the battleship’s armor box. For example, for Yamato, only a horizontal deck (approximately 25 millimeters) needs to be added at the waterline between the ammunition and medicine depots, as shown in the drawings. This can prevent the battleship from becoming a huge powder keg.
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the K1 K2 is where the magazine should be,and u can see it is not as huge as in the game, and there are decks separating each layer.

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Yeah, if you step below 12Km Yamato has no chance.

As you said put it broadside with a slight angle and the main belt + armored deck combo will save you for a while ( if they set a fire the ammo is right below so prepare to pop).

The problem is that you become a really big and expensive coastal gun, you can barely help your team mates and those BBs that have enough armor to advance will do it and get below 12Km, managing to pen your main belt.
(also they tend to be left alone by the team and get overrun by bots or players, not really the best way to go out).

Oh, by the way, and currently in the game, Yamato’s secondary ammunition storage has not been refined. Even if you carry almost no secondary ammunition, it will still occupy all the ammunition storage space and cause catastrophic explosions when penetrated, affecting the adjacent main ammunition storage.

It’s reasonably accurate:

This is what it used to be in the dev server:


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The engine can’t keep up with that (for now).

For example the servers today were lagging like crazy, with huge desinc and some rubber banding here and there.
They’re barely keeping up with the ammo hitbox being a huge rectangle all around the turret, a fully modeled hitbox will probably melt them as they’ll try to calculate the damage from every shot when we have secondary guns firing every 3-6s.

In short, the current situation is like this. The Yamato class has no future in current games, and it is completely impossible to compete with the Soviet Union class imagined by Gaijin. If we really want to experience what Yamato class should like, play WOWS is a better choice.

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So they can at least add a deck between the magazine and shell room depots, even with 25mm anti fragmentation armor, which can reduce the possibility of catastrophic explosions. And in this way, when we carry no more than half of the main gun ammunition, the magazine depot can be completely kept underwater, and the shell room depot on the waterline can be only within the turret elevator.

Aaaaaaand nope, as she’s extremely powercrept by all those new imaginary BBs with BC or cruiser dispersion, Jet powered CVs, subs that go 40 knots like ferraris or even more magical BB with autoloading 406mm guns (or more) that can fire a salvo of 2 or 3 in less than 3s.

Yamato is in a sorry state wherever you go right now.

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Why do you exclude Iowa, Roma, Richelieu on purpose? XD. Even Colorado can be deal with Yamato right now.

‘Should like’ with distorted, even more unrealistic than Project 23 battleship, overmatching mechanism only aims to make Yamato useful.

I really fear for those 2.
Already seen one of them each in two separate matches and the only thing they can’t pen or destroy is the Soyuz.
They’re being played by people that know what they’re doing, not just for hype, and I fear they’ll go up in br even in this nerfed state just because their beloved “statistics” show that they’re overperforming at 8.3.

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Roma is nerfed, but Richelieu is actually buffed than real life. Real life Richelieu cannot empty its upper shell room, and in 1943 it should have 40 seconds reload, not 32 seconds ingame. Also it shouldn’t have HE in 1943 too

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Probably because Yamato can deal with all of them as well, but against Souyz( if played well) Yamato would struggle.

I haven’t played with them. But just my guess

Fix Roma’s ROF.

Gaijin will bend their rules in order to ensure most new toptiers have to grind their first modification (actually usable ammo) with HE or SAP.

Soyuz is of course, the exception here; as she has SAP with essentially 14" gun levels of penetration and thus starts fighting with okay ammo, only to upgrade to excellent ammo.

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You know you can also take it the other way around right ? If you consider this to be post-war Richelieu, but without its 20mm guns that were removed in 46, it suddenly becomes much less of a “buff”. The 20mm coverage may look impressive, but the advantage is pretty negligible.

I swear, sometimes, It almost looks like some people would want this ship to be nerfed for no reason…

I’m just saying that because the post I answered saids Roma and Richelieu are both nerfed.
Besides, it is not 46, but in 50s that Richelieu got its 32 seconds reload rate.

That’s not what I said. It was in 1946 that the 20mm were removed. They were disembarked in Indochina for the sake of the war.

My point is, if ships had to absolutely be historically accurate (which would be absurd when fantasy ships like the Soviet ones exist), I would much rather have a post-war Richelieu with optimal gun reload and shells, rather than a WW2 Richelieu with a slightly better AA coverage.

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Real life Richelieu also got a split turret, unlike in game. This could lead to less crew lost, and arguably a shorter repair time too, if it were implemented somewhat correctly. If the split turret isn’t modelled, i don’t see why the upper shell room having to be filled should be modelled, as both are related

Can be removed, not like HE is crucial to Battleship operations anyway

Well either nerf the reload and move it to 8.0 or remove the 20mm (not that useful considering the amount of 40mms anyway). Could be 2 separate ships foldered together for all i care, one at 8.0, the other at 8.3

quite minor “buffs” compared to some other fantasy ships i’d say

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Bulkhead between turret is already ingame. Sadly, both in real life and ingame, those bulkheads are actually not sufficient to block shell getting into turret and disable both part. It’s about only 26 mm if I remember correctly.

Also, emptying upper shell room ‘unhistorically’ is big buff as it significantly impacts possibility of survival, even bigger than so called ‘fantasy ship’ with historical layout.

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been on 2 of them IRL. all 4 Iowas on display have their 80’s refit armament (less 5", no 40mm, no 20mmOerlikon. these are replaced by 16 Harpoon tubes and 32 Tomohawks split across 8 Armored Box Launchers, as well as a couple single .50 cal mounts and 4 Phalanx CIWS)

compared to the ingame WW2 one they feel kind of sparse as far as weapons go