How does something that can survived so many bombs and torepedo ending up getting killed in a shot…
Yeah, no. The fantasy ship would be a floating hull with no engine and no weapons if you were to apply the same level of realism you are trying to apply to the Richelieu
25 to 45mm, which is enough to stop spalling from a shell coming frontally
Gaijin already acknowledged this, but the entire turret has to be destroyed due to game limitations, instead of half only.
Besides, the upper shell room was always filled to have redundancy on Richelieu, but i’ve yet to come across the source that explicitely confirm it was indeed impossible to fill one shell room only
Not at all. Has to be thicker to stop spalls, especially WW2 shells that has lower explosive filler but bigger fragment.
Now it seems you and I are on parallel so don’t answer to me because I won’t understand you forever and you will not understand me forever. You and I are on different standard on this.
Depends at what angle the spalling hits said plate
Friendly reminder than the spalling’s trajectory should in theory result from the shell it comes from, which is currently not modelled in game.
No
In one case there is a wish to get as close as possible to reality (drop the 20mm or sacrifice the reload from 32 to 40), or have a upper shell room that can’t be emptied (assuming it can be confirmed), which i can get behind to be fair
In the other case you don’t see any issue with a ship having guns it was never fitted with, having a reload that can’t exist because the final configuration was never completed, or having armor that was never built.
In one case stick to the real, in the other generous estimates and “what ifs”.
It’s not a matter of having different opinions, but an inconsistent way of dealing with each ship from your part.
Question for everyone
Did anyone see a Vanguard in any game?
I’ve seen Roma twice like Richi, a lot of Bismarcks, Iowas, Yamato and Soyuzs but not a single Vanguard.
Am I really unlucky or people are avoiding the Royal Navy? ( I wanted to know how she performs with that almost vertical main belt and plates against top tier shells)
Have seen a few but didn’t have the chance to test their armour because they mostly die within a minute two from loss of unsinkability just like everything else
Ahhh the magical “now 3 of a random number of hull sections are hit and thus turned black on some ships fast and on others slower, but certainly within a couple of minutes so it falls in line with the attention span we credit to players of any of our game modes, except maybe sim” mechanic. Awesome, i love it, another great addition. At this rate this will be the end of war thunder naval. They just need to add arcade aiming to rb, remove naval ec or make it arcade only and the maps…the maps they can leave as is.
Jeez man if thats the way they imagine naval gameplay, that’s it for me. Was a good run though for 2 years.
At least we know that someone is playing it, thank you :)
Yeah, this reminds me of old hullbreak for light tanks.
They implemented this to mitigate the lack of plunging fire in game ( right now shells visually look like they’re plunging but, if you look at the hit cam, you notice that they go almost full orizontal from the point of impact).
Hope they’ll be able to code plunging fire in the future to get rid of this gimmick.
Plugging fire has always been there and after the ballistics update the falling angle matches real life data within single digit% of error.
The shell chasing camera can be misleading due to its perspective. To get impressive plunging angle you need to engage beyond 15km
Yesterday I have done a canonical plunging fire kill from 20km:
Didn’t really notice, but probably because everyone is already under 11Km in less than 1min due to a mix of map design, bots and aggressive players with really tanky ships.
I’ll try to aim for further targets next time to get a good plunging hit.
Tank you for the info
Rookie numbers, yesterday I killed a carrier from 25km 🤪
Accuracy is the worst part
If unfinished ships can get their “as designed” stats, then so too should ships that were completed.
Otherwise the system is way too stacked in favor of ships that were never completed and unfairly favors them as we never know what possible drawbacks they might’ve had once in use. For example:
- Prince of Wales’ turrets had significant teething issues as shown during the battle of Denmark strait
- Richelieu’s guns failure at Dakar in part due to extreme heat causing the charges to generate a lot more pressure than intended
- Kirov-class suffered from excessive dispersion from the barrels proximity to one another and its RoF was half of what it was designed to have due to how cramped the turrets were
The last example is probably the most important, because it shows that the Soviets had massive issues in naval design and building as a result of not having experienced ship designers and the necessary industrial capabilities post 1917 revolution.
The fact that Sovetskaya Belorussiya had to be scrapped in place after only 6 months of building due to having tens of thousands of faulty rivet only demonstrate this further.
Soyuz would’ve had problems even if it had been completed, this much is 100% guaranteed.
But since we can’t exactly guess what, then the only solution for balance is to ignore flaws on ships that were actually completed.
Waiting nerf of Soviet Soyuz, definitely russian bias like a lots of russian vehicle but at this point it’s obviously bullshit, one/two tap all BS and BC including new boys Yamato and Iowa ect… Just because you didn’t have many real (no propotyp) things to add to russian blue water, doesn’t mean it’s a good reason to do stupid things.
I agree, but I think one thing we can do is to wait until they will collect statistics. Let’s hope if they will notice average Yamato k/d ratio is 0.5, Iowa has 5 and average Soyuz has nearly 15 or even more despite they all have same br, then maybe they will understand something is wrong with it… So Soyuz should be like 9.7 in current conditions, but there are no equal ships for him, that’s a problem
Another way is neft, but I don’t really know how exactly they can nerf Soyuz, maybe amount of explosive in shells and thickness of armour (like because “it didn’t had super quality of armour”, but developers have never had practice with “quality of armour” coefficient), so I am not sure in it
But they definitely won’t remove it unfortunately. So we have to deal with it forever until we play naval these brs
You can balance Soyuz doing some simple things:
- Remove the A-IX-2 filler from its AP shell as it wasn’t avayable when Ansaldo delivered them the 406mm gun demonstrator that it uses. This way she won’t have a 40Kg 850mm+ end of the world round, but a more realistic 20Kg one.
- Change the penetration percentage of its SAPCBC shell from 87% demarre to 55% demarre like Roma or Vanguard ( Vanguard has 44%)
Righ now Soyuz has, compared to all other ships, two absolutely busted AP shells, one for long range engagements with 40Kg of filler and the other one to nuke everything under 9Km with 88Kg, 600mm+ penetration.
If you want to compare, Soyuz stock SAPCBC has better long range performance than Varnguard rank I Mk.XVIIb APC, wich is insane considering that all other ships start with a “can’t do anything” projectile.
The navweaps website often has a table showing angle of fall for various ranges.
For example, the Yamato shells fall at only 7.2° at 10,000 meters. To get to 30° angle of fall you need to go to 30,000 m range.
You could also give it bad accuracy like the Roma has.
In fairness. she was rushed into service before even having a shake down cruise and the crew was also inexperienced. I dont beleive those issues persisted all that long and I dont think KGV that took part in the sinking of Bsimark had any such issues.
Exactly, with Soviet naval experience and quality they very likely wouldve run into issues 10x as bad as those on a ship from one of the strongest navies in the world at the time with centuries of experience