On latest naval change about fire

The explosion of shells is easy to cause and the effect is extremly big. The explosion could destroy the boiler and engine.

It’s rather wired. Powder can explode as we know it. Can Shells do the same in the real life? I mean, battleships open fire = 200kg explosives explode at the buttom of the shell, and that shell could still be dummy.

4 Likes

To Gaijin Devs:

Enough with this endless pendulum swing between “armored fortresses” and “floating eggshells” in naval combat. How many times must we reiterate? Stop obsessing over inventing unrealistic ship damage gimmicks and focus on what actually improves replayability: map diversity and meaningful objectives. Every tweak to your damage models—be it last patch’s nonsensical compartment flooding or this update’s “one-click-to-oblivion” magazine detonation mechanics—alienates even your most loyal naval veterans.

This latest iteration is peak absurdity. Remember when “guaranteed underwater penetrations” and “spontaneous ammo rack detonations” were the community’s biggest gripes? Congratulations—you’ve outdone yourselves. Now we have:

  • Compartment Roulette: Flooding triggered by arbitrary hits to non-critical zones
  • Magic Magazines: Ammo detonations occurring through armor that historically withstood far worse
  • Physics-Defying Shells: Underwater rounds maintaining laser precision despite hydrodynamics

These tone-deaf changes don’t simulate realism—they parody it. Naval combat isn’t a slot machine where damage outcomes are randomized. We play War Thunder for its technical depth, not arcade-grade RNG masquerading as “mechanic innovation.”

The solution remains unchanged:

  1. Stabilize core damage modeling using historical data as baseline
  2. Redirect resources to:
    • Dynamic EC maps with environmental hazards (storms, reefs)
    • Multi-stage objectives (convoy escort, port assaults, fleet interception)
    • Combined arms integration (meaningful air/naval interaction)

Until you address these foundational issues, no amount of “balance patches” will fix naval’s identity crisis. We’re not asking for perfection—just consistency. Either commit to building a authentic naval warfare experience or stop pretending this mode isn’t becoming World of Warships’ abandoned stepchild.

8 Likes

According to my friend, the fire spread too fast. it take only 2-3 sec to explode the entire turret.

1 Like

This seems to be the case from what I’ve seen as well. Multiple times my battleships went from “you’re on fire” to 2 seconds later, “ammunition center is on fire” and immediately exploding afterwards. Firefighting was on at the time as well, and the fire didn’t seem to start in any area with ammo, as it was a normal alarm.

If this is the intended outcome of the change, its rather nuts, and negates any reason to use heavily armored ships.

They are doing this to distract us from the new aiming mechanics fiasco. When you thought things could not get any worse, gaijin comes through to prove you wrong.

I‘m pretty favor the new aiming system actually:). After all, it is more realistic.
But in my view, only advanced ship (Like Roanoke/Des Moines/68 project/Alaska) should equip such fire control system. And calculating time shoudn’t be removed. The system should work like aircraft gun in advanced jet plane——if player lock the enemy by rador, he will get the help from fire control system

I’ve been playing the SMS Westfalen and I’ve died multiple times from getting shot by 130mm HE which lights a fire that proceeds to detonate my ammo less than a second later, its ridiculous

The gun that the game says killed you is just the last one that hit you before you blew up - so secondaries get credited with lots of kills because they fire faster and are therefor get the last hit more often.

1 Like

Yeah but it was a downtier for me so the ships biggest gun was a 130, got the same with a leipzig with 150mm he as well, just seems kinda wack