Possible Bug with the Yamato – Request for Investigation

  1. Yamato’s Turret Armor and Ammunition Detonations – Is This Really Intended?

I have only started researching the Yamato recently, and honestly, what I have experienced so far is absolutely ridiculous.

Three consecutive matches. Three ammunition detonations almost immediately after spawning. And that is only the beginning of the problem.

What makes this even more absurd is that shells from guns as small as 350 mm seem capable of penetrating the Yamato’s main gun turrets directly from the front. Battleships at lower Battle Ratings can still one-shot the Yamato, turning what should be one of the most heavily protected battleships in the game into an easy target.

And the most ridiculous incident happened recently: even an AI-controlled bot managed to penetrate the front of the Yamato’s main gun turret and detonate its ammunition.

Seriously? Isn’t the turret’s frontal armor supposed to be 660 mm thick?

I understand that armor thickness alone does not determine survivability, and that penetration mechanics, shell characteristics, impact angles, and internal damage models all play a role. However, when a battleship supposedly protected by such massive armor can repeatedly suffer direct frontal turret penetrations and catastrophic ammunition detonations, something feels seriously wrong.

The Yamato is starting to feel even more fragile than the Hyuga did during the early days of Naval Battles. At this point, it feels less like commanding a battleship and more like setting off fireworks on a beach.

What makes this even more frustrating is the comparison with other battleships. The Iowa may have its own armor weaknesses, but its survivability does not seem to be anywhere near this absurd in my experience. Meanwhile, the Yamato, a real battleship famous for its massive armor protection, can feel incredibly vulnerable in situations where it should at least have a reasonable chance of surviving.

This raises a serious question about the current balance of Naval Battles. Are historical armor schemes and vehicle characteristics being represented consistently, or are some ships being adjusted so aggressively for balance that their actual strengths become almost meaningless?

It is especially frustrating when some paper projects or ships that never entered service can end up feeling more effective than real battleships that were actually built and commissioned.

I am not asking for the Yamato to be invincible. No battleship should be immune to well-placed shots or catastrophic damage. However, there is a difference between having weaknesses and repeatedly having your ammunition detonated through what appears to be heavily protected frontal turret armor.

I would like to see the developers investigate the Yamato’s turret armor, shell penetration interactions, and ammunition detonation mechanics. If this behavior is intentional, then I would appreciate an explanation of how these mechanics are supposed to work.

  1. The New Naval Firing Mechanics Make the Experience Even Worse

Another thing I want to bring up is the new firing mechanics. I recently came back to War Thunder, and honestly, this change has made me enjoy Naval Battles even less than before.

When this system was first introduced, I could barely figure out how to aim properly. My shells seemed to fly all over the place, and I genuinely had no idea what I was doing wrong. Although I have gradually gotten used to the new system, I still find it frustrating and far less flexible than the old experience.

Instead of giving players more freedom to calculate their shots and adjust their aim based on the situation, the current system feels like it is pushing everyone toward a more restrictive, supposedly safer way of shooting.

The most frustrating part is how poorly the auto-aim system works against maneuvering destroyers and light cruisers. These ships can change direction and speed quickly, yet the firing system does not feel flexible enough to let players properly account for their movements and make precise adjustments. Trying to engage these agile targets often becomes an exercise in frustration rather than a rewarding test of aiming skill.

I understand that naval gunnery is supposed to involve range estimation, shell travel time, and target movement. That is exactly why I want a system that gives players meaningful control over those calculations instead of making the process feel unnecessarily restrictive.

Even after getting used to the new mechanics, I cannot say that they have made Naval Battles more enjoyable for me. Quite the opposite: they have made aiming feel less intuitive, less responsive, and less satisfying.

Combined with the survivability issues I have experienced with the Yamato, these changes make Naval Battles feel increasingly frustrating rather than rewarding.

I would really like to see the developers reconsider the current firing system, especially how it handles fast-moving targets, and give players more control over aiming instead of forcing them to rely so heavily on a system that does not always perform well in actual combat.

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Do You never played ships where propellent charges stored high and unprotected?(if they exploded its always instakill) Yamato is bad armor scheme and modules placement - ship, for current game conditions(and probably IRL). If you want to survive more - unload half of your shells and come closer to the targets.

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Bug report it them.

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I have tried many different methods, including reducing the amount of ammunition I carry to improve survivability, but my ship still blows up like fireworks on a beach. What the hell is going on? It doesn’t matter whether the enemy is close or far away; my ammunition keeps detonating with a single hit.

For example, in one naval battle, I was only 10 meters away from a Nagato, yet my ship’s ammunition detonated after its very first shot. The exact same thing happened at 9 km, and even at 15 km or beyond. This is completely ridiculous.

Then I encountered a bot like the one shown in my uploaded screenshot, at a distance of around 12 km. It detonated my ammunition with a single shot that penetrated the front armor of my gun turret. Isn’t that armor supposed to be 660 mm thick?

In Naval Battles, the Yamato seems unable to survive even a single enemy salvo. This level of inconsistency is absolutely absurd and makes no sense.

In the version where the Yamato was updated, we submitted a large amount of data, but unfortunately, the developers did not acknowledge it, and they believed that they had already fixed the Yamato’s problems. You probably never played the earliest version of the Yamato — back then, it really exploded at the slightest touch; even a 127mm gun could destroy it. Moreover, the Yamato’s designed engagement range was greater than 20 km, at least 26 km or more, and its armor was also designed for long-range combat. The engagement distance in War Thunder’s standard naval battle mode is far too close. If you want a proper Yamato experience, you need to play Enduring Confrontation.

I thought I had read somewhere that Naval bluewater ammo was different to Tank mode with regards to ammo explosions and actual ammo count. Meaning, reducing ammo count on Naval had no relation to reducing (edit: chance of) ammo explosions. Does ammo amount actually matter for Naval (blue water)? Or is it just a Yamato thing? Or just a few ships?

It’s only counted for shells stowage explosions, not for “propellent charges” - they are always instakill even you have just one left. This change led to strong ships became even stronger and weak even weaker.

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I stopped playing Classic Mode after experiencing far too many ammunition explosions. In Enduring Confrontation, the Yamato’s situation isn’t much different either, it still blows up regardless of the game mode.
Honestly, it’s almost laughable. I actually enjoy targeting Yamato-class battleships myself. Think about it: I can easily get a kill with just a few salvos. That’s how easy it is.
With the current auto-aim system, engaging targets at ranges beyond 25 km is extremely difficult. If the target keeps maneuvering back and forth, the probability of landing a hit is practically zero.

I think this is caused by their questionable hidden mechanics and stat balancing. Back in the early days of the Scharnhorst, there was a long period when the only word I could use to describe it was “absurdly OP.”
A single Scharnhorst took more than 10 Type 93 torpedo hits and endured salvos from over 6–7 battleships, yet it was still afloat with only 10% flooding. We spent 10–15 minutes focusing our fire on that one ship, and somehow, it still managed to repair itself and sail safely back home as if nothing had ever happened. :)