At present, the Yamato is not a normal battleship at all, not to mention its battle rating of 8.7.
I believe the simplest way to fix the Yamato is through the following points, which don’t even require modifying the game’s modeling. The suggestions are based on gameplay experiences with other battleships and reference the upcoming major update to the game’s damage and reward calculation system.
Addition: Secondary battery magazine explosions should no longer detonate the main battery magazines. Secondary magazine explosions should only reduce compartment health and crew health.
Modification: Increase the health of the main battery magazines, including shell rooms and powder rooms.
Addition: Main battery shell room explosions should no longer be instantly lethal. Instead, they should cause significant crew damage and compartment health reduction. (Currently, the shell rooms of the Sovetsky Soyuz and Iowa do not cause instant death or trigger powder room explosions. This change would simply bring the Yamato to the same level as other battleships.)
Addition: Increase the number of compartments to 10–12. The Yamato is exceptionally large, even bigger than the Sovetsky Soyuz and Iowa, and should not have only 8 compartments.
Yes, the Yamato needs to be repaired and undergo balance adjustments.
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However, more than a month has passed, and the Yamato has still not received any fixes or adjustments. In fact, many issues approved since June in the Issues section remain unresolved to this day. Although Naval Battles may not have as many players, I believe every nation’s ships deserve equal treatment. Anyone who has played top-tier Naval Battles knows that the current meta has devolved into nothing but Sovetsky Soyuz vs. Sovetsky Soyuz slugfests, creating an extremely poor gameplay environment.
I fully agree. I mean Its one thing to note Yamatos current weaknesses in game but its another to it just being almost down right unplayable for the average player it should not be like that and should have a fair shot against other ships not to mention better experience for the player. I mean you have to grind iver 400k rp just to die in shot shot almost consistently. Sadly most people dont care because either they dont care about naval or they dont care about the ship.
Thank you for the additional input. It’s true that the Yamato’s rudder performance in the game is very poor and inconsistent with data from many historical sources.
Gaijin not only has failed to fix the Yamato but also simply copy-pasted a Musashi (they didn’t even adjust the size of the internal magazine model—how could Musashi’s secondary ammunition storage, which held only a few thousand rounds, be the same size as Yamato’s, which stored over a hundred thousand?). The Yamato-class battleships might have to wait for a complete overhaul in the future, but by then, modern missile ships will probably already be introduced. And who will still care about the Yamato at that point?
Yes, I believe the primary issue with German battleships lies in their ammunition arrangement, which is poorly suited for War Thunder’s mechanics. In War Thunder, a direct hit to the powder magazine typically results in an instant kill. However, most German battleships are designed with an “upper powder, lower shells” layout, which makes their powder magazines highly vulnerable to ignition from flash fires in the hoists. Therefore, I think the kill calculation for battleships with this ammunition layout should be redesigned. The determining factor for an instant kill should be the lower shell room rather than the upper powder magazine. This adjustment would make gameplay more balanced and fair for all players.
also german ships used brass casing on rear most propellent charges which protect the vunerable black powder envelope which sets off way more than the actual cordite charges to flash
also Bismarck had advanced flooding systems for her magazines which can be flooded in 30 seconds using the main pumps
from what i can tell from these blue prints the powder magzines are divided by bulk heads in front and behind its even indicated by a door so how are these get hit with flash if theres a bulk head
Not sure will u guys agree but I think Yamato gun dispersion needs to be revised as well, it’s main gun dispersion is just too wide to land accurate fire on enemies above 7km from my experience. Like your full salvo in both AB and RB will mostly miss the enemy ship with only 1-2 shells hitting them everytime even without them performing evasive actions. Hence it feels more like luck then skill based when trying to use Yamato to hit your enemies in general compared to other top tier battleships.
Yamato/Musashi, along with the US 16", German modern 380mm and the Soyuz all have the smallest horizontal and vertical dispersion amongst all battleships, so idk how you came to the conclusion that Yamato somehow has bad dispersion
to be honest. Making the actual Sanshiki round according to war thunder worker and streamer Oxy. He said that doing so would cause a lot of lag and it would be a very niche thing to have. Very situational
As much as we naval nerds wants the Sanshiki round. I dont think its going to be done in any way shape or form.
Although it would be more of a Shrapnel round similar to those in early russian 76mm although when using those even setting a fuze on them to explode on air. Doesnt seem to cause any type of lag. So i dont think it would be going to be a big deal. Or even discarding sabot caskets projectiles because the fragments on the sanshiki are around that size even. When impacting on ships they would need to create some effects like napalm does since they are incendiary.
It can be done but it is a matter that gaijin wants to do it. Maybe someone with knowledge can work its way around in a custom mission or messing with the CDK to try simulate this and see how it performs