Well, not seeing this as a problem because it is not ‘reducing’ but ‘reverting’ to penetration before June 2024. Developers messed drag mechanism at that time and almost every naval gun(except French) got weird and unhistorically buffed shell velocity at long range.
And, damage is weak compared to even June 2024.
Besides, I never think I would see that video on here as I participate in making that video XD
Is it a correct change that Kronshtadt’s penetrating power is greatly improved?
I can’t help but look at it with a skeptical eye, since it is supposed to be a “reverting” change.
Can’t say sure as no one would have exact data about her gun XD
Japanese 16’‘, Italian 12.6’’ and Soviet 12’‘(not Imperial Russian 12’') are exception of ‘reverting’, that’s sure
Is there any data? They weren’t built IRL iirc and the shells are a work of fiction or paper proposal or something. If they weren’t reduced it was probably a lack of data available to nerf them, rather than any data to prove they are correct
Yeah, one thing ive noticed with the new accuracy is that you either hit the main belt or do nothing at all. Ships with very deep modules such as Kongo and Rodney benefit significantly from this, where even if their main belt is penetrated it wont have the trajectory to threaten anything important thanks to how short the distances are.
Yeah Rodney is really strong right now, thankfully a lot of people don’t play it to its strengths or a lot of other top tiers would be way more painful to play. It’s definitely annoying when your salvo is slightly off and flies through the superstructure, but good lord is it devastating when you land most of your shots in the citadel
Even though the initial velocity is fast, it seems unnatural that a 470kg shell has a penetrating power approaching that of a 16-inch main gun shell.
I expect a similar situation to occur with Sovetsky Soyuz. :3
Well, being the second heaviest 16’’ AP shell and much faster than superheavy AP(some russian sources claim not only 830 m/s but 870 m/s version was also tested in same firing trial, although 830 m/s is already much faster than superheavy AP), I’m sure 406 mm B-37 will have at least similar penetration at 10 km along with 16’’ Mark 7
Beisdes the fact that Gaijin is quite skeptical about russian sources claiming about capital ship’s naval gun though.
I agree, and I against with u in this noon. In the match, seems like most of the shell just hit the superstructures and cause no damage.
But I think Gaijin withdraw the ballistic update cause that happened, all shells flying more slowly at the end of the ballistic trajectory. So now all the shell’s trajectory are the same as in 2023or2022. For example, 5inch mk.38 in previous update can flying the same trajectory with main cannon when aiming long-range target, but since this update, they flying too slow and just like a fking catapult.
Besides, like they already saying, they nerfed most majority of larger shell’s penetration values.
By the way, I don’t know is that right or fause. I feels like some shells are missing, when tracking on it, the hit animation show they hit on target, but they are less than the system prompts.
And when I playing in Rodney last night, I think it was hard to sink but always cause no damage for WWII battleships. When I shoot cruisers or WW1 battleships, the cannon can cause excellent damage.
P.S. I always choice active players not the bot to shoot.
I would appreciate if they could do something to make secondary guns line up more with the primary guns’ impact point as a quality of life thing. I’m having to throw in 0.3km of extra vertical lead and aim well off the ship to get the secondaries to hit anything now, pretty much regardless of what guns. Needing to relearn primary ballistics was expected but this on top is a bit annoying. Also good magazine hits with the 14”/50, if I can ask what distance are you aiming to hit those because I have not been having nearly that much success with my normal 0.1-0.2km under
I mean the distance off what the rangefinder gives. Since the update it seems like whenever I shoot for the given distance or even 0.1km under it my shells seem to mostly hit the superstructure without doing much damage.
Feels the same here. Since this update, the green circle always quiver when I m in accurate shooting. So, maybe that is the reason why we always hit the superstructures.
I noticed after I switched to Rodney that it would hold range better if I held the bottom ticks farther below the ship. If I kept them to close to the ship it would be very jittery no matter what I did with the scroll wheel
Recently I’ve noticed that the range finder for most of the time gives me false range. Sometimes even when I set the range to the same value as my targets range that is closing in, results in my shells falling short.