What happened to naval shell?

Just did a match in Rodney and felt like the guns were better that they have been since her introudction, but probably because you can actually land the rounds where you aimed them.

But I heard about a reduction in energy/associated pen on many shells since the new update, which probably isnt help with doing meaningful deep damage

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the reason why I’m skeptical about this theory is that ship that I first feel post pen damage reduction was HMS Rodney, which doesn’t got verlocity nerf at range. Also even if shells having worst velocity at range, it doesn’t mean I could not pen broadside Chapayev’s underwater hull with USS Nevada’s 14 AP at 8 km.

Especially sometimes when I failed to hit Roanoke’s shell room but only makes it red with Rodney was frustrating experience.

I’ve always felt like Rodneys guns did next to no damage, but always put that down to most of the shells missing. I dont know if they still do as little as before and they only feel like they do more because more shells are hitting or something. But I just dont know either way.

But only having Britain, and so Hood, Rodney, etc, which seem to be unaffected. Its hard for me to comment past them.

I hadn’t played Rodney prior to the update since I didn’t think it was worth the sl in the state it was in, so I can’t comment. To me it feels like the shells hit very hard when they connect right, but the low fire volume between the primary and secondary battery makes it feel somewhat unsatisfying even compared to a standard battleship, despite having a much higher k/d in it than most other ships.

Regarding the underwater hits I wonder if that might be the dispersion value change at work. I’ve noticed a lot more salvos landing relatively harmlessly in superstructures and a lot fewer lucky magazine hits and I think it’s due to tighter patterns being a lot less forgiving of very small range errors. The 14” especially I believe had their vertical dispersion angles reduced by about a third, from 0.39 to 0.28 or 0.26 in the most extreme case, and in certainly feeling it. I’ve found they’re much better at crew bleeding than they were but magazine kills not from fire are much harder.

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I think this is not only in naval, most weapons and specially ammunitions are behaving oddly, I had a match were I need to use three 95Ya6 into a single helicopter just to get ‘severe damage’.

Or maybe it cause shots been bugged sometimes? Community Bug Reporting System

They reduced the penetration values of shells at long range by quite a bit on almost everything but the Kronshtadt.

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Except Mutsu/Amagi/Rodney/Duilio/Cavour too

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.

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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

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It should be; in fact, it may be worse than real performance:
http://www.navweaps.com/Weapons/WNRussian_12-55_B-50.php

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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

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Shells are those used on Kommuna and Marat , only being higher velocity and TNT filler changed to A-IX-2 filler, which is indeed reasonable.

Actually that is why no one can raise a question of it, including me.

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

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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.

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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.

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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.

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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

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