[Feedback] Loss of unsinkability mechanics

Okay, I’m happy to report that gaijin made some changes in today’s patch to the dev server.
Bluewater ships (but not frigates) now require 3 sections to be destroyed.

Shrapnel no longer does damage to hull sections
Kinetic damage to hull sections has been reduced by 75%
Explosive damage to hull sections has been reduced by 90%
Hydroshock damage to hull has also been somewhat reduced.

However counterbalancing this (but only a little) is a further 25% reduction in hull HP.

With some practical testing, it’s going to take a very very long time to sink a ship this was with HE, it’s still doable with AP but is gonna take a lot longer than before.

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Yeah its not a ground and game breaking mechanic now, you most often will kill the crew before destroying 3 modules on normal stuff. Im more concerned about ballistics nerfs makes some AP of ships pretty bad (french 305mm APHE really be worse than kavkaz 180mmAPHE at range now), at least HE is not as bad of a option now. Definitely the whole update improves well armoured ships a lot also improves ships that sadly have to rely on HE too.

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New changes on the dev server related to the Unsinkability mechanics

Info Dump by @gszabi99
2.44.0.39 → 2.44.0.41 Part 2, relevant piece:

all destroyers:

  • number of destroyed hull sections required to trigger sinking: 2 → 3
  • reduced HP of hull sections by 25% each
  • hull damage multipliers:
    • explosion: 1 → 0.1
    • hydroshock: 15 → 8
    • kinetic: 0.1 → 0.025
    • shrapnel: 0.1 → 0.0
  • added lines:
    • splashPenetrationToArmorThreshold: 0.05
    • kineticPenetrationToArmorThreshold: 0.05
      all light cruisers:
  • number of destroyed hull sections required to trigger sinking: 2 → 3
  • reduced HP of hull sections by 25% each
  • hull damage multipliers:
    • explosion: 1 → 0.1
    • hydroshock: 10 → 8
    • kinetic: 0.1 → 0.025
    • shrapnel: 0.1 → 0.0
  • added lines:
    • splashPenetrationToArmorThreshold: 0.05
    • kineticPenetrationToArmorThreshold: 0.05

all heavy cruisers:

  • number of destroyed hull sections required to trigger sinking: 2 → 3
  • reduced HP of hull sections by 25% each
  • hull damage multipliers:
    • explosion: 1 → 0.2
    • hydroshock: 15 → 8
    • kinetic: 0.1 → 0.02
    • shrapnel: 0.1 → 0.0
  • added lines:
    • splashPenetrationToArmorThreshold: 0.1
    • kineticPenetrationToArmorThreshold: 0.05
      all battlecruisers and battleships:
  • number of destroyed hull sections required to trigger sinking: 2 → 3
  • reduced HP of hull sections by 25% each
  • hull damage multipliers:
    • kinetic: 0.1 → 0.025
    • shrapnel: 0.1 → 0.0
    • hydroshock: 15 → 10
    • explosion: 1 → 0.1
  • added lines:
    • splashPenetrationToArmorThreshold: 0.1
    • kineticPenetrationToArmorThreshold: 0.05

Candid (AM-154), Coolbaugh (DE-217), Dealey (DE-1006), Hoquiam (PF-5), Drache, Karl Marx, Köln (F 220), Lübeck (F 224), M 17, M 601 (“M-802”), Groza, Pr. 35, Pr. 159, Pr. 1331M, Rosomacha, Yenot, Blackpool (F 77), Brantford (K 218), Liscomb (T 285), Leopard (F 14), Órla (P 41), Peacock (P 239), Spey (K 246), Whitby (F 36), Akebono (DE-201), Ayanami (DD-103), Hatsukari (“Chidori”), Ikazuchi (DE-202), Isuzu (DE-211), Shōnan, Tokachi (DE-218) (“Chikugo (DE-215)”), Albatros (F 543), Alcione (F 544), Folaga (F 576), Gabbiano (GB), Arras (A 05):

  • reduced HP of hull sections by 25% each
  • hull damage multipliers:
    • explosion: 1 → 0.1
    • hydroshock: 1 > 8.0
    • kinetic: 0.1 → 0.025
    • shrapnel: 0.1 → 0.0
    • pressure: 1 → 0.0
  • added lines:
    • splashPenetrationToArmorThreshold: 0.05
    • kineticPenetrationToArmorThreshold: 0.05
4 Likes

Status quo around the lack of balancing kinda stays the same. OP coastals could maybeee be killed easier now. Small calibre HE isn’t that great at utilizing new pen mechanic you still need to aim and face paper stuff. All APHE is much weaker at range due to ballistic nerfs so overall its harder for BBs to kill BBs but its equal suffering to everyone i guess. Makes dodging easier for faster cruisers. Armoured cruisers now are suddenly much better i think. I didn’t check how bad 203mm and below APHE got hit by the nerfs yet.

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Dispersion for big guns ships has been reduced across the board to more or less current cruiser levels. I expect this will double or triple your hit rate with big guns, perhaps even more for some of the guns getting the biggest accuracy buffs. This correction to more realistic ballistics will be the only thing keeping armor semi relevant at top tier.

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yeah also noticed most APHE isn’t that much nerfed. US 14 inch lost like 90-110mm pen at 15km
But most guns are losing around 40-50 mm pen. Scharn and Alaska got hit with like 70, 152s are pretty badly hit especially soviet ones. Kron got barely hit with nerf lmao.

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The 14 inch nerf seems realistic in terms of values but god damn they could use better reload now lmao. Made Colorado actually viable now with its round 469mm vs 320mm of arizona at 15km at same br. Truly gaijin moment. Its bit off topic but its pretty laughable not to mention it.

3 Likes

They’ve instead given the 14”/50 a .26 vertical dispersion angle vs the current .39 and new .28 for all other 14” guns per the datamines. While I’d prefer they set it to a 2rpm like in my bug report the effective hit rate from this new dispersion will be massively higher vs live than an extra 6 shells/min would afford. I expect the Tennessee to massively outperform Colorado on live, as she just won’t have the volume of fire or protection to be worth bringing. The overall nerf to shell penetration also works in Tennessee’s favor, as the torpedo bulge provides a large amount of additional ballistic protection vs the other standards.

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I actually wrote most of this one for him :P

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image
Okay yeah I’m not sure how it’ll do in actual live matches or in slugfests between BB but as it is now for cruisers and DD for the amount of time you’d need to destroy 3 compartments you could sink them several times over by just aiming and shooting areas with crew.

Still think we should get more complex compartment modeling with above and below compartments but this is much better than before

5 Likes

its interesting to notice that nearly all frigates are listed… except… SKR…

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I am too scared to see…

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French 12"/45 guns were pretty bad, but not that bad. What happened to them on dev server? Are they even worse than before?

messed ballistic after June 2024 seems to be corrected, so many of guns got ‘nerfed’ penetration based on historical shell velocity. But some guns were out of this change, and maybe Kavkaz is one of them

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kavakz just got hit much less than other APHE, and yes this is actually mostly a realistic change making shell ballistics match real performance more. Some guns loosing just a tiny bit of pen like russian fantasy 305mm railgun and few others but most are loosing around 40-70 mm at that range and like italian 305mm armstrong lost 160mm pen at (15km). Its kinda hard to keep up with changes cause noone is logging it but i made small research into it.

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theres also 3 french boats missing, the Marne, the Brantford clone and the Spey clone.

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Nice, large ships can go kick rocks.

Right, so, with the nerfed long-range pen and the changes to the number and damage resistance of compartments needed to perma-sink a ship, this new mechanic is just useless at its intended purpose of nerfing unkillable ships
Great, now, can we just get rid of it entirely and fire whoever thought that would be good for naval ?

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TBF, the La Surprise is justified in that playing it is 75% uptier hell against SKRs and other 3in autocannon spammers + it gets DD spawn and is incredibly slow for a ship that does

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This is horrifying – Soviet 305mm railguns with laser-like precision, and mind you, the Stalingrad-class hasn’t even been officially released yet. If this is the state of pre-implementation testing, we’re looking at apocalyptic balance issues when it actually goes live. The naval meta will implode faster than a citadel hit on an unarmored cruiser.

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