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Naval Enduring Confrontation - Development Update


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3 minutes ago, darren554 said:

i love this gamemode way more fun playing naval battles would be better if you could have a 32 vs 32 games(like our custom games being able to) and so it would be more populated

Hopefully if it gets more popular 

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17 hours ago, llllllmaxllllll said:

we want Naval EC in SB please !!!!

 

How the SB mode may looks like for Navy?

 

No marking targets? I like it.

Distance to target - ok, we can gain this value and calc torpedo by "distance measurements".

 

How to check nationality? At the far distances the national ensign is not visible.

 

But there is a problem with LT. Dan Taylor position on ship:

mV8WbwN.png  

 

Not so good for judge the situation around you...

 

My preferred option is adding night battles to EC with shell stars and control the serchlight.

But Gaijiin's option is adding destroyers and corvettes of 1960+...

:facepalm: 

 

 

Edited by PL_Andrev
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3 hours ago, PL_Andrev said:

How the SB mode may looks like for Navy?

1. view from around the bridge with a few selectable other places to switch to (crowsnest, aft of the ship)

2. no direct gun control from the captainsposition, but rather switching to the appropriate firecontrolcenter or, in case of small caliber guns, the appropriate weapon

3. no lockon, but rather calculating the speed and range to a target (evasion is more useful for the defender, turning is detrimental for the attacker [as it screws over the distance calcualtion], targeting an area outside of line of sight is possible)

 

Edit: realistic torpedo running depth

 

Edited by Hardmoor
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16 hours ago, Hardmoor said:

1. view from around the bridge with a few selectable other places to switch to (crowsnest, aft of the ship)

2. no direct gun control from the captainsposition, but rather switching to the appropriate firecontrolcenter or, in case of small caliber guns, the appropriate weapon

3. no lockon, but rather calculating the speed and range to a target (evasion is more useful for the defender, turning is detrimental for the attacker [as it screws over the distance calcualtion], targeting an area outside of line of sight is possible)

 

Edit: realistic torpedo running depth

 

 

Well if you really think that would be fun and realistic...... Tanks are somewhat okay since real tank crews are also trained to replace others' roles, but ships' captains are never trained to replace the role of fire director or helmsman or lookout AFAIK(in small boats it might happen in desperate situations but in big ships you'd much rather abandon ship if you lose all the gun crew).

 

That kind of thing has only been done for submarines with Silent Hunter and UBOAT. And with WT naval map design, islands would be more frightening than the enemy...... Realistic FCS and torpedo running depth should be in RB.

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10 hours ago, kkang2828 said:

but ships' captains are never trained to replace the role of fire director or helmsman or lookout AFAIK(in small boats it might happen in desperate situations but in big ships you'd much rather abandon ship if you lose all the gun crew).

i didn't say anything about replacing crew,

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12 hours ago, Hardmoor said:

i didn't say anything about replacing crew,

 

You talked about switching, which is basically what I'm talking about as well.

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On 24/08/2020 at 15:18, kkang2828 said:

captains are never trained to replace the role of fire director or helmsman or lookout AFAIK(in small boats it might happen in desperate situations

captains have normally come up doing all that

in those days all had to start as  or be qualified as seaman officers and most were ex gunnery

 

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1 minute ago, dragloon said:

captains have normally come up doing all that

in those days all had to start as  or be qualified as seaman officers and most were ex gunnery

 

 

Okay. But after they become captains, they don't take over the role of gun crew if they die, right? He has better things to do, like commanding the ship and getting the crew off the ship if the situation is hopeless.

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the statement was ...  never trained to

 

as to what would or might happen

thats as endless an argument as  trying to guess every possible situation

 

bottom line would be .. they might if it was the best option for the ship and what it was tasked with doing

 

the first priority was always keep the guns talking .. if that meant stopping them to deal with some other emergency so they could carry on going again

thats what was done .. but everything had the same objective .. keep the guns talking

 

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1 hour ago, dragloon said:

the statement was ...  never trained to

 

as to what would or might happen

thats as endless an argument as  trying to guess every possible situation

 

bottom line would be .. they might if it was the best option for the ship and what it was tasked with doing

 

the first priority was always keep the guns talking .. if that meant stopping them to deal with some other emergency so they could carry on going again

thats what was done .. but everything had the same objective .. keep the guns talking

 

 

Well the point is that it's already unrealistic and difficult enough having to play the role of driver, gunner, and commander at the same time in tank SB. It'll be even worse when you have to play the role of captain, helmsman, several gunnery officers, several lookouts, and damage control in naval SB where you are stuck inside the ship. In submarine sims like Silent Hunter and UBOAT, you play only the role of one crew member at the same time, which is realistic and not too difficult, not to mention having no islands to run into.

 

But maybe some people would like it. I don't know.

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On 25/08/2020 at 04:03, kkang2828 said:

 

You talked about switching, which is basically what I'm talking about as well.

no, i meant if you want to aim your guns yourself, you have to switch to the firecontrolcenters.

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On 27/08/2020 at 20:02, kkang2828 said:

Well the point is that it's already unrealistic and difficult enough having to play the role of driver, gunner, and commander at the same time in tank SB. It'll be even worse when you have to play the role of captain, helmsman, several gunnery officers, several lookouts, and damage control in naval SB where you are stuck inside the ship. In submarine sims like Silent Hunter and UBOAT, you play only the role of one crew member at the same time, which is realistic and not too difficult, not to mention having no islands to run into.

 

But maybe some people would like it. I don't know.

 

i suggested / pointed out a while ago

the gui needs a complete overhaul

 

no ship in the history of naval warfare ever got attacked by a plane without knowing it was happening ( that warning system also needs a major overhaul )

 

the gui needs to be a mix of ... navigation / guns/ lookouts

every specialist screen needs a mini screen of the other other 2 screens on it .....   so if you are in guns you can still see what you are heading for on one mini screen and whats around you esp planes on another mini screen

if you go to lookout .. you can still see and correct what your guns are doing on the guns mini screen etc

 

 

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On 23/08/2020 at 21:49, fam_schoo said:

mines will change the gaming experience in the EC.
Only the 2 minute timer is too short.

 

I'm afraid that the role of small fast gunboats will be highly increased:

Unloading mines to cap point (and popular ways "to" cap point) decrease role of destroyers and bigger ships to recap these points.

 

This way players will focus by:

- activity of enemy ships / gunboats

- aircrafts

- search seafloor to detect torpedo paths,

- and now: look for mines onto water

 

Open question:

Is possible to destroy mines by MG guns?

 

 

5 hours ago, [email protected] said:

Do us a solid and make it Arcade since the majority of Naval players are AB

 

I remember devs tried something like this.

The result was a massive torpedo spam on spawn points and air hell due unlimited ammo on planes.

 

The AB mode may be quite balanced if players have limited ammo (reload only at port or airfield available).

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I think we should have 2 naval EC modes, Arcade and RB, Let the people chose, like with you being able to chose from 2 different tank SB events. Also the Italian missile boat is going to LOVE naval EC

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On 23/08/2020 at 03:13, PL_Andrev said:

 

How the SB mode may looks like for Navy?

 

No marking targets? I like it.

Distance to target - ok, we can gain this value and calc torpedo by "distance measurements".

 

How to check nationality? At the far distances the national ensign is not visible.

 

But there is a problem with LT. Dan Taylor position on ship:

mV8WbwN.png  

 

Not so good for judge the situation around you...

 

My preferred option is adding night battles to EC with shell stars and control the serchlight.

But Gaijiin's option is adding destroyers and corvettes of 1960+...

:facepalm: 

 

 

How to check nationality? ya think they looked for flags at ships for away IRL? No they identified them by the silhouette.

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On 30/08/2020 at 16:15, PL_Andrev said:

Open question:

Is possible to destroy mines by MG guns?

 

Yes. I tested it on the dev server.

 

On 29/08/2020 at 03:18, Hardmoor said:

no, i meant if you want to aim your guns yourself, you have to switch to the firecontrolcenters.

 

I know what you meant. But I thought the point of SB was to make you feel that you were actually part of the crew manning the vehicle, not a superhuman running around trying to single-handedly control an entire ship. 

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31 minutes ago, kkang2828 said:

 

I know what you meant. But I thought the point of SB was to make you feel that you were actually part of the crew manning the vehicle, not a superhuman running around trying to single-handedly control an entire ship. 

 

Yes exactly, in a sense you should be cycling through crewmembers and control only this one member. I think that was the idea behind it.

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  • Smin1080p changed the title to Naval Enduring Confrontation - Development Update
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