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Tell us about the problems that you had to face while playing the naval battles mode.


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50 minutes ago, TheMightySardine said:

Now throw it away and get unlucky to be the only person in team thats not scripter again.

That’s an issue we all agree. But there’s also an equal chance where you face a full team of scripters on the other side, which would earn you a really good sum of SL.

 

53 minutes ago, TheMightySardine said:

now SAP hitting Helena or even Eugen which was like one of the easiest ship to ammo rack just doesnt happen.

The days where you can one click cruisers left and right are gone. Just stop trying to ammo rack them and you’ll be fine.

 

42 minutes ago, TheMightySardine said:

SAPs barely scratched these, then AI in destroyer survived full salvo without anything even turning yellow.

Just stop using SAP then. A combination of HE and AP is much better now.

 And why would you use SAP on destroyer? They always over pen and do nothing. A full salvo of HE would take 75% of the crew and the ship sink by flooding in the next 10 second.

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47 minutes ago, chplawrence said:

The days where you can one click cruisers left and right are gone. Just stop trying to ammo rack them and you’ll be fine.

 

Problem is, it is very hard for battleship to kill US 6.0 light cruisers without blowing out ammo. We have to black every crew compartment and then make ammo rack to kill those monsters. And during all those procedure, battleships have to bear a risk of one of numerous HE ignore armor and explode inside their own ammo.

 

American 6.0 cruisers are just ruining this game. At least we have to make them more easy to die by making magazine size historical.(They are just half size to which they originally have to)

Edited by glown2307
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1 hour ago, chplawrence said:

Just stop using SAP then. A combination of HE and AP is much better now.

 And why would you use SAP on destroyer? They always over pen and do nothing. A full salvo of HE would take 75% of the crew and the ship sink by flooding in the next 10 second.

SAP is best round, nothing have 66kg of TNT filler. And its a joke when it should detonate inside the cruiser and do damage to just see it either light yellowing one tiny compartement or doing nothing. HE unless base fuze as used on Helena doesnt seem to do much either. Tried game with stock Alaska,spawned hit Helena couple times, barely made it go yellow, then it proceeded to oneshot me by hitting my first turret. 

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7 hours ago, glown2307 said:

it is very hard for battleship to kill US 6.0 light cruisers without blowing out ammo. We have to black every crew compartment and then make ammo rack to kill those monsters.

They are more sturdy compared to other cruisers, but not impossible to kill. It’s still easier to kill than a battleship.

7 hours ago, glown2307 said:

numerous HE ignore armor and explode inside their own ammo.

Agree. This bug is so game breaking. I have no idea why they still haven’t address it.

 

7 hours ago, glown2307 said:

making magazine size historical.(They are just half size to which they originally have to)

Do you have the source? Please submit a report if you do.

 

7 hours ago, TheMightySardine said:

SAP is best round, nothing have 66kg of TNT filler

It doesn’t matter if it does not explode inside. 

 

7 hours ago, TheMightySardine said:

either light yellowing one tiny compartement or doing nothing.

I kinda have a feeling that that mini ship diagram is bugged, where the compartment is already black but it still show yellow/nothing. Only thing that matter is the crew count. 

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9 hours ago, TheMightySardine said:

SAP is best round, nothing have 66kg of TNT filler. And its a joke when it should detonate inside the cruiser and do damage to just see it either light yellowing one tiny compartement or doing nothing. HE unless base fuze as used on Helena doesnt seem to do much either. Tried game with stock Alaska,spawned hit Helena couple times, barely made it go yellow, then it proceeded to oneshot me by hitting my first turret. 

SAP is not best round anymore, especially Japanese one you're saying has problem with fuze time(though it is better than historical) so can't give significant damage to even cruisers sometimes. HE for big caliber doesn't perform as hideous before so use AP as main is much reasonable.

 

2 hours ago, chplawrence said:

Do you have the source? Please submit a report if you do.

 

6Sg0ovc.png

 

Currently get Cleveland class cruisers' plans that show 6'' powder magazine is much bigger than what modelled in WT, but my main concern is to nerf Brooklyn and Helena, and as naturally Brooklyn class would have similar size of magazine as they are similar in size but Brooklyn class has more guns, but Gaijin will not accept such rational speculation so have to find plans for itself.

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I'm pretty new to naval, have only reached rank III so far, and only playing Coastal right now. I actually don't have serious issues with the gameplay compared to air and naval, I find it more comfortably-paced and intuitive than either air or ground (though airstrikes are frustrating at times, at least it's not GB). My major complaint is the wait times. 5+ minutes is not uncommon for me in EU outside of peak hours. In the morning? Fuggedaboutit. It seems RB is more willing to stuff the match with bots, but AB really wants players and doesn't mind making me wait ungodly amounts of time. If a player gets to 5 minutes wait time, it really should scramble to find at least one other player and otherwise use bots to get a match going ASAP. I'm sure the wait times contribute to the mode's unpopularity. Even 5m is too long.

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On 16/02/2023 at 14:51, Adoth said:

Yes, I am not the official representative of the developers. But I used to be a community assistant on a russian-speaking forum, and I still have contacts of developers and CMs who can pass on my collected feedback.

 

In my opinion, the biggest problem is that every major update adds many bugs to the game. Some of these bugs will be fixed, but most of them will be ignored. Almost every major update makes the experience worse and worse. And since we have 5 major updates per year, the game experience gets worse over time.

 

I would really love to see bug-fixing getting higher priority than everything else. Of course it's great to see new things for Naval, but seeing that some of the annoying stuff was finally fixed would be so much better news for me!

 

There are so many bugs in Naval, I can't even remember them all. From what I remember atm:

 


- Disappearing ships (some terrain textures don't load)

Spoiler

"Apex Predators" update introduced many bugs, and this is one of them. Sometimes ships disappear on your screen, but they are still there:


This is related to some terrain textures not loading, when you are "too far".


I will demonstrate this on two screenshots, that will show the problem clearly.


Take a look at this screenshot:
4N9CVCu.jpg


Do you see the trees floating in the air? It looks silly, but there is actually a huge island, it's just not loaded at all! When I sail closer to that position, it will be revealed:
AK9vPSn.jpg


This problem started appearing on basically every map after the "Apex Predators" update.


Just in case, here are my graphics settings:

Spoiler

cwF7rJG.png

 



- Aim inaccuracy with Arcade aiming (I don't know if this bug also affects Realistic aiming, but in Realistic aiming at least you can correct the distance with your mouse wheel, in Arcade aiming you can't!)

Spoiler

This is another problem that appeared after "Apex Predators" update. For some reason your crosshair position is no longer properly synchronized with the distance if you use Arcade aiming. Before mentioned update, it was all fine, so you could play by feeling. You can't do that anymore, you have to look at numbers to figure out where your shells will land.


So for example, aiming this way before "Apex Predators" update would hit the enemy, because I'm aiming the enemy lower hull area with my crosshair.
qRyDObI.jpg


But after the update, you can see, the guns are set at 6.12km, but the enemy is at 6.18km. This means I will shoot too short! To hit the enemy, I have to move my crosshair much higher, aiming his chimneys in this case, to hit his lower hull area:
W9k7GFs.jpg

 

This is very annoying bug, that affects long range aiming even more than short range one.


Another example of this problem, at long range:
Vusjt1f.jpg


To hit this enemy, I have to move my crosshair much lower than his position is. Only this way my guns are set to 10.86 km. If I moved my crosshair at him, I would shoot way too far.


Not long later, when the enemy moved a bit and I reselected him, it's now the other way round:
Uxo0t6g.jpg

 

I have to now aim much higher than the enemy position to hit him. As you can imagine, this is very confusing, because you never know how to aim next time you target lock the enemy (even the same one!). You have to look at numbers, crosshair position is completely useless.


In this case the enemy is barely moving, so it's still doable. But it is much bigger problem, when the enemy is closing or extending the distance and your crosshair position means nothing.

 


- Fire Protection System bug (fixed in update 2.23.1.41)

Spoiler

Yet another bug added in "Apex Predators" update. Every vessel now has a instantly-working Fire Protection System, if it doesn't have the FPS modification installed.

 

It's very easy to replicate this bug. Take a stock vehicle (without FPS modification), enter Naval Arcade battle, you will see you have FPS.

 

It's much easier to play stock vehicles with this bug of course, but it's a bug that should be fixed long time ago. We are 2 months now after the Apex Predators update release, and it's still in the game. Why are even the most obvious bugs introduced in the last major update not fixed after 2 months?

 


- Battle server crashes

Spoiler

Another bug from "Apex Predators" update. After mentioned update, the battle server crashed so many times, I can't even count them all. It's probably related to so many other bugs added to the game, and one or a few of them can crash the server from time to time.


From player perspective, server crash usually starts with "Connection to server is lost" message for a few seconds. Then every player in the battle gets "Bad network connection" message and if they stay in the battle, they will be disconnected. At this moment, it's best to just press alt+f4, and reload the game.
In that time, the server will recover and you will be able to join it again. After joining, you will see that everyone (beside players who already reconnected) are out of the battle:
k6yNMYf.png


This particular battle crashed right at the beginning of the battle. But you can see in my team only one player (beside me) is connected to the server. In the enemy team there are no players currently connected.


I think it's also worth adding that in such situation, the battle chat stops working:
XjBVIN4.png
You won't be able to use chat in this battle.


I never saw this kind of battle server crashes in the past. It started happening right after Apex Predators update.

 


- FPS (Frames per second) bug

Spoiler

Again, bug that was added in "Apex Predators" update. Sometimes your FPS drops significantly in the battle. I normally play with stable and limited 75 FPS. After mentioned update, the game sometimes drops in FPS to about 20 FPS and stay this way for like 30 or more seconds.


We had such problem some time ago also in Ground and it was quite quickly fixed. From what I remember, it was a problem with one of the animations being broken. I'm not sure if that's the same issue in Naval, but there is definitely a problem here.


I use Geforce 1050 Ti graphics card. Of course I have the latest graphics drivers installed. It's not a problem with overheating, it's not related to my computer.


I saw some people suggesting that the fire animation on other ships can cause this problem, but I'm not sure about that.

 


- Planes belts/bombs reset to default when you enter a Naval battle

Spoiler

Since the beginning of the Naval game mode (2018), there is a problem, that belts and bombs on planes that are generated as random planes in Naval keeps resetting to default when you enter a Naval battle. Every single plane, listed as a random planes will reset to default. Obviously, you have to own these planes to notice this problem.

 

On this screenshot:
ghy10VE.jpg


You can see an example of 3.7-4.3 random Russian planes lineup, where following planes will reset their belts and bombs to default:

 

Fighters:
I-185 (M-82)
La-5FN
La-7
Yak-3
Yak-9T

 

Bombers:
Yer-2 (M-105)
Pe-2-83

 

After the battle, eg. Yer-2 (M-105) will look like this:
Twr3t7F.jpg

 

Video example of how exactly this bug is working:

 

This bug is really annoying and I entered battles many times with default belts, just because I forgot to check am I affected by this bug or not.

 

This bug affects both Naval Arcade and Naval Realistic game modes and all the nations that have Naval of course. You don't have to spawn a random plane, it's enough to just enter the battle for belts and bombs on all random planes to reset.

 

The devs are aware of this bug for 5 years now. And they still didn't fix this issue. I asked one of the staff members why this bug is still not fixed after 5 years, and that person replied that the devs "have no time" to fix such low priority bugs. Sometimes I just have no words with how things are working in this game.

 

 

- Surveillance aircraft catapult deactivation works in Test Sail, but doesn't work well in Naval Arcade battle

Spoiler

If you set the Surveillance aircraft catapult deactivation button, it will work without problems in Test Sail, but it won't work properly in the battle. The moment you press that button in the battle, you won't be able to activate the catapult for some time. After that time, it will automatically activate the catapult again. If you disable it again, you won't be able to activate it again for some time and so on. This button just doesn't work properly. I only play Arcade battles, so I'm not sure if this bug also affects Naval Realistic or not.

 

 

- Radar background keeps changing between old and new one

Spoiler

The Apex Predators update introduced new background for radar, which is imo better than the old one. But there is a bug that radar background keeps switching between new and old one from time to time.

 

I think it's best to just show a screenshots from the very same battle.

 

The battle just started, I see new nice radar background:

J5QX8Fd.jpg

 

Half a second later, it changes to old background for some reason:

Xddawxj.jpg

 

Some time later it switches back to new background:

s18Jxbh.jpg

 

And a few seconds later back to old one:

mYx7bZo.jpg

 

 

This is a pretty distracting behaviour. I seriously don't like when something keeps changing like that. It drags my attention for no reason, so it's annoying bug.

 

 

- Problems with the Matchmaker (battle balance)

Spoiler

For some reason, the matchmaker sometimes doesn't balance the battle properly, even if it could do that easily.

 

Let's say there are two 7.0 ships two 6.7 ships, two 6.3 ships and four 6.0 ships in the battle. The matchmaker from time to time can create such teams:

Team1: 7.0 + 7.0 + 6.7 + 6.3 + 6.0

Team2: 6.7 + 6.3 + 6.0 + 6.0 + 6.0

 

This happens even if there are no squads or squadrons in the game, so in theory it should be able to balance both teams perfectly fine.

 

 

I noticed this bug long time ago, I even created a topic about this:

 

Since then I learned it happens pretty often actually in Naval. And it's not related to squads or squadrons for sure.

 

There are many topics and bug reports about this issue. But from what I understand, no one has figured out in what situations a matchmaker decides to create such teams. It looks like there is a bug within the MM system, but it appears only from time to time.

 

 

- Assists bug in Naval

Spoiler

There is a problem with assists in Naval. Sometimes you don't get an assist, that should be yours.

 

For example, I damaged the enemy significantly in this situation, but I didn't receive an assist:

 

Another example, I lowered the crew on the enemy MPK Pr.201M from 100% to 5%, and received no assist:


 

 

 

- HE shells bug (HE shells explode ammo racks)

Spoiler

There is a bug that allows HE shells to explode ammo on enemy ships in situations, where it shouldn't be possible. For some reason, I see this bug a lot, when I play Battleships.

 

Usually it looks like this: some enemy starts shooting me with HE shells and after some time my Battleship is destroyed from random ammo explosion:

 

 

 

This shouldn't even be possible, considering the armor this Battleship has and the penetration of HE shells.

 

Overall, imo ammo explosions are way too frequent, especially on Battleships (probably because they are so huge targets, it's hard to miss them, so they tank many hits in every battle).

Yesterday I played 10 battles with USS Wyoming, and I died 4 times from random ammo explosions. This is just crazy! I feel much safer when playing Cruisers, and this is a completely ridiculous situation imo.

 


These are all bugs I remember at this moment. But this doesn't mean these are all bugs in Naval obviously. There are surely many more bugs I just forgot to mention.

 

I personally doubt you will be able to reach the devs, but maybe you will and the devs will finally pay attention to bugs in their own game. Because at the moment they don't seem to care about fixing even easy-to-fix bugs in Naval. :(

Edited by _Poul_
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  • Technical Moderator
7 hours ago, glown2307 said:

Currently get Cleveland class cruisers' plans that show 6'' powder magazine is much bigger than what modelled in WT, but my main concern is to nerf Brooklyn and Helena, and as naturally Brooklyn class would have similar size of magazine as they are similar in size but Brooklyn class has more guns, but Gaijin will not accept such rational speculation so have to find plans for itself.

It doesn't matter a whole lot. What you would want is taller magazines, not wider. You are not going to reach those with conventional cruisers guns anyway, because the magazines are situated low in the ship, with water around. But I don't see how that would change anything. The magazines fill out the space around the hull quite well. Oh, and the hitboxes are usually larger than the modules themselves anyway.

 

image.png

 

 

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Greetings Captains.

I have been in WT for 8 years now, and I got out of wows, when the naval mode began to upload its vehicles, I like to read about naval history of the 2 world wars, and I love naval, but the mistakes they have made in mechanics have made that several times I stopped playing naval and dedicated myself to tanks and airplanes. Now last I have dedicated several hours to aerial SIMs.
 

I remember when the Scharnhorst came out, it was impressive, it could take anything... almost anything, I remember a Parizhskaya Kommunna ripped me off facing the Scharnhorst, the explosion mechanics were broken for some ships, making the cruisers suffer a lot, Since without receiving a lot of damage the battleships blew up or a salvo killed 90% of the crew, now the problem is reversed, a cruise salvo ruptures a battleship, impacting somewhere randomly and the battleship ruptures you by a fire or due to some erroneous or hidden mechanics that I don't know...
 

Spoiler

 

weeks ago I blew up a BB or CC, I don't remember with the Hyuga secondaries, now a Brooklin busts me without making an impact in a critical part, this is disappointing, but because of a bad battle, I can't criticize and bury the game, I like it and I hope improvements in its mechanics. Although we know that it is very difficult, in reality, the big guns (BB, CC, CA) could blow up a cruiser, but it was very few times that this happened, normally they did great damage, but they never destroyed a ship with few salvoes.

 

With respect to the SL, it's fine as it is, it could be that now that the BBs have less damage their repair will drop, but it's not such a bad thing either, since having a fast-firing ship (normal or premium) on the template you can recover the Lost SL or simply playing low levels to recover, before the discounts (both of them) I had 15M, I was left with 200k with the last purchases of December. I already go to 3M, so excuses for low reward that is a problem of skill or knowledge of the game.

shot 2023.02.17 12.16.06.jpg

shot 2023.02.14 23.50.17.jpg

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Well I'll throw my thoughts in. 

1. Bots. Bot scripts. We all know that they exist and majority of them run Moffetts, Helenas and Zheleznyakovs. And even more so, most script users are in top 50 squadrons. 

2. HE bug. Oh lord, where should I start. 

3. Penetration values and armor values of ships. I mean really. Kronie has over 600mm pen so it should pen Moffett pretty easily, one would think but the reality is somewhat different. And this isn't the only case. 

4. Premium rewards and repair costs. Hey, come on. You can the script all week long and profit while dying constantly. 

5. Map design. Majority of maps, at least in high tiers, are those roundie battle thingies. No, it's not fun. 

 

6. Coastals are just unbalanced. It's like running around and getting shot by Moffetts all along. 

 

Some edits. 

7. Huge framerate issues. 

8. Graphical issues, glitches and vanishing ships. 

 

Just my thoughts. And now I'm waiting for that warning again. 

 

BR, Zandmann

Edited by Zandmann
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Problems:

1. HE shells make damage to armored ships, and kills BBs by ammo rack explosion

2. Most of crew is located in 5 big "boxes" right under the first deck and behind the weak upper armor belt, or even behind unarmored hull. Because of it most of crew of capital ships can be killed by HE or SAP spam. For example, 6" HE with base fuse of Helena can kill ~70% of crew on Sharnhorst, because its upper belt just 35 mm thickness. And on new Newport News 80% of crew can be killed with the same way by every shell that can penetrate 25 mm of construction steel (0.45 RHA)

3. Mass of bot and auto-aim users. On 5.0 ~70% use them, on 6.0 ~85%

 

Suggestions:

1. Fix HE damage through the armor

2. Locate most of the crew behind the main armor belt in machinery room, other in turrets

3. Improve anti-cheat algorithms in Naval to ban more bot and auto-aim users. Also good solution to eliminate bots that use AI gunners on main caliber is not to give SL and RP for hits from AI-controlled main caliber to ships

 

Your vision for the development of the sea battles mode in the future: More focus on quality, not on quantity. More feedback from developers to players

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On 16/02/2023 at 14:51, Adoth said:

Yes, I am not the official representative of the developers. But I used to be a community assistant on a russian-speaking forum, and I still have contacts of developers and CMs who can pass on my collected feedback.

 

List of my suggestions:

 


- RP pool for vehicles research

Spoiler

Because I play Naval a lot, I have every Coastal tech tree fully researched. I still have vessels that I want to spade, but for me there is no sense to play them at this moment. Every additional RP I get would be wasted, because I don't have anything more to research in the tech-tree.


Because of that, I wait with spading some vessels in tech-trees for new vessels to be added to the game. This way I can spade vessels and research new ones same time. This system is really strange, it literally favors players that don't play than players who play more!


That's why my first suggestion is to create the RP pools for every tech-tree. So let's say I have Italian tech tree fully researched. When I play Italian vessels, the RP I gain would go to RP pool, that will be used when new vessel will be added to Italian tech tree. This way I will be able to spade everything I want, and later research new vessels that are added to the game, using RP pool I already gathered.


This system don't have to favor players. The RP pool could be saved for every rank you play separately. And later the game could allow you to use specific RP pool manually or the system could do that automatically, eg.: New rank 4 boat was added to Italian tech tree. The game could first automatically take all available RP from rank 4 pool in the Italian tech-tree, then all available RP from rank 3 pool, then from rank 5 pool, then rank 2, and rank 1. So it could work pretty much the same way like the current research system is working, with all the research rank penalties applied.
Premium vehicles would require separate RP pools, by ranks: rank 1-2, 1-3, 1-4, 1-5. So let's say you play a rank 3 premium, the RP you get will go to rank 1-4 RP pool and later will be prioritized to use when a new rank 4 vehicle will be added to the game.


This system would require a bit of logic (eg. using tech-tree pools before premium pools at same ranks, using previous rank pool before next rank pool if the current rank pool is already empty), but it's possible to create such system.

 


- Selecting manual target for AI should override other settings

Spoiler

There is a possibility in the game to manually select targets for the AI. This is a very cool option, but sadly it is very limited in how it works.


Currently, if you have target type for AI-firing set to eg. "Air targets only", even if you order your guns to fire at a boat, they won't fire. The guns will do absolutely nothing, just ignore your order.


I would love to see a change, that selecting AI target for specific guns will make these guns to fire, it doesn't matter what settings you use or what guns you currently control.


So let's say I have Main and Auxiliary shooting with one button enabled. When I order my secondary guns to fire at specific plane, the AI should ignore all other settings and start shooting that target immediately with secondary guns, until the target die or I cancel that order.


In other words, the moment you order specific guns to fire at specific enemy, AI should take over those guns and start firing at that enemy.

 

 

- Fire extinguisher and repairs always available, even on stock vehicles

Spoiler

One of the most annoying things in Naval for me is playing stock vessels. When the enemy destroys your guns, you are pretty much useless and can only hide.


The situation nowadays is a bit better, because you can use your teammates to help you repair. But I still think there should be repairs and fire protection systems always available on every vessel. Modifications like Tool Set or Fire Protection System should just speed up the repairs/fire extinguishing 3 times (eg. repair without a Tool Set modification: 30 seconds, the very same repair with a Tool Set modification: 10 seconds).


This would greatly improve the experience of using stock vehicles!

 

 

- Add Repair/Fire/Flood control settings

Spoiler

Currently, you can control Repair/Fire/Flood by buttons (by default 6, 7, 8). This system is a bit problematic, if you want to control the damage manually in the heat of the battle.


This is how it works now (repairs example, but all 3 works the same way):
- when there are no repairs available: if you press Repair button, the game will switch between Automatic and manual repair mode.
- when there are repairs available: if you press Repair button, the game will start repairing (you can't switch Automatic mode)
- when there are repairs in progress: if you hold Repair button, the game will stop repairing, if you press is, nothing will happen (you can't switch Automatic mode)
So if you press Repairs in a wrong moment, you can eg. activate Automatic repairs, that will start repairing, and then you will have problems switching this automatic system off (it's possible, but it takes a lot of attention).


My suggestion is to improve this system very slightly. Just add 3 new Naval settings: Repair control/Fire control/Flood control, with available options: Switch with a button/Automatic/Manual only.
Switch with a button: would work the same way like it's working now (if someone likes the current system, there is no sense to take that possibility away).
Automatic: would be always automatic.
Manual only: In this mode eg. repair button would do nothing if there are no repairs available and you press repair button. It would never switch to automatic.


Only such simple change would improve the damage control.
I personally never want Repairs to be set to Automatic, but I sometimes do that by mistake.
This system should also fix the bug that sometimes Fire Control option switches from Automatic to Manual without a reason at the beginning of the battle.

 

 

- Switching to a floatplane shouldn't cancel ship's target lock

Spoiler

This is something between a suggestion and a bug. If you switch to a floatplane (even for a half a second) while using a ship, when you return to your ship you will lose a target lock.
My suggestion is to keep the lock, if there are no obstacles blocking the view between you and your enemy.

 


- Increase "help with repairs" distance for big ships

Spoiler

The current "help with repairs" distance is fine for boats, but it's too small for big ships. Some ships are so huge, sailing as close as 0.25-0.3 km to your teammate is very problematic.
My suggestion is to increase this distance for big ships (based on eg. ship's length or at least ship's class).

 


- Return to ship button for a floatplane

Spoiler

It would be cool to have an option for a floatplane to return to your ship automatically. The AI doesn't have to land near your ship, just staying in air near your ship's position would be good enough option.

 

 

- Add a few different aiming crosshairs in Naval

Spoiler

In Air battles, you can switch between different aiming crosshairs in Air battle settings.
I would love to see the same possibility for Naval game mode. Just add a few different Naval aiming crosshairs, so players can take the one they like the most.

 

 

- Increase the score for killing planes in Naval

Spoiler

In late 2021, the devs changed score system in Naval. Kill is not worth much since then, but the damage dealt is. It is working well for vessels vs vessels fights, but there is a problem with the score for killing planes after the change. You usually get something like 15-25 score for killing a plane with your ship, and this is a laughable score considering how dangerous the planes are in Naval.


My suggestion is to count the score for killing planes with ships normally, like it's counted in plane vs plane fights.

 

 

- Ability to J-out from the vessel without losing your life.

Spoiler

In Air game mode, you can land on the airfield and J-out without dying, when you are repaired. It would be great to see a similar system in Naval battles.
I often want to switch from boat to plane, but I can't do this without dying. Of course I can J-out anywhere, but I have to pay repair costs this way, and they are not small at higher ranks.


We could have a small circular blue area near spawns, where we can enter and, if no one had shot at us for the last 30 seconds and we are repaired with no fire, the zone turns green for us and we can J-out without dying. Selecting the same vessel would spawn it again, with the same crew % amount and vessel state when we J-out. So players wouldn't be able to replenish their crew and fully repair their vessel this way.


Additionally to this suggestion. When you land on airfield with a plane in Naval, wait for repairs and then J-out, you won't die, but you will lose spawn points used to spawn that plane. This is strange and imo it shouldn't work this way. You should get your SP back, when you J-out in such situation. So you can eg. change plane loadout and then spawn again using the same spawn points.

 


- Add a free second spawn option to all vehicles

Spoiler

This is probably the most controversial suggestion.


I see players complaining about one death leavers all the time. But sadly, the game is designed the way, so it just makes sense to leave the battle after one death in many situations.


It's not even related to the fact some players don't have a proper lineups. Considering premium vehicles give you two times higher RP and much higher SL, there is literally no sense to play tech tree vehicles if you eg. only want to research the new vehicle in the tech-tree as quickly as possible. You just take a premium vehicle and when you die, you change the battle. That's just how the current system works.


Same goes for spading a new vehicle, when you finally research it. Assuming you have everything at the same BR already spaded, it makes no sense for you to stay in the battle, when you die on the vehicle you want to spade. It's better for you to just quit the battle and enter the next one.


This problem could easily be solved, by just giving a free second spawn option to all vehicles. Backups would stay as a third option.


With this change, all free ways to receive backups should be disabled. So no more random backups from login or battle chest or Warbond shop or BP. Backups would stay only as a pay to get option.


I don't know the numbers, but maybe this change wouldn't be that bad from the money perspective. And it will surely significantly decrease number of one death leavers in battles. It just wouldn't make sense to leave after 1 spawn (and waste time in queue and loading screens), when you have 2nd spawn option with the very same vehicle available for free!

 

 

- Add a different color of the gun status indicator, when the gun is jammed

Spoiler

Currently, if the gun is damaged or just jammed, the gun status indicator turns red:

 

cTC0d50.png

 

But there is a huge difference between these two states. Damaged gun has to be repaired, while jammed gun will automatically recover after a while.

 

If you have more guns and light damage (so your repair button is active) it's hard to quickly figure out what is the problem with specific gun.

 

My suggestion is to add another color that would indicate the gun is jammed and will recover soon. For example, orange color could be used for such state. So basically, if you see the gun status turns orange, it means the gun is jammed and you just have to wait a bit before you will be able use it again.

 

 

These are all suggestions I can think of at this moment. I personally doubt that anyone will care about them, but I guess it wouldn't hurt to at least try.

Edited by _Poul_
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I have three main complaints about naval battles.

 

1:  Bluewater ships spawn too close together on most maps.  Often they are within weapons range immediately upon spawning.

2:  Most maps are too flat.  They're lacking in cover for ships to maneuver around.  Most islands are too short to obscure the locations of enemy ships.

3:  Bluewater ships spawn WAY too close together, which can make it hard to maneuver upon spawning.  This is compounded by the problem that you are immediately under fire since the enemies spawn so close to you.  Ship spawns should either be spread further apart, or bluewater ships should be granted permission to clip through each other shortly after spawning in a similar fashion to how air RB planes are permitted to clip through each other on the runway shortly after spawning.

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1) Yes, absolutely yes.

2) No, you must be joking? Cruisers on Fiji and Coral Island maps, too many islands, too high, no room to manouvre. Try capping B point with a cruiser, simply impossible unless you're lucky.

3) Is a repeat of 'A' so yes again. Total insanity, worst map for this being African Gulf. It's a slaughter house and proves gaijin don't care about Naval. (Hope they prove me wrong but DON'T hold your breath) ;-)

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I suppose that I wasn't clear.  For point 1, I was talking about one team's spawn being too close to the opposing team's spawns and allowing them to immediatley open fire upon each other.  For point 3, I was talking about friendly ships spawning in too close of proximity to each other within the same spawn point, which creates massive traffic problems and makes it very hard to maneuver without risking physical collisions with your teammates.

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I mostly just play EC these days because some ships are literally EC only and vice versa. For one please find a new way to optimize AA because holy crap does it cause lag. In addition why use jet bombers?? The AA cant hit them so it just causes even more lag. 

The other issue is BBs. Make BBs cost more SP and also have the SP increase per each use so I cant just spam them to stop a push into a harbor that I know is going on. Right here is why both the Kron and 7.0 BBs need to chill. It completely ruins the game the image below was a SINGLE LIFE. Not the entire game. ZtBOqcE.jpeg

 

 

 

PT Boats need better objectives to have more impact as well.

 

But by far my biggest gripe is the USS Douglas and the USS Helena. There is no reason the Helena should be as tanky as it currently is. How is it that a brooklyn class cruiser is harder to kill than every other cruiser in the game?? The HE Basefuse should be nerfed into the ground as it is such xxx being nuked in a ship with "armor" because one shell phases through the armor and hits a magazine causing an auto detonation. The Newport News blows up if you breathe on it with AP same with the Fargo but not the Helena?? What sense does that make? Why ever play a mikuma or chapayev with that thing around? The belfast, eugen, mikuma, and pola just get clapped by all the USN spam notice how I listed premium cruisers too because the tech tree ships just get swatted as well. I ammo rack a Helena and the thing is completely under water but somehow manages to repair itself like nothing. The class of ship known for its extremely top heavy problems not capsizing from some of these hits is just baffling.

 

The douglas is also self explanatory because by making the SAMs act like a surface to ship missle you have effectively ruined any counter play for all other coastal and most DDs. 

 

 

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On 2/16/2023 at 12:29 AM, Godvana said:

Coastal is totally dead and very unbalanced, it should be integrated back into the blue water tree (but not as the lower tier ships like it was before, keep the existing rank structure)

Back in the day when we had a shared tech tree, destroyer level combat was a bit more skillful, as people need to play through some boats before having access to them.

Also it is confusing to see some FFs are shockingly uncapable for their position, e.g. Tacoma class. Many of them are way less capable than DDs sitting same BR and spawn, but yet due to their player are usually  more experience, still see win sometimes in a toe to toe battle against better vessels.

 

On 2/16/2023 at 1:14 AM, Silent_Witch said:

As someone already mentioned BR compression is quite bad at mid to high top, especially early CL they could easily farm lower DD and at the same time easily get sunk by CA of just 0.3-0.7 BR higher

BR compression is even worse in the cross road of boats and ships. You see, they've been adding new low-tier premium DDs each and every big update for a while. This did made more people play them and thus 3.3/3.7 boats sees very bad matchmaking as they will get up-tiered to fight these ships as alternative place-holder, replacing official bots.

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On 2/17/2023 at 11:21 PM, _Poul_ said:

 

In my opinion, the biggest problem is that every major update adds many bugs to the game. Some of these bugs will be fixed, but most of them will be ignored. Almost every major update makes the experience worse and worse. And since we have 5 major updates per year, the game experience gets worse over time.

 

I would really love to see bug-fixing getting higher priority than everything else. Of course it's great to see new things for Naval, but seeing that some of the annoying stuff was finally fixed would be so much better news for me!

 

There are so many bugs in Naval, I can't even remember them all. From what I remember atm:

 


- Disappearing ships (some terrain textures don't load)

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"Apex Predators" update introduced many bugs, and this is one of them. Sometimes ships disappear on your screen, but they are still there:


This is related to some terrain textures not loading, when you are "too far".


I will demonstrate this on two screenshots, that will show the problem clearly.


Take a look at this screenshot:
4N9CVCu.jpg


Do you see the trees floating in the air? It looks silly, but there is actually a huge island, it's just not loaded at all! When I sail closer to that position, it will be revealed:
AK9vPSn.jpg


This problem started appearing on basically every map after the "Apex Predators" update.


Just in case, here are my graphics settings:

Reveal hidden contents

 



- Aim inaccuracy with Arcade aiming (I don't know if this bug also affects Realistic aiming, but in Realistic aiming at least you can correct the distance with your mouse wheel, in Arcade aiming you can't!)

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This is another problem that appeared after "Apex Predators" update. For some reason your crosshair position is no longer properly synchronized with the distance if you use Arcade aiming. Before mentioned update, it was all fine, so you could play by feeling. You can't do that anymore, you have to look at numbers to figure out where your shells will land.


So for example, aiming this way before "Apex Predators" update would hit the enemy, because I'm aiming the enemy lower hull area with my crosshair.
qRyDObI.jpg


But after the update, you can see, the guns are set at 6.12km, but the enemy is at 6.18km. This means I will shoot too short! To hit the enemy, I have to move my crosshair much higher, aiming his chimneys in this case, to hit his lower hull area:
W9k7GFs.jpg

 

This is very annoying bug, that affects long range aiming even more than short range one.


Another example of this problem, at long range:
Vusjt1f.jpg


To hit this enemy, I have to move my crosshair much lower than his position is. Only this way my guns are set to 10.86 km. If I moved my crosshair at him, I would shoot way too far.


Not long later, when the enemy moved a bit and I reselected him, it's now the other way round:
Uxo0t6g.jpg

 

I have to now aim much higher than the enemy position to hit him. As you can imagine, this is very confusing, because you never know how to aim next time you target lock the enemy (even the same one!). You have to look at numbers, crosshair position is completely useless.


In this case the enemy is barely moving, so it's still doable. But it is much bigger problem, when the enemy is closing or extending the distance and your crosshair position means nothing.

 


- Fire Protection System bug

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Yet another bug added in "Apex Predators" update. Every vessel now has a instantly-working Fire Protection System, if it doesn't have the FPS modification installed.

 

It's very easy to replicate this bug. Take a stock vehicle (without FPS modification), enter Naval Arcade battle, you will see you have FPS.

 

It's much easier to play stock vehicles with this bug of course, but it's a bug that should be fixed long time ago. We are 2 months now after the Apex Predators update release, and it's still in the game. Why are even the most obvious bugs introduced in the last major update not fixed after 2 months?

 


- Battle server crashes

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Another bug from "Apex Predators" update. After mentioned update, the battle server crashed so many times, I can't even count them all. It's probably related to so many other bugs added to the game, and one or a few of them can crash the server from time to time.


From player perspective, server crash usually starts with "Connection to server is lost" message for a few seconds. Then every player in the battle gets "Bad network connection" message and if they stay in the battle, they will be disconnected. At this moment, it's best to just press alt+f4, and reload the game.
In that time, the server will recover and you will be able to join it again. After joining, you will see that everyone (beside players who already reconnected) are out of the battle:
k6yNMYf.png


This particular battle crashed right at the beginning of the battle. But you can see in my team only one player (beside me) is connected to the server. In the enemy team there are no players currently connected.


I think it's also worth adding that in such situation, the battle chat stops working:
XjBVIN4.png
You won't be able to use chat in this battle.


I never saw this kind of battle server crashes in the past. It started happening right after Apex Predators update.

 


- FPS (Frames per second) bug

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Again, bug that was added in "Apex Predators" update. Sometimes your FPS drops significantly in the battle. I normally play with stable and limited 75 FPS. After mentioned update, the game sometimes drops in FPS to about 20 FPS and stay this way for like 30 or more seconds.


We had such problem some time ago also in Ground and it was quite quickly fixed. From what I remember, it was a problem with one of the animations being broken. I'm not sure if that's the same issue in Naval, but there is definitely a problem here.


I use Geforce 1050 Ti graphics card. Of course I have the latest graphics drivers installed. It's not a problem with overheating, it's not related to my computer.


I saw some people suggesting that the fire animation on other ships can cause this problem, but I'm not sure about that.

 


- Planes belts/bombs reset to default when you enter a Naval battle

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Since the beginning of the Naval game mode (2018), there is a problem, that belts and bombs on planes that are generated as random planes in Naval keeps resetting to default when you enter a Naval battle. Every single plane, listed as a random planes will reset to default. Obviously, you have to own these planes to notice this problem.

 

On this screenshot:
ghy10VE.jpg


You can see an example of 3.7-4.3 random Russian planes lineup, where following planes will reset their belts and bombs to default:

 

Fighters:
I-185 (M-82)
La-5FN
La-7
Yak-3
Yak-9T

 

Bombers:
Yer-2 (M-105)
Pe-2-83

 

After the battle, eg. Yer-2 (M-105) will look like this:
Twr3t7F.jpg

 

Video example of how exactly this bug is working:

 

This bug is really annoying and I entered battles many times with default belts, just because I forgot to check am I affected by this bug or not.

 

This bug affects both Naval Arcade and Naval Realistic game modes and all the nations that have Naval of course. You don't have to spawn a random plane, it's enough to just enter the battle for belts and bombs on all random planes to reset.

 

The devs are aware of this bug for 5 years now. And they still didn't fix this issue. I asked one of the staff members why this bug is still not fixed after 5 years, and that person replied that the devs "have no time" to fix such low priority bugs. Sometimes I just have no words with how things are working in this game.

 

 

- Surveillance aircraft catapult deactivation works in Test Sail, but doesn't work well in Naval Arcade battle

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If you set the Surveillance aircraft catapult deactivation button, it will work without problems in Test Sail, but it won't work properly in the battle. The moment you press that button in the battle, you won't be able to activate the catapult for some time. After that time, it will automatically activate the catapult again. If you disable it again, you won't be able to activate it again for some time and so on. This button just doesn't work properly. I only play Arcade battles, so I'm not sure if this bug also affects Naval Realistic or not.

 

 

- Radar background keeps changing between old and new one

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The Apex Predators update introduced new background for radar, which is imo better than the old one. But there is a bug that radar background keeps switching between new and old one from time to time.

 

I think it's best to just show a screenshots from the very same battle.

 

The battle just started, I see new nice radar background:

J5QX8Fd.jpg

 

Half a second later, it changes to old background for some reason:

Xddawxj.jpg

 

Some time later it switches back to new background:

s18Jxbh.jpg

 

And a few seconds later back to old one:

mYx7bZo.jpg

 

 

This is a pretty distracting behaviour. I seriously don't like when something keeps changing like that. It drags my attention for no reason, so it's annoying bug.

 

 

- Problems with the Matchmaker (battle balance)

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For some reason, the matchmaker sometimes doesn't balance the battle properly, even if it could do that easily.

 

Let's say there are two 7.0 ships two 6.7 ships, two 6.3 ships and four 6.0 ships in the battle. The matchmaker from time to time can create such teams:

Team1: 7.0 + 7.0 + 6.7 + 6.3 + 6.0

Team2: 6.7 + 6.3 + 6.0 + 6.0 + 6.0

 

This happens even if there are no squads or squadrons in the game, so in theory it should be able to balance both teams perfectly fine.

 

 

I noticed this bug long time ago, I even created a topic about this:

 

Since then I learned it happens pretty often actually in Naval. And it's not related to squads or squadrons for sure.

 

There are many topics and bug reports about this issue. But from what I understand, no one has figured out in what situations a matchmaker decides to create such teams. It looks like there is a bug within the MM system, but it appears only from time to time.

 

 

- Assists bug in Naval

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There is a problem with assists in Naval. Sometimes you don't get an assist, that should be yours.

 

For example, I damaged the enemy significantly in this situation, but I didn't receive an assist:

 

Another example, I lowered the crew on the enemy MPK Pr.201M from 100% to 5%, and received no assist:


 

 

 

- HE shells bug (HE shells explode ammo racks)

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There is a bug that allows HE shells to explode ammo on enemy ships in situations, where it shouldn't be possible. For some reason, I see this bug a lot, when I play Battleships.

 

Usually it looks like this: some enemy starts shooting me with HE shells and after some time my Battleship is destroyed from random ammo explosion:

 

 

 

This shouldn't even be possible, considering the armor this Battleship has and the penetration of HE shells.

 

Overall, imo ammo explosions are way too frequent, especially on Battleships (probably because they are so huge targets, it's hard to miss them, so they tank many hits in every battle).

Yesterday I played 10 battles with USS Wyoming, and I died 4 times from random ammo explosions. This is just crazy! I feel much safer when playing Cruisers, and this is a completely ridiculous situation imo.

 


These are all bugs I remember at this moment. But this doesn't mean these are all bugs in Naval obviously. There are surely many more bugs I just forgot to mention.

 

I personally doubt you will be able to reach the devs, but maybe you will and the devs will finally pay attention to bugs in their own game. Because at the moment they don't seem to care about fixing even easy-to-fix bugs in Naval. :(

I believe I know some reasons for assists bug.

You see, war thunder start as a plane game. So all these assisting and scoring system inherited back from time and piles of code. So I concluded under some scenarios we have problem getting assist.

1) You did "hit" them(get parts/sectors yellow or red), but not enough(black) for the system to count as effective enough as assistance.

--This is probably what happened to you as showed in your video, you damaged things but not get them destroyed. You need to disable something to get the assist.

2) Only one player might be awarded with "assist" for his assistance on a kill.

--A,B,C are all firing at a same target, but only one will receive kill and another will receive assist. Leaving whomever left the unlucky man.

3)There's a certain time past between the kill and your attack. Game "forgot" you have damaged that sunk ship before.

 

For me it was never a "bug". It is the result of they never develop a new mechanic for naval. I mean, if they tweak it a bit it will still works fine, but I guess we are not gonna receive that kind of things.

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47 minutes ago, LeeZhang said:

I believe I know some reasons for assists bug.

You see, war thunder start as a plane game. So all these assisting and scoring system inherited back from time and piles of code. So I concluded under some scenarios we have problem getting assist.

1) You did "hit" them(get parts/sectors yellow or red), but not enough(black) for the system to count as effective enough as assistance.

--This is probably what happened to you as showed in your video, you damaged things but not get them destroyed. You need to disable something to get the assist.

2) Only one player might be awarded with "assist" for his assistance on a kill.

--A,B,C are all firing at a same target, but only one will receive kill and another will receive assist. Leaving whomever left the unlucky man.

3)There's a certain time past between the kill and your attack. Game "forgot" you have damaged that sunk ship before.

 

For me it was never a "bug". It is the result of they never develop a new mechanic for naval. I mean, if they tweak it a bit it will still works fine, but I guess we are not gonna receive that kind of things.

It's a bit more complicated than this.

 

Assists were always (at least since I started playing the game in 2020) implemented differently for Naval, and back in the days you could get an assist by simply touching the enemy vessel (decrease the crew in any way). You can figure out, it was easy to abuse this system. You could literally hit every enemy once after spawning and get assists when they die, even 10-15 minutes later. This indicates your 2nd point was incorrect in that time (surely many other players hit that target in mentioned 10-15 min period). I'm not sure about the current system, I never payed attention to this matter tbh.

 

Because old Naval assists system was so easy to abuse, that system was replaced with a new one around the beginning of 2021. Sadly I can't find any info about this update - keep in mind, it was before they added "It's fixed" series and overall the communication about the updates and changes was much worse back then.

 

Right after they changed assists system in Naval I started noticing some problems with it. Your 3rd point is correct about the new system, it was added to prevent situations I described above, so this was the main change about it. But this doesn't mean everything is now working as expected. The update wanted to get rid of a situation, where you hit the enemy and much later you get an unexpected assist, you don't even remember why. This is completely different than my 2nd video example, where I clearly shoot the enemy whole the time, even seconds before they died. Even if it's related to the fact the enemy died much later than the first damage I caused, it is definitely a bug. It should count the time between your last hit and the enemy death, not your first hit! It just makes no sense to take your first hit into consideration. And I'm not even sure if that's the problem, the bug could also be about something else.

 

When the assists system was changed, I started noticing a strange situations, where you could get an assists instead of a kill. Later I realised when this happens, you actually get both kill and assist same time from just one enemy death! This is clearly a bug. I heard a theory that when this situation happens, every other person is denied of assist, so this specific bug is causing whole assists problem in Naval. But there is no way for me to confirm or deny this theory (I don't play in pre-made squads, and that should be the easiest way to figure this out).

 

We don't know how exactly the new Naval assists system works, because it was never explained in details. But I'm sure it is not working like it should work. There are definitely problems with the "new" code they added. I can agree that assists were too easy to get before the devs touched this system, but now sometimes the assist is denied even if it clearly should be yours. And sometimes you can get both kill and assist same time. In my opinion, there is no doubt about the faulty Naval assist code, and that's why I mentioned it as a bug.

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On 18/02/2023 at 08:34, JaxxElectro said:

3. Improve anti-cheat algorithms in Naval to ban more bot and auto-aim users. Also good solution to eliminate bots that use AI gunners on main caliber is not to give SL and RP for hits from AI-controlled main caliber to ships

 

That sounds like  great idea!

 

On 17/02/2023 at 11:41, Zandmann said:

Well I'll throw my thoughts in. 

1. Bots. Bot scripts. We all know that they exist and majority of them run Moffetts, Helenas and Zheleznyakovs. And even more so, most script users are in top 50 squadrons. 
 

 

Hmm any data to back up that claim?  "most script users in top 50 squads"  or is that just because of scripting their squad is in top 50? (if the latter then the ranking system for sqauds has an issue)

 

On 18/02/2023 at 09:11, _Poul_ said:

 

- Ability to J-out from the vessel without losing your life.

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In Air game mode, you can land on the airfield and J-out without dying, when you are repaired. It would be great to see a similar system in Naval battles.
I often want to switch from boat to plane, but I can't do this without dying. Of course I can J-out anywhere, but I have to pay repair costs this way, and they are not small at higher ranks.


We could have a small circular blue area near spawns, where we can enter and, if no one had shot at us for the last 30 seconds and we are repaired with no fire, the zone turns green for us and we can J-out without dying. Selecting the same vessel would spawn it again, with the same crew % amount and vessel state when we J-out. So players wouldn't be able to replenish their crew and fully repair their vessel this way.


Additionally to this suggestion. When you land on airfield with a plane in Naval, wait for repairs and then J-out, you won't die, but you will lose spawn points used to spawn that plane. This is strange and imo it shouldn't work this way. You should get your SP back, when you J-out in such situation. So you can eg. change plane loadout and then spawn again using the same spawn points.

 

 

Would be nice, but I can't see it happening, I can't see gj giving up repair costs...  That said I will never J out, unless I am going down anyways.  If the option to swap vehicle existed I would use it.  BUT! how to stop it being abused...   cap, J out... and then swap to another vehicle...  i think you know where would have to freeze first...

 

On 19/02/2023 at 02:50, GeneralArmchair said:

I have three main complaints about naval battles.

 

1:  Bluewater ships spawn too close together on most maps.  Often they are within weapons range immediately upon spawning.

2:  Most maps are too flat.  They're lacking in cover for ships to maneuver around.  Most islands are too short to obscure the locations of enemy ships.

3:  Bluewater ships spawn WAY too close together, which can make it hard to maneuver upon spawning.  This is compounded by the problem that you are immediately under fire since the enemies spawn so close to you.  Ship spawns should either be spread further apart, or bluewater ships should be granted permission to clip through each other shortly after spawning in a similar fashion to how air RB planes are permitted to clip through each other on the runway shortly after spawning.

 

All 3 are great, especially the small maps, reduce the scale of all ships, to make the distances larger or something, this would also serve to increase the height of land etc.  Make the ships half the size they are now.

 

 

 

my suggestion...

 

Give us a pve mode... assault...

 

or run EC full time with a larger team size 24-32 and in more than one BR bracket

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On 17/02/2023 at 18:08, Movezig said:

I'm pretty new to naval, have only reached rank III so far, and only playing Coastal right now. I actually don't have serious issues with the gameplay compared to air and naval, I find it more comfortably-paced and intuitive than either air or ground (though airstrikes are frustrating at times, at least it's not GB). My major complaint is the wait times. 5+ minutes is not uncommon for me in EU outside of peak hours. In the morning? Fuggedaboutit. It seems RB is more willing to stuff the match with bots, but AB really wants players and doesn't mind making me wait ungodly amounts of time. If a player gets to 5 minutes wait time, it really should scramble to find at least one other player and otherwise use bots to get a match going ASAP. I'm sure the wait times contribute to the mode's unpopularity. Even 5m is too long.

 

That's only cause you're playing coastal. A lot more perple play bluewater, so the wait times are much shorter there. Even when the bots were gone for a short time after the last major patch, wait times didn't exceed 2 minutes for bluewater.

 

On 17/02/2023 at 22:50, [email protected] said:

I hate when people say:
 

I looked up your stats and ... bla bla bla..

Stats dont say ****..

 

Well stats do say a lot here, since it shows you were lying that you had top tier ships and a lot of experience in naval, when you're just a total n00b in reality.

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