A Compendium of Naval Issues, Fixes, and Pet Peeves - Discussion

Greetings! As a longtime naval player and Japan main, I’ve decided to tabulate all of my perceived issues with Naval that are making it less popular and fun for fewer people, as well as possible fixes.

It is my belief that making the gameplay system better and the mode more engaging overall will assist in boosting player counts, as well as boosting income from Naval for Gaijin due to having more players around.

Disclaimer: I play almost exclusively Japanese ships, primarily bluewater with minimal coastal so most of my examples used to illustrate points will be through the eyes of Japanese ships. Additionally, as I mainly play bluewater all the issues and potential solutions I’ve thought of apply entirely to bluewater ships.

First off: These are things that I’ve seen people complain about, but that I personally will not be addressing in this post

  1. The grind: Everyone knows the Naval grind is horrendous, perhaps more so than it is for ground or air. That being said, having a terrible grind is part of Gaijin’s game policy, and I am no game dev, so I can’t really suggest any real fixes or solutions.

  2. Server issues: This is outside of my realm of experience, it’s entirely up to Gaijin to fix this. Maybe if there were more real players they’d be more motivated to improve stability, who knows.

  3. The damage model: I personally like the damage model a good bit. It gets a decent balance between ships being somewhat durable, but also sometimes exploding if a shell touches off their magazine. It’s a little jank, but it’s the least of my worries in Naval.

  4. The presence of player-bots: In most battles, each side is usually 50% players and 50% bots outside of events and peak play times. That being said, these bots do give decent rewards and honestly it’s fine if they stay. They help with adding more cannon fodder for stock ships too.

With all that preamble out of the way, these are what I believe are the main issues with Naval right now:

Main Issues

  1. Compression, especially in bluewater, is quite literally insane. As comparisons between different nations tend to end up embroiled in some sort of argument, I’ll stick strictly with Japanese ships. Currently, the Bluewater Naval goes from 3.3 reserve to 7.0 top tier, consisting of a BR spread of less than 4 BR brackets covering everything from WW1 era destroyers to interwar super dreadnoughts and their World War 2 refits.

Case number 1: The IJN Kongo and Haruna, armed with 4 turrets of twin 14-inch (356mm) cannons are at 7.0, the same BR as the IJN Mutsu, armed also with 4 turrets, but this time with 16-inch (410mm) cannons. Mutsu herself is now at the same BR as the newly added IJN Amagi, this time with five turrets of 2 16-inch (410mm) cannons each. Now, the Kongo-class are at the exact same battle rating as the Amagi, where no matter how you look at it the Amagi is far better than the Kongo in every aspect except for anti-aircraft armament.

Case number 2: The IJN Aoba and Furutaka at 5.7 being the same BR as the IJN Myoko and Haguro. The Aoba and Furutaka have 3 turrets of 2 8-inch (203mm) guns each, while the Myoko and Haguro have 5 turrets of the same 2 8-inch (203mm) guns each. Basic subtraction tells us that the Myoko and Haguro have the distinct advantage in firepower. And yet, they’re at the exact same battle rating. It isn’t even like their AA armaments are particularly different either.

Just looking at these examples, shows that there is far too little space within the current Naval Bluewater BR spread to properly differentiate the BR of ships with different capabilities.

  1. Planes need rebalancing.

Basically as it states. Currently in Naval, planes are essentially irrelevant. The automatic AA gunners are incredibly effective, capable of nailing planes flying over 3km away without the player ever realizing they existed. I have personally gotten nailed on my way to the battlefield coming out of spawn countless times. While if one gets close enough to actually drop a bomb and hit one can usually kill something, getting close enough to drop and hitting are usually the hard part. Not to mention, torpedo bombing is basically a suicide run as it requires getting low and slow and pretty close to drop. Considering the standard way to counter battleships was with planes, planes feel vastly underpowered, or the AA gunners far too powerful.

  1. Reworking of maps.

Many people complain about the naval map’s lack of variety or objectives. I agree with the judgment that the 3-point domination mode is ill-suited for Bluewater ships especially, due to requiring between 10 and 30 minutes to even reach the point and being unable to maneuver in tight spaces (god forbid you accidentally skirt the edge of the point).

  1. Ships of a smaller class being irrelevant the instant ships of a larger class show up. (“Bigger Fish syndrome”)

Unlike in most of ground or air, where vehicles of a lower BR usually have a fighting chance at winning against a vehicle that is a full BR bracket higher with the proper tactics or skills, this is basically impossible in naval. If your early destroyer meets a fleet destroyer, you will explode. If your fleet destroyer meets a cruiser, usually you’re going to explode. If your cruiser meets a battleship, usually, you will explode. Many times without a chance to fight back due to getting completely outmatched in range and firepower.

Solutions

Now then, next is how I think these issues could be addressed. This is the main reason I’m writing this post, and so I’d like proper feedback. While I highly doubt the Gaijin dev team is actually paying attention to the forums, I hope that maybe some of these will provide some kind of inspiration.

  1. Compression

The primary point of compression comes from the incredibly small BR range for vastly different vehicle capabilities. As stated above, in a mere 3.7 BR brackets the naval tree goes from early destroyers all the way to super dreadnoughts.

The obvious method to fix this is, increasing the BR spread. Personally I’d like it to be extended to at least 8.3 if not higher. However, this brings up the issue of “how will these battleships deal with (more advanced) Cold War-era planes?” For that issue, see the next section.

  1. Planes and ship-based Anti-Aircraft. This is also somewhat a continuation of the above section as they are tied into each other. The changes I’ve thought of are:

Making it so that the AI gunners don’t engage planes past 1km out without player direction. Basically, the player needs to use the “X+3” keybind (“assign anti-aircraft target”) to order the gunners to fire at an enemy aircraft that is farther than 1km out. The reasoning for this is that it’d allow aircraft to get closer without being sniped out of the sky, and it’d give pure air search radars (not just air search+tracking radars) an actually somewhat important gameplay role. Additionally it’d allow for more realistic screening movements where a ship with good AA (like most American ones) can cover for ships with worse AA (like most pre-mid WW2 ones). This is a plane buff.


You can see the targeting reticle on the plane - that means the AA guns are assigned to fire at it.

Boosting the BRs of planes in Naval Bluewater by 3 across the board. So a 1.3 plane would be 4.3 in Naval. This would result in planes first showing up at ~4.0, with planes like the D3A1 or TBF being low-BR dive bombers. As currently bluewater starts at 3.3, there is no issue with this in my opinion as reserve destroyers don’t need to deal with planes. However, if reserve bluewater was moved to starting at 1.0 like every other reserve rank (requiring a full split from coastal) then the increase could be closer to 2 or so BRs (so a 1.3 plane would be 3.3 in Naval). The reasoning for this is primarily to increase the BR cap available in Naval. So in that sense, it’d fit more under “decompression” but since this change concerns mainly planes I put it here. The reasoning is that currently, the BR cap in Naval is 7.0, presumably because the devs believe that ships from WW1 shouldn’t be fighting jets from the Cold War. While I agree with the sentiment, the result is all ships past a certain power level being stacked at 7.0, resulting in mega compression. Under the +3 plane BR in naval system, it’d allow for ships up to the BR of 10.0 or 11.0, where one could reasonably put the big late-World War 2 battleships like the Iowa-class or Yamato-class who are best equipped to fight off early jets.

While this is definitely a stretch goal, allowing dive-bombers and torpedo-bombers (not frontline, heavy or long-range bombers) to spawn in as flights of 3, consisting of the player plane and 2 AI planes. The technology already exists, as in air RB there are AI planes flying around and bombing things, and in the single-player missions there are AI wingmen that engage enemy planes. The idea is that the 2 AI wingmen would follow the player and drop their bombs or torpedoes at the same time as the player, and attract fire away from the player controlled plane. Historically, anti-shipping bomb runs were rarely done by single planes but rather by squadrons of planes, and ship AA was built with this in mind. I would like to see this better replicated in War Thunder as well, but again, a stretch goal. I would say this is the least important of the 3.


An AI squadron of TBF Avengers in the single mission “Death of the Yamato” - while they don’t exactly follow you, they’re a close enough tech demonstration

  1. The maps and gameplay. Many people have complained about how the 3-cap setup is getting old and is unsuited for bluewater ships. That being said, the open-water fleet battle maps you can find at higher tiers (also known as “Circle of Death maps”) and the convoy battle maps (like what can be commonly found on South Kvarken) are unsuited for ships smaller than battleships and (especially the latter) can result in long, boring matches with little to show. With this in mind, I’ve thought of a few potential alternate battle objectives that could provide some variety:

Shore bombardment: Primarily for battleship tier, add one of those bombing targets from Air battles to the shore and make it the objective of one team to bombard it and the other team to defend it. Preferably put the target a few km inland so that ships need to get closer to land to shoot at it properly. Also, make it require something like 1000 kg of TNT to die so that it isn’t easy. This should provide a good target for battleship HE users to actually be useful and not splash harmlessly off other battleships, and give cruiser users something they can reasonably hurt. It can also be scaled down to work for BRs that have primarily cruisers. My main concern with this is that it’d result in one team having to split their attention, so it’s really just a baseline. Shore bombardment would be really cool though.

Convoy Escort: Primarily for tiers where destroyers are common, with maybe a few light cruisers. One team needs to destroy the convoy, and the other team needs to fight off the attacking destroyers. Japanese destroyers with their long-range torpedoes would be a menace in sending spreads of torpedoes towards the convoy, but American destroyers would be able to gun down most other types, with other nations somewhere in between those 2 extremes. Perhaps AI plane assaults could be thrown in too, for either side so they need to deal with planes as well. Additionally, the convoy should be conducting evasive maneuvers, so that a few well-aimed torpedo spreads wouldn’t immediately end the game.

Port bombardment: This is similar to “shore bombardment” described above but more geared towards destroyers, cruisers and maybe early battleships. There is a fleet in port that one team needs to destroy, and the other team needs to defend it. The fleet in port would consist of a bunch of cruisers and destroyers and perhaps a few battleships, so it won’t be that easy to kill. If a destroyer gets into the port and can launch torps, it’d do a lot of damage. Air strikes also could do a lot of damage, as ships in port would be stationary.

Fleet interception: This is also mostly for cruisers and destroyers. One team has an AI fleet consisting of a battleship and its escorts, and the other team has to destroy it. A spin on the previously mentioned convoy escort.

Air defense: This would ideally be for all ship types. One team’s goal is to destroy the carriers, the other team needs to defend the carriers from the surface threats and waves of AI aircraft. A carrier invulnerability lock can be applied so that the attacking team needs to whittle down the defense force before being able to directly engage the enemy carrier.

The general thought process for these was "add spice to matches without replacing the main goal of “destroy the enemies faster than you get destroyed” since I’m sure most players would rather shoot at other players over AI targets. Additionally, as some may have noticed, many of these are based on real-life historical events. My hope is for War Thunder to not be scared of adding historical locations as well, but these are close enough. Thoughts and opinions, and alternate modes are appreciated too!

  1. “Bigger Fish” syndrome: This is when ships of a smaller class immediately get rendered irrelevant when a larger ship shows up. This is mainly an issue in RB, as in EC there are things for smaller ships to do that aren’t just ‘join the line battle and get beamed by shells larger than their turret wells’. My idea for a solution is as follows:
    Disclaimer: these changes are suggested with the assumption of BRs already being decompressed similarly to what has been described above.

You start with 200 spawn points. A battleship requires 280-330 spawn points to spawn in. A cruiser will require 50-80 spawn points and cruisers that are more than a full BR bracket below the match BR and destroyers are free. This will force players to start matches using cruisers or destroyers, making it more likely that players who only have cruisers or destroyers will be able to assist the match more.

If you die in a battleship, it will require another 300 spawn points or so to spawn in another battleship (no SP scaling) so you better hope you got enough spawn points, else back to cruisers and destroyers it is.

Additionally, if there are no cruisers within 1 BR bracket of the match BR (example: a match at 7.7 would have zero cruisers within 1 BR bracket as all cruisers are below 6.7) you can first-spawn battleships. There is no such thing as a “bigger fish” because you have the “biggest fish.”

Spawn regions will be different for Destroyers, Cruisers and Battleships. Right now we have different regions for Destroyers, and Cruisers/Battleships are together, but realistically cruisers should not be spawning in the same locations as battleships. I’d say destroyers start ~10km from each other, cruisers ~15 and battleships ~20, with some variation.

The goal of this is that players without the top-tier battleships can still be reasonably expected to do something in the match. That being said,there are issues that can be guessed at, such as “what happens if someone gets a battleship really quick? Just one-sided slaughter?” While such cases may arise, most of the time battleships will start too far away to properly hit a maneuvering destroyer and torpedoes are scary. Any more than that though is beyond my realm of expertise and is up to actual dedicated balancers.

“What about Coastal?”

Coastal is… a mixed bag. Personally, I’m not a fan. That being said, I recognize that there are people who like it. However, due to coastal past 3.3 being essentially dead in the water due to constantly fighting bluewater destroyers, it is in a bit of a sad state. As such, my suggestion:

Completely split coastal off of bluewater.

Just, completely. Different trees entirely, no gameplay overlap. Allow bluewater to start at BR 1.0 like every other reserve, and allow Coastal to fully extend the BR length.
This would allow the dev team to utilize Coastal for modern destroyers and frigates, as I am fully confident those are on their way, with the Braviy and Kondor already existing in game. Modern ships would be a terrible match for the massive bluewater battleships, but in the Coastal tree gameplay can be better tailored for them.

My vision consists of Bluewater being for massive battleships with massive guns, whaling on each other with shells and within visual range. Coastal, on the other hand, would be for those who want to play with missiles and modern ship equipment. This could be fun in its own right if done correctly, but that is not within my wheelhouse. At the very least, modern missile ships and WW1/WW2 battleships should NEVER be fighting each other. (The missile cruisers we already have are unfortunate but I can overlook a SAM cruiser or 2).

Pet peeves and minor issues:

  • Reload

    • Really, give the American standard battleships 30s reload - they did it historically and they kind of need it in game to be relevant. If the Ise-class can do 30 seconds, the Nevada-class can do 30s as well.
  • Visuals

    • Please, animate battleship gun barrels having to go back to resting position to reload. Those were a non-zero part of the reload time usage, and it looks cool as hell.
    • Naval Night battles. For the love of god they were such a major part of WW2 naval engagements
      • Spotlights please? Many ships, especially in the Pacific had massive ship floodlights to illuminate targets at night
  • Ammunition

    • Brits should get their 6crh AP shells already. They’re already outmatched as-is
    • Give the option to get illumination shells. They’d be funny, as well as useful at night
    • Japanese Type-3 anti-air incendiary flechette rounds would also be an interesting gimmick. Shotgunning PT boats with it could be fun.
    • Having dye packets on shell splashes would be cool too. They were actually used in WW2 and if nothing else they’d be funny to see. Imagine watching multicolored sprays of water erupt around a ship. They could be something like wing smoke is for planes.

If you’ve read this far, congratulations! You read through what honestly became way longer than I originally thought it would. Like I said above, I’d appreciate thoughts and feedback with reasoning.

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A lot of these are very good and I agree with a lot of them.

Naval compression is bad both for real ships and coastal ones. If they are to continue to allow coastal to be used in bluewater, it should be in the same way that tanks can have helicopters; in other words, completely optional. Additionally, it should be limited to match the “era,” for example being limited to only PT boats so that players can attempt to make sneak attacks on battleships and cruisers, while still allowing for the future inevitable missile ships in a separate gamemode.

Planes need rebalancing because currently other than an extremely lucky 70 degree dive they are useless.

Maps are very… creative to say the least. The ranges are too short, the matches are too short, and the style of gamemode isn’t conducive to the realistic ships that the game has.

The issue of ships being outclassed is extremely prevalent. Trying to fight a cruiser in a battleship is practically suicide. Not to mention a destroyer, where your only method of reliable damage is in an unreliable slow weapon (the torpedo).

also the minor issues at the bottom is so real

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Really good point and I absolutely agree with basically all of what you said except the coastal split off because the only way to play coastal basically is to uptier yoursf to destroyer tier and get in a match that way otherwise you will have long queue times and games where there are 7 bots per team which those bots give reduced rewards.

I would also say to i crease spawns in naval and or reduce aircraft spawn costs aswell as increasing kill assist rewards for naval I have gone so many times that I completely peppered an enemy down to like 5 percent crew and then some random other player finishes him and I get like 3 sl

Excellent post.

5 of my pet-peaves are

  1. The new interface top left. The fact its orientated relative to north, rather than relative to your ship makes it almost useless for giving any useful information. This needs an option to swap it between relative to north and relative to your ship. In addition, it marks all shell fire, including secondary shell from your AI guns. Meaning primary shell fire can be “lost” and so it provides no useful information (working on suggestions for both at the moment)

  2. Primary and Secondary fire not being synced to the same spot. It’s almost not noticable in most ships, but Secondary guns dont lead by an appropriate amount to land in the same location as primary guns when fired together. But this is massively noticable in something like HMS Tiger. If you fire at a target with both Primary and Secondary guns, the secondary guns can miss by the better of an entire ships length (not a bug apparently)

  3. Toggle Ai fire for Secondary guns. Why is this a toggle setting in controls and not just a keybind I can toggle at will in the middle of a match. It seems like a totally unnecessary extra step for no good reason. Just make it a keybind and allow players to toggle at will. (as a side note, there should also be a toggle button to enable AA fire to be fired with primary and secondary guns as well. So you can truly open on targets at close range with all available guns.)

  4. Lack of naval orientated quick messages like a warning for Torpedos

  5. Slightly useless crew for giving useful information like spotting incoming Torpedos. Its hard enough in naval to maintain a constant vigil for Torpedos, but IRL, you would have spotters on the lookout, surely they wouldnt be too OP to have your crew call out Torpedo + Bearing to give you at least a little warning, rather than the 0 warning you have now in NRB.

As a final, mini side note, would kinda like the option for custom gun sights in naval too

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At least personally I can understand north relatively well, especially since on the little interface thing there is a small vision cone that shows where you are looking.

Additionally, I think they should allow both the tracking fire control director and the air search radar to be displayed at once. Currently it is one or the other, which means that if you have an air search radar it is effectively useless unless you completely give up your ability to effectively rangefind against a surface target. The point of an air search radar is to allow early warning of incoming planes, and currently it is completely pointless in this regard.
imageimage

In a few games I’ve played aircraft that spawned in have shown up on the top compass thing with a little blip but I literally cannot replicate it so I don’t even know if that is an intended feature.

Personally this is why I generally let the secondaries engage independently (ie. have main and aux separate). It doesn’t help with the marking shell fire thing but it does make it easier to tell where you’re shooting at, and the AI gunners can do their own leading (in theory).

Do you mean toggling of the secondary armaments firing? Or toggle of them targeting specific things? Because at least for me I have these guys
imageimageimageimage
which are somewhat self explanatory. Unless you mean like completely turning them off?

No, the setting in controls that toggles between primary and secondary guns firing together or secondary guns being AI controlled. That setting should just be a keybind. So…

Firing at a target that will take meaningful damage from 4inch guns like a destroyer or light cruiser. Toggle on combined fire. Firing at something like a heavy cruiser or something at long range where those guns will be less effective or spot an incoming enemy fighter. Toggle AI control back on and just stick with firing primary fire.

This setting should be a keybind toggle:
Screenshot 2024-09-24 092117

That is because a teammate called air alert. It will add a little plane based upon that quick message onto that top compass

Yep agreed. It mitigates the use of air search radar quite a lot. Quite often if Im in something like HMS Tiger where my main job is anti-air, I just perma leave on the radar and not bother with the other panel.

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The coastal split off was more in light of future modern ship additions. While I agree that current coastal is very lightly populated, the 4.0 ish region still does have a decent playerbase. Also, I’d rather coastal have long queue times than have missile ships completely ruin everything else(namely battleships). The community manager’s post has already basically confirmed that more missile-armed ships are on the way, due to saying the devs are working on better missile sights for naval.

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The thing tho is that more modern ships would be added to coastal which nobody plays basically the situation is quite precarious if it would make sense to add modern ships to blue water despite them being frigates perhaps. Also I habe in the recent days analyzed War Thunder mobile whhere they already have Harpoons and Exocets in the mainbluewayer tree after ships like Bismarck and yamato, tho I can assure you that the missile ships will mostly suffer as the missiles weren’t made to defeat battleships they wont be doing that much damage and are basically more like weaker guided torpedoes, I have doubts that they would change much but they should be after battleships at the br so that we dont have ww destroyers facing modern frigates from the 80s

Again in addition I just feel that it would take out alot of gamplay opportunities and make coatal basically unplayable some people like the coatal stuff and wanna get to more modern boata splitting of coastal makes it impossible almost to grind them, you have to pay for a 4.0 coastal viat almost as much as for a 7.0 battlecruiser, i just think there are better solutions, you fear of modern ships wrecking battleships is something I think wont happen because the maps dont go over the horizon you’re within 14-20 kilometres most of the timeso at that you can still hit them back with your main guns which will shred them if not hull break them immediately like also ships will have counter measures to ofcourse not the ww2 ships.

Most of the missiles they have been talking about are gonna most likely be AA missiles for now which will not ruin it for battleships its just another op Anti air system which unlike the tartar currently i game wont be SACLOS guided but radar instead ruining planes perhaps more but this may also be the to increasing the br and allow more advanced aircraft in naval battles.

The ASMs currently ingame are unable to hit capital ships due to locking onto center of the model instead of going for the hull so what they will be is almost defenceless against anything that isnt a small vessel like them so that way they can counter the enemy missile ships.

I just think its time to expand naval further because it isnt that they dont have the models ready yet because they definitely do WT mobiles images are rendered in the pc client for sure where they showed off submarines aswell these models exist and are 100% compatible gaijin has been having these for years most likely and been holding these off now that war thunder mobile is out and we get to see these yet pc unreleased models nobody is talking about it, they have been so busy with advancing aircraft way to quickly this year I hope that they still push out the big naval update this year that I thought would be happening.

We could already have stuff like Bismarck and yamato aswell as submarines.

Awesome post! As I’ve addressed this topic before and made some suggestions to some of the common issues presented here, I hope you don’t mind me being a shameless shill. (To start with, here’s my original post)

Absolutely, this is very much the main problem of Naval! However, I’ve been told that this is something of a cyclical issue that must be resolved through surrounding means (as you later discussed) as decompressing means adding to the queue time (which is already abysmal down in Coastal) because there aren’t enough players…and there aren’t enough players because the compression is absurd.

I personally don’t mind this as much since it makes the ship feel more…multi-crewed than a captain having to put on an aircraft spotter hat to his already gargantuan tower of headwear. Also, it mitigates the CAS supremacy that plagues ground battles. Yes, I know plane power is historical and it’s why carriers became the rulers of sea warfare in the years to come, but I think I can speak for a number of people that they played naval to experience commandeering a gun-warship slugging it out for each other. We can avoid realism for the sake of gameplay. I know that there are people who disagree with this opinion as well so I’ll just put it up as differences of opinion and won’t make an argument of this.

This too is my solution for adding potency to planes, for the players who wish to engage in the airborne aspect of naval warfare. It will be difficult with the deadly AA, but at least you have greater survival and damage potential.

I don’t study enough about game balance to know if 3 is enough to increase the BR by but generally speaking, absolutely this. The aircraft BR needs to be extensively evaluated and massively decompressed so that the ships would have room to decompress itself. I’ve always been an avid supporter of Super_Cacti’s idea of splitting historic and modern (as in Cold Wars+) vessels into their own matchmaker and fitting the planes into the appropriate bracket.

Proposed possible solution: Changing the AI firing modes should affect crew placement
Basically, it means that when you tell your AI to fire at air, surface target, both, or none, it will affect where your crews are and therefore the damage you might take. Currently, there’s pretty much no reason to set your AI to target anything but both, but should this feature come into effect, having your AA batteries manned while being shelled by the enemy is a great way to lose a massive amount of crew. Instead, you put them in the safety of your bulkhead, which gives planes a window of opportunity to get a torp or a bomb in while the AA guns are unmanned. Some would call this kill stealing, I see it as teamwork.

I believe this too is attributed to the severe compression that Naval faces. Yes, cruisers facing battleships is a one-sided engagement (still stuck at around 6.0 so matches have been hell for me), but I think if you were to perform that decompression, you could hopefully have a more gradual of an escalation from cruisers->-battlecruisers/predreadnoughts->early battleships, etc. etc.

While I see the logic, I feel like this could lead to a team snowballing into victory. If a team gets a lot of kills, they are eligible to respawn as a heavier ship, while the losing team is bound to respawning as destroyers.

Additional problems for me: Recently I was notified that War Thunder Mobile has advanced past late-WW2 Battleships and in their moment of ingenuity, decided to place Cold Wars+ missile cruisers after the Battleships. This doesn’t bode well for the future of WT proper as we find a clash of doctrine that will make it fun for nobody. Again I point to Super_Cacti post to put that all into a new matchmaker.

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The idea got forwarded, so we will see if they do anything about it…

Yep, this is absolutely an issue. I also want to add to the issue that the new (well, not new anymore but you know what I mean) crew voices is a bit much at times. They would say a bunch of things about you changing speed and rudder direction and any combat-related warnings gets washed out. Worse still, they take the same audio channel as the team’s radio callout, so by the time you get a notification to “Attention on the Map!” the marker is long gone since the teammate brought that up like 20 seconds ago.

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Totally agree, and I really want to like naval but currently it just… isn’t really that fun

First off, you’re comparing War Thunder Naval to WT Mobile Naval, which are entirely different beasts. War thunder mobile naval works more on an HP system ALA WoWs, so missiles can be adjusted artificially just by tweaking damage numbers. Even with that I remember seeing the few exocet-armed ships completely dominated the meta for awhile.

As for their effectiveness against battleships, I don’t know where the perception that modern missiles won’t be able to damage battleships come from. I don’t care that its not a shell with a fully hardened armor piercing cap, it is still a hunk of explosive equal to a medium sized to large sized bomb slamming into your ship at mach 2. It will hurt, not to mention the unparallelled precision, speed, and range.

An Exocet is a smaller AShM and it has more boom than a 500lb bomb, 40km range and travells 10x as fast as the fastest torpedo we have in game.

The reason 4.0 coastal costs so much is, you guessed it, because its top tier. If Coastal were to be completely split off, its BRs adjusted accordingly and ranked properly, a 4.0 rank 3 coastal could cost as much as… you guessed it, a similarly ranked bluewater ship or tank or plane. So, about 50,000 RP give or take.

People who want modern ships can play coastal. Coastal has zero connection to bluewater, you can fully grind out bluewater without touching coastal. So I don’t really get what you’re saying there. Even now they’re different tech trees, I’m just saying that there should be no overlap zone so that naval in general can be fully decompressed.

See above for unparalleled precision and accuracy. A first salvo kill will almost never happen, and they’re fast and small enough to get out to a range that is hard to hit. Also, just because a battleship could feasibly shoot back doesn’t mean it could effectively. Trust me you ain’t hitting jack at 20km firing range, especially not on a smaller frigate sized ship.

keyword “for now.” War Thunder Mobile already has proper anti-ship missiles, its a matter of time. I would like to futureproof naval so that it doesn’t get ruined by anti ship missile spam.

well I’d hope that modern air-to-surface missiles wouldn’t be facing battleships. And as you quite literally just said, missile boats would be better against smaller ships so whats so against having them fight similar sized ships? Battleship can do battleship things, missile boats can do missile things theres no need for overlap.

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One of the biggest problems with mid tier naval is the OP US Premium Destroyers that print money and thus get spammed.

However, aside from nerfing the SL bonus a bit there isn’t really much that can be done to address the historical reality of the 5inch/38 being the best gun of its class in WWII. It’s simply better than any other destroyer gun in the game, hands down.

That said, I’d be happy with an accurate waterline for HMS Renown.

Appreciate the response!
About the AA auto-firing, fair enough. I suggested that partially to allow for ships with air-search radars to actually make use of them in a semi-important manner. But yeah, won’t push it.

Your AI modes idea is interesting, but how would it work for the anti-surface targets considering that right now, AA guns will open fire on PTs and destroyers that get close enough. Unless one removes the ability for that, it seems kind of a moot point.

The spawn point snowballing is a definite potential issue, however it may not be too different from similar snowballing that exists in ground RB right now. Of course my idea was just a rough idea so I’d imagine it would need a large amount of tweaking if it ever were to work properly.

I agree with the issues of WT Mobile advancing past WW2 naval technology. This is partially why I wanted to push the coastal-bluewater full split to allow missile frigates and the like to be shunted into coastal and to allow for both trees to exercise full BR range. Mr. Super_Cacti’s idea for a seperate matchmaker is also worth merit, so I’ll consider that too.

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Missile ships absolutely won’t suffer because they have what gun ships don’t have: accuracy.
It doesn’t matter if they are or aren’t built to destroy the target (they absolutely are btw) but they can engage from so far away with little warning and practically no opposition from the larger, older ships.

Ok so do you remember when they added the LOSAT? AShMs are basically that but instead of an APFSDS round it’s a large bomb. Like very large. And they also come in numbers. They can and will absolutely crush any battleship (provided their systems are accurate). For example, the Harpoon. A standard AGM-84 Harpoon (if I am reading correct) has 488lbs (224kg) of explosives. The smallest Harpoon carrying vessels get about 8 of them. That is enough missiles to sink anything no matter where they hit.
They can deal damage no matter where they hit, because having a large explosive go off while traveling towards you and thus funneling most of the explosive towards the target just hurts. A Harpoon, or any modern AShM, is a precision guided weapon that does not “aim” for the belt of a battleship, hell if you really wanted to you can make a Harpoon conduct a top down attack and smash through the deck armor and into a battleship’s ammunition handling area. Another option is to completely smoke the fire control system and superstructure of any battleship with an AShM, thereby rendering it essentially ineffective, as it can no longer accurately guide its shots. And as a reminder, a Harpoon can do this from twice the range of any return fire. And also in general a big bomb going at very very high speeds is going to hurt. Its basically a guided armor piercing bomb, which already exist in naval.
As another example, the MXY-7 Ohka. The “special attack weapon” that was self guided by a pilot. On at least one occasion, an Ohka hit a ship and went clean through before exploding out the other side of the ship.
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Ohkas weren’t built to pen, just explode, and yet they did this anyway. Pure speed gave it the ability to penetrate, not necessarily an inherent design.

As well as that, don’t forget that Harpoons are not the only anti ship missiles.


The P-15 (NATO: SS-N-2 Styx) has a 454kg (1100lb) explosive charge which is easily enough to cripple a battleship, especially if fired in numbers over 1.

Yes, but given the way they have been modeling more and more advanced types of AAMs, I expect that to change. Soon enough an AShM will be able to pinpoint target a capital ship. And the moment that happens, the battleship meta will be gone because you can just send an AShM from 50km away.

While yes I do think they should expand naval further, AShMs are not the way to do it. Most people play naval for the “big gun” combat that the battleships and cruisers bring. Missile combat would just be inherently boring as it is essentially just launch a missile and hope that you can decoy the incoming one and that yours doesn’t get decoyed. And unlike a plane, there is basically no chance of “dodging” because ships are too slow.
Bismarck is honestly overhyped imo like. It probably won’t even be the best ship in the game anymore what with Amagi existing. Yamato is a different story but Yammers and Iowa are on a somewhat equal footing and can go more or less toe to toe.
Submarines are just a no from me because submarine combat (especially WW2 era) is super boring. A submarine is an easy target surfaced and moves very slowly submerged. You can stay submerged if you’d like but then you’d be trying to get in a firing position going at like 7kts and it would take the entire game to get halfway across the map. Submarines would be so boring unless they have their own gamemode, and even then they’d mostly be suited to PvE only. In Naval EC they could work, I guess, but it would still be incredibly boring as submarines are very slow compared to most ships.

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That’s a good consideration! At the moment, I see anti-surface target mode as being bound to secondary guns, so those sponsons and casemates of pre/dreadnoughts and the like. How this will mean for AA mounts is…admittingly tricky. The easy answer would be that AA mounts are explicitly bound to the anti-air role unless they are definitionally dual-purpose?

I feel like it would be considerably easier to just lower the range at which the autofiring begins for surface targets (particularly pertaining to tertiary armament - the AA guns). The problem with the explicitly AA is that, notionally, all AA guns are DP. They have enough elevation/depression to be used against anyone who gets too close. At least, I would hope they do

That could work, yeah but that does throw a wrench into the works of the AI placement idea I sent out there by the virtue of all the AA still being manned when you toggle them off…something about simplifying for gameplay sake? Just to avoid getting this post flagged for irrelevancy, we can discuss it on the suggestion post itself if you want!