Boats: listing gun group and dual firing inconsistencies

It’s been covered but is relevant here: we very much need a key bind for the “Main and Aux guns with one button” (dual shooting) so the gun groups themselves can be sorted out.

Also, at least for me I change guns many more times that I do ammo type, its not like in tanks where you can often want to fire different shells with each shot. My keys are currently: 1,2,3 selecting guns, 4 cycles ammo type, directly selecting ammo is alt+1,2,3,4 (alt in unbound from show chat). This makes changing aux guns to an AAA round much faster: 2,4,1 (then hit escape, toggle dual fire and hit esc again ;)

This list is only what comes to mind right now, I’d be very interested if anyone else has gun grouping and dual shooting errors for other vessels so I can submit bugs.

Af-D1 - The 37mm should be the auxiliary, it’s a pretty useless gun so it may as well be aux so we can fire it along with the 88s, leaving the 20mms in AA. It looses ammo choice on the 20mms but MBK-161 is like that too.

This brings things in line with destroyers with much smaller secondary guns, it a bit silly but it’s better IMO.

MBK-161 - 45mms should fire along with the 76mms, they’re often just shooting at planes which is silly.

MBK Pr.186 - Same as the 161, with dual shooting a toggle we could fire the 76mm and the 37mms at the same time

K.d.G - 37 mm should dual shoot with the 88

BMO - despite the slow rotation of the 45mm it should dual fire with the 37 else it’s another inappropriate AA most of the time.

Chikugo - Those rockets look interesting, lets give Japan a OP boat like the SKR-7 :) Giving each nation one ridiculous boat would be another way to balance things (perhaps not really but it’d be interesting)

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You’ve highlighted some fantastic points regarding the key bind for “Main and Aux guns with one button” and the current setup for gun groups. It’s evident that having more flexibility and efficiency in switching guns instead of ammo types would be beneficial. The key bindings you’ve suggested seem like a well-thought-out approach to enhancing the speed and ease of gun adjustments in various scenarios.

Your detailed suggestions for specific vessels are also impressive. For instance:

Af-D1: Assigning the 37mm as the auxiliary gun seems like a sensible solution for better integration with the 88s.

MBK-161 and MBK Pr.186: Allowing the 45mm to fire alongside the 76mms would likely make them more effective against planes.

K.d.G: Dual shooting the 37mm with the 88 makes a lot of sense.

BMO: Despite the slow rotation, dual firing the 45mm with the 37mm would provide more suitable AA capabilities.

Chikugo: The idea of giving each nation an overpowered boat for balance is intriguing, and those rockets certainly seem like they’d add an interesting dynamic.

Have you considered submitting these ideas directly to the game developers? They might appreciate your thorough feedback and might even consider implementing some of your suggestions.

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Thanks, I will be submitting them to the bug tracker, today I did one about Groza’s rear main gun which looks like it should be able to 360 but doesn’t.

What I couldn’t decide was if I should make a list of all the inconsistencies or have one bug report per boat.

I would highly suggest that you did them individually.

Easier to track and keep consistant

Most of the problem is the terrible AI (program) for the aiming of weapons. Often will react extremely slowly, or just refuse to shoot (even when a target is designated!). That said, grouping of primary and secondary armament would be a great option, especially considering the sheer number of boats with similar primary and secondaries.

In reality, each weapon station can fire at separate targets, especially secondary and anti-aircraft stations on ships. I really don’t like that they fire at a singular target, as this makes it evident when planes come in to attack, allowing another plane to drop in and get an easy kill

It’s a live service game so there is always hope :)

I would like to see them fix the issue where gunboats that spawn in deepwater spots can use their AI auxs to shoot other bluewater ships within range. Things like the Spey and La Surprise for example can have enemy bluewater ships right next to them and their gunners do nothing yet those same vessels can pepper you with their aux guns.

They also need to fix the lead indicators on the Arras, they are laughably out of sync with the actual guns.

I agree and have seen that too, K2 (r1 BW frigate) shows us that it’s not just about which tree it’s in, and some of the US ships seem to shoot their 1.1" at other bluewater ships too

https://community.gaijin.net/issues/p/warthunder/i/2l4anP9ruP5d
https://community.gaijin.net/issues/p/warthunder/i/bvGsavUvYRIc
https://community.gaijin.net/issues/p/warthunder/i/peJJBGvYiZim
https://community.gaijin.net/issues/p/warthunder/i/EBBs7fau18wi
https://community.gaijin.net/issues/p/warthunder/i/LXkUK70yDvCA
https://community.gaijin.net/issues/p/warthunder/i/NfphPH6Az1Ur

I made 6 bug reports, please +1 them if you can, links in a self reply

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All done

Dark Adventurer: The 114mm and 40mm should be able to be fired at the same time

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