Bring back old naval aiming with some tweaks

Tbh the changes have made about half of the friends ive been playing naval with for about 2 years or so quit playing it, it was also my way of relaxing and thats gone now, rb just doesn’t fully scratch thatnitch

I will try and quit regardless if they change it because I’ve played enough to see that the matchmaker pre-plans the outcome. There’s only about 6 match types. I haven’t written them down or taken data, but it seems like there are 4 basic options, and they flip if you defy them.

High points, forced win. uptier
Low points, forced win. Uptier on team
High points, forced loss. downtier
Low points, forced loss. uptier

It’s like clockwork, I experience the same types of matches. Every once in a while it’s close coin toss.
They say the matchmaker is random, but it’s so obviously not true.

This patch made it even more obvious because the enemy AI will all try to cap points and mine won’t. I’ll be attacked by multiple AI ships while my team gets points and we win. I get a match where I get to score high but we lose. So on and so forth. Endless loop.

1 Like

sure I can also play with the aimbot - but planes are much more difficult to play as prev. as they attract a lot of fire at great distance. But I still prefer the old aiming

it’s a bug

This post was flagged by the community and is temporarily hidden.

what is this conversation ? … even IF you say the new system is better or better to learn it doesnt change the fact that at its current state its a problem, there are bugs with the aiming of some guns, anti air is far to strong, if you spawn in a slower coastal ship and a destroyer sees you he can oneshot you over the map without you notice (good luck spawning and driving in cicles and wait antil the enemies com to your spawn so you can shoot them) and of course the new balancing also takes a lot of work from gaijins side, im not sure if this is worth it, considering you also could just remove your own movement from the lead calculation.
And i dont know how you guys feel about this, but not even having an indicator that shows me where my guns are aiming in my sight is extremle irritating it feels like a playable alpha with no features whatsoever in it. I know there is also RB but for naval i always enjoiyed AB more, ot had more action and reloading torps which is very importand for IJN ships :)

5 Likes

As others have pointed out in other threads - that isn’t how naval works IRL - that along with “we are ship captains not turret captains”

IRL the director or rangefinder points at the enemy ship, computers (mechanical or electric/electronic) calculate where the guns should point to hit that ship - the people laying the guns do not “aim at a lead point” - they don’t actually see anything, and just point the guns where they are told.

And that is EXACTLY what the new system does too.

1 Like

This post was flagged by the community and is temporarily hidden.

I was excited about it too, because I thought the increased accuracy would benefit the ahistorically slow US standard battleships. The problem is, I’m missing shots in AB now that I might have made in RB.

The new system removes your ability to manually correct your aim almost entirely. I’ve noticed that this often leads to undershooting on broadside or bow-in targets and you have next to no ability to predict target movement. If they wiggle or change speed at all, you’re stuck firing where they would have been since you can’t manually adjust anything.

In my opinion, if they thought AB wasn’t accessible enough, they should have just removed FCS time entirely from AB so it always shows you their current course. Think like the lead indicators in air AB. Then, add a HUD element to show where the bow and stern is relative to the midpoint to help the new players who have trouble deciding where on the target they want to hit. Finally, display the range to target next to your crosshair so you don’t have to lead targets off the screen at high speeds.

That’s not addressing the many bugs with the system or its implications on aircraft and torpedo boats, of course. I also don’t like the undisclosed change of zooming the scope out after your locked target is destroyed. Messes with my flow of battle.

3 Likes

Or ya’know play realistic battles and not arcade. Might as well go play WOWS if you really want arcade.

I know, it’s kind of ironic that the new AB system is more realistic. However, I like the old AB system best. Something between the old AB and current RB systems I think would be best, where you can set a consistent target lead. I think that’s a good compromise between the overly-manual RB system which is more akin to commanding a turret, and the current point-and-click AB system which deprives players of agency.

2 Likes

then why do you spawn it if you know you are sitting duck? so with new system you need to think what you doing, just as planned, previously you just spawn and sit in first range playing with green circle or “V”

So you advice - spawnstanding, and I am for active gameplay.

and this should be able to attract new players? They spawn (coastal or reserve destr.) and get targetted instantly - I assume one tries this 3 times and then quit naval

do spawnstanding should? do balance problems have something to do with new aiming? from my point of view now costal have more chances to bring more impact on bigger target tan before cause of new aiming, bofors 40 now impact dmg on weak DDs and cuisers, you just need to be a little bit clever how to use small boats.

as bluewater can make much more damage to boats per timescale as vice-versa (how long does it take to sink a destr. by 40mm bofors?) your argument is weak as the new aiming favors the bluewater. It depends on the map and on the ship if “being clever” works - means if any chance exists to reach some cover before get destroyed - smoke screens didn’t work and some coastal vessels are quite slow so maneuvring is no option for them.

This man is right. Roll it back.

3 Likes

Please explain how it’s actually a bug.
What you call bug, I call an arguably intended oversight.
I think they released this update “half finished,” so there were legitimate complaints about the new aiming system mixed with legitimate complaints of design oversights like this one, so when they patch the oversights to within satisfactory territory, people will tolerate the AI aiming change.
In other words, once they simply patch AI boats to not fire from 10km away, people will be less grumbly, and it will seem like a successful design change with the AI aiming. Does that make sense?
A bug is something that’s happening due to unintended coding error, not because of a threshold slide bar oversight.
They buffed the crew skill of the AI boats to match the lions gain for killing them, and didn’t slide the plane targeting skill down from max, and you call it a bug?

3 Likes

I have made a new poll with multiple options:

1 Like

The new aiming sucks. Can’t even hit zip zap targets anymore

Edit: nvm, got used to it

2 Likes

Or just… Play realistic?