oh my god
oh my god
You could take a nap?
I’m just trying another match to see if anything clicks and I hate those things with a passion
Those aren’t the biggest bombs in the world but thats still2 bombs planted squarely on the tower of a cargo ship.
Also these cross strait spawns near caps aren’t ideal in these frequent 2V2s because theres no way to mount an adequate defense
The current data showing a doubling in player numbers is due to Gaijin just releasing an announcement, prompting players to try out the new mode. However, I believe they’ll quickly become disappointed, and the player count will drop again.
Originally, this mode was defined by combined naval‑air warfare, where every type of ship—frigates, destroyers, cruisers, and battleships—had a role to play. But now it has turned into a larger‑scale version of the AR/BR mode. What was once the most enjoyable game mode in the entire game has been removed by you.
In the Nuclear Escalation air mode, the MiG‑23ML has to compete alongside aircraft like the F‑14 and F‑15, which have significantly higher battle ratings, yet players still enjoy playing Nuclear Escalation. Why? Because everyone can find something they can contribute. By the same logic, EC should be improved in that direction while preserving its original gameplay—so that everyone, including players with low‑tier vehicles, has meaningful tasks, rather than simply becoming a bigger AR/BR clone.
Admittedly, there were some balance issues before. After discussing with my team, we believe that a few adjustments to the existing EC mechanics could restore it to a true combined naval‑air warfare mode.
First proposal: Grant SP directly to players who join a match late. For example, give 200 SP for joining 10 minutes late, 400 SP for 20 minutes late, and 600 SP for 30 minutes or later. This way, late‑joining players will have some resources to compete against those who have been in the match longer.
Second proposal: Increase the number of bots, such as cargo convoys or destroyers attacking ports, and at the same time boost the SP rewards for destroying these bots. In the current version, these bots are few in number and give very little SP. With this change, even late‑arriving players can earn SP by taking out some bots first, allowing them to spawn in higher‑tier vehicles afterwards.
On top of that, keeping the mechanic where J-out gives the kill credit to the nearest player is a good idea. However, the respawn cooldown timer should be tiered by ship class. Since destroyers and frigates have shorter engagement cycles, they need faster respawns. We suggest 3 minutes for destroyers and frigates, 5 minutes for cruisers, and 8 minutes for battleships.
The most unique part of naval EC is the SP raising, simply remove it will make the EC mode boring.
I know the original naval EC is bit unbalanced , typically for the players who join late in game or just bring low BR ships ,but you cant simply delete the most interesting part to make the mode balanced, it’s unworthy to scarifice playability to get balance
I think changing the game mode is something that should be done with caution, especially when there hasn’t been proper communication with veteran players beforehand. I believe we should first release a test mode, let players try it out, and then gather feedback to decide whether the mode should actually be changed.
Moreover, this article mentions that players who entered the game earlier have already accumulated enough points, giving them an advantage over those who joined later. This can be resolved by implementing a score compensation system.
For example, players who log in within the first half hour of the game can immediately earn 600 points and unlock battleships or battlecruisers, rather than having to grind from zero to 500–600 points like regular players before they can use them
I believe that in any given match, the most important thing is to keep most players engaged and give them a sense of participation. We should add more tasks so that players can contribute to their team’s victory and earn rewards by completing them, rather than simply overhauling the game mode.
Every update they just go full ham with the changes. The old system was totally fine—all it needed was a few small tweaks. But no, they had to go and mess it up. Now I just can’t be bothered to play anymore.
So rather than a few minor fixes to resolve the abuse of missile boats and the in ability of destroyers to torpedo BBs that are spawn camping due to the “torpedo nets” that actually protect campers more then the spawn you destroy the entire mode?
People don’t have line ups? provide some base vehicles, a DD and BB like is provided for air in naval modes, and for tank and SPAA in GRB.
Not to mention the bug where the changes to breach repair
Spoiler
still forces the actual unwatering mechanic on and increases the time of all other damage control action (which it DID NOT do before) so you spend the whole damn match turning off breech repair so you don’t explode STILL ISN"T FIXED!!!
It’s only been a game breaking issue FOR NINE FRIGGING MONTHS!!!
This post was flagged by the community and is temporarily hidden.
At least after the new changes, we won’t team up to join games anymore.
yeah this is understable but you are gonna play it with the bot? for 3h like even your friend gonna play it?
I am asking each one individually.
now playing Naval EC only makes me feel sleepy. Human fight with AI? I would rather play Plants Vs Zombies
Regarding the Naval Enduring Confrontation Changes — A Veteran Player’s First Forum Post Since 2015
I have been playing War Thunder since 2015 and have invested significant time, effort, and money into this game. This is my first time posting on the forum, because I believe this change to Naval Enduring Confrontation marks a critical turning point, and I feel compelled to speak up.
1. The old Enduring Confrontation mode was a core profit mechanism for gaijin, because it actively encouraged players to explore different ships.
In the old mode, players need to grind up to top tier battle ships from BR5.0, which enables player to select ships of various battle ratings and roles all along the tech tree. (Which is the main reason for me to grind all ships and purchase premium ships at every battle rating). Even for same BR, strong ships could push forward and hold the line, while weaker ships could take smaller ships and grind for spawn points — every ship had a place. This desire to explore is exactly what drives War Thunder’s business model: players are willing to pay for new and unique vehicles. The new mode removes that incentive, directly undermining the foundation of the game’s profitability.
2. The new mode dismantles the spawn point accumulation system, stripping Enduring Confrontation of its only unique value compared to Arcade and Realistic battles.
The old Enduring Confrontation was the highest-level naval experience — immersive, historically grounded, and strategically rich. Now it has been turned into a clone of Arcade/Realistic matchmaking, where players only use the strongest ships and the mode loses all identity. Enduring Confrontation should be the endgame of War Thunder naval combat, not just another grinding platform.
3. While the new mode may show more battle sessions, actual player retention time within the mode has clearly dropped, and veteran players are leaving.
The old mode was a mechanism that kept veteran players returning and staying engaged over the long term. The new mode may attract some new players, but that is an unstable, non-committed increase. Veteran players are the backbone and lifeblood of this game. If they leave, the game’s long-term lifespan expectation will inevitably shrink.
4. From a strategic business perspective, preserving the exploratory nature of the old Enduring Confrontation is far more aligned with long-term profitability than short-term growth in battle session counts.
You cannot grow the game by sacrificing core player retention. A model where old players leave and only new players cycle through is essentially burning down the game’s lifespan. War Thunder’s revenue relies on the continuous sale of new vehicles year after year, and that requires a stable base of veteran players who remain engaged.
Speaking Straight from the Heart:
The exploratory mechanics of the old Enduring Confrontation mode were the cornerstone of both naval content monetization and long-term player retention. I respectfully urge the developers to reconsider this change and not replace the mode’s unique strategic value with homogenized matchmaking logic.
(And I know I am not alone. I believe there will be members of our community — especially veteran players of the old Naval Enduring Confrontation — who will come forward with detailed proposals on how to improve it. Not replace it, but refine it.)
I understand your feeling, I was left by myself in a match and it the most boring thing ever! It made me wish to fight your team again on my own instead! Hahaha. (Well maybe not but you get what I mean,plus I’ll be honest it was a little bit fun). Thankfully a friend of mine invited me to play ace combat so I went there.
As the most loyal players of Naval EC, I can assure you that nobody has played this mode more than us ever.
We love this mode mainly because of the strategy of using SP, the key feature of this mode.
Players have to gain more SP to spawn bigger ships or planes, and should choose the proper location and the time to spawn.These features makes Naval EC totally different from the other mode, which was a comprehensive battlefield rather than just spawning and shooting.
BUT now you change it to nothing but a larger AB/RB mode with out any change/adaption, Or in other words, move AB/RB mode directly into Naval EC maps. I call it a LAZYMAN change.
The data of the amount of players of the first day ,whch is arcade mode, does not prove a thing. Players just see the announcement you delivered and try this mode out of curiousity. When I get into a match, there are only 2 players in each side, and after a while some of them just quit or stay in the vehicle choosing page.
I have to admit that the machanism of old Naval EC has lots of flaws, especailly in the balance system. If a player joined a game which started half hour ago, he has to use destroyers to fight against battleships.So this is the biggest key problem. How to make them think this is worth staying? There are many ways to make this situation better such as SP conpensation and make the way of getting SP wider and easier. Players should get some SP for free based on the time they joined the game, like 20 spawn points for 1 minutes will be fine, and if you joined a game that has started for 30 mins, you got 600 SP and can directly spawn a battleship or bomber.This is very easy to implement and surely you can do better.
AND if you dont want to do much work, there is a much easier way to make us both satisfied: bring the old Naval EC mode back and name it differently, making the new EC mode co-exist with the old one.I individually wont play WT anymore without the old Naval EC mode.
“Some”
Yeah a bunch of casuals spawn in for the first time, sail for a few minutes, get bored and leave never to return.
this also removes a bot from the game so they can take its place. When they leave, it does not refill that spot with a bot.


