[Discussion] Improving Naval!

Absolutely yes. It’s a great addition in concept, but it needs “up” to be relative, not locked to north.

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Going by the other threads, this update was controversial for Naval. It looks like HE damage that have been the primary point of contention have been silently fixed according to the datamine. And according to today’s changelog, the repair bug appears to be fixed.
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Does this mean that we are back to pre-update situation? Or are reasonable caliber HE still viable?

I got double strike for killing 2 destroyers with my HE destroyer shells couple of minutes ago, so these are still very potent. Yes, the endless repair looks to be fixed, but the sinking simulator is still going on.

What did you use? Destroyers HE being effective against destroyers does seem a lot more reasonable than when we started out where destroyer can take out battleships in like three volleys, no?

I was with my 5.0 US destroyers. HE shell also does a lot of damage to light cruisers today. I tried a US destroyer with HE against a battleship in a test drive a day or two ago, but nothing major, just fires. Well, it was definitely better than using SAP against them (1/3 of the HE filler).

Ah, US destroyers tend to be fairly strong anyhow. From the sound of it, HE is better than it uselessly splashing on target as it was doing before the update but weaker than how it was at launch. Would you say the HE function is largely resolved?
I am a poor judge of it since my 6.0 lineup facing 7.0 battleships during the initial release and I just die just as quickly as before…

Too often I still get my ship all red and black just when hit by a shell or two. I get hit let’s say in the front, but almost all my ship is suddenly red/black. I still hate the “sinking simulator.” It’s too overwhelming, especially for arcade. You can’t see you are sinking and there is no warning at the center of the screen. It’s especially bad when you are in a gunner view.

US shells were nerfed for a very long time until now. Very often I was making a sieve out of the enemy using SAP, but there was very little damage for some reason. Often I would not even get an assist for it. In replays I would see my shells going through ships, but not exploding (replays are unreliable, so who know how these shells were really hitting there). Before the recent fiasco update I would just use AP shells with my US cruisers and was doing well with that. Didn’t play cruisers (except some Japanese with RP boosters) last couple of days. Didn’t take out Atlanta to make people in especially destroyers suffer. People had plenty of suffering with the botched update already.

Huh, I see. Yeah, I guess there are still ways to go in tweaking this.

Ahhh that’s what you meant. Yeah, there really need to be more cues for when you are taking in water. While being tunnel-visioned is up to the player to overcome, there’s there is a lot to micromanage, especially when you are in the heat of the moment. There was a suggestion somewhere that said that dewatering should be done passively and all the player need to do is to notice and slow down to reduce the water intake during the repair period.

That’s certainly interesting to hear. I know that back in the days of Moffett bots, players in Moffetts were usually quite deadly with their SAP going around sending my turrets into repair cycles and setting fire to things.

My minimum-change suggestion for WTNF, if I’m allowed one, would be to separate the counting of three " vessel " guaranteed spawns into 3 " Coastal " and 3 " Bluewater " guaranteed spawns each, to allow a total of six ( 6 ) vessels spawnable by each player. I believe this would improve the dynamism in matches by allowing players to create deeper lineups to handle a greater number of situations.
Instead of the current implementation which imo is overly punishing to players of specialized vehicles for high-risk plays, which in turn leads to the greater use of generalist vehicles and predictable( non-dynamic ) match outcomes.

If I may propose more significant changes, one might be to introduce objective structures on the open-circle [Conquest] maps which are more similar to their Air mode versions. For example, compare NF Midway to it 's ARB variant:
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Here in Naval, the only ticket condition is to have more own-team vessels in the specified area to remove the enemy ticket count over time. But in Air, that same objective is reinforced by several additional ones: AI-controlled vessels of various sizes entering the capture zone, fixed emplacements on land to bombard, periodic attacks by AI aircraft on both sides, and convoys of larger vessels further back whose destruction independently counts towards the win.
It 's many of the improved objectives of NFEC, but played in the same 25 to 30min as regular random battles.

Having these objectives ported into Naval would go a long way into improving these kinds of map, especially by providing a greater range of gameplay available when playing them and by improving the viability of playing more kinds of vessels on them.

The AAB Wake Island is one of my favourite demonstrations of what could be, in microcosm:

While the main objective ( occupy the capture zone ) remains the same as normal, the addition of the AI target ships provides a greater range of gameplay interactions w/in that. And the various sizes of the targets would further elevate that effect - small AI boats are difficult to hit at range, nd larger ones are not trivialized by peashooters.

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A little note for the recent Major Update that makes me very happy:
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Finally! After years of asking, they finally took the first step! May they continue doing this!

Is it worth dipping a toe back into naval, has anything changed for the better?
Back playing a few games after a couple of years.

Ships still don’t have roles, just get the most armour and dakka = win. Coastal is unplayable. The big circle maps are retarded, AAA is insane, none of it is all that much fun. I guess RB if you can get a CL against DDs is funish, though should be fun against other cruisers too.

So given the way it all works (or doesn’t) only thing I can see that might make it an interesting game is adding aircraft. And I don’t mean the single bomber that gets shot down by the 7th fleet on steroids. I mean lots of them. Entire squadrons of bots coming in line abreast. The more BBs or cruisers, the more planes that the capitals needs escorting from. P of Wales and Repulse were sunk by 85 bombers?

It’s either that or subs or, the status quo, which is a deadish game mode with zero depth outside of point and click.

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Ship not having roles is just the byproduct of “fair” gameplay loop and I’ve defend it for some time now in lieu of nothing better and I got nothing more to add to that.
For coastal, which BR? Last I played, I was hanging around 3.3 and while meeting up with a proper destroyer is never fun, the faster fire rate from modern-ish warships does let me annoy them a little bit, and in the lower BR, I tend to do really well with punchy MGs like the 25mms to rake tiny bot boats.
The big circle map remain not very fun to play in, yeah but I do find its uses trying to grind out ships that are generally too slow for normal three-cap matches like my pre-dreadnoughts.
Didn’t they improve AAA survivability recently with the last major update?
And I do agree that bombers need AI wingmates and is a feature I have proposed for a long while, and scaling the amount of them by BR is a good way to go about them.

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Remove the ability for floatplanes to to cap.

id love for them to fix barbette fires really big prolem also make new maps that force you to move and use skill rather than shell from across maps

"In addition, bagged charges normally had a cloth envelope or pad sewn onto the end of the charge . This contained an igniter charge of several hundred grams of black powder which enhanced the action of the primer when the gun was fired, insuring that the fairly weak flash from the primer ignite the charge. While the main propellant, cordite, USN NC, German RP, etc. was fairly insensitive to all but the most sustained and intense flash, the igniter pads were not and keeping the charges in flashtight cannisters whilst in the magazines helped minimize accidental ignition from flash reaching the magazines. In German charges, the igniter pads were protected by the brass case of the main cartridge. In fore charges, the body of the charge was made of a sheet of rolled propellant with a rolled propellant central igniter tube running down the long axis (this tube, being internal, was not as vulnerable to flash as the end pads of USN and RN bagged charges). The propellant charge itself was stacked around the central tube and the ends of the charge sealed with a disks made of sheet propellant glued on. The whole was covered in cloth and the ends equipped with removable brass ‘bumpers’ to protect the charge during handling.

A British post-war analysis of the mountings on Baden criticized them for their lack of flash protection, but this seems overstated. The German use of enclosing all charges in brass greatly reduced the risk of flash igniting the charges. Thus they did not need the elaborate anti-flash fittings as found in British post-Jutland designs. The analysis noted that the German turrets were less foolproof than British designs as there were places where mistakes could jam them. The British report further stated that there was “a remarkable absence of precautions against sabotage” which seems more of a curious indictment against British sailors than a criticism of the German design.

are these modeled in game as they dont seem to be because Bismarck and other german BBs die to flash fires in barbettes still they should give to time to exstinguish most fires"

http://www.navweaps.com/Weapons/WNGER_15-45_skc13.phphttp://www.navweaps.com/Weapons/WNGER_15-45_skc13.php

http://www.navweaps.com/Weapons/WNGER_15-52_skc34.php

no its neccesary and you can shoot them down the amount of times i decapped from PT boats at toptier naval is crazy

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It’s not “necessary.”

id also lower the amount of boats you have to reasearch per country as why should i research a duplicate of the bayern it should just be foldered and then the erstatz which wasnt in the game when i got to this rank

Oh it’s fair that you can bring whatever you want, though there should be a reason to bring a DD or frigate rather than a 12th BB or BC.

Don’t recall the BR but something with an AK630 killed me 3x within about a minute.

i made this to collect some data

https://community.gaijin.net/issues/p/warthunder/i/DGrLU5C8gCK4

bug report for gniesnau