[Discussion] Improving Naval!

yes, if you do not want to be hit by AA you have to go over 4 km height , e.g in a bomber. And that’s nearly impossible because the game ends before you can reach your target.

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While this option would allow for easier multitasking and let the ship feel actually crewed instead of your captain being forced to run marathons of micromanagement to get the battle done, I think most people in Naval (myself included) plays the game because you can personally aim the gun and fire it at the desired enemies. To simply assign, range, and ignore the target afterwards would remove that level of involvement and engagement for gameplay purposes (much like how in tanks, you control the driver, gunner, and commander). Also, this would make the game heavily reliant on RNG and I personally don’t care much about that at all.

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Yeah, this is certainly very true and would be one of the stronger demerits of the carrier idea.

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Except you literally can’t do anything at 4km in 95% of planes, so it’s useless and not even in the equation.

Well, in heavier bombers You can.
I know He111 H-6 variant has Fritz-x glide bomb, that can be guided after dropping. I personally found it a bit cumbersome to use.
But with the free load-out of 32 50Kg bombs, there is something You can do…
Or rather, try to do - it is generally unlikely that You’ll hit anything, besides some occasional splash damage and hits in relatively close proximity.

But at the very least you do cause some… emotional damage to the enemy.

Otherwise, You are correct.

I would say that the sizes between spawns should be for DDs around 10 km, for cruisers 15-20 km and for battleships 25-30+ km. While with these ranges the spawns are still in theory in ranges of the onemy ships but the inaccuracy at these is really severe and I don´t think it is actually feasible to have maps large enough to make spawns outside the range.

Absolutelly the different objectives are must, as for the Battlegroup that is something I completly missed.

That is something different what I was talkin about is this (it wasn´t implemented):

Durability loss parameters due to inflicted damage have been adjusted for all bluewater ships. The most destructive effect is now inflicted by torpedoes, HE rounds and AP rounds of the biggest calibres. Due to prolonged exposure to the damage of these rounds, the ship’s hull might critically damage and disable the ship. The rupture limit depends on the ship’s class, size and armouring scheme.



As for carriers I don´t think that RTS component is big issue as long as we don´t need very complicated command. The Enlisted which runs on the same engine has simple squad command and the WW mode also has RTS component. I believe that scaling it up for multiple squads shouldn´t be a big issue.
But I personally believe that the attacks shouldn´t be able to be done from the RTS view since it would make pincer attacks really easy and that would cause CVs to be too powerful.

If the CVs aren´t too powerful I don´t think the fact that not all nations have them wouldn´t be issu since for example not all nations have heavy tanks.

Here is my idea about the CV gameplay in more detail:
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I don’t think inaccuracy will be that big of a problem ever since the game introduced that aim assists indicators as a part of aiming (still kind of mixed on that feature, to be honest) people can just aim their cursor at the green chevron once everything is calculated. And if everything is ranged correctly, even if you don’t hit your intended target, you might hit someone else in that dense spawn cluster (which really should be spread out over a wider area on larger maps. Or that one suggestion where everyone spawns in a line moving in the same direction so everybody doesn’t get in each people’s way). In the end, your volley would just be one of the countless shells hurtling towards the enemy spawn and the only way to avoid that is to make the spawns completely out of line of sight. Or being unable to reliably select and target by some condition, a feature I’ve seen implemented to the merchant ships and their fleet in the Encounter game mode.

Oh, it’s like hull break pretty much? Yeah, I kinda wish it would come back in some form, if balanced properly.

Oh, the idea described is lovely! Although still think manually controlling the squad lead (for the “Direct Control” mode) would make it a bit too strong since you have the intelligence of the players managing the controls of the final approach with a squad of torpedo/dive bombers. Yeah, pincer attacks would be very powerful in RTS mode if done properly, but I think maybe you can balance it by the range of engagement. Launching from further away and potentially miss your spread as people notice you, or launch from up close and lose your planes (or a whole squad!) to the AA fire (unless your victim is some poor dreadnought).

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Please NO.

I appreciate being able to play “ship battles” without bombs raining on my head all day, which is what is currently happening in “ground” battles.

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Ground got to the point it has because only a fraction of the team plays SPAA per a given time. Most ships come with a built-in AA suite that is plenty effective for picking off air targets (and have got even stronger the last I tried…or I just got worse at flying, both are equally viable). Giving dive/torpedo bombers two more wingmen would marginally increase the chance of survival so all the bazillion rounds in the air aren’t going towards you and only you.

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Nah, as someone who plays all three modes I am quite happy with no aircraft being able to get within 3nmi of me without getting shot down, it’s too bad we can’t have the same in Ground Battles.

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This concern is relevant for some reserve vehicles, WW1/early interwar-era ships and dreadnoughts.
Most Ships have an AAA suite, and US’ tends to be the best in this regard, and I’m a bit disappointed I don’t get to see it in action more often.

And even if we take a serious look in AAA-less ships, I’m positive that devs can implement armament upgrade system, adding additional AAAs, like we have on some planes and tanks with smoke grenades. These could be the newer design plans, addressing increasing prevalence and power of aircraft.

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No its not you are making stuff up

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I wish I was. I wish.

Naval RB to me is far more enjoyable than Ground just because Ground RB at top tier is “death from above” Thunder, not really a tank battle mode at all.

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And even if AAA upgrade isn’t available, you often have a cloud of covering fire from the friendly fleet, unless it’s towards the late game where the team is spread out/died off.

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Go back to fun tiers…

There are none

It is what happens when the enemy has A-6Es in a match where no 2S6 is, a match where the F-14B exists bombing from orbit, a match where the one mirage bombs you from orbit, another where the jaguars bomb you from orbit, one where the Q-5L does it, or some in the 7.7 to 9.7 range where A-4s do it instead. So don’t tell someone they are lying about something when there are others to back up their claims.

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And now we can go back to the main discussion.

I really like Naval. Certainly needs an overhaul though.

I really enjoy coastal boats, but there comes a point (very quickly) where no one brings them out any more, so you have nothing to do but grab a cap or 2, then hide from Large ships or bail.

Only possible way I could think of making each class of vessel relevant inside the same game, is have the larger ships not available first spawn and require a certain amount of points (like planes in Ground RB). Ofcourse people would probably get upset that they cant just bring out their Prize Battleship or heavy cruiser straight away.

I also think that perhaps Bluewater AI gunners should have to be manually told to shoot at coastal fleet boats (focus target selection), to give coastals a chance at taking advantage of a players “tunnel” vision.

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With that mindset certainly.