Floatplanes and the terrible design of Naval battles

Seriously, Gaijin. Do you playtest any additions to the game?

Floatplanes have made high-BR naval a complete gamble on if you can win or not.

Just had a game where the enemy team had floatplanes and we didn’t because of pure RNG of who has what ships. So what did they do? Cap two points with floatplanes.

Because naval ticket bleed is as fast as Ground battles, we couldn’t even reach a single cap before the game was over. When the game ended to ticket bleed, almost no one had died and we were still 5km from the central cap point.

Please for the love of God just don’t let floatplanes cap points, that or admit you’ve designed naval terribly and rebalance the ticket bleed better.

Or just add objectives not based around sitting in circles. That would also work.

The mode used to have Escort missions, but the AI vessels guarding the Convoys were always cracked beyond any semblance of sanity. Just spawn the cargo vessels themselves and expect players to escort them.

Then of course covering landing operations via shore bombardments is another option. The game has detailed landing craft assets - why not let big ships spawn those where they go forward like torpedoes until they hit sand, then create player tank spawn points that also spawn AI tanks? Ships are tasked with 1) sinking vessels in harbor 2) cracking coastal bunkers 3) slowly whittling down a “bombing target” objective with sustained artillery fire to represent saturation bombardments and 4) shooting at tanks defending the beach.