Improving Naval!

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

bug report for gniesnau

Okay, so for this update, the big thing for Naval is that we now have an ability to toggle whether we want the secondaries to fire with the primaries. This is a great addition!

But…on the other hand, I feel like the map is way smaller now? I’m not sure on this one but it feels like my 6.0 line up is immediately faced with the enemy at engagement range (6-10km) right away?

It’s that time for new update again, which means I’ll be dumping my opinion in here (and welcome others to do the same. The point of this thread is to have a discussion going on how people can improve the game mode, after all).

So… the new damage control mechanic. I’m sure more than enough have been said about this already, but my personal take on it is that it is another feature that removes skill from the gameplay loop. Oh sure, it’s optional now, but is it really an option if it’s hidden in the settings that may or may not be removed one day due to people not knowing about it and therefore giving Gaijin the statistics of “not many people are using it anyway”?
They say this fix is to give people award for hitting critical systems without people cheesing the system and leaving certain parts of the ship unrepaired. And to that I say…if you are hitting the same location of the ship repeatedly and not getting an award for it, that’s on you for not spreading your shots around.
(Side note, I tried to remind people that the option to revert is in the settings in the game chat and always ended up booted to hangar… is this my internet or is there something silly going on?)

Now, what really prompted me to write this post though, is the auto-unwatering feature. The changelog says it only triggers during major breaches, but it just seems to kick in all the time for me, leaving me in a near constant state of delayed repair. I’m not sure if the tolerance for what counts as major breach got lowered or what, but it’s really annoying.

I have played NRB a little bit, and I’ve had a… displeasure of meeting the missile destroyer. When I had a WW2 era DD:
Z32 - Rank 2, BR 4.7;
Opponent:
Charles F. Adams - Rank 4, BR 5.3.

The issue that I have seen is - there is no counter-play, even symbolic, against incoming missile.
Radar does not report of incoming missile - even though, the Z32 has it… You could say that this is an old radar, that can’t detect stuff of this size, but still.

Now, what I’d like to see is - I want AAA/auxiliary gun gunners to open fire on incoming missiles.
Chance to hit would be very low, but it would still be something - player would be aware of stuff incoming and try to react - maneuver, maybe even manually try to take the AAA guns (however, as I tried to switch to AAs manually, I could not control the firing distance very well, as the target was locked on the ship).
Would also be nice if the radar could show the incoming missile, and maybe provide the capability to lock on it.

the only way to improve naval is to nerf the US and USSR techtrees as at almost every rank they out perform there counter parts