List of things I would like to see for naval

Bug fixes:

Unwatering bug, where your first spawn automatically triggers flood control regardless of your damage control settings. This gets you killed when there is a magazine fire, and you constantly have to interrupt flooding control, to prioritize firefighting.

Mini map no icons when zooming. Seems to be a recent bug, where zooming in your gunnery view causes the mini map to be blank.

Random “collision alerts” when no one is near you.

Which brings me to the next section.

Bots:

Bots need a pathfinding rework. They are currently more dangerous to their own team with the constant ramming and general inability to get out of the way. You can stop in the middle of a map, and still somehow get rammed by a bot on your team.

They also steal kills like crazy.

Rewards for killing objective ships need to be increased. For example, if you kill 4 cargo ships (40% of the objectives) its worth 60 RP.

Decompression:

Top tier needs some serious decompression between 7.3 and 8.7. Expand it to 10.0 and rearrange things appropriately and preferably add rank VIII.

Coastal:

Fix the absolutely ludicrous RP requirements. It should not take years to research a coastal tree.

5 Likes

My list:

  • Much Larger spawn areas, spread people out a bit more, getting annoying the number of times where you spawn and crash into each other (Also on a few maps, you spawn and then immediately crash into an island with no chance of evading, not seen one in a while, but have had it a few times)

  • Overhauls to how secondary guns are handled to make them actually practical to make use of. There are 2 halves to this

    1. Manually aimed secondary guns actually aiming correctly when fired with primary guns so that they hit the same target

    1.5. Have primary guns reload status shown when controlling only secondary guns, then you can see when to swap guns

    1. AI controlled gunners on secondaries actually being able to hit… anything, naval. I know this is a bit controversial and im not asking for them to be sniper accurate, but even if 5-10% of shells fired by AI gunners at naval targets hit, it would be a big boost, and I would have accuracy dependent on range and even target type to further help balance it. But right now, AI Gunners firing at naval targets is a total waste of time.

      Could also have AI gunners get improved accuracy when manually directed at a target

  • Change how range finding actually works. Currently, the range given updates based upon relative distance changes, its usually about every 190m I think. So if the target is moving quickly towards or away from you, it updates far more rapidly than if you were traveling in relatively parrelel conditions, this can result in the range given being out by 170-180m, and not updating because its within the update threshold which is annoying. It also doesnt allow you to accurately calculate the lead on the target, so I would change it to be time based, either with the “update range” used for the lead or on a set schedule, either would work.

  • Update top tier FCS and optics, its kind annoying that WW1 era ships and WW2/post WW2 era ships have the exact same FCS and optics, for example Hood vs Vanguard/Prince of Wales. It was reported during the battle of Denmark straits that Hood actually made an error in which ship to target, but PoW correctly identified the right ship as Bismark with more modern systems.

  • Add N2N radars and fix a few outstanding issues with N2A radars, more than a few ships use their N2N radars for N2A like on Vanguard.

  • Rework cap points, the number of times matches have ended (and I will openly admit that I will exploit this now and again as well) because of recon planes capping a point long before anyone in a ship gets even close to a cap point is a bit annoying. Coastal boats as well can be an issue, but I feel like Id rather see a bit of an overhaul to how they operate in bluewater period, rather than a hard block there

    I would perhaps suggest instead that recon planes actually do what they are meant to do, and give improved range finding accuracy and increase the speed in which lead markers update when deployed, so long as the target is within a certain range and actually in Line-of-sight.

  • Frigates need their own dedicated spawn points.

6 Likes

As much as the unwatering bug has been listed as ‘not a bug’ by the bug report moderators, it needs to be fixed.

It basically makes first spawn of the match really frustrating to play.

What I’d personally like is the old armor system back and a rework of the unsinkability system.

Ships like Yamato shouldn’t be sinking with only three sections lost.

5 Likes

Yeah, im not a fan of that system either.

Feels really inconsistant when ships actually loose it. Ive ammo racked targets multiple times and theyve not lost it, but ive been at 90% crew, no ammo racks, no torp hits or anything, but lost it and been killed. Ships like Rodney are really vulnerable to it, weridly vulnerable imo

4 Likes

nos poderia ter uma caixinha de munição igual as spaa no tank tu coloca um navio logistico do lado e recupera o torpedo ou munição… sla alguma coisa pra recuperar munição ou rearmar ou recuperar parcialmente a tripulção no confornto prolongado ia ser interessante

1 Like
  • varied ocean depths to keep larger ships out of some areas of EC maps (i made a post about this but idk where it went)

  • the ability for turrets to fire whatever ammo is left rather than sitting idle if you have AP selected but one turret already expended their stock

  • also fixing the ammo redistribution feature, sometimes it just doesn’t seem to trigger?

  • perhaps limited crew replenishment in friendly ports during EC (if invisible little gnomes can bring us more shells, they can bring us more people)

  • better visibility of selected air targets. nothing like seeing you’ve selected one in the mini map but then having no visual on the actual target

  • actual info on max range for naval artillery (seriously it isn’t easily found anywhere except for torpedos, rockets and missiles)

  • bring back actual armor info on the quick screens rather than “artillery protection” when you are viewing your lineup mid battle

  • update test drive!! give us a moving destroyer or cruiser, more air targets, also a larger map that doesn’t give you the “return to map” warning after a minute of sailing

4 Likes

Translation:

We could have an ammo box like SPAAs have on tanks—you pull a logistics ship alongside and replenish torpedoes or ammo… I don’t know, just something to restock ammo, rearm, or partially recover the crew during prolonged engagements; that would be interesting.

It is annoying on certain maps/game-type that the only place to re-arm is incredibly impractical to actually get back to when you need it. Some resupply points, even just temporary ones that appear half way through the match would be really useful

4 Likes

Every single one of those would be awesome.

Top one I think we might see if/when subs are ever added

3 Likes

thanks!

the tl;dr of what i wrote elsewhere is that by using areas of shallower waters, we could have portions of EC maps around some (but not all) cap points that capital ships physically can’t access, giving more use for CLs, DDs, and coastal boats even in higher BR matches.

adding subs might force the issue though i wouldn’t be surprised if the devs just decide to make the entire sea floor 50 meters deep right up to shoreline lol

3 Likes

yeah, wouldnt be surprised either if they forgot the underwater bit when adding subs :D

1 Like

I vaguely remember @Kweedko posting something interesting about this. Compartments of ships vary largely as for some the upper deck armor is part of the compartment and thus a pen of the upper deck (which has usually less or way less than 100 mm of armor) and for other ships the upper deck is not included but the lower deck armor is the outline of the compartement. Or at least somehow similar, thats what i remember was the post, not entirely sure if i remember it right, unfortunately couldnt find it again.
If thats true, then thats really something. For some reason then (JUST AS AN EXAMPLE) a yamato loses compartment health (and thus sooner or later unsinkability) when the upper deck armor of 50 mm gets penetrated. Whyever that should make her sink is a whole other point - or more like- another one in the giant list of “wtf, gaijin srsly?” But (and i dont know if its true in this case) a sojuz only loses compartment healt if not only her 25 mm deck armor but also the second deck armor of 155 mm gets penned because the compartment starts there…

I hope @Kweedko can maybe clarify whether i got that right and where this information came from, but tbh it would explain why some ships lose compartments to light cruisers and others are almost unbothered even if shot by 460 mm guns for 10 minutes straight when angled.

In conlusion: The system is just ship (yes yes i use this word here to replace another word that cant be said on the forums, but its very similar and i like it in reference to the current state naval is in) and double standards like this dont exactly make an already annoying, unnecessary and in general bad system any better. quite the opposite actually.

When you should actually be able to sink ships to crew loss and the already existing ammo racks, or sinking them due to water intake and critical loss of buoyancy, exactly that loss of buoyancy or critical crew loss are basically never the kill conditions anymore and could outright just be removed. Youll always sink to loss of unsinkability way before that. So the mechanics that would actually make sense are useless and some arbitrary condition that can be triggered by just penning the upper deck of a yamato with one full salvo of a Spit Mk24 dumb rockets (8 RP-3 rockets with 52 mm fragmentation pen and 6.35 kg of tnt equivalent each). Yes, you heard that right. For some reason beyond my understanding 8 RP-3 rockets fired in a salvo onto the deck of a yamato will black out one compartment by penning the upper deck armor. At least i managed to do so in a custom battle, so 3 spitfires with dumb rockets can sink a 73000 ton battleship, simply by penning its 50 mm upper deck. Does that make sense? Ill lean very far out of the window and claim: No, not at all.

But maybe the snail knows something about battleship survivability that every nations militaries during ww1 and 2 and before that simply overlooked, who knows.
But maybe, just maybe, unresolved, bugged or outright wrong working mechanics like this also dont exactly help the popularity of WT naval…On the other hand, if its clearly and most likely “not a bug” everything should be fine i guess…

2 Likes

While there’s many features and mechanics I would love to see for naval, right now the things I want changed the most are the AA on AI boats, I want to bring 3.0 and under boats in Naval EC, I want there to be a bigger gap between the smaller coastal boats and the blue water boats as being able to see blue water ships at 2.7 is ridiculous and if your boat lacks torpedos, you can do practically nothing to them. In terms of now content i would love to see submarines, degassing rings, submarine hunting equipment for planes, the ability to destroy sea mines with depth charges, and many more things.

1 Like

i would love to see barbette fires reworked as there very OP right now on german ships the fires shouldnt be spreading through sealed bulkheads. second i would like too see buffs to SPAA on ships back for higher tiers. third i like to see tirpitz cause Germany has 1 single 8.3 and 1 7.3 that’s there toptier line up its bad and we need Gneisenau with her 11 inch guns so we have 2 7.3s and germanys only 7.7 is a fake paper design and its premium.

final thing is br changes for example why is max cap 8.7 you have USS IOWA going against WW1 dread noughts for crying out loud its completely unfair so we need larger brackets and then you have ships like USS South dakota which has more armor than USS IOWA at 8.7 its like the best 8.3 and it faces 7.3s like kronshdaht or Scarnhorst VERY unfair

1 Like