Multiple unintended consequences of the changes to the Naval Arcade Battles

which ones do you declare as bugs? The ridicoulos precise KI AA ? and what else?
Are there any bug reports made?
There are several threads about the naval changes - none of them has a comment given by GJ staff.
Where is your source of information that the listed issues are 50% bugs???

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I agree. First about the AI ship’s aiming, they really did improved, but when destroy them, player will earn more SL and research points than before, and in cargo ship mode, AI CA finally not just a decoration. Second for aiming system, when enemy turn around or change speed, it is more difficult than before. Third for torpedo, unlimited reloading torpedo is one of the feature of AB, and since 2023or2024, torpedo damage has been seriously nerfed. When using torpedo, most time they just hit and damage one of hull’s part. Fourth for the magazine, just most of skillful players know where they are, and with new aiming system is easier to hit it than before. Fifth, RBU or Hedgedogs, Gaijin increased the recoil of them, only first or second shot was accurate.

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poll is here: Poll regarding new aiming system

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Don’t waste time, snails don’t play their own naval game.

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Yes, I already voted in this post, I agree to revert to the old aiming system, but in this vote still means some players like the new system, that is the point. And there is some players like me, believe the new system is doesn’t a matter.

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My final conclusions about the Naval Arcade changes, fwiw. I was for the aiming changes at the start, but now after testing it thoroughly, I am 100% against the changes (at least as they stand now, without major modifications/roll backs etc.)

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I opened a defect against the changes. Perhaps we should all open defects. Naval battles have become un-playable.

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Agree with everything especially the part about aircraft being near useless. Making the rewards for AI kills the same as player kills isn’t enough when all the AI play like seasoned veterans against ships and wizards with magic aim against aircraft.

An autocannon from an AI BMO cut my Smelyi’s crew down to 80% from over 5km away in just a few seconds by precisely targeting my AA mounts which is something the vast majority of human players simply aren’t capable of. In another battle, a Pr. 183 sniped my Hellcat less than a minute after I spawned even though I was over 5 km away! Naval is even more of a steaming mess now. Removing the necessity of leading targets essentially dumbs down any challenge in arcade.

The problem for entry to naval wasn’t the difficulty in aiming and getting kills. It’s the terrible grind, incompetently designed maps, horrendous BR compression and the splitting of the bluewater and coastal trees without the ability to research one with the other. Catering to the lowest skilled players by making aiming dumber isn’t going to fix the real issues

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I agree with you except regarding torpedoes.
The power of torpedoes has been rather too weak up to now.
Unlike main guns, which can be easily hit thanks to the support of the system, torpedoes could only be guaranteed to hit someone who was going at a certain speed with the ship pointed sideways or stopped at a spawn point, but could not be expected to do any decent damage when hit.
It is so unnatural that oxygen torpedo and Mk.16 torpedo could hit but not cause fatal damage.

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Im sure the bug report will be closed instantly w/o comment or at least as “no bug” - its really no bug but bad game mechanics

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just compared the research points for a modification in a rank V boat and a top tier tank - the boats modification points are twice as for the top-tier tank! I didn’t compare the factors but it takes a large number of matches to research one modification in my top-tier costal vessel

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Speaking of unintended consequences, can anyone confirm if the X+1 X+2 and X+3 modes work for them? I have noticed in battled that i cant ask my AI gunners to specifically target an enemy such as a plane. The keybinds still show in controls, but the crosshairs no longer show the target as locked in.

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I can confirm these commands no longer works

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Nope, they don’t work anymore.

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its obviously a skill issue ;-)

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I made a poll with multiple options:

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I believe most of these changes are intentional or at least obvious conclusions from changing the system. Giving torpedoes hydraulic shock damage will naturally make them stronger. Having the AI decide where to shoot will naturally make accuracy better, thus making it easier to hit boats and planes with bluewater guns. Better accuracy also means it’s easier to hit stuff at long range. However, the problems with the lead indicator and tracking radar being made irrelevant are obviously consequences that were not thought out, since the UI hasn’t been updated. As for the AI shooting across the map, I’m uncertain if it’s a bug or intentional.

However, I believe the lower time to kill IS intentional. Here’s what I wrote about the new flooding when it appeared on dev, and I think it’s applicable here:

Armor degradation, arbitrary crew placement, exposed magazines, removal of island cover on maps, cumulative hullbreak for coastals, cumulative hullbreak for battleships (canceled), this new flooding system. What do they all have in common? They lower TTK (time to kill). Bear with me here, but I believe these types of changes are a deliberate strategy by Gaijin spanning years in an effort to make ships sink more quickly, for whatever reason. I think the main effect they’re trying to achieve is to bring naval more in line with the rest of the game - that is, draw in more players. Naval is too slow for many ground and air players, and these players make them money.

Gaijin has also been known to greatly worry about queue times being too long for solo players, and having less players overall affects this. Thus, I believe they’re afraid of decompressing naval BRs for fear of spreading players too thin. If cruisers are able to sink battleships by flooding them, then it “justifies” having cruisers and battleships face each other. In a normal arcade-style game like WoWS or WTM, this effect is achieved by changing stats and abilities for different ship types. Since WT is supposed to be more or less “realistic,” they’re constrained in this regard. So, they control things the only way they know how: by chaning the healthbars behind the scenes and obfuscating them with things like the crew system and hull section HP. Ultimately, this appears to be a continuation of that strategy.

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With help of @RowanFW, added two additional items to the list:

  • AI gunners can now automatically shoot the main guns on all the ships. This issue is limited to AB, and it stacks with the significant increase in accuracy mentioned above. ⚠ This is likely a bug, and any abuse will result in a ban. ⚠ Just a reminder: this was removed from the game many, many months ago to prevent AFK play.
  • Camera shakes from nearby explosions despite the Camera Shake setting being set to zero (much like other issues, this appears to be limited to Arcade Battles).

Some added info for the first point

  • The issue was discovered by Rowan on his saturday live stream
  • AI gunners aim at the bridge (if the ammo rack is within the spread of the shell - it’s likely to get detonated. But on the other hand, it results in a huge number of overshoots on the ships the have bridge extra-high above the waterline)
  • In Realistic Battles coastal ships always had AI gunners working with the primary weapons. This is not a new thing. And correctly, in the RB, AI gunners do not shoot the primary weapons of the bluewater ships. (As reported - in Arcade Battles AI gunners will shoot with primary guns of the bluewater ships benefiting from the Arcade-specific buff in accuracy)
  • The difference in accuracy between RB and AB is staggering. Here is an example of AI gunners using primary weapon of the PT-59 (coastal) in test drive:
    HornetsNest AB vs RB
    in RB, the first shot lands behind the boat, then the aim point slowly moves toward the center of mass (this is exactly as it used to be pre-patch. It picks an aim point somewhere behind or ahead of the boat, then moves toward the center of mass).
    In Arcade Battles, the aim point is set perfectly on the bridge from the first round. As a result, it can even kill airplanes with the first bullet from the machine gun or autocannon (if the spread RNG blesses you).
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Great observation, guys. I tested it with a battleship, too. For some reason both the primary and secondary gunners are specifically out for the CO and aim for the bridge every time, even if they overshoot from trying to hit such a small target. This means the strategy of using the AI on your primary guns shouldn’t become attractive to botters.

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Coastal vessels with few large caliber guns like the japanese K-8 have had their troubles before, but now early high caliber guns, especially those slow firing single guns, have been massively devalued.

Hitting a maneuvering target has become a game of luck, and the effective range of those guns is somewhere around 500-700m. Beyond that range, any player with an agile boat will just dance around your shots (tested this myself vs a russian gunboat, worked like a charm).

Since it has become nigh impossible to account for the movement of your opponent, there seems to be little to do in order to counteract this, making some boats potentially unplayable.

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