[Naval] Break in target lock from obstacle should not reset your aim to the obstacle.

[Would you like to see this in-game?]
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(This post is a complete Repost of this thread in the Old Forum)

Dramatics: Have you ever zeroed in your targeting on a juicy enemy ship 6km away as they slip into the island? For a few seconds you can continue your volley of doom but suddenly the lock is broken! Clearly the ship is no longer a subject to worry for your wary crew, as your gunner automatically changed the targeting to the island sandy shores that is 5.3km away. Maybe they are envisioning the balmy break the would have had if the war hadn’t broken out that demanded the capture of these three very points. But you, as a captain, somehow know that the enemy is still out there…you tell your gunner to scroll on up to range past the island, but wait…was the enemy 5.5km away? 6? Wherever it is, you fired…and nothing! Maybe there’s nothing there after all. But that was a lie, as a grey form pokes out from between the palm trees and spew out fire, sending their lead into your flanks.

Problem: Breaking target lock on an enemy vessel from cover (usually islands) result in the gun shifting target to the closest point on the reticle, which happens to be the closest point of the obstacle to your ship, wildly throwing off your aim.

Solution: When there is a break in target lock, the existing target lock remains the same until altered manually or if you toggle a target lock of a new vessel. This way when the enemy duck into the island you can still blindly fire in the predicted trajectory of the target. You might say this negates the point of islands, but once out of sight, you should be able to maneuver various ways to throw off their aim since the enemy can only predict where you will be.


Looks at old aiming system that kept range (more or less) independent from your camera view having to manually adjust range (except when locking a target to shoot). But yes I fully agree that the aiming system needs further refinement, this new one is great for small caliber and automatic weapons, but isn’t great for larger slow firing guns

this idea isn’t bad, but the more pressing issue imo is that target lock is completely random sometimes. there’s situations where you keep locked on to an enemy that is completely hidden behind a massive island, but on the other hand when having an [Encounter] mission, even a tiny sand bank will prevent you from locking on to an AI ship. Gaijin should make target lock line of sight from a certain point of your ship (should be the main rangefinder), and if there’s an obstacle blocking the view to the target, you shouldn’t be able to target it. they should also fix smoke screens in Naval cause when you’re spotted from somewhere, even players that can’t see you because of the smoke screen can still lock onto your ship and effectively hit you while actually they shouldn’t be able to acquire your lock and the range

The ability to retain lock on target behind obstacles appears to be tied to the Crew Skill regarding radio, from what I was told. And I believe the difficulty in achieving locks on AI ships in [Encounter] is intentional, to prevent the enemy fleet from just shelling it to kingdom come at the start of the match and ending it within 5 minutes.
I totally agree on smoke not working though.

keeping lock on a target that sails behind an island is reasonable imo, but being able to newly lock onto a target when you have no line of sight shouldn’t be possible (tho that would make changes to some maps necessary - mainly South Africa, where there’s dozens of islands between the spawns, obstructing any view but you can still lock on your enemies)

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Please, make it happen. This is so frustrating, and leads to some crazy situations where guns wave up and down cause they switch locks back and forth for no good reason.

That’s one of the things that irks me most in Naval.


My crew tracks and fires at a target, target is disappearing, now of course my gun crew has nothing better to do that immediately and quickly lower the barrels to - I don’t know - engage the barnacles on my own ship?

While we’re at it, separate binoc/target view from external view.

Same reason: Only because I look around my vessel doesn’t mean I want to have my gun crew lose focus and train those massive turrets wherever I look!

Make it like in tanks, where only for example a click (in tanks when in binoc view) aligns the weapon with the view.

Or better yet, don’t let them lose their aim and even add a separate binoc view, so we have external, binoc and gunner view…