Most torpedoes in naval have an astronomically boosted speed in arcade and if you get within 4km of a battleship, you deserve to be lit up regardless of PT boat or cruiser.
And that’s a risk you take in order to ensure it. PT boats generally won’t render unless you look directly at 'em or if the game deems they get rendered in the first place. Sometimes you can see them at 11km.
Sometimes you literally can’t see them until 5.
Then turn gunners off, which no sane person would do outside of pilotages.
…if you are at age 1 is normal starting with low level, crew but this is shaming abt me, i am playing even with low level crew in russian lineup (only the sevastopol), and i same dont have this huge issue for that i just writed …
i dont think he’s gonna change something have taken is decision he wanna the real player wanna left the gamemode and get more attractive for casual is same of all the situation of the entire game who have taken the decision of going for casual with braindead add of copypaste veichle for all tt for give the 10% in plus of research and give more depression at all for that i’m gonna quit this he’s trait us like idiot. for some casual
I am not talking about Arcade here, in case you’re wondering. I am talking about Realistic where there is actual chance sometimes to sneak up on people.
AI gunners should not be a thing to have even a chance of killing something the player isn’t aware of. It takes away agency and responsibility from the player in question, and needlessly frustrates the approaching PT boat which is already fighting against miserable odds barring the increasingly-uncommon map where terrain allows actual hiding to take place.
The entire game should have zero. AI. controlled. gunners. That is what I am saying. If the player in question is paying attention and sees an incoming plane, he should tab over into his AA guns, aim them himself, and shoot the plane down. If the plane jumps him too close for him to react, and the plane aims well, he dies, and its his own damn fault, where nothing should save him.
Likewise if it were a PT boat or carefully-hidden Japanese DD spamming torpedoes.
The weapons would still be plenty functional, but just like with bombers for years in Air modes, you would need to use them yourself for them to have even some chance of doing anything at all.
My crew levels range from 10-30 currently in German, American, Russian, and Japanese trees thus far. At the time of making the original post I was sailing out my T31 in EC to get SP for using the He-111H-6 so I could torpedo ships for the ship-sinking skin and also slowly crawl towards the Sea Hunter and Sea Dog player titles.
No. You’re asking too much from an already complex game; there’s only so much mental bandwidth a player can deal with before information overload bogs him down.
If you’re ever too close for gunners to light you up in a bomber or fighter, you messed up to begin with. Nothing will save a ship from a good bomber, no matter how cracked he is with AA at midrange.
A game entirely based around player actions should not have automated systems killing people.
Am I really? Because as soon as you make aiming the main guns of a ship simple via porting AB’s system to RB, and you give even ships without radar a limited-range lead marker on enemy planes approaching, the player in question has all the tools to help themselves at that point if they pay attention. It’s no different than being in a tank on the ground and listening for incoming CAS overhead to decide whether its a good time to make a particular move. If you move in his field of view he may decide to target you instead of whomever he was originally after.
In the case of planes vs ships, its still quite lopsided in the ship’s favor, provided the captain is paying attention to his surroundings.
Because SURELY doing a periodic scan of your immediate surroundings every now and then isn’t THAT mentally taxing on cognitive bandwidth, now is it? Fundamentally I’m wanting ships to have to make the same “attention choice” tanks do all the time quite successfully. The only difference is that every “tank” also has multiple very effective SPAAG bolted to it, ready to use at a literal moment’s notice when the “tank” player decides to get out of sniper view to remember they exist, that is.
Let me paint a scenario that is likely to happen in a match. Meaning this isn’t strawmanning, but a pretty common occurrence.
Heated firefight between you and two or more opposing player ships (not including AI bots that make the engagement considerably more annoying since they spam HE/SAP with frustrating accuracy at times). You are evading, firing back, throttling, choosing which damage control to run (because I think the prioritization is stupid despite understanding why it exists and I refuse to run it) and having to plan out where to move in advance, assuming there’s cover you can use to take the heat off just long enough to lick wounds and get back into actual fighting capability.
And that can last minutes. Meaning an equal amount of time on mental bandwidth. Add in looking for potential torpedoes during all of this and add in a plane or two, there’s going to be a breaking point.
A ship is crewed between a hundred or so to over 3200 men. God forbid a video game emulates crew by letting you give them the option to fire via AI gunnery instead of having their thumbs up their arse and huffing fumes so you can kill it with ease.
This is slow, but it is also methodical not unlike a chess match. Unless you’re at nearly spitting distances, you have significant amounts of time between firing volleys and the rounds impacting. During the times while you wait for them to land, how hard is it really to occasionally scan your surroundings - if you’re already doing that for rogue torpedoes, why not pan up a bit for rogue planes?
It’s because Gaijin has proven themselves totally unable to make AI that isn’t either 1) unkillable terminators or 2) thumb-up-ass and sucking glue. Thus to make it actually possible to use normal dive-bombers or fighter-bombers to kill ships and not JUST strategic ones dropping 5-ton blockbusters or guided bombs, the AI gunners have to fucking go. If Snail cannot balance them, then they have to be removed. Sure go ahead and add some sound effect warning the player of an approaching plane if you want - as long as it’s not aiming nor shooting the guns for said player, it is fine.
Also FYI, I base this off of my own experiences over the years. Back when I played Naval RB regularly, I had games where AI-controlled AAA would kill 2-5 planes in a single match, none of which I was paying the slightest bit of attention to. It genuinely felt disgusting after the initial humor wore off.
Not as much as you think when you’re in a cruiser and you have multiple american or german CLs deciding they do not want you to exist anymore because they decided to statshark you. Let alone multiple Pr68s with their borderline insane 1000ish m/s railgun APCBC.
The only time it’s slow is when you’re not taking fire from multiple ships. Sure, it’s not nearly as fast as a dogfight which is over in seconds that’s beside the point.
You can. You don’t need a lancaster with its funny bomb to instantly kill a battleship. Just because you or I can’t (partly because A; I don’t like warthunder’s flight model and B; I’m not that great with air in warthunder to begin with) doesn’t mean others can’t do it. With impunity.
Because they 100% absolutely can. Until a missile ship shows up at any rate, then not a single plane is staying in the air long.
Before the most recent AI gunner nerf, a Bayern was far more likely to pilot snipe a Pe-6 than it was to bomb the Bayern.
Now the Bayern is basically screwed unless it gets really lucky.
Also the fact if you’re bobbing and weaving instead of flying directly at the ship in a straight line, the AI won’t properly train you.
I mean when you’re being engaged by multiple opponents in any unit type, you’re probably cooked. Doesn’t matter if you’re in a plane, tank, ship, boat, chopper, or even a dude on the ground.
Based on what I have seen it doesn’t really look like all that much of a nerf has happened. I still detest the very principle of a player being able to be not paying attention to any flank and being rewarded for doing so. Nevermind both me being in the planes getting obliterated or in the ship laughing initially and then feeling disgusted as my AI gunners swat down planes I didn’t even know were there.
Given the amount of 2 or even 3v1s I’ve managed to come out of mostly operational, you’re not wrong.
Feels damn good when you win though, especially in an underdog ship.
Edit
SPEAKING OF THE SCENARIO I PAINTED EARLIER
just had it in a NoDak vs a Marat at sub 7km.
The absolute worst case scenario for a North Dakota. Everything I mentioned literally happened. Multiple ships firing at me, dodging torpedoes from an Aoba, firefighting and unflooding…
We won the game because a miracle happened (read; my NoDak not detonating like the firebomb it is) as the Marat got third partied. He got robbed like four times because turret one did lose what ammunition it had left.
That was just straight up unfair how robbed he was.
If you are not good player and have almost no naval experience in game, why game should be changed how you see it, to drag everyone to your level, for what purpose?