Naval EC should not become another version of standard Naval Battles

That was my suggestion, if you don’t know. You missed all the drama year ago.

Ohhhhhh god …

I wasn’t expected they implement it in that condition, but more like in WOWs, but still it better than playing with wobbly green snot 3 screens out of the target fighting crosshair controls.

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Because it enables the player to get kills on opponents while not paying the slightest bit of attention to their surroundings, effectively rewarding them for being careless. When in sharp contrast being careless in a plane gets you obliterated by another plane or an AA or a SAM, and being careless in a tank gets you ammo-racked and your turret flying into orbit.

AI-controlled methods of killing opponents breaks this, only encouraging people to pay even less attention to their surroundings because “ehh, my AI gunners got this one” becomes the norm once they become “effective.”

I feel the same way about bomber/attacker/heavy fighter AI-controlled gunners for the exact same reason.

I would consider myself decent, but nevertheless there’s plenty I need to learn. My goal isn’t to “drag anyone down” in the slightest.

I am something of an outsider - I’ve heard for years the “Who cares about NAVAL?!” memes, I played it a fair bit in lower-tier DDs and some PT boats mainly as a curiosity under the old RB aiming system which was mildly annoying but tolerable, and of course I have been quietly watching over years as the population of Combined Naval RB has steadily deteriorated to the point first that queues spiked to almost an hour and then Gaijin proceeded to make named bots fill empty team slots instead. I saw repeated inversions of the damage model mechanics, the addition of artificially ridiculous gun spraying to make long-range shots a gamble, and the implementation of AI gunners beyond any level of sanity to where aircraft have zero purpose at all in total opposition to how they permanently upended naval warfare.

Then upon returning to the mode years later with EC soon to be a permanent game mode, I test out both RB and AB respectively, find RB’s current aiming system to be steaming dogshit compared to what I remember it being, and was surprised at how much better AB’s system was in comparison. When mentally mapping this stark difference onto the decline of Naval RB in general, the idea struck me - “if people are not getting invested because the aiming system is atrocious to learn, why not port over this one small mechanic from AB, but leave the red markers and artificial boosts to engine power/maneuverability/turret traverse behind in AB? Perhaps that will make RB more accessible and begin a population rebound.”

In simple terms, I see an obvious problem (Naval RB declining), I look at the causes everyone is talking about (aiming system, AI gunners, awful maps, bland objectives, named-bot fillers, BR compression) and suggested an unorthodox solution to one of those. Keeping the mode the same “because its RB” out of stubborn elitism because you happened to adapt to a terrible system and want others to suffer as much as you did instead of allow something easier to be implemented is a guaranteed one-way ticket to the mode eventually flatlining and being deleted like Helicopter RB was years prior.

If you think my ideas are “BS,” then propose something different which actually fixes the problem, why don’t you?

but the ai gunner if you dont give this order and continue watch the air or ship he dont shoot becouse you are not giving the right attention in all direction…


this focus system now is even bugged sometime he dind’t care abt what you wanna on 2 and aa batteries but you can kill an a player with an a air or pt these dont include alws going into the zone you can be hitted you can spam torp from your point or just climb to 4k- 4500 and you are safe for doing cas so still dont see these problem you are giving for me is all in your fantasy he work like that.

i dont answer the off topic

Your wording is a bit scattered - are you using a translator website or something with your main language being something other than English, bychance?

Either way, I have seen AI gunners swat down other people as well as myself from absurd distances. And at least in my experience it feels cheap from both ends of the equation.

depend alws what are you talking if ai from player or bot and you in past post are refering to the player ai so i am responding at that q

When I say that I literally mean the “Named Gaijin Bots.” I was not suggesting any particular player in this discussion is AI Slop. Of course we know actual bot-scripted accounts exist, but they are only tangentially related to this discussion.

My stance summarized is that automated systems should not be moving your weapons for you nor pulling the trigger to launch them, doesn’t matter if we’re talking a plane, a tank, a ship, a boat, a chopper, an infantryman, or eventually a submarine.

So you voted yes even though you don’t like how the bots with their AI prevent you from getting kills with the pt and the air is interesting.

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Named Gaijin bots are free kills that don’t leap onto the forums screaming stuff is OP and demanding nerfs when they die, and therefore are better opponents to grind modifications and tech trees with any day of the week for that reason. That is why I prefer to shoot them over players if given the choice.

What I was referring to was the AI gunner mechanics on all ships, be them player-controlled or named bots or unnamed bots. And likewise the same concept with bombers, heavy fighters, and attackers that happen to have turrets.

They are balanced just the way they are; I don’t understand what you’re complaining about. A bot can’t really be balanced, whereas a player can be defeated in various ways this ranting makes no sense.

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the player ai is not stronger than an a bot ai this is the difference here
You are treating them as equals.

And in effect you have arrived at the same root logic behind why I suggest removing AI gunner functionality from all non-AB game modes regardless of whether we’re talking a bomber/attacker/heavy fighter turret or a boat/ship turret.

If a bot is asleep at the wheel and doesn’t shoot in time to help much, you’re already dead and may as well pretend it isn’t there.

If said bot is able to kill things you didn’t realize were even there before you noticed, it gets you kills you didn’t deserve.

AI-controlled gunners are unbalanceable.

Both give the same kill rewards when sunk.

One screams on the forums when they die and causes messes for everyone else in fits of selfish rage.

The other doesn’t.

what Don’t put words in my mouth that I didn’t say.

You literally said effectively the same conclusion I came to, dude. You may have been talking about named-snailbots and not AI gunner mechanics, but the logic is identical.

Gaijin has proven themselves incapable of making AI that are neither all-slaughtering terminators or target practice.

Yes, I saw what you wrote and understood you clearly.

What I was saying is that you arrived at the same underlying logic I did - “a bot can’t really be balanced” - despite talking about a wholly different system.

We have more alike in our way of thinking on this than not.

never talk abt toggle of ai from bot or the player ai i just writed is balanced the way they are this ranting dont have sense