Popping into the forum after a while, but can I get a brief rundown of the issues so far? I might not play Naval Arcade, but I like compiling a list of complaints people have with this mode altogether. I know that the previous major update made Arcade aiming pretty brain-dead.
this, basically
its just not very fun like that, still playable but yknow
So now the fires are lasting longer?
I got shot once with the Asheville and got fire like for 25+ sec and my crew died.
At the same time the dude in the PT-811 got 4x75mm APHE, many 50cal API and also somehow died.
Realism works in mysterious ways with the snail
plugging holes also takes much, MUCH longer, so flooding is much more of a threat now
Did they made aiming like more inaccurate?
When I shoot in parallel shots land more forward, this is also very noticable when someone crosses the T.
Back guns will fire left and fw guns will fire to the right.
I also observed this, and additonally obstacles seem to make problems again
they screwed the coding so badly a heap of the long time players stopped playing it
there is a forum troll who had a lot more to do with it than she admits that basically gags anyone pointing out how stupid the change was and wanting a return to something playable
i am guessing at her just defending her poor ideas from her bosses and not caring if she destroys the game in the process
I think the aiming bug is back. Jesus Christ shells go everywhere just not where indicator is.
TBH, I’m not sure I noticed that it got better at any point at all 😂 BUT, I actually played a Naval match to see how much I still detest Arcade, and the aiming is still for sure borked. Using rudder borks it, enemies/Bots behind islands, all of it seems borked to me again/right now. Oh, and not sure if the speed up/slow down was ever a “bug”, but it seems more borked than normal with that too. Either changing speed yourself and/or when an enemy does it.
I don’t play Naval anymore (I don’t like the new automatic aiming system), but I remember from the update changelog:
Do you think this could be the cause? I know that 5-13% doesn’t sound like much, but it adds up, especially when you’re moving. If the accuracy is already pretty low (in some situations), even a 5-13% change can make a huge difference.
It’s not 5-13%
Naval weapon changes:
- 127 mm/50 3rd Year Type (Ayanami, Hatsuharu, Hayanami, Kiyoshimo, Nenohi, Shimakaze, Yukikaze, Yūdachi, Yūgumo), 127 mm/40 Type 89 (Fusō, Haguro, Haruna, IJN Shokaku, Ise, Isuzu, Kirishima, Kongō, Matsu, Mikuma, Mogami, Myōkō, Suzuya, Tone, Yamato): max horizontal dispersion: 0.185° → 0.21°,
- 127 mm/51 Mk. 7 (Mk. 13 mount) (Arizona (BB-39), Arkansas (BB-33), Colorado (BB-45), Texas (BB-35), Wyoming (BB-32)): max horizontal dispersion: 0.195° → 0.21°,
- 127 mm/25 Mk. 11 (Mk. 19 Mod. 2 mount) (Arizona (BB-39), Colorado (BB-45), Lexington (CV-2)), 127 mm/38 Mk. 12 (Mk. 21/1 mount) (Aylwin (DD-355)), 127 mm/38 Mk. 12 (Mk. 22 mount) (Bagley (DD-386), Davis (DD-395), Moffett (DD-362), Phelps (DD-360), Porter (DD-356), Somers (DD-381)), 127 mm/38 Mk. 12 (Mk. 29 mount) (Atlanta (CL-51), Cleveland (CL-55), Fargo (CL-106), Helena (CL-50), Iowa (BB-61)), 127 mm/38 Mk. 12 (Mk. 30 Mod. 33-36 mounts) (Saratoga (CV-6)), 127 mm/38 Mk. 12 (Mk. 30 Mod. 85 mount) (Bagley (DD-386), Bennion (DD-662), Coolbaugh (DE-217), Cowell (DD-547), Fletcher (DD-445), Zerstörer 4 (D 178), Harukaze (DD-101), Yūgure (DD-184), Geniere (D 555)), 127 mm/38 Mk. 12 (Mk. 32 mount) (Alaska (CB-1), Baltimore (CA-68), Des Moines (CA-134), Nevada (BB-36), Newport News (CA-148), Pittsburgh (CA-72), Tennessee (BB-43)), 127 mm/38 Mk. 12 (Mk. 32 Mod. 2 mount) (Saratoga (CV-6)), 127 mm/38 Mk. 12 (Mk. 38 mount) (Allen M. Sumner (DD-692), Frank Knox (DD-742), Gearing (DD-710), Impetuoso (D 558)), 127 mm/25 Mk. 13 (Mk. 19 mount) (Brooklyn (CL-40), Mississippi (BB-41), New Orleans (CA-32), Northampton (CA-26), Pensacola (CA-24), Portland (CA-33)), 127 mm/54 Mk. 16 (Mk. 39 mount) (Murasame (DD-107)), 127 mm/54 Mk. 18 (Mk. 42 mount) (Forrestal (CV-59), Mitscher (DL-2), Wilkinson (DL-5)): max horizontal dispersion: 0.17° → 0.23°,
- 133 mm/50 Q.F. Mk. I (Mk. II mount) (Dido (37), Vanguard (23)):
- max horizontal dispersion: 0.12° → 0.16°,
- max vertical dispersion: 0.29° → 0.26°,
- 135 mm/45 OTO Mod. 38 (Attilio Regolo, Comandante Margottini (MA), Conte di Cavour, Duilio, Etna), 138 mm/55 mle. 1910 (Amiens, Arras, Bretagne, Courbet, Lorraine, Paris), 138 mm/40 mle. 1927 (Aigle (X 13), Milan (X 111), Vauquelin (X 53), Vautour (X 71)), 138 mm/50 mle. 1929 (Le Malin (X 82), Le Triomphant (X 83)), 138 mm/50 mle. 1934 Mod. 1938 (Mogador (X 61)), 140 mm/50 3rd Year Type (Amagi, Hyūga, Ise, Mutsu, Sendai, Tama, Yūbari):
- max horizontal dispersion: 0.25° → 0.23°,
- max vertical dispersion: 0.29° → 0.28°,
- 152 mm/40 Armstrong Mod. 1899/16 (Aquila (AQ)), 152 mm/55 mle. 1930 (Émile Bertin, La Galissonnière, Richelieu), 152 mm/53 OTO Mod. 26 (Bartolomeo Colleoni), 152 mm/53 OTO Mod. 29 (Kerch, Eugenio di Savoia, Raimondo Montecuccoli), 152 mm/55 Ansaldo Mod. 34 (Luigi di Savoia Duca degli Abruzzi, Roma):
- max horizontal dispersion: 0.23° → 0.26°,
- max vertical dispersion: 0.31° → 0.33°,
- 152 mm/57 B-38 (Chapayev, Kronshtadt, Mikhail Kutuzov, Sevastopol, Shcherbakov, Sovetsky Soyuz, Sverdlov, Zheleznyakov), 152 mm M81 (Flagstaff (PGH-1)):
- max horizontal dispersion: 0.24° → 0.25°,
- max vertical dispersion: 0.3° → 0.31°,
- 152 mm/50 Q.F. Mk. N5 (Mk. 26 mount) (Tiger (C 20)): max vertical dispersion: 0.32° → 0.34°,
- 180 mm/57 B-1-P (Kirov, Maxim Gorky, Voroshilov), 180 mm/60 B-1-K (Krasny Kavkaz):
- max horizontal dispersion: 0.21° → 0.255°,
- max vertical dispersion: 0.32° → 0.36°,
- 190 mm/45 B.L. Mk. VI (C.P. Mk. V mount) (Hawkins (D 86)): max vertical dispersion: 0.32° → 0.36°,
- 283 mm/45 S.K. (Nassau, Von der Tann, Westfalen): max vertical dispersion: 0.26° → 0.28°,
- 283 mm/52 S.K. C/28 (Admiral Graf Spee), 283 mm/54 S.K. C/34 (Scharnhorst):
- max horizontal dispersion: 0.24° → 0.31°,
- max vertical dispersion: 0.32° → 0.33°,
- 305 mm/45 41st Year Type (Ikoma, Kurama, Settsu), 305 mm/50 41st Year Type (Settsu), 305 mm/45 B.L. Mk. X (Dreadnought, Invincible (85)), 305 mm/50 B.L. Mk. XI (B. Mk. XI mount) (Colossus), 305 mm/50 Mk. 7 (Mk. 9 mount) (Arkansas (BB-33), Wyoming (BB-32)), 305 mm/50 Mk. 8 (3-Gun Turret mount) (Alaska (CB-1)), 305 mm/45 mle. 1906/10 (Courbet, Paris), 305 mm/50 S.K. (Derfflinger, Helgoland, Kaiser, Ostfriesland): max horizontal dispersion: 0.24° → 0.25°
- 305 mm/55 B-50 (Kronshtadt), 305 mm/52 obr. 1907 g. (Imperatritsa Mariya, Marat, Parizhskaya Kommuna, Poltava): max horizontal dispersion: 0.2° → 0.27°,
- 305 mm/46 Elswick Mod. 1909 (Dante Alighieri, Leonardo da Vinci), 305 mm/45 Mk. 5 (Mk. 7 mount) (North Dakota (BB-29)), 305 mm/46 Vickers 305/46 Mod. 09 (Andrea Doria): max horizontal dispersion: 0.25° → 0.31°,
- 356 mm/45 41st Year Type (Fusō, Haruna, Hyūga, Ise, Kirishima, Kongō, Yamashiro), 356 mm/45 Mk. 8 (3-Gun Turret mount) (Arizona (BB-39)), 356 mm/45 Mk. 12 (Nevada (BB-36), Texas (BB-35)), 356 mm/52 obr. 1913 g. (Izmail):
- max horizontal dispersion: 0.34° → 0.31°,
- max vertical dispersion: 0.28° → 0.3°,
- 356 mm/50 Mk. 11 (Mississippi (BB-41), Tennessee (BB-43)): max vertical dispersion: 0.3° → 0.285°
A lot more shells fall either too far or too short now yes. But the real problem is that you aim at certain point and shells go left and right by huge margin. Like they completely lose tracking on which ship is currently selected.
Also significant lag is present but that actually affects all game modes currently.
It especially affects the arcade aiming since it’s all done by the server. If it lags heavily during aiming or shell flight your shells will almost always completely miss. Small bits of lag just makes it miss the spot you aimed at worse than it normally did.
warning advice for youtubers try not to be controversial on forums
youtube is so easy to demonetise or shut down content providers nowadays
i know many friends who have almost lost all income from their content
Yet another reason we need this new arcade aiming rolled back, badly. But, again, we’'re getting zero communication from the devs on this. They continue to reply via forum moderators on a multitude of ground/air issues, but naval? Pure silence.
I have a question, were the shells fired by the ship in real life also as bright as in the game in the sky or is it emphasized to make them easier to see? I think if the traces of the shells were darker and the enemy ships did not have any nicknames, the game would be more enjoyable and more realistic
I know it’s on naval realistic, but it would be cool if it was on naval arcade too. Just waiting in line for 2-6 minutes to join naval realistic is frustrating enough
you can disable markers in settings even in arcade if you wish so
Has anyone played with unstable network?
I was playing from an limited network coverage area, actually a boat ;-) with ping 70-80 and spikes to 150ms with packet loss up top 20%.
I thought I was crazy but I confirmed that I was invisible to enemy fire ;-)
Unfortunatlly the high dispertion of shells is not related, with or with out packet loss.
it is really observable when for example you use fast fire guns like OTO Melara etc.
You shoot 5 going to the left, if you stop pick another target and again the same the shell are now making hits.
Naval gained a lot of players in June, as expected. Naval Realistic almost doubled its number of players in battles, which is impressive. Of course, we don’t know how the Naval Arcade stats would look if this game mode had kept its old aiming system.
The real question is what the situation will look like in 2-4 months. Only time will tell.