Naval mode is finally dead

Honestly, US dreads should be hitting 30 seconds aced. 40 is inexcusable but again, Gaijin is allergic to historical accuracy unless it suits their needs.

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Its hilarious how they move the BR up of some of the worst battleships in the game.

Still, Gaijin need their dose of “screw britain over”

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Sure

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A perfect example of when statistics don’t tell the whole story. Naval internal stats should count only actual player kills for Gaijin. A ship that is better at farming bots doesn’t mean it’s better at also killing players.

Especially because Soyuz is literally the best ship in the game, full stop. Nothing comes close in sheer potential to destroy anything quickly and stay alive for a whole match.

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I mean, what is this point of this? The stats are awful. 5/1 KD in the Vanguard? 4/1 In the Rodney?

The Soyuz is at 8/1 which they will now see more of.

If anything those stats confirm they’re already underperforming. And look at the battles, Vanguard has 5x less than the other main nations. Only france and italy are on par with it, it’s a small sample size.

The justification for moving vehicles up in BR is when they have a clear advantage or are dominating, neither of which applies to British ships.

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Yeah sure.

Just checked your stats. 31 games at top tier naval.

Yeah, you’re clueless.

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Has anyone else noticed weird things happening with fires and the resulting magazine explosions recently, after they changed the rewarding methods?

Multiple times now ive had battles where i land an accurate shot to the barbettes of an enemy ship, which leads to a fatal magazine explosion, only for the kill to go an ally or worse yet, to a AI.

When this happens, you only get a small credit for the initial hit. But you dont get damage done from the explosion or score. No battered/Severe damage/assist either. This is probably because from what ive read around, the magazine explosions do not count as crew damage.

Its like the game doesnt know who caused the fatal fire and who gets the reward for it.

As a side note, ive also noticed that sometimes AI controlled ships just sail for minutes and i mean minutes on end, without a care in the world that all the barbettes are on fire. Then they just eventually extinquish it like it was nothing.

You can imagine how annoying this can be when sometimes you land an accurate shot and the fire explodes the ship, only for the rewards to go to someone else entirely, or sometimes the ships will just never explode at all.

This is especially bad when playing ships like VI USS battleships with insane reloads. You feel like you just get punished when this happens.

Iam starting to think that with this new reward system, its more lucrative to just spam the ships everywhere as much as possible, just so you can reduce the crew % instead of relying on magazine explosions.

If this is intentional, then it kinda goes against what Gaijin said about wanting to reward accurate shooting though…

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Yeah sure, 31.

They didn’t changed explosions from fires credits, it’s always been like that. You just didn’t notice it before. Fire damage and explosion from fire didn’t count to the players it’s stored on the target and given to that player/bot who did the last hit before target died. That is the biggest flaw of current reward system.

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I see, they didnt really do anything to the kill steal problem then. At least when it comes to fires and the resulting mag explosions. That would explain why sometimes a 100% target that i set a fire to, explodes and a AI gets the kill.

So it really is better to just spam targets to reduce crew, so no matter what happens, you at least get some credit. Setting that fire and the resulting explosion giving a kill to a ally or AI could leave you with no score or damage done. Only a huge reload.

Sure does seem kinda stupid to me and backwards to their idea of rewarding accurate shooting.

Hopefully it will be fixed in the reward rework 2.0, 10 years from now.

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is unwatering still bugged?

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Yeah.

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incredible

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also still no torpedo aiming marker in gunner sight.
Also the bug that reload of tubes starts after a given time - even when still fish present. reload cycle then prevents their launching. This affects only vessels, with both sided tubes. It started when GJ implemented the reload of single sided tubes (e.g. USS Barker or most cruisers) when they are empty. Now the aiming indicator shows green but no torpedo can launched as long as the reload is not completed. the only workaround is to fire all fish in a short time - which is also quite stupid.
very annoying!!

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Those aren’t even the worst bugs for torpedoes right now, in my opinion. Torpedoes haven’t generated wakes for a couple months now - at least since the last update if not the one before it. This makes dodging them in AB more difficult and dodging them in RB complete guesswork. That bug seems to get reintroduced to the game every year and usually takes months for them to fix.

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SOYUZ is the king of the sea because he is the only one with 40kg TNT(in shell) and everyone else only has 20kg and that’s why he is the best. If Gaijin would reduce TNT to 20KG then everything would be fine. Please Gaijin reduce TNT to 20kg!! it is EASY. lets go GAIJIN :)

Yep, and apparently its not a bug, meaning its supposed to be like that…

https://community.gaijin.net/issues/p/warthunder/i/9SfRrRSvSeqQ

Nothing more fun than having to repeatedly fight the games systems in a firefight, especially when AI can constantly activate that “feature” by spamming you with HE.

Why even give us the option of using the old repair mechanics if its borked like this?

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It only happens on first spawn. It’s obviously a bug.

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Well, thats what i think too, but the bug team doesnt seem to think so.

Would explain why it hasnt been fixed yet.

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