Yeah my bad, for the second i thought that 8.0 BR is max, dunno why, considering that i have all tops researched.
New 8.7 to counter Soyuz when?
Or maybe nvm. Gaijin would make it one tapable by soyuz and full salvo of this would make one souyz section yellow.
Kaneda’s battleship could be a sick raid boss style event if done right.
Since Gaijin is adding every possible ships that existed on paper, seriously, why shouldn’t Gaijin add with this logic the Kaneda Battleship?
They’re not.
All of these ships were at some degree of completion in the dry dock.
This Hipper bot in test sail is so curious to me; not only can it ignore dying at 0% buoyancy, sometimes it can straight up not sink until all sections are black.
Edit
Other curiosities are test sail bots automatically putting fires out in one second.
I’ve played this game long enough to tree-out on the USN board, so I can’t be the only one having this issue.
Just tried to play another naval battle, event/tournament, and again, the sighting is way off. How does anybody expect to hit anything, sights continually show distance way off and rounds fly hi or fall short, but rarely, if ever, hit the target. This applies to destroyers and BBs. Continual elevation adjustments are req’d even when running parallel, what a joke! Is anybody concerned about just how bad this really is? Just asking a very honest question.
You’re not alone in your frustration; this has been an ongoing problem for a long time now.
Allow me to quote myself from nearly a year ago:
Whichever range finding algorithm Gaijin is using clearly has some major issues that manifest themselves even when there are a lot fewer factors to take into account.
As I wrote in a different thread:
Maybe Gaijin thinks that players would find the game too easy if they could trust the presented range finding data to be accurate.
Very well stated. I too find I am having to leave the target, reacquire, then readjust elevation, sometimes several times within a minute. That is total Bravo Sierra. Some of the players don’t seem to have an issue because they kept nailing me directly, whereas I had to constantly readjust my elevation downward, or upward, drastically for the registered elevation to be in line with the actual target distance.
Do these other players know something we don’t, or have they figured out a workaround for the constant elevation adjustment? I really would like to know.
I’m at the point of not engaging in naval battles at all, something many have already decided upon. Sadly, I really did enjoy the naval battles, when they worked.
Maybe they have found a workaround or a unique set of key-binds/joystick set up. Or they could just be cheating it is pretty endemic in the game but covered up and dismissed as a skill issue.
I’ve watched your recent Naval RB EC replays, and I would respectfully suggest a different, less frantic approach than what I’ve seen.
Lock a target and stay on it in aim view, don’t toggle targets, that just wastes valuable aimpoint and heading calculation time and does not result in readings that are any more accurate than those that come from simply refreshing your lock.
After your first shots, judge if the displayed range seems correct, and if your lead is adequate; refresh your lock and adjust your lead if necessary. It seemed to me that many of your salvos were way off lead and range in a way that couldn’t be explained by Gaijin’s sub-par range finding, especially at the relatively short distances involved- could it be that your exposure to the new Arcade aiming mode has messed with your RB calculations?
As a side note, using sequential fire instead of salvos goes a long way to lessen the effects of Gaijin’s inaccurate range finding, especially on vessels with a low RoF.
Roger that DOC, I’ll give that a try. Toggling targets was the only way to get the distance read close to accurate as it continued to change rapidly, more so than it should have. You obviously read my frustration by watching my actions, it was ticking me off. I will also verify my key bindings since the last update, but I believe my ranging shots are key bound.
Thanks again for the assist!
got a 1v1, rest were bots
Was in my Richie, enemy in Iowa, game quickly transformed from battleship action to “find Iowa in this picture”
Depends on the missile, smaller ones like Exocet or Harpoon will mostly do nothing indeed.
With all that being said, submarines are around the corner, and a modern guided torpedo exploding under the keel of said battleship would most likely result in a one shot, so better separate the BRs properly if modern ships come
To be fair i’m not going to pretend i read the future, but that’s not exactly what happened in Ground or Air
In ground while most reknown tanks are WW2 / early cold war, most people play modern anyways
As for planes, top tier mainly consists of shooting missiles from ranges where the only way to identify your target is through the radar recognition, and yet that’s then again where most people seem to play
Then again i’m the kind of fool who enjoys playing AA at high tiers and staring at a map while my missile slowly creeps its way to target, so i might be slighlty biased
I’m not even sure some of the larger AShMs will hurt that much if they hit the belt or turrets. Haven’t yet found any info stating that a missile is both very fast and carries a SAP warhead of decent penetration. I guess the SS-N-33 is the most likely to be capable of defeating battleship armor with the extreme speed (assuming it uses the 300kg warhead with 150kg filler mass like older Russian missiles of similar type) it has but most other older missiles like it use high filler mass SAP warheads and impact around mach 2.5+ to mach 3.
Slower smaller missiles like Harpoon (not sure on Exocet) also have terminal top attack trajectories, which may allow them to deal a bit more damage to armored targets. Assuming Gaijin actually models that, of course.
If keel breaking is even implemented as a possibility to begin with. If not, it may be that lightweight ASW torpedoes when guided to detonate close under a battleship’s magazine will also one-shot kill said battleship. Heavy sub torpedoes will just make the area of effect massively larger.
I have noticed extreme inaccuracy lately. I’m not sure if it’s a bug, a latency issue, an exploit, or all of the above. One thing that is very sketchy though: I have lately had shots hit one player, and on another with the same range, speed etc, fall 5000 yards to the left or right of the aiming point. Bug reports seem to be auto rejected regarding same. But why does it happen to one human target but not another in the same match?
The game is too easy. That’s the whole problem with the mode. All you do is point and click. Dodging, weaving and all that is is useless as aiming is mega accurate and ships are too slow anyway. Die in 1 hit to random ammo explosion for good measure from some level 5 bot account spawn to spawn.
Imagine ground battles (tanks) except the maps are completely flat with no cover. That’s Naval.
Ground battles had the LRF change which made aiming up to 5000m instant almost like a pseduo-aim assist, but because ground battles skill and depth is based 90% on the map not the actual tank, it is less relevant.
Settsu AP is so laughably garbage it can’t penetrate the deck or the turret roof of a Kronshtadt with near vertical plunging fire.
You know, a battlecruiser that’s so poorly armored it makes the Hyuuga’s frontal plates blush?
Yeah, just a little salty.
Edit
If you’re within 10km, yeah but 15km is a different story. You generally won’t hit someone that’s throttle evading or simply turning slightly if you don’t compensate.
I’m still not going much past 7.3 since leviathans, basically the opposite of what that update should have done, oh well :)
They really need to fix Frigates, you get hammered by secondaries from small destroyers but never fire back with this crew slaughtering spread of auto secondary gunners.
Russian 30mm and US 1.1" will (or at least used to) auto fire at destroyers, but the 10x 40mm on a Coolbaugh do not return fire to a Erich Stienbrinck’s 14x 37mm despite them being the same BR and similar sizes.
Also seems like a bad decision to not give every frigate shrapnel protection and ammo wetting, all the new ones seem to have it and those that do not get taken out very quickly, but I’d be happy for them to either enable 40mms to auto fire on destroyers in all classes, or stop them firing at.
Depending on how submarines work we could see coastal vessels being more prominent for ASW, we’ll have to see.
