Naval mode is finally dead

You are wrigt but I dont undestand how practicing in war thunder will help you in war thunder mobile because its actualy the same thing.

whats remarkable are the vast numbers of negative comments related to the aimbot under the yt-video. I don’t know if they are all the same people like here in this forum bit I assume there are a number of players which aren’t here.

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It’s a wonder how the youtube voice guy even recorded the session while in marketing tone. I hope he was paid a bonus for his efforts.

How’s he doing with the promo recording?

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I wonder how many takes it took.

I can hear the conversation that took place.

No longer have to aim? But they’re going to hate this.

We know… Just do your best.

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I guess it would be useful if you’ve never played WT mobile and want to give it a go ?

Have you tried binding distance correction to your mouse wheel for RB?

go vote a little bit

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It hard to get a feel for any of the other stuff until they un-do what they broke. Aiming is fundamental. Tough to understand HOW survivable something is when you don’t even understand how you’re shooting at it.

But by all means, those somehow making it work, go vote. Have your voices heard.

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I’ve adapted to the new aiming system (though I dislike it and prefer the old one). However, the current AI anti-aircraft performance is excessively punishing and desperately needs to be toned down. They will immediately shoot you the moment you spawn an aircraft unless you snake aggressively to throw off their aim. This makes it impossible to use CAS/bombers to turn the tide of a losing match after you are out of ships unless you’re flying an exceptionally fast or agile bomber.

There are simple solutions to this issue: decrease AI engagement range against aircraft and normalize or average AI’s AAA accuracy stats instead of current maxed-out stats and behaving like a terminator.

Getting instantly deleted at 3-4 km from spawn by AAA gunfire isn’t just unfun - it is also immersion-breaking and game-breaking. At this rate, why bother bringing your crewed aircraft to the NAB?

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We all hope they fix it soon
https://community.gaijin.net/issues/p/warthunder/i/MZEl4Vg1GL25

this auto-zoom out is really annoying - once again a change nobody wanted…
if even it would be possible to disable this in the settings.

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The old aiming system in Naval Arcade worked the same way as in Ground Arcade.

The only real difference in aiming between old Naval Arcade and Ground Arcade was that when you selected the target in Naval, the guns automatically adjusted the current shooting distance to the current target distance. Something you can also achieve in Ground Arcade, when you use a manual distance correction (in Ground Realistic you can get this effect automatically in vehicles with a laser rangefinder).

The interesting thing is, you could actually shoot in Naval Arcade the same way as in Ground Arcade, without selecting the target. You just had to move your guns very high. But because of longer distances in Naval combat, this would be pretty annoying to do all the time. Example of killing a destroyer without selecting it (notice how high I have to move my guns to hit it):

Spoiler

So it just made sense to select the target in Naval Arcade, the same way as it makes sense to use a laser rangefinder in Ground Realistic.

The most important thing is that before this change you had to understand how basic physics works in all game modes. After this aiming change, in Naval Arcade you don’t have to do this anymore, which is weird. It’s the only game mode where whole aiming is now automatic.

For me personally, understanding physics is the most fun experience in the game. I absolutely love doing these types of kills:

Spoiler

Yes, I aimed at the SPG, not the tank in front!

Honestly, you don’t need some exceptional brain to understand that the shell moves at a certain speed. It’s not a laser (which by the way still moves at a certain speed, just incredibly fast), it takes time for a shell to reach specific distance. Especially the shell with a low muzzle velocity.

If the devs ever add automatic aiming to Ground Arcade, these kinds of shots will be normal. There will be nothing special about them. Everyone will be able to do them, because the gunner will make all the corrections automatically for you. But the big question is: where’s the fun in that? Should the devs remove all the skill from the game, because some players refuse to learn?

But I do agree that there should be more detailed tutorials in the game that explain how to aim at moving targets in all game modes, because many players have problems understanding this. I can see this even in Ground Arcade, where many players just aim at the tank directly all the time, even when this tank moves, and then they are annoyed that they didn’t hit the target. There are also doubts whether such players will even complete the tutorial, because for them it may simply be a “waste of time”. But do we really need to add an auto-aim feature to the game because of players like this?

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I dont think they can fix this sht.
The shells are supposed to hit a target and do some damage - they dont, that math has been replaced by AI bullsht
The colour chart was supposed to indicate the damage you do to a ship - it doesnt.
Because the shells and their damage is thrown off by the bullsht AI and the damage you see on the chart is something completely different.

This is not a system evolved. This is a completely made up bs system - with slot machine like math.

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This. All of this. Thanks so much for taking the time to share. This captures a lot of the feel. I’ve spent hundreds of hours learning to become a skilled player. You’d HOPE to be an skilled player after hundreds of hours. They’ve robbed everyone who put time into playing and learning the game. And…for what? Not for more compelling gameplay. The opposite. Literally no idea where the fun is anymore. Most of the game is done for you now.

If this was Arcade Tanks, they’d review bomb Steam and we’d be reverted by now. ;D We’re not as big in numbers, but the issue isn’t aiming. The issue is in providing compelling game play.

Make maps more interesting. Walk away from HUGE SLOW MOVING SHIPS, with their SLOW Firing guns.

Move away from Lobbing shells across an empty map. Or creating maps for people to camp behind mountains.

Make maps MORE Dynamic! Give people reasons to move. Focus on faster ships.

There’s nothing fun about “vehicles” that park, or barely drift, that fire every 30s to 45s.

Focus. On. Boats. Focus on the maps. Leave the aiming alone.

Make the game ENGAGING. Not… “easier”. Don’t rob Naval Arcade of it’s primary point of interest.

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I play naval cause it’s pretty funny to yeet HE at small boats and watch them implode

I wish they had map’s that are suited for bluewater and coastal fleet, cause I love spawning in my Chikugo and unable to shoot anything because spawn is out of my range (9.5km) but the enemy team can just delete my very existance

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game is dead by rigged game

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i had to post the video

Assuming this is true, then arcade naval offered a leading cursor that only predicted horizontal angles? Yet this cursor also moved up and down for some reason. And yet was way off in y-axis?
Was the gun pointed with the speed my vehicle considered? Was the leading cursor considering both speeds? Where was that info?

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yea

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Yes, you had to make a vertical correction manually, by moving your mouse up (to shoot longer, when the enemy moved away from you) or down (to shoot closer, when the enemy moved towards you).

I saw this sometimes, but I don’t understand this part to be honest. I always ignored it, because it didn’t make any sense. I suspect it was just a bug, but I’m not sure.

Just like in tanks, you had to point area you want your shell to land. It didn’t take into consideration enemy or your vertical movement at all.

In one of the major updates from the last year, they added the FCS interface (in the top-left corner of the screen), that was actually showing you if you shoot too far or too low. I never used this, because I preferred to observe where my shells land and the current enemy movement, but this was another way to see if you were shooting too far (and you had to move your mouse more down) or too short (and you had to move your mouse up).

The funny thing is, I still remember times when we didn’t have any aiming indicator. Both corrections (vertical and horizontal) you had to do manually, based on your skill and experience. These times were the most fun for me personally.

If you are talking about explanation of how things works, it’s usual Gaijin. You need to check the forum, wiki and official articles to understand everything. Most of the things in the game are not explained at all (not only in Naval, actually in all game modes).

For example, which part of the game explains how radar missiles work? You know how I learned it? By reading the forum, watching YouTube videos, asking other players and testing this myself (and dying like crazy). There are still many things I don’t understand, and there is nothing in the game to help me with this.

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how it feels when gaijin betray’s naval players

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