The biggest thing to make NRB palatable is not having to manually constantly tweak the ranging. I’m fine with not having lead indicators (I played NAB LONGGGGG before the green circle was introduced) but the constant scrolling is just a pain in the ass that takes players out of the actual aiming fun of leading and ranging fire via shell splashes and adjusting the sight position itself.
After that, it’s speed of play combined with the map designs that already are often too squished for NAB and are just even more horribly tightly packed when it comes to NRB, the lack of reloads for torpedos when not on a capped point, the total uselessness of air, bot aiming, and lack of spotting.
I’m not too sure they have fixed the AI AA. It reads like they nerfed the values for player’s ships but didn’t address the issue of bot ships AA accuracy, or the fact they use their main guns for AA at max range with their higher velocity shells.
People ARE excited about these big ships though. We’ll see a bump in HIGH BR games, I bet, as people buy premiums to skp the grind. And we may see some people try to grind to those boats but, I bet we lose any of those numbers in 3 months. [shrugs] We’ll see what happens. BB combat isn’t compelling. The boats are cool from size and power aspect but, they don’t FEEL fun.
Sure, current naval state is cause of “me”, cause finding yourself a personal scarecrow(and fight it) is way easy than demand the good changes in naval modes. If no one cares about naval in this community why should devs care .
What’s really remarkable is SL rewards in the midranges have as much as tripled in some cases this year, into 100k+ average games for premiums due to the forced 16v16 matches and: a) no one has really noticed; and b) overall playerbase numbers STILL didn’t go up (Statshark screenshot, top SL earners for April, AB):
People used to think Naval was a good SL-printer when Moffetts made 20K SL average per game. Now I would trade back a 50 per cent SL reduction for a 2x RP doubling, personally.
I don’t think that no one noticed this. You face more AI bots in battles nowadays (rewards for killing AI bots were also increased), so it makes sense to have higher kills per battle at average and increased SL rewards. These two things are closely related.
It’s just that most true Naval players played this game mode for fun and never cared about SL. And if someone plays Naval only to grind SL (e.g. with all their SL boosters), it doesn’t really change anything for them. Maybe it’s even better to stay silent about it. After all, the devs have the ability to change this situation at any time.
I don’t really see a connection here. If someone wanted to grind SL in Naval, the SL here was always much higher than in any other game mode. It doesn’t matter if the average SL per battle is 60k or 90k, it’s still much better than in Ground or Air.
Me too, but the RP system is designed to slow you down. SL system is not as important anymore, after the devs added SL boxes. Personally, I don’t buy SL boxes and I don’t care about SL gains.
Pretty sure if you saw SL rewards double or triple over one update cycle for a significant chunk of the vehicles in any other mode, at least ONE CC would have at least made ONE video about it. Just saying I haven’t seen one. And instead of the “wow, naval rewards really went up this year” thread, we have… this one (see also, “navy arcade sucks now” and “navy battles are very annoying atm”, both threads like this one that started after the SL boosts)
Just to make it clear. Top 25 ships that gained the most SL at average per battle in Naval Arcade:
Ship
March
April
Difference
Kerch
65308
138008
+111,32%
Prinz Eugen
62780
91789
+46,21%
HMS Belfast
59483
70972
+19,31%
Marat
58500
90686
+55,02%
IJN Myoko
58047
82708
+42,48%
RN Pola
55282
69021
+24,85%
HMS Iron Duke
52308
79173
+51,36%
IJN Yamashiro
51377
87314
+69,95%
Duiplex
46078
61629
+33,75%
RN Leonardo da Vinci
45861
57739
+25,90%
USS Des Moines
45631
59457
+30,30%
IJN Mikuma
45120
51859
+14,94%
Zheleznyakov
43441
44715
+2,93%
USS Helena
38442
42208
+9,80%
SMS Nassau
37827
53642
+41,81%
Murmansk
37014
46574
+25,83%
Karlsruhe
36943
52159
+41,19%
Courbet
36435
62056
+70,32%
USS Detroit
35257
44141
+25,20%
USS Arkansas
32865
56568
+72,12%
USS Frank Knox
32182
38413
+19,36%
Duguay-Trouin
30682
40463
+31,88%
USS Moffett
28678
30681
+6,98%
Leningrad
28212
33730
+19,56%
Blagorodnyy
26922
29743
+10,48%
Most ships didn’t gain “double or triple” SL. In fact only Kerch doubled its SL gains. The RP should follow the same pattern. While this is interesting (and quite obvious, considering less players and more AI bots in battles with increased AI bots rewards), I don’t see why CCs would talk about this.
You really think if tanks or jets didn’t see that kind of sudden SL jump, no one would have noticed before us, and you wouldn’t see more people playing, and no one would mention it in a half-dozen complaint threads before now? Okay, I guess, you believe what you want. RB SL/game gains 4.7-6.7 are significantly higher as well (again, April Statshark top 6 vehicles by SL/game):
You can’t check this directly, but you can check the number of Naval kills for e.g. top 10 planes in Arcade:
Plane
March
April
Difference
Pe-8
16891
11411
-32,44%
A-36
14895
9501
-36,21%
SB2C-5
14386
9340
-35,08%
B-34
13528
11252
-16,82%
A-20G-25
11522
9549
-17,12%
B7A2
10518
7855
-25,32%
F6F-5
10259
6128
-40,27%
Ju 87 D-3
9741
6271
-35,62%
P-61C-1
9713
9732
+0,20%
F4U-4
9541
8630
-9,55%
Apart from the P-61C-1, there was a significant reduction in the number of Naval kills by planes.
Just keep in mind that there was a huge reduction of Naval Arcade players from March to April (-25% of players).
There are also a few maps in Air Arcade, where you can destroy Naval AI targets, but this shouldn’t change too much between months, and most players don’t even focus on Naval AI targets in Air Arcade (it’s not worth to kill them).
thx, thats kind of the information I am looking for. The decrease of kills by planes seems to be much more as the percentage of player numbers decrease.
what do you think about a proposal to adapt the aiming system (as long as they don’t revert the aimbot completely)?
Actually the precision of even the first salvo at large distances is insane.
The precision of calculation the distance and movement of the target should depend on how many salvos already fired at the specific target. The actual precision should be reached maybe after the 5. salvo and is resetted when choosing another target. In the ui a precision indicator should show the actual status of the target acquisition. So there is still a chance to hit the target with the first salvo but with much less probability. This corresponds to how shooting worked in classic naval artileery and should apply on every ship with director.
Even in arcade mode GJ trys to have a semi-realistic approach to model the specific characteristics of vessels and naval warfare. The announced tune-down on ai-aa in the next update is a first step back in the right direction - more have to follow