does statshark provide detailled information about usage of planes in naval battles? I would expect a significant decrease since the aimbot update
It’s only as good as the service records it adds up, which don’t make that distinction.
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
A 25% (26.5% actually) reduction in games played between those two measurement periods would suggest about as many increased as decreased in that sample. (link) Five were higher than baseline, five lower. Doesn’t by itself suggest a lower aircraft effectiveness.
Interestingly, naval kills by plane in RB, which also decreased in total games in the same period (but by a lower amount) actually saw MORE naval kills by the top ship-killing aircraft in April though.
You could vote too.
Perhaps, but once they see how bad its been f***d over, they’ll leave again. I’d be interested in the new ships if I knew they were actually going to fix naval. Yes, there are some changes scheduled that sound like a step in the right direction, but the devs can barely fix the bugs they currently have which makes me doubt these changes will help. I’d bet money that the “fixes” will introduce more bugs and/or things to make naval even less fun than they’ve already made it.
I would love to see a combination of your suggestions: Assign crew to modules, and so long as the module has, say, 80% of its crew or more and is not damaged, it works at optimal efficiency regardless of what’s happening in another module. If a module is damaged, the speed with which it is repaired would depend on the percentage of able bodied crew. EG, if the engine is damaged and 50% of the crew assigned to the engine room are dead/wounded, then the repair will take longer.
I’ve played quite a few 7.3 and 6.7 matches in BBs and heavy Cruisers. Japanese at 7.3, French at 6.7. …while I do “good” it… REALLY REALLY boring. Ships are a cluster fahk at spawn. You’ll see small clusters of Enemy BBs just camping and focus firing. The bots will move around. People are picking bots off FIRST for rewards (a terrible idea to make the 100% rewards). Who ever jumps in the coastal to cap the point at the start wins the match for players.
There’s literally NOTHING to do. You just hold your mouse over a ship and never let go of the left mouse button. Gaijin literally made this the LEAST engaging actively you could imagine. There’s no need for real awareness. No need to strategize. Just… moust over enemy hold down button.
If this fails, its because of THESE changes.
Also, Kweedko. No one is voting on a Russian Language post. The whole planet speaks English. English is the Lingua Franca. You’re not going to make Russian a thing.
I voted against on principle, just because he’s been so insulting to everyone he disagrees with on the forum. It takes a special kind of arrogance to be so free with personal insults and then expect our support afterwards.
Any other polls he puts up in any language, be sure to let me know so I can go vote No on those too. Doesn’t matter the topic.
[shrugs] I can’t even vote. It’s got its whole own log in or something. After fumbling, I gave up (for now). I guess 8 ppl in the Russian forums make all the decisions on Naval Arcade. Lol. No wonder it’s so bad.
Don’t engage the community in the English Forums, where like, Every Nation has an English class. No. Have the game changing discussion in Russian. A language on one speaks.
^^^
THIS! Naval is not dynamic. It rewards camping. At least the coastals were dynamic. But now that a destroyer can blow you up in the first salvo from spawn to spawn, coastal is just frustrating. Even if you’re in a frigate, you can spawn and die seconds latter because a destroyer or light cruiser smacks you in one shot.
But spawn killing has never been something Gaijin has thought is an issue. Its happened forever and they’ve never done a thing about it so I just don’t see them fixing naval to make it fun again.
All dynamism is lost. Even for BBs I played them aggressively, closing towards cap points, working with my squad members and their BBs/cruisers, calling out targets and supporting each other. Now there is no reason to play, it has made everything far easier and without skill or reason TO move. You can’'t even say that closing with the enemy makes one more accurate or makes shooting easier, since it’s the same now regardless of how close you are. Maneuvering is pointless, altering courses to throw range finding that has zeroed in on you is useless, all skill or effort has been lost.
With the new updates, we may see the usual boost in naval players, however I expect it will be small (due to lack of main naval players buying premiums/playing) and the new vehicles being largely locked behind SEVERE grinds. New players are going to come in, get bored, and leave, because there is no learning curve reward anymore, just point and hold mouse button down.
In the end, this update was likely meant to be matched with the last one- putting in a new aiming system that ‘surely will boost player counts’ followed by big ship releases that were hoped to build on the new player counts. Without the new player counts, these ships are basically being released into nothingness- many will never get them, at least via NRB, and far more will never actually start or try to. Every single naval player I knew and played with has moved on and stopped playing naval arcade, every single one that I regularly ran into and chatted with ingame has ceased as well.
The mode will continue to die, and I am here to help ensure that happens until the devs listen to the community and fix what was broken- not just what happened last patch, but in the last few patches that slowly but surely eroded rangefinding until it became what it is now.
Look. All the mechanics changes post Hornet have just made the game more bot/camper friendly. It’s insane that they have anyone defending it. I thought BB combat was slow and uneventful BEFORE. Now… they’ve reduced what little thought it takes to play. I just… don’t understand what they think the appeal of Naval is. It’s feels a lot like people who have NO interest or love in the game are trying to come up with solutions to attract more players… but are completely missing the point of why people play.
People want to do things. Not do less things! ;p lol
I’ve added another suggestion to reintroduce HUD to Naval Arcade. Just, to give us more information about what’s going on. Where guns are at. How they’re tracking. We’ll see if they even allow it. They didn’t last time.
this is one motivation for my proposal vs. the insane precise shooting - this should solve the spawn-kill issue which started last year with the instant target acquisition time and was even worse with the aimbot update
Apparently, they think the appeal is loud noises, big guns, and impressive models. The gameplay, as it seems, is not the point. Given certain members here have literally stated that they don’'t understand why people would want a game to have a difficulty curve, it seems gaijin played to their wants, only to find out they did not represent the majority of the naval community (despite polls showing as such even before the update).
Yeah, the instant target acquisition feels like it was part of a march by the devs- they cut acquisition time over a couple updates, bit more each time, until it hit near instant, and THEN went to this past update of eliminating ranging altogether.
I mean, I’m in here so I can still know what I’m talking about. All these folx are doing is rocking back and forth. Forward a bit. Backward a bit. To fool the AI gunnery players aer dealing with. I’ve tried a tactic of NOT targeting a ship and lobbing shells center of where they’re rocking back and forth to hit them but… this is Dumb AF. Sure ain’t no naval gameplay. It’s gaming a system that isn’t adding to the experience, and is just taking away from it.