Sometimes I think the naval mode should be like the helicopter PVE mode, where you play with other players against bots and can peacefully complete your matches. Then, only on two days of the week (Saturday and Sunday), the “Prolonged Naval Confrontation” would be unlocked, allowing ship battles against other players with the realistic combat system so that you could at least test your combat skills against real opponents.
Naval mode in Arcade is fun now, since you no longer have to worry about facing cheaters using aimbot, as Gaijin has somehow equalized these types of players. It has become harder to identify them, but it’s still possible in some ways…
The new mechanic where sections get flooded infinitely is strange because, in real life, you would sacrifice an entire section of the ship by sealing off access if stopping the breach wasn’t possible.
Naval engineers knew what they were building and how to handle serious problems, so it doesn’t make sense for a ship to sink endlessly because of one or two sections that should have been sacrificed
Ship sections like those on the USS Baltimore can be hit and start flooding, but even if the crew tries to pump out the water or seal the area, the game simulates a leak that never stops. In reality, naval engineers designed watertight compartments to contain this type of damage.
On the HMS Hood, for example, if a section were seriously compromised, the crew could seal off that part of the ship to prevent the rest from flooding. In War Thunder, this doesn’t happen the hydraulic damage keeps spreading water until the ship sinks.
Another absurd case of this mechanic happens with ships like the USS Alaska and Kronshtadt. Both are large and well-designed battlecruisers, but in War Thunder, if a section of the hull is hit and starts flooding, the containment system practically does not work.
If a torpedo hits a side section, the water spreads throughout the entire ship, even though the crew has watertight compartments that should limit the damage.
This means that even a single impact can cause an entire ship to slowly sink, with no chance of recovery.
Comparison with real life:
During World War II, ships like the Bismarck and Yamato suffered catastrophic damage but took a long time to sink because they had advanced damage control systems. The Bismarck, for example, lost mobility after a torpedo hit its rudder, but it did not sink immediately because its crew managed to contain the water entry in other parts of the ship.
In War Thunder, these containment systems are practically nonexistent, and what should be a tense struggle to keep the ship operational turns into an inevitable countdown to sinking.
In other words, a ship should never be able to sink just because one or two compartments are flooded. It should certainly lose some combat capability, but not sink!
Going back to the new aiming system in War Thunder, some ships were capable of hitting targets over 30 km away with just a few meters of error due to the crew’s high experience and other factors. I think Gaijin simply tried to introduce the historical accuracy of naval gunfire in some way, since in real life, if you were in combat at 15 km, you were practically doomed to be hit and sunk with a 100% chance.