Naval mode is finally dead

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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But then is is obvious why naval aracde aiming was considered inaccessible. It worked totally counterintuitive, it even gave the wrong clues AND it didn’t give hits.

You can say the same thing about basically everything in the game. Does this mean that they should change everything in the game to the point that all you will have to do is to click the left mouse button once to kill one enemy? Ten clicks should kill ten enemies?

Please note that hint is not the same as solution. You have the same situation when you shoot planes in Ground Arcade. Do you think why the game mode aiming indicator is not equal to radar indicator?

Spoiler

And which one should use you in this situation? Isn’t this confusing? The funny thing is, in this situation I don’t use any of them. So, according to you, the solution should be to take all the skill away and just replace the manual aiming with fully automatic aiming system, where you only click the left mouse button and hit the enemy automatically? Sorry, but it doesn’t make sense. These helpers are just helpers. In some situations I just ignore them completely (and that’s what every skilled player should do), because they were never a perfect solution.

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Where do I say that? I say that arcade naval aiming was counterintuitive before. That it did some part but not some other and wouldn’t tell which it did. That it even had glitches suggesting that it would do the other too.

Old Naval Arcade aiming was never counterintuitive, you pretty much aimed at the point on water you wanted your guns to hit. But the new one definitely is, because you never know where your guns aim at specific time (and you have to make a correction based on that information you don’t have).

The old lead indicator sometimes was misleading, and that’s why you should follow the logic and physics, basically use your knowledge, skill and experience.

It works the same way with every lead indicator in every game mode. There are no perfect solutions, they are just small helpers that can even mislead you in some situations.

You can say exactly the same thing about planes lead indicator, which I showed on the screenshot in my previous post.

I suspect this was a bug, but I can’t be sure what it was showing. Maybe there was some sense in it, I just never noticed. But if it was a bug, it should be simply fixed. It would be much easier solution than changing the entire aiming system.

But all this is speculation, because we know that there is no official information about the reasons why the devs changed this system. I seriously doubt this was changed due to the possible bug you mentioned. You can always PM me, there is no sense to speculate in this topic.

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it wasn’t the point on water that you gonna hit cause it not compensated your own speed, that lead players to stand in place to compensate that

After all these years they made moderate mode (bluewater/coastal) into utter garbage. I was playing bluewater and coastal with 6 players daily basis. Not even one want to play it now. I dont blame them… I am so infuriated of fact that these russian gaijin developers could screw things up that much. Do they recruited ubisoft developers or something ??? Queue is like 4 players while before patch it was ~60 players trying to play. How could they fu** this so much…

Unbelieveable

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I can only guess that they ain’t bothered about existing players and they hope that because it’s so simple now ( in theory) , more people will try the mode , dunno …I just know that it is not for me as dumb gameplay is not enjoyable

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What you are talking about is the inertia. The interesting thing is that we have inertia in all game modes, not just Naval. I know inertia can be hard to master, but once you get it, you can use this knowledge in other game modes as well.

For example, in Ground game mode when you move to the side and shoot at standing enemy at longer range, you can’t just aim at where he is, because you will miss. You have to make correction for the inertia of the shell, the same way you had to make this correction in old Naval Arcade.

This is physics, in reality it’s normal. Actually games that don’t include inertia are weird, because they don’t use the same physics we have in real life.

I can assure you that inertia can be learned in basically a few hours. I never had problems understanding it, but it was definitely making aiming more complicated when you were moving. But you can’t call inertia “counterintuitive”, it actually makes perfect sense if you understand the theory behind it.

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That’s true, but in tank gameplay situations is like either you or your target move only moving are much more often, and ranges a far more close, and cause all of it you basically all the time see your target on the screen. In naval that’s not true, to aim you often need 1-2 screen sideways adjustment, shots fly way longer, and ranges on any of big map is way more so you cant aim in third person view.

i ain’t arguing with that.

I’m arguing with

Again, it isn’t clear for the player. The game seemed to compensate for inertia in ships left/right, but not near/far. You could rely on the x coordinate but not the y.

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the aimbot compensates left/right and distance of both target and you are at constant speed and bearing. The former system (maybe you related to that) indeed showed only the indicator to compensate left/right but NOT distance - this must be compensated by the player - but this was not so difficult to learn. I agree that some tutorial for new players would have been helpful

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I agree - but this happens only when both, you and target are on opposite course, a situation which not happens all the time - but instead of a aimbot some other solution for this may have been found. Implementing the aimbot for bluewater caused (for consistence) also the aimbot for coastals which never had a fire director for their light weapons. This was a fatal decision

Yes