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.
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?
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.
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.
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
game is dead by rigged game
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?
yea
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.
how it feels when gaijin betray’s naval players
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.
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.
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
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
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.
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