Naval mode is finally dead

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

I read all 400 replies to this thread as I am PISSED about this destruction of my favorite game mode in a game I have been grinding for 10 years.

But I think this right here nails it. It is not just War Thunder, but seemingly every game has been destroyed by design from the inside out. None of these changes are or us, in fact one would say they are all against us. Just trolling us?

Battlefield, Civilization, War Thunder, or just any game you used to love has been dismantled.
Some say “DEI hires” but is is clearly some crazy operation.

I noticed it when they started removing our abilities to easily voice chat in game, make connections, talk, play together, discuss things they do not want us talking about. THEY REMOVED TEAM PLAY!!! WT should be the biggest team game out there yet I have never had a “team”.

Then they started flooding the game chat with crap and false personas/identities to make you think it is the norm. I can’t say exactly what as it would be “hAtE SpeEcH” at this insane point.
It is not the norm but many will fall for it online. The virus spreads without XBOX 360 or CoD MW2 level voice chat to keep society in check.

I would bet at this point the only real goal of War Thunder is to get people to install Battle Eye on as many computer as possible. The root kit “anti cheat”. Surely some spy outfit tool. And not KGB.

Because the point is not for gamers to enjoyment, this we know. They are removing our enjoyment and community on all fronts.

As for this new aiming, it doesn’t even work for me. I was a PRO in NAB but now my shots are so random left random right random over random under and I can’t control them at all.

People on here pretending “it was too hard for noobs” are crazy it had a huge circle and told you over or under what was hard about that? You were able to manually adjust for a turn before the range updated because you knew how it worked. You were able to pinpoint fire.

Now my fire is random and I feel the game has selected me to make sure my shots do not hit if I do good. Not to mention how many random AI’s decided I am the only one worth attacking.

And sea plane caps? Gone. I would cap every single match from the start as that is a part of Naval and had many fun sea plane battles with enemy team but it is not possible anymore.

Bots were bad enough before when you had a bad team the other team had cap bots and you would lose like 15 matches in a row for some reason. I am sure it is rigged. But now bots kill you to make sure you can’t counter the fact that the game already picked a winning team.

Another thing is some bots might as well be terror of the ocean I get mad assist because they steal my kills somehow. Another cheat mechanic?

Anyways, maybe it is as simple as it is my fault for earning 80k-700k SLs a game depending on what booster I used.

Either way, I quit naval until they fix it.

I would play RB but on my controller I have to keep adjusting down with every shot until I am looking at the water in front of me. This is much more of a problem than they pretend AB had with not seeing a ship if you are both full speed opposite direction.

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At certain BR’s you mix Bluewater and Coastal which after the new patch is insane. Destroyers will start engaging enemies 9km away. You now get blasted in your own boat spawn by a ship in their spawn without the ship player even knowing they were shooting at you.
Like the AA was with planes before, if it could see you and you were in range. Now everything is in range all the time.

Couple this with the aiming mess…
It locks onto whatever it wants, won’t let me lock anything else, wants me to click on the ship to hit there but shot lands where it feels like and by doing that does not “prepare” you for RB in quite the same way as Air AB “prepares” you for Air RB.

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I think the new NAB version does bring down the gap between some of the op enthusiasts & veterans and some of the shallow medium level captains. It’s not really that bad, but it would be better to allow players who are proud of whatever game time they have above to hit a higher ceiling. This would mean A combination of a reference point indicating the Z-axis or then the drop point (manual in the key settings), and the highlighted shell trajectory that NAB originally had I don’t know if it was activated by default. The old NAB mode of operation was a variant ui similar to Air Arcade’s advance, which is still visible in the NRB and isn’t exactly a ui look and feel worth hanging your hat on.
What you see isn’t what you get isn’t exactly screwing everything up, but maybe this post would have been less whiny if gaijin’s NAB designers had remembered the manual reference point markers, highlighting ballistics that they designed but didn’t enable, instead of reverting back to the last naval combat mode of operation (which the NRB didn’t have a previous suggestion for other than which drop ui to use) + the hidden landing fix.
Though I think the cap should also have people using op ships + bot more than enough luck by now, but I’m not sure what’s going on with the op ship environment since I haven’t played NAB for a long time. Also the arcade gains are lower than NRB and the damage isn’t that much higher looking, when is the whole limited return of last March’s fragmentation explosion mechanic going to make me feel good (or I’m getting second-guessed by a rain of shells and degrading my experience).
Of course I think it should still be map missions design, tutorials stuffed with high projection ships to lure the player to form a sea battle OODA thought, and then similar to the Snapper Gold box, throwing a rain of cannonballs to smash the enemy (whether bots or real life hostile player’s ship) for fun, although barring that, I used to be (separate ocean and near water) is also the PG02, the United States of America rapid-fire ship under the cannonballs of the soul of the dead French fries.

总结

这个论坛的中文区有没有人啊,快捷键类似discourse,我也不会用,话题目录(还是板块)不会用,感觉tag更是分区啊。海战体验激发了我的表达欲,但,感觉比贴吧人气低太多了