Top BR air RB, 5.7 air RB, top BR ground RB, and… probably 5.3 naval RB is the most challenging.
In previous system there wasn’t any of this either - just ‘aim at circle or “V” mark’ game and get vertical adjustments. You still can predict you just don’t know how, try it more and you realize, you just don’t used to it now. And yet you have more time to maneuver and dodge enemy shots. DD and cruisers can actually kite bigger ships now and still make a good shots, speed now maters more.
https://warthunder.com/en/tournament/replay/319446993031835882?public_key=UOWlwLc8M1wOUKRPSEy9
here is example of actual gameplay now
they even closed the report w/o reason…
are you really sure you played arcade? The V-marker existed only in RB mode - in Ab it was a green circle where to aim and a second circle where the shoots will be land
With Realistic aiming option you could get it in Arcade in previous control system. All pro arcade players used it.
this option didn’t work any more - there are a number of postings about this. bug report was closed w/o reason. And the auto-aimbot ruins coastal gameplay as they will be killed even at spawn by bluewater ships
Are you arguing with yourself?
Nothing seems ruined in costal for me. Just need some br tweaks.
- You at least had the indication where the shells will splash.
- You also had chance to avoid getting hit due to opponent being bad at aiming.
Now you don’t see where you shoot, so prediction is harder, and skill issue is eliminated by AI adjusting your bad aim to mere point and click, rather than complex aiming.
I can easily say the same for NAB, these br are (was…) the most enjoyable
I can live without V or green lead marker, but seing the other pointer that indicates your turret position as well as where the shots are fired - that’s the dealbreaker for me. Green sight in RB exists, but now it was removed from AB. Pre-shooting the enemy maneuver becomes harder and is more random that way. Good luck hitting Atlanta’s with the aimbot when you drive something heavy with long reload.
Outmanoeuvering is not so efficient on slower ships that don’t turn or change speed that easily, which creates an imbalance between them and lighter vessels.
The newer style of aiming just doesn’t hit right with slow and methodical gameplay for me. Previously it had a bit of compexity, rewarding feeling when you hit your mark even without seeing the target. You felt, like a captain directing the fire. Now you just shout “shoot” whenever you feel like it.
Either way, I’m glad you liked the update, keep it up.
I didn’t, so I won’t. I don’t like the change and that is preference.
So you complaining that Atlanta now can shoot and maneuver at the same time? And outplay dreadnoughts?
Just that one is 10 times in favor of new system.
It could before, but with older system you had more chances to hit it. Now you can’t. Guess that is not how it’s supposed to be?
No, we can’t. RB aim makes no sense, since you have to aim lower and lower while you proceed towards the enemy
You can’t i can, problem on your side.
Good luck playing click simulator if you love it that much.
as well as we could handle the old AB aiming and you can’t?
Since oct 2024 up to this day, I made a log of the games I played and what issues I encountered
starts here
the latest is
This last navy update tries to do everything but what was needed. I get it gaijin, you try to be realistic, and in reality most US navy projects made in the last decades were abject failures. Maybe try to implement the good parts, like fixing what the community is asking not the bull that makes everything worst.
Many thanks & much appreciation to all the users who speak up on this thread, mine and others.
I dont think aiming is that bad. Just gotta get used to it. Tho why are AAs tryna hit me from 10 km now?
I agree Naval is all dead and all, but I think that there is a very reasonable reason for Gaijin to do this. Gaijin has made the game like no other games before it–no name tags in realistic tank battles, no HP bars…These are all elements Gaijin put in to make the game much more realistic. It is much easier to type in 10,000HP for KV-1 rather than having to model the gun, turret ring, etc. The gun aiming is simple, you can see where the barrel points. When they are all pointing where you are aiming, then you fire. Besides, WW2 battleships and ships had terrible dispersion; the smallest rounds on the battleships were 40kg, and they didn’t have laser rangefinders. It’s like tank simulator battles if you know what I mean; the gunsights are where they historically were, not directly in the gun.This makes in hard to aim, and a single man peeking out with no gunsights makes the huge turrets very inaccurate.


