The firing computer calculates: relative speed in both axes, relative heading, lateral lead, vertical lead
When aiming in RB, you are the fire control room:
You are provided: range, then periodic target speed and relative heading
You calculate: lateral and vertical lead
In this case, AB is technically closer to life than RB in your role as CO.
The problem in my mind is not necessarily the automation of this process. In fact, I think it’s stupid that the so-called “firing computer” doesn’t give you rate of close in RB. Instead you have to guess on experience and crank the mouse wheel to provide the right vertical lead, which can lead to wild variation between shots.
The old AB system did all of this. The problem in the current AB system is that it relays the firing solution instantly to the guns with no ability to correct it, removing any sort of agency in where your shells go. This ironically makes them less accurate between two highly skilled opponents, while uplifting noobs that don’t need to learn how to lead and therefore get overwhelmed when they try RB.
And what’s in the advertising? Realism, accuracy, and tough-love skill attainment that would make Miyazaki blush. Y’all had all the handholding you could have ever needed with the old system, and you cry and you moan until Gaijin gives you a paci to shut you up.
My expectations are that people would actually want to learn how to play the game. If you want gameplay you don’t have to think to get good at, go play WoW and leave us to the game we were promised.
There’s nothing to learn, brah. I’m playing. There’s no game. Players PLAYING the game are ACTIVELY saying that there is no game AS they’re Playing the game.
…you’re just saying words.
Here, I’ll do it too. @Kweedko , how about you play a few matches before you start trying to have an opinion here. All these players are telling you you’re wrong. All you do is play Air Arcade. Try playing some Naval matches and you’ll understand what we’re talking about.
The overwhelming majority of players think the aim system blows. Revert the Hornet Aim Changes.
He never played Naval until the day after Hornet’s Sting, when the aiming mode got lobotomized.
My man never once got to experience the original aiming mode at all!
The gameplay is absolutely horrid. Straight up zero skill zero effort zero strategy zero anything. Torps useless. Planes useless. Auto aim. No movement gameplay. Horrific spawns. Bad maps. What is even going on at development side I have no idea. Complete RNG dmg model where the worst players in the game can 1 shot you from 10km away (At least in air/ground you can out-maneuver, flank, hide, strategize and use teamwork etc)
Skill ceiling is non-existent, which is caused by zero depth. The only people who like it are people who like boat-history and people who abuse OP ships against cardboard enemies. This is both NAB and NRB.
@Lattrell_Spencer Heya fren! Are you still around/active? Since your thread has become the de-facto “main thread” about the current issues/complaints players have with Naval Battles, I wanted to see if you are still able to modify the tags for your post because this one only shows up in the Arcade section of the Naval threads:
If you are not around, or are no longer able to edit the tags, please let me know. Might ask a mod to edit the tags if possible so that both the Naval Arcade and Naval Realistic forum sections can see it.
And/or if anyone has a better suggestion/idea for the tags on this thread, please let me know. I am not an expert on the best way to tag threads for best visibility, especially within the Naval sections.
additional nerfs for aircraft in naval arcade is totally silly. But as it seems that the only voice that GJ is listening to is yours, @Kweedko there is no need to invest effort from others
I do not see it as a nerf. They are removing the separation of Strike/Bomber/Fighter classes, and making it solely dependent on load-outs. This makes more sense overall imo.
For GRB and Naval, there are some BR ranges where there are not enough different classes of CAS to use, thus severely nerfing your ability to spawn CAS more than once. With this new concept you could use a CAS load-out with ATGM’s, die to other fighters, and then still be able to come back in with that same CAS vehicle but with just AA missiles, since the spawn cost should be much lower than the first spawn in. Whereas before the Spawn Point cost goes up by 2x or something? I think this new system will be better overall.
The only question is precisely how many spawn points will be required, for exactly which load-outs, and if it calculates based on previous or current spawn. Regardless, those specifics can and will be tweaked I am sure, but I still like the sound of this new system rather than the simple and “dumb” system now that only looks at the differing classes for multiple spawn ins.