Naval mode is finally dead

Oh btw, Damage control action no longer affects reload time.

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damn ok, missed that change. was kinda dumb to begin with, assuming the crews from the turret would just teleport into the hull to patch some holes or sth. anyways, this should be a feature where people that want to set it up this way can have an order of which repair, pumping or fire extinguish should automatically take place one after another, maybe you then have to start that action with a keybind, but theres no point of having it automatically doing its thing when the system as is was more or less fine. (could have used some refinements of only repairing critical components, repair guns first, then engine, or engine first not guns but not always repair all superstructures and aa that will just get blasted again 2 sec later)

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Got an answer from Smin. Apparently you do not need to use the new automated system

That’s… not the same thing as keeping the old system, though, if that’s what you asked.

Leaving it as default probably means you get the new system, but if you don’t select one of the three defaults, everything repairs at 1x if it’s the only kind of damage you have, and at a higher multiplier if there’s two or more types of damage at once. Which is kind of what it does now unless you do what everyone does and has fire on A and cancels repair when there’s a fire to fight. Now everything’s on A, effectively, and you can’t cancel repair types at all, you just switch over to the better preset for the situation you’re currently in.

It would be better to try this kind of simplification just in AB rather than trying to change both modes together every time.

Maybe @Smin1080p_WT might clarify for us about the new system then?

spawns still need work - especially when you don’t get to choose like on encounter maps.

It’s return to hangar boring when you want to go out to the open water, but you spawn on the inner point and then have to dodge all the ships going to the L point where you can’t even shoot the objective targets.

ALL these multi icon single spawns need to be split so that we can go to where we want on a map without a clownish festival of collisions in giant ships and irritating transfers of momentum.

Franz Joseph Land could do with another spawn, same with Japanese Port where I want to go south but it’s just not practical in any way that I’d consider good gameplay.

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These bot player boats which appear even on player tab have still crazy AA aiming over vast distances.

I guess Gajin just reduced AI accurary on human player boats and ships.

Unfortnately like 75% of each team consits of these AI bot players. So spawning planes in Naval RB is still pretty much pointless.

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You could play NAB where full players teams are way often than in RB.

Enjoy your broken Cyclone guns
https://community.gaijin.net/issues/p/warthunder/i/bYD5w95llxuR

image
love to see it

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literally never had one EVER. and I literally just grinded all the German bbs

Maybe cause you played single ship 192 times on not so populated BRs? But you still got 6 vs 6 or more teams most of the time if we look at your replays, while NRB guys struggling 2 vs 2 or even worse. Besides that naval event which attracted players ended in September.

so if we go back in time and play a different br range (that you don’t specify) we’ll have full games?


Sure thing, travel back to yesterday

btw. just now game

What you noticed there is actually a problem with the HEI-T shells’ arc of fire:

Spoiler

In general, this vehicle is almost unplayable if you rely on these HEI-T shells. When you research pure APDS shells, it works fine, but the problem is that APDS shells in Naval have very poor damage and aren’t really worth using. So without properly functioning HEI-T shells, this vessel is basically dead.

I managed to spade the USS Cyclone, but it was one of the worst experiences I’ve had in the game.

NOTE: While writing this message I had the idea to ask ChatGPT about this, and it directed me to the 25 mm Bushmaster specification:

Spoiler

You can see that the HEI-T shell has a time of flight of 3.3 s to 2 km. ChatGPT calculated a TOF of about 6.9 s to 3 km with a simple drag model (excluding elevation, gravity and air-density changes). Accounting for a full ballistic trajectory, ChatGPT estimated a more realistic value up to about 7.8 s.

I ran a test in War Thunder and measured roughly 7.6 s to 3 km for the HEI-T shell. I timed shot and hit markers in a recording, so this is quite accurate.

So the drag on this HEI-T round is huge, and apparently realistic. What seems unrealistic is the default belt that mixes HEI-T and APDS. ChatGPT confirmed such mixed belts are technically possible, but they make little tactical sense because the two rounds require different arcs of fire. In the game, the turret is always aimed to make the first round in the belt hit (in this case HEI-T), so APDS rounds that follow end up on a completely different trajectory.

There is another problem: HEI-T rounds have an auto-destruct fuze after a certain time of flight. Because these HEI-T rounds lose speed so quickly, they often self-destruct before reaching long distances. The practical result is that on longer ranges the default mixed belt performs terribly: HEI-T rounds simply disappear and APDS rounds miss because the turret elevation is wrong for them.

Given these facts, I think the default mixed belt should be removed. Keep HEI-T and APDS as two separate belts, probably with HEI-T as the default loadout, even if it’s less useful on most maps because of engagement distances.

BTW, I wish I’d had ChatGPT two years ago. I suspected the weird arc was caused by drag, but I couldn’t believe a modern gun would use rounds with such extreme drag. Turns out that’s actually the case. Maybe it’s less of an issue in real life, but in the game it makes this shell practically useless. And the mixed HEI-T/APDS belt in War Thunder makes no sense at all.

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The r130’s 37mm secondary is 10 degrees off when fired in unison with its primaries, making it nearly always miss. Switch to secondaries let the ai control primaries keeping the accuracy. and fire the secondary yourself 10 degrees off intentially to correct the cross eyed firing systems.

I hear what you sayin.

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+/- 1.0 also needs some thought, the power difference is much more severe in naval

this may change a little if ships are forced to repair vulnerable things like AA guns and loose crew a bit more vs this tanking-like situation you can achieve by just doing fires and breeches, but cruisers and most destroyers would also be weakened by this while having no real way to damage early battleships, especially if they lack decent torpedoes, which doesn’t seem to be considered for their BR.

I can’t imagine how they’d actually work out, but 6v6 etc would be fine too.

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What they can do is make matchmaking +/- 2.0 even 3.0, but correlate probability with the BR difference (like a bell curve or sth)

They can do the same for air and ground too. It allows better representation of capabilities with BR without changing too much what enemies you meet

I barely did few big tasks for the BP this time. I don’t play for days, only to get disappointed by trying to catch up and getting a huge losing streak over and over again. The more I play the more losing streaks. This is not an accident. It’s some twisted, deliberate nerf. Soo many matches still continue to be 0 tickets to 95% losses. It’s unbelievable how this game sucks these days. I moved to planes and there more steamroll losses. Anywhere I go, the same suck. Yesterday, I think I played 7-8 matches and got just 1 win. Why even bother?

The funny thing is something like 10 days ago I had about 10 wins in a row. I activated 300% boosters for Naval and POOF a losing streak starts. 3x 300% boosters and 3 losses in a row with the enemy having most of the tickets left. Before the 10 wins streak I had something like a huge losing streak that always tends to last for a week or even multiple weeks. These swings are sickening and just prove that the game is fixing matches. You have very little influence for the outcome. If you start doing well, the game just infuses a bunch of new players in the middle of the match, tips the scale and you get steamrolled. No point of pushing forward, as the game will add new players and spawn them right in front of you Star Trek style. You are all battered and POOF 3 new players with 100% health.

Another fun factor was last night a match where enemy had 4x7.7 top br… while we had NONE. Our entire team was shifted down by .4 BR. Small teams, yet still top br is packed by 4 enemy players while we got a bunch of 6.7-7.0. The outcome was a total steamroll. This game has became a total joke.

Now with the servers problems I have a hard time finishing up the big task for the 8 nations. My last match was especially bad with server lags every few seconds. I couldn’t even get into a match, as the game was hanging. I lost 3 ships due to the game being non-responsive. I never lose 3 ships.

Everything sucks and Naval is in the worst state for the last 7 months. The game started going downhill 3 years ago and I just don’t see things getting any better. No premium time and no plans to renew anymore.

Yes, the multiple days away from the game make me feel less irritated. Every time I play I see major flaws in the game design that break it. What’s the point of even tolerating this anymore? The best time in Naval was around the 1st battle pass. Around 2-3 pass they started jacking up requirements for the tasks. It was still ok, but then they started screwing with aim 3 years ago and things went in a wrong direction from there. The totally screwed up aim recently took the cake. Even now, when enemy is behind some cover, I often see shots getting spread up all over the place except hitting the enemy. You cannot see a marker telling you what the enemy is doing. It’s just a guess work, so when enemy is changing direction and/or speed, the automatic aiming is slow to react.

Shells scatter all over the place. This was gaijin’s deliberate doing. Their stupid ham-fisted approach is failing. They increased the scatter due to top BR battleships, but now destroyers and cruisers have to suffer as well, especially in constant uptiers. All you can do is spray and pray. It made me fully disconnected from the game. There is no immersion anymore. It’s just synthetic click on some blurry mess in the distance. I just better save my time and my eyes. Years of staring into a blistering sun in the game and now everything is blurry and hazy all the time. So stupid…

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I don’t understand what you mean, or what sth refers to

however, having a 5.0 lineup facing 7.0 ships would be a complete nightmare - the maps just are not set up for this kind of gameplay