This is not valid statement, yes it started as air realistic and moved to tanks and then to ships but this is not a beta. They actually advertise Naval as part of the game and of coarse shell premium ships, so no, this does not explane the terrible status it is at this time.
By the way as you said it started and still advertize as realistic but they steadily make changes that are the complete opposite.
Bata was in 2012, it’s a live service game now.
We could sarcastically say that Naval is currently beta quality, but I didn’t use that word anyway, more charitably I called it a mod with implied ‘work in progress’
The primary point I have against the ‘dumbing down’ crowd is that NAB is now MORE realistic than NRB when it comes to representing fighting with large ships.
I do agree that they killed a fun gunnery game, but I’m not missing it so much, perhaps because I’m older and not so interesting in mastering a meta to get ahead - I use persistence and cash instead ;)
waiting 5min for a game to have an average life time of 1min while mindlesly clicking is not my thing.
They changed the rules in a game set that is not build to support it.

Doed anyone play to get the torpedo chalenge for the BP?
Yes I did - I recommend japanese destroyers, they have the long-lance torpedos which are quite fast.
It depends on the map how many matches one needs - some maps are more “torp-friendy” than others.
Best map for this is “fireland islands” where the bluewaters spawn in melee-distance from each other resulting in a slugfest
I don’t recommend japanese torpedo destroyers period unless you know how to do this thing called evading.
Japanese DDs are often less durable than other nations with the added problem of mediocre to poor firerate (with exceptions) with equally (again, with exceptions) ammunition types which is a recipe for being farmed for a free kill. Yes, they have a 20km range with type 93s but anyone that isn’t a bot will immediately attempt to evade a potential torp spread.
The most new kids friendly nation period is the americans; the only times they actually ‘struggle’ as a nation is 5.0-5.3 cruisers and dreadnoughts (primarily their 40 second aced firerate barring one or two dreadnoughts)
The biggest advantage japan has at low tier is the painfully mediocre Kako and assuming it isn’t up tiered.
i did it in like 3 games, just uptier yourself to BB br range and spam lances

legit strat
I can’t say I’d gainsay your approach or this assessment (“we shall buy our way to victory!”), I just think the dispersion values they use are just too tight and unaffected by other real-world limiting factors (basically using the equivalent of range benchtesting figures as the MoA values for real-world performance of a firearm, irrespective of what your gunsights actually allowed you to do, which everyone would see as silly if we were talking rifles) to call anything about NAB “realistic” after you turned all those true aiming aspects over to the AI as well.
If they’d replaced the gunnery aim-off enjoyment (as unrealistic as that was*) that they had previously with the current more passive aiming/firing but added more compensatory aspects of complexity to the survivability (fire control systems, advantages to surface radar, weather, visibility, sea state) where skill and ship knowledge could still convey advantages to a player, I think it would be a more satisfactory game loop. But of course, they tried to simplify that as well with the recent damage control changes, and reversed THAT to keep both systems in a new, messy repair system melange, because at this point they’re really just grasping at straws. Their last two store premiums sold terribly, their player numbers are back to where they were a year ago, the bots are back (but at least being fought off fairly aggressively so far). As it is, it’s just not a very satisfactory naval game in any respect anymore.
*I do get the point of the “I’m a ship captain, I have people to do that” argument against manual aiming in a battleship game. My counterpoint would be, well then why do you think you should press the mouse button WHEN to fire then, either? Battleship captains aren’t standing on the bridge shouting “fire” like Captain Kirk, either. If we’re being consistent to “things captains wouldn’t do,” the game should at most just be assigning target priorities and letting the guns go off whenever they like. But I think everyone would agree that would be even more disliked by players. So to me “captain agency” is just not a very useful lens on trying to figure out what Gaijin thinks they’re trying to do with this mode. But honestly I don’t think they know anymore themselves either. The real naval warfare grognards have games like War on the Sea which actually delivers what the naval diehards always said they wanted in capital ship action. The “I just like to do ballistic physics in my head” nerds have NRB (and yeah, there’s not many of that type of nerd who are also naval geeks, but there never were). So… yeah. I think most naval play now (both modes, but NAB even more so) is getting PoH and BP challenges done fast and making SL to subsidize your play in other modes. Once you take the other stuff away and don’t replace it with other mechanics as they’ve done, that’s what it has left as a purpose.
What is naval
Same here. I initially tried to get the challenge done during normal sessions with Soviet DDs at BR 5.3,
which netted only 1 torp kill after several battles. After switching to AB (ewww) using Shimakaze and Yuudachi at 7.0 it took only two battles (open circle map- 3 kills, Franz Josef Land- 8 kills) to complete it.
Yap initially I had a terible idea to play 5, It’s just no fun any more.
You immediately getting under fire at spawn, A/A are everywere etc
Anything from 6,3 and up is just 3-4 games.
a severely neglected gamemode
Gotta be honest the mode is Semi Dead for me cause at top Tier now its like oh you want to have fun? sorry Soyuz spamming monkeys that perma hammer down on their movement keys like its some whack a mole game with their keyboard. There really should be a movement lockout of like 5-10 Seconds once uve gone into reverse or forward
This mode is extremely boring, just like the land warfare mode that has only occupied three strongholds for so many years. Its map design and game mechanics are nothing but low energy and lack of ambition, and I can’t think of any other adjectives.
Except for some players who really like giant ship cannons, the value of this mode only lies in obtaining more Silver Lions for other players. As for why it is a naval battle, we have to ask why Gaijin’s land and air combat profits are so low.
But is that all? Will gaijin allow you to smoothly obtain the Silver Lion? Of course it is negative, even if you spend real money to support them. For gaijin, the priority of this mode is to prioritize survival over minimizing the profits for players.
I have been focusing on naval battles since the update in April this year. After the update in April, killing AI was very efficient. But two weeks after the update, gaijin added an avoidance mechanism to AI. Subsequently, in the updates from July to September, players who frequently play naval battles will surely feel that AI is becoming increasingly difficult to kill. Whether it’s the evasive maneuver of predicting the landing point of the shell, rapid drainage, the one second extinguishing of the ammunition depot, or the shell walking and hit effects under the Elo mechanism, all make it increasingly difficult for the game to benefit. Usually, the number of kills per game is between 4 and 8. If the ground cleaning command is activated, usually only 4 can be killed during the command period. If you dare to exceed the profit limit set by Gaijin, which is about 600000 silver lions per hour, then your matching opponent, hit probability, and effect will definitely give you a clear answer about the effect.
So how do we play games now? Usually, after starting the game, I only need to attack 3-5 rounds to know if this game belongs to me and if I can earn sufficient profits. What motivation do I have to play a game that already has a known outcome, knowing that its profits do not meet my requirements, and its game mechanics are extremely boring?
This mode should have been doomed long ago, or in other words, only when it is in a state of imminent demise, will this mode not die. As long as there is any chance of survival, gaijin will let him die.
So, naval battle players, what should you do?Do you still want to continue purchasing super battleships for $80 each?
never had issues with ai ships
absolutely whacked balancing is more of an issue
no such thing in naval (or any other mode for that matter)
The only mentioned AI behaviour change I can confirm is the their tendency to change course as soon as you target them, in order to face you bow-first to provide a smaller, more difficult to hit profile.
This doesn’t happen all the time, but often enough to be noticeable.
Well, it sounds like naval damage rewards are getting a substantial rework in the upcoming update. It sounds positive to me at first read-through, what does everybody else think?
Looks like it means more rewards (SL/RP) in general, that’s always good.
It’s a little sad they’re giving up on detailed damage modelling and making it all about crew% as hitpoints now, but shrug.
Looks good! Doubt it’ll solve the wrong kill credit with barbette fires though, as those don’t deal much crew damage
Edit: it also doesn’t really explain how kill credit works on target sinking by means other than crew loss, like flooding
How does this reduce damage modeling? It just makes the rewards more dependant on crew damage
Vessels in War Thunder have effectively two types of damage mechanics: the durability of each section of the ship, and the percentage of crew. Previously, damage — and therefore rewards — was calculated based on how much damage was caused to sections of the ship that contained crew, and not explicitly tied to crew itself.
This could lead to situations where a player has depleted 80% of a ship’s crew but has only caused 15% of the damage, which would lead to only 15% of the reward (SL, RP, mission score, award damage). This is why you may have noticed that destroying coastal vessels provided much more damage points on the scoreboard, because of the difference in their damage model.
In the next update, damage and all of the associated rewards will be tied completely to crew, and not to the sections of the damage model that contain crew. This should make the process of damage and getting rewards much clearer, as crew is a more tangible and convenient source of survivability. This change will mean that you’ll regularly get a much higher damage score when fighting large ships, and higher rewards too!
So before, a boat had 1200 earnable points from damage and a destroyer (to pick two examples) had 2000. Score, in addition to the kill/assist reward, was damage points done/10. Because you’d one-shot the boat (and it only had one compartment often), you’d see the 120 score points in a pop normally. Destroyers had a few compartments, so while you could still get the 200 in a pop with a one-shot, the score reward from damage could fraction in different ways depending on how the compartments were blacked, effects of repair, etc.
As I read this, the score is now going to be tied directly to crew loss%. It’s unclear, but it’s likely a boat will still be 120 total cumulative damage score reward, destroyer 200, etc. But if your hit does 10% crew damage, however you do it, you’ll get 20 score points on that destroyer.
So in this case the compartments are really just storage boxes for those crew points (which should probably reward centermass and citadel pens more as you’re more likely to kill crew that way). Note this is separate from the OTHER compartment system used for the “hull integrity” mechanic, which don’t map to the internal crew compartment subdivision scheme (which players can’t see except when those compartments turn red in the damage model).
My beef would just be that’s kinda throwing in the towel on making a game where ships actually fight like ships. Crew drain was not how ships were taken out of action in the 20th century. Looking at War on the Sea lately and its detailed compartmental damage model reminds me how far we’ve gone from anything that resembles actual naval combat. It’s just hitpoints now, really, not significantly different from how WoWS does it. It’s another “rules simplification” in a year of rules simplifications. It’ll make the grind easier, but won’t do much if anything to attract new players to the mode.