To begin with, I never seen anyone asking Gaijin to lower aiming time in arcade, they done that on their own for whatever reason. With old aiming time of ~10-15 sec, ships had resonable amount of time to avoid salvos. Everything was better before they started their ‘‘fixes’’.
Yeah that came by surprise. It makes sense to speed up engagements, and it was so short, there was nothing wrong with quickly changing targets. I actually miss the old delay system. Found myself thinking about that not too long ago. It’s a theme of deleting their own gameplay features. It’s so odd. You used to be punished for changing targets because of the delay, so you had to pick your target carefully and destroy them satisfactorily quickly. Or you had to learn to aim during their maneuvers. If people swap targets once someone starts turning, they don’t have to get good. They can just swap to the next motionless target. This probably happens even more often with AI aiming now.
@Kweedko If they revert the changes… Otherwise there is no game to come back to. It’s step up to RB or play Warthunder Go. There’s nothing to come back to.
True
Not true - aiming time wasn’t how long it took salvos to hit you, and that length of time is still unrelated to aiming time - you look for the tracers in the air and if they are coming like they are going to hit you you change direction hard - that is still the case!
That’s opinion - I have no issue with the new aiming system and in a couple of ways it is more realistic than the old one:
1/ real life gun directors aimed at the enemy ship
2/ real life gun directors were continuously updated, not just at fixed intervals
be careful … she goes crying to the mods if you post stuff that is true about her
she only has her basement to love and she gets lonely so she gets upset easily
At a certain distance it didn’t matter, just as it doesn’t now. But at longer ranges 5.5-6NM it sure did. Obviously if player at receiving end made evasive actions.
Realism in arcade? But even so this has nothing to do with realism. IRL captain do not fire the guns or even stear the ship. There would be no gameplay. Also there are big difference IRL in fire-control of somenthing like Ikoma (Tsukuba class) and Des Moines.
No - we are players - that is not the issue
In terms of the mechanisms, accuracy, speed of getting an initial range and ability to follow course changes etc sure - but not in terms of being continually spotting the enemy and passing direction to the guns - that is continuous even in local control systems.
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Cannot speak about all ships, but I’am pretty sure that atleast in pre-dreadnought era guns were manipulated manually by the gun crew inside, Even during atlest early dreadnought period only thing that changed was the appearance of the central fire control department, but the guns were still aimed by the crew based on the information received.
However, in any case, realism in relation to control is not appropriate, the ship is controlled by tens, hundreds, sometimes thousands of people, while the player plays himself. I (as a player) want to have some impact on how well or not i do in game. Recent change made game process feel as a big RNG. Ps: a boring one to.
I just played my 1st Naval Arcade Blue Water battle since the update and calling it a $h!+ show is being generous. How is this “realistic aiming” when I aim where I want to hit (as advertised) and most of my shells don’t even land in my field of view if I am zoomed in until my 5th volley and, even then, they are flying almost an entire county away?!?!?!?! I finally went with aiming half old style and half new style and started getting some hits but closer to 25% of what I am used to getting.
I manage to get enough points to get an airplane and I keep my Avro Lincoln well away from everything as I target a battleship on the periphery. Why? Because I am afraid their might be a guided missile gunboat or destroyer out there with a 287% probability of killing my plane. Then I blew up from a 45mm shell from a ship over 7 miles away which, by the way, is over 5 times the maximum (unclassified) range (not effective range but maximum range) of the 57mm antiaircraft gun which is a far superior antiaircraft gun than the “let’s make do” 45mm gun.
Yep. lol
That’s about where I’m at. I’m drifting into the realm of gratitude for them finally freeing me.
With the F-18 added, they’ve got to be approaching the end of the content updates aside from vehicles that already fit into the established eras.
There can’t be that many left that serve much of a purpose.
I don’t know if that means a new game from them is about to be released or what.
How do you end a game this old?
I guess it is a developer defending the new system :-)
If not the one who implemented it
UPD: Now I get it… he/she was the one to ask for that on RU forum (Naval mode is finally dead - #118 by Kweedko)
The funniest part, the votes were 64% against
Have to agree. Huge problem as a console player it wont let me point and click with a controller leaving me at a severe disadvantage. Add to the fact you can MG people from anywhere taking a plane is worthless. You get blown out of the sky the moment you spawn in. If the enemy targets you first its over. There’s no surviving or returning fire your just dead. As I said earlier you can get one shot from across the map by someone hiding behind an object. Navel AB is completely worthless. Let’s not even get into the game crashes since the update.
Literally went from being one of my favorite modes to no fun at all for me. Well done, Gaijin.
I never quite understood what the leading arcade curser did back then? One would think that it would predict the point where you had to point and click. But it wasn’t really.
It was never clear, which motion was already figured in this predictor. Your motion, their motion? Was changing range also compensated, only his, only yours?
At least now, if both sides move straight at constant speed, you will likely hit.
You could have achieved better results by just making the prediction circle adjust real time instead of iterations. Or just improve the frequency of those iterations.
That way, prediction will be more accurate, but it will still require skill to hit, and will not take away the fine control you had over your shots
exactly - previously to the decreasing of targetting time the bluewater didn’ hat time to lock on costals in the spawn so they were mostly save to go out of sight. with the instant targetting this changed drastically - a good example of not considering any side effects of changes in the game-mechanics.
They did that a while ago.
You have fine controll but don’t speak the language of the ranging officer. The old solution wasn’t very satisfactory. When I tried realistic, I could aim as well as before, because arcade really was not much help for vertical aim, only horizontal.
At least before you had time to adjust your aim. Now you just die. From what I can see kills are down you simply don’t live long enough.
I tried testing this out but couldn’t get into a game… waited 10 minutes and then decided to to try RB where I only waited 6 minutes before the game started…
I’m pretty sure half of my time in WT is waiting for a game to start (I play a lot of sim where waiting is basically half the battle)
I’m on the verge of losing my daily login streak.