Navy battles are very annoying atm

1 Hey, I play Coastal - nooo, I play bluewater = your experience is false.
2 SKR/Saetta/etc can easily destroy other coastal boats who dont have enough firepower/durability to deal significant damage (fact) - this is just nonsense and I have no idea = I ignore your points
3 Getting 1 shot-ed in your own spawn within a couple of seconds since spawning = sorry but the enemy can play better, you are crying

You have never engaged with the points I make - you just use logical fallacies. Either you dont know that you are using them or you are ill intended, the result is the same.

A. You are not engaging with the points made but dismissing them by inserting false dilemma and a type of subjectivism, in which your way of playing coastal is superior/better/the correct way to do it, therefore the other way is bad. (I wonder why Gaijin slapped a To Battle button on the coastal boat setup.)

B. This (highlighted but) is just nonsense and I have no idea how you could possibly think that :/
You are just engaging in Ad Hominem, Appeal to Ridicule (Dismissal Fallacy) and Begging the Question (Circular Reasoning).

C the other team just has good players/not unfair and you are crying is more of the same low quality ignorant stuff you showed us in A & B.

The game will not get more enjoyable, as it should, if you think the way forward is to shut down criticism by these low quality methods. You can apologise, educate yourself and do better.

So since the latest update for some reason the naval gameplay has been absolutely completely utterly ruined! Here is why in detail.

So i am i long time naval player, over 5 years now… theres been updates which have made naval more fun and more realistic as the updates have come… but this latest update has just completely destroyed the naval shell mechanics… the way shells hit and when they hit the water, the range finder is way out of sync and not accurate in any way.

So after the update… aiming at a ship lets say 8.5 miles away with a battleship with 16 inch shells capable of peircing 500mm of armor at the angle designated at the time… the ship was coming towards me along with many other ships… this was a battleship… and this has been happening every single game since the update… ship is 8.5 miles away… so you aim at lets say 8.3 miles (accounting for shell travel and the direction of enemy ships… during the shell travel after firing… the range finder will thne erratically change to 8.6 then immediately 8.2 then back to 8.5… then as the shells near the target within 2 seconds of impact… the shells go OVER the ship by over half a mile!!! When clearly the ship is supposed to be 8.5 miles out coming towards me at a certain speed and distance… and the shells are missing constantly… now when you do finally get a hit… the shells which are supposed to penetrate DO NOT penetrate… they simply bounce off the target… or simply dissapear as though shells just got magically deleted and do absolutely zero damage at all. And it gets worse… diving shells that hit just below the water line now simply disappear as soon as they hit the water… getting ammo racks is now impossible almost and the shells just do not go anywhere near where they are suppsoed to go, do no damage at all barely, and when they do hit the water line they just vanish… and now trying to kill any battleships is literally impossible with ANY AP or SAP shells from any battleship or any Battlecruisers… the armour degredation is also broken after the update… you can hit the same spot over and over again with 500 shells (this actually happened to me during gameplay) i was 1.25 miles away from a sharnhorst and a malborough… i was in a kronshadt… a very powerfull BC… and no matter how many times i hit the area where the ammo racks are… NOTHING happened… direct hits on the ammo racks… clearly shown instant penetration but yet again as soon as they hit they do no damage and disappear. The sharnhorst went from being a difficult ship to kill to now being absolutely hilariously non destroyable… all the big ships have to do now to exploit the chance of being killed is simply NOT to repair thier ship… if they do not repair, they cannot die… no matter how many times you sink shells that are suppsed to pen 600mm of armor at 1.25 miles, i put over 500 shells into the same spot on the sharnhorst and absolutely zero damage occured to the ammo racks, the only thing that happened was damage to the armour plating, not even any flooding occured.

This is now ridiculously unrealistic and is almost unplayable and not fun! Please please can you look into this and revert whatver was changed with naval BACK to the way it was before as its just silly now that we cannot do any damage, the range finder is completely out of whack by almost half a mile most of the time and the lead arrow indicator is also way out of where is shows hits will hit… they miss by at least 100 metres every time. Please fix this!!

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I’ve been playing quite a bit in the last few days and haven’t encountered anything like this, do you have actual video/etc?

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And again in English? I play coastal with and without blue water in lineups

yes - all the high BR coastals easily destroy lower coastals - why would it be otherwise?? no idea what your point is

Impossible since there is actually spawn protection - even from torpedoes

You are certainly knowledgeable about logical fallacies

Ditto - replays or it didn’t happen.

Drache (coastal) with Pzgr39 and 37 barely scratches other coastal boats with only a couple of mm of steel on them, not even mentioning the almost non existing damage to cruisers. If planets align yeah, you can see the damage colour chart barely changing to yellow. If I play a heavy cruiser like Admiral Hipper or Graff Spee, as you said, the damage is not consistent against other cruisers or BC/BS. Only a couple of areas get damaged but it looks like it doesnt progress beyond a point and some areas simply take zero damage.
The aiming thing, like you said is messed up. Even if you fire shorter by approx. 0.1-0.2, the shells will gonna do whatever they want because magic math or something.

If you ever bother to read my posts you will get -the idea, what my point is-.
Until that magic moment, I decide to ignore your low quality trolling.
Yes, Im certainly knowledgeable about logical fallacies and spotted your bs from quite a distance. I pointed it out to you, but here you are again, writing more ignorant bs. Such an inspiring example of a helpful player you are.
Ditto, read my posts & get -The idea- or just keep the ignorance to yourself and do troll some other posts/threads. Thanks.

Because the literal purpose of the BR system is preventing that type of power imbalance in the first place. A vehicle is supposed to have a reasonable chance of winning a fight against an intended opponent within the 1.0 BR spread. That clearly isn’t the case here. A downtiered late coastal boat has every advantage in firepower and survivability, so you have these boats just melting one enemy after the other without them being able to fight back.

Coastal is the most broken, unfair and unbalanced mess I have ever played in this game, and that’s saying something.

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You mean like a missile SPAA facing off against an MBT, or similar? :P

No, because tanks aren’t the intended targets for SAMs.

Yes, exactly. Different types of vehicles have different roles, and aren’t inherently expected to be able to have a “1v1 quickdraw at noon” with everything else in their BR bracket.

Bombers and fighters being another example.

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compare torpedoboats at the same BR like PR206 and Hugin or Pfeil. in a 1:1 the PR206 wins quite easily based on its immense firepower. I don’t know if the Saetta or Freccia has a chance vs the PR206. In additon the PR206 has much better torpedoes (speed and range) as all other top BR boats. The same with the SKR7/1 comparing other frigates at the same BR like Karl Marx or other - in every 1:1 the SKR will win - again based on firepower and damage model.
Another issue is the drastical decrease of targetting time for bluewater and most of the frigates. This has a very negative impact on gameplay of small coastals - they are now much easier to destroy due to the nearly instant target indicator.

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Bombers and fighters are a poor analogy as the objectives are completely different. Bomber objectives are PvE. In naval there are only cap points and other players to fight. So role is irrelevant. All that matters is damage output while still being able to take at least a few hits. If you lack either of the two, which is always the case in an uptier, you’re completely obsolete. It’s like having one of those unarmored potato trucks with an autocannon fighting a Gepard in an open map fighting over caps. Even if they can technically pen the Gepard, it just has the superior burst mass and survivability to win.

To be honest, I don’t know how Gaijin could fix it, but some decompression would be a start. A boat with a couple 40mm Bofors or 76mm guns (like the PT-812 and the MBK-161 early) shouldn’t be facing stuff like the Pr 206 in a mode with caps and PvP objectives as the norm.

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Even if you have vehicles with different roles, you can still kill and heavily damage fighters with bombers and vice versa. Its not a case of fighters always winning or vice versa. Either you have never played planes and you are just pulling examples out of thin air or you are writing stuff in bad faith.

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Rather like the previously mentioned tanks/SPAA example.

The core point I’m getting at is that ships inherently have more “internal diversity” than tanks or planes, and thus not everything can be expected to 1v1 everything else. Especially when we’re talking full uptiers.

Except SPAA doesn’t have to fight tanks. Or cap points. It’s meant to destroy planes first and foremost. Anti-tank capability is secondary.

Which is all well and good except when the game expects players to do. I just played a match where boats had a direct line of sight from spawn to spawn like one kilometer away. And yeah, you get spawn protection. For what, 5 seconds? 10? What does it matter when you have two or three enemies with bigger guns and more resilient boats firing at you? People complain about tank map design, but not even the worst tank map is anywhere close to this level of atrociousness. People at least have to drive for a bit before they start camping the enemy spawn.

If what you’re trying to say is that the game can’t ever be properly balanced because of the multiple varieties of vessels, sure, I agree. The problem is the game doesn’t even try, the BRs are so stupidly compressed that it makes early jet BRs reasonable in comparison. Separating BRs a little would at least give some early boats a bit of breathing room and make the game somewhat playable.

Also scrap the maps. I admit I know very little about naval history, but I don’t recall the reading about any big naval battle where both sides spent the whole time hiding behind rocks of some tiny archipelago. I’m sure there’s a balance to be found between giving players no cover and turning everything into a camping simulator.

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F1 game
Kill 2 or 3 coastal boats, cap 2 points = look, a chance to win
Enemy team has 1 SKR = destroys everything, caps 2 points - 9 kills 20k points of damage, never dies = wins the game
F2 game
4 Pr206, 1 Saetta sitting behind rocks and shooting rockets, 1 SKR spamming rockets = enemy wins
(oh, and a Saetta rocket kills my plane @ 6 km away
Awesome!

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W game
More Pr206 and US Douglas with guided missiles = enemy team wins again regardless of how well you can play. No skill needed to spam rockets and win.

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M game
Do your daily tasks - yey
or
the enemy team has SKR-1 = 3 planes, 9 boats, 4 assists, 3 bases captured with zero deaths

For the ppl in the back saying go play bluewater, the % of daily/special tasks to complete there is small x % of getting a map where you could complete the tasks, example: kill planes - in a br people barely spawn planes and/or they are on the other end of the map to reach them. So, you think - I will go back to coastal - where you get SKR, Pr206, Saeta and destroyers in your base. Fix it people.

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No. Yes, rockets are awesome. But the boats that fire them are easy to kill. This is the least of navals balance issues. Your problem are not the rockets, so I’m not even sure why you’re mentioning them. Your actual issue is the lack of advanced coastal boats for some nations, due to historical and other reasons - combined with overall too much compression in naval. Those playing the Pr206 and other advanced coastal would love to see you have better coastal vessels, because right now, those players are spawning into battles where they mostly see destroyers.

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Preventing what Gaijn thinks is EXCESSIVE imbalance for sure, but their idea of what constitutes too much imbalance never seems to be teh same as players’, and it certainly does not prevent very significant imbalance that can be a major obstacle to winning in lower BR equipment.

That is a presumption I’ve never seen written by Gaijin - certainly lower BR equipment in all modes CAN fight and do damage and sometimes kill higher BR equipment, but it usually requires some help - egg a counterbalancing difference in player skill, catching the higher BR by surprise or distracting it with other opponents etc.

1 on 1 you should have no such expectations.

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