There’s another piece of good news for naval players. In Arcade Mode, you no longer need to lead salvos, as the gunners will do it for you. Just aim the sight at the part of the hull you want to hit and press the fire button. The target will now always be in the sight’s field of view, even when firing on a collision course at long distances.
Naval arcade is about to become a lot more chaotic with all these auto-aim shells flying everywhere. I’m pretty sure this would just make games end much faster with all the rapid fire meta ships dominating the game even harder than before. Throttle juking and maneuvering would be much less effective I’ll imagine, and if you really want to be annoying, you can unload the entirety of your anti-air armament into another ship within range without having to aim at all.
and even the ships/boats w/o actual lead indicator get this “system” for their machine weapons - means e.g. the PR206 has to click and boom… and again… just easier as already.
The next step then will be that the “aiming” takes also evasive actions into account after newby players whining about some of there shoots don`t hit…
… in a few months…
“another fantastic improvement of naval arcade! your ships are completely controlled by Ai - you can relax and watch your ships move and fire w/o need for this nervy mouse action. You may even start the battle in background and the result will be given afterwards…”
When I was testing it on the dev it appears that the AI controlled ships in arcade will have a really good hit rate went into a custom battle full of AI and I got shredded. It also appears that AI gun controlled turrets, both secondary, and main will have a 100% hit rate. Also hitting planes is now extremely easy as you only have to aim for the center of the plane. That goes for machine guns as well even dreadnoughts with a small amount of AA guns will be able to take down planes pretty easily if left to the AI.
That sounds like unintended consequences of their dumb changes. I can’t imagine they actually want that kind of accuracy from bots. What’s the point of even playing arcade at that point?
so we all assume that they don’t play there own game - even the changes in targetting time last year had a massive impact on coastal gameplay - they are much quicker to choose as target…
There is no way they could be playing and making these changes. Just those quicker targeting changes you speak of made ships with good FCS totally irrelevant. I just don’t get it. How can you develop a game you don’t play or understand?
I will try the new “systems” but I am afraid our worst nightmares come true.
If wt wants to get naval arcade a WoWs clone players will stay at the original…
its still very sad there was no response from the devs or any other GJ staff to our complaints… only looking at the active discussion about “turret baskets” for tanks which is a thing only affecting a small number of vehicles and no basic mechanic of gameplay. in that topic there is a lot of feedback from GJ staff - but here…???
yes - but there are still a lot of issues which should be improved - e.g. a reload option for torpedo boats outside caps. Even in ground RB they created these ammo boxes - in naval Rb there should be a reload point near the coastal spawn. the torpedo speed is lower as in arcade - but its impossible to sneak near a bluewater due to the ai secondaries and AA which start to shoot even if the player hasn’t noticed the approach. Then mark the logged target on the map and the very near targets - w/o this artillery is impossible to aim.
For blueweater fleet RB is not so much different as arcade - but I preferred coastal-arcade as it (was) the funnier and faster mode.
By and large there is no actual feedback or response from the devs or mods to naval changes, ever. This is the standard. It’s infuriating, but alas, it is how things go. I, for one, am just no longer going to play naval until this is fixed.
That’s really what it feels like, that the team at Gaijin just do not play or understand anything about Naval. It’s how we get every battleship devblog talking about “great firepower and protection,” it’s how we get nonsensical game mode design that encourages players to sit still behind cover for the entire game, and it’s how we get aiming changes like this that no one asked for.
I tried coastal in naval arcade and it was absolute chaos. Autocannon rounds flying everywhere and getting sniped at ease at longer ranges even by bots. Maneuvering means practically nothing when you get gunned down by a high DPM cannon that doesn’t have to aim. If you thought the changes were bad enough for bluewater, it’s even crazier in coastal where there’s a lot of high DPM and unarmored boats.