since last year the target acquisition time was drastically decreased so there is a nearly instant target indicator. This was the first change in the wrong direction…
I second that - does the new machanic also applies to boats w/o director - means vessels which prev. doesn’t had a target indicator? I have no access to the dev server to varify this
Everything uses the new system regardless of FCS.
Imho, I can somewhat understand why they’re trying to further simplify naval AB aiming to attract more players, although I think having the system account for both your movement and the enemy’s ship is a bit too much.
If further simplification of the naval AB aiming system is required, I would very much prefer that aiming at the very least should require the player to make adjustments based on the movement of the enemy ship.
Also having the system do all the aiming for you can potentially make certain ships that have high rate of fire but worse ballistics more annoying, as they only have to lock onto you and spam without having to adjust for a much longer lead time.
But what u say all based on you know where the crew cabin is, and using realistic aiming mode in Acade battle, right? For the new player, they use the basic aiming in AB, and don’t know the detail location of the hull part, even don’t know how to adjust the distance.
Personally i like the change as it will bring more people to naval.
If i didnt want to use it i would just play realistic.
Yes, Gaiin not make this function, but also can’t mark on tactical map in ground RB. For the torpedo reloading, what u say just like unlimited ammunition, drop torpedo and hide behind island when reloading , and then come out drop another torpedo is unfair for larger ships.
No, I use Arcade aiming. I don’t like Realistic aiming, where you have to scroll (correct the distance manually) whole the time.
This current aiming system is actually very simple. The main issue is, there are no good tutorials inside the game that will teach players how to aim. They basically have to search for YouTube videos, and most players don’t want to do that.
BTW: The game without any skill element will be just point-and-click. I’m sure most players will find such system boring, so I don’t think this new system will attract more players in the long run. The devs already tried that before, with the lead indicator and then changing it to the instant lead indicator. The result was even less players playing Naval, because for many older players this game mode has become too easy (and therefore boring).
This new system will not only be very boring, but also confusing, because it will be different than other game modes (where you still have to make the correction manually).
When you think about this, this is actually funny. In Naval the camera follows the selected enemy whole the time automatically, and now the whole system will also automatically aim. It will be possible to just put your crosshair at the enemy, then put a heavy book on your left mouse button, then you can do something else and the enemy will eventually die. That’s how entertaining the new naval aiming system is. Especially with the additional mechanics that will allow you to sink the enemy ship if you hit the same area over and over again, you won’t even have to move the mouse left or right. A heavy book on the left mouse button will be just as effective as you pressing the button.
While I’ve always liked how many factors have to go into aiming in Naval (RB), the actual “user experience” / implementation has always been rather janky, so having this cleaned up and streamlined for AB makes a lot of sense.
We definitely need a better way to account for distance in RB, especially considering the current aiming system is so pixel-perfect fiddly that you’re basically locked into bino view (read: boring to look at, can’t see your ship, have no awareness, etc) for the entire length of any fight.
While I wouldn’t want this AB system brought to RB, improving the aiming experience is probably Naval’s biggest issue, especially for bringing in new players and making it more appealing/intuitive.
🤔 Perhaps just a constantly updated lead indicator, like in WoWs, would be a better alternative?
My concern is less about what you have described, and more about it being confusing for a newcomers. You would always expect to lead the ship. Shooting right at it might feel weird.
It might feel weird for ex-WoWs players, who are used to continuous lead indicator, and might be weird for the people coming from other modes, as neither in ground nor air battles you aim your cannons right at the moving target - you always lead it.
So… why no lead for the guns in naval arcade? I don’t understand. (And why just guns? Missiles, rockets, mortars and torpedoes still need the lead, right? 👀 I feel like getting guns on target was waaay easier than hitting anything with mortars 😅)
Can you show me where all these complaints are? I haven’t seen a single one in the forums or during a game.
Naval AB already made aiming easier multiple times by adding the lead indicator, then adding the relative position of both ships. This is oversimplified to the point of ridiculousness.
Imagine playing air ground arcade and simply having to point and click on moving planes and tanks. People would rightfully be livid.
I don’t like the new aiming system at all. This will take what little skill you needed for Naval AB out
No, they changed the damage system as well. Now you only have to keep hitting the exact same spot on the ship and it will sink. There is no more aiming for modules. It’s totally unnecessary as well. You can literally put your mouse on one part of the ship and hold a button until the ship sinks. There is zero skill involved. There is even less skill than the mobile app, and this is a PC game.
I would then suggest torpedo reload spots near the spawns as in many maps the cap areas are open and with the new point and click “aiming” the ships can very easily destroy any coastal ship (except SKR of course ;-) )
The instant target indicator which we actually have is a nerf to coastal boats and this new “system” is a second one to them. Actually very often coastal were killed right after spawn by bluewater from their spawn (depends on map)
Personally I dislike this change immensely, and haven’t seen many others that don’t share the same viewpoint. The new system is incredibly boring, skill-less, and encourages botting.
It removes any skillful play from arcade, and massively widens the gap between arcade and realistic, making it very unlikely for players to learn the realistic aiming mechanics. Its overbearingly mobile game-esque and even easier than WoWS’s aiming system.
Really hoping it does not reach the live server in this state, as it will be a massive detriment to the naval gamemode. A better solution would be a proper tutorial in game.
Why you hit one place and they sink, because they continue repairing and the unrepairable hull cause it, but most time one hull damaged can’t cause ship sink.
I don’t disagree. Just trying to look at it from the company’s perspective.
They have two very similar modes, splitting the audience and increasing queue time. Many feel with the faster reaction times required and more complex air and torpedo games, AB is actually the higher-skill mode over RB, the reverse of the rest of WT. And compared to the other modes, naval overall remains terribly unpopular, just purely in terms of player numbers.
So, how to fix. Well, if they want to get things back in order, RB needs to become the harder mode again, even as the two modes need to differentiate from each other more. But they can’t make RB itself harder, it’s struggling to keep players now. So they have to make AB easier, hope the people who played AB for the skill switch over, and then they pick up a new audience of low skill players who just like the shooting and explosions.
I suspect they’ll lose more of those long-time AB players than they think they will though, RB is still a slower mode requiring less situational awareness and having less variety of play than they’re used to and those players will tire of the new AB quickly. A likely outcome is, somewhat like ground and air now, we see an AB low-tier/RB high-tier split. Some people still play AB air and ground at high tier, no question, not saying otherwise… but in both those modes, as people play more of the game they tend to switch their primary mode to RB at some point. So if this change sticks, I’d be willing to bet the same thing happens as in the other mode, where AB has a strong gradient of low-tier over high-tier players, and RB the reverse.
You only have to hit one section on coastals for instance. If you hit the bow, for instance and turn it black, you just have to keep shooting it, and it will count as damage to the entire vessel. It’s a terrible mechanic,
Agree with you, naval AB now is same as RB, but have unlimited torpedo reloading, faster speed and bomber aiming assistance, other than that they totally are the same as RB.
dude, play more RB and u will know what I say.