New ARCADE aiming

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.

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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.

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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.

1 Like

🤔 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 😅)

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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.

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I don’t like the new aiming system at all. This will take what little skill you needed for Naval AB out

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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.

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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.

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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.

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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,

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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.

Way back when they launched naval, the devs said they likely could never make this work as a mode with ships bigger than destroyers, or modern missile vessels. I suspect a lot of the current AB audience, well, more than they’d like anyway, will decide they’re right and move on to other naval games.

I recognize it’s wicked hard to find a way to make it work in a real-time game, but the simple fact is most of the core of battlewagon naval combat in this era isn’t maneuver, it’s the complexities of long range precision fire while on the move. That is the actual meat in the bun here. By abstracting all that out, all you’re left with is a Naval Damage Control Simulator in AB, and not a very good one. AB players will tire quickly of the precision ammo-racking this will produce, I suspect.

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I don’t know why so many people repeat this so often.

In Naval Arcade:

  • almost instant FCS (lead calculation)
  • visiblity rules are completely different
  • it’s easier to select enemy ships, mainly thanks to nameplates
  • maneuverability and speed are improved
  • you don’t have to manually correct the shooting distance all the time
  • unlimited torpedoes
  • unlimited missiles (at least before the devs changed it, now some vessels are limited)
  • unlimited depth charges (they could be useful when submarines will be added to the game)
  • faster turret rotation speed
  • faster breach repair speed
  • Arcade rules for planes (different flight model, unlimited ammo)

And probably many other things I forgot to mention. Saying these two game modes are “very similar” is definitely not correct.

Using the same logic, you could say Air Arcade and Air Realistic are “very similar” and Ground Arcade and Ground Realistic are also “very similar”. In fact, there are much fewer differences between Ground modes, especially after the devs removed unlimited rockets/missiles from Ground Arcade battles (now both game modes use exactly the same ammo box mechanics).

It’s also interesting that Naval Arcade was always the most popular Naval game mode (I know Naval Realistic players refuse to accept this). Maybe in devs heads the aiming change in Naval Arcade will force some Arcade players to move to Realistic. But this is a very risky move, especially these game modes are so different. I will probably just stop playing Naval game mode completely, I’m 99% sure I won’t move to Naval Realistic. If Naval Realistic is so unpopular, maybe this game mode should be changed instead? Because there is clearly a problem. Making the Arcade game mode significantly worse just to force their players to choose the lesser evil and switch to Realistic seems like an idiotic plan.

Like I said before, I don’t see how such change could attract new players to the game mode. In Ground Arcade and Air Arcade, you still have to do the correction yourself. Yes, you have some helpers (e.g. in Air Arcade you have lead indicator), but guns don’t adjust automatically there, you still have to move your mouse left/right/up/down to aim before you fire (just like in the current Naval Arcade).

The new aiming in Naval Arcade is unintuitive, even new players will struggle to understand what is going on. Every player who played Ground Arcade or in fact any other similar game knows that you have to lead to hit moving target. Even if you play FPS game you have to do this. So, are they trying to attract 5-year-old players who have never played a game before? Because after this change the whole Naval Arcade shooting system will be literally holding the left mouse button (you don’t even have to look at the screen, just hold that button) until the enemy dies.

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Just wait for the feature to make its way to RB, then ask those who are saying just to play RB, how they like it…

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I both play AB and RB, this change will make AB aiming system like WOWS, more new blood is good for everyone, so I welcome this change.

1 Like