in naval a lead marker for planes also shows up at short distances - but if you aim at this marker your shots gone fail (this marker is a artefact from before the aimbot update). One has to aim at the plane directly - and this is possible at far distances
Agreed it was a stupid change, at least let me use RB aiming in arcade like i was able to do before, i cant get my shells to go where i WANT them to go with the arcade system, i miss shots i would easily make if the dumb game wasnt trying to play itself for me. I have not played arcade at all since they added this asinine mechanic but i would come back to it if they reverted the change because it WAS the more fun game mode to play for naval.
yeaah, new arcade aiming is really sh*t!!! not skill but ONLY RNG. 200 shots but only 35 hits!!! it is crazy!! next game 5 shots and 5 kills :D new aim system is stupid RNG!!! it is not normal!
You are mistaken dispersions changes for almost all of the guns, enlarged maps and BR shifts(where some ships now play different maps brackets), and changes to fire barbet kills nerf from the last patch which led to bad accuracy and scoring. With changes to aiming.
Adding: You can override Arcade stuff in AAB and fly with Stick & Rudder rather than mouse pointer aim (friend refused to fly planes with mouse. Biplane arcade with stick & throttle = do not recommend, but it’s possible.)
You can’t do that in Naval Arcade.
This is a valid point, but I would like to point out that what you’re describing is what we had BEFORE they changed AB aiming. You had a continuously updating circle that you could shoot to (dispersion pending) guarantee a hit on a target at constant course and speed - just like in air arcade. You could then lead the target as you see fit to predict course changes or hit a specific point.
The problem with the new system is that the automatic targeting removes any agency to lead the target, predict course changes, and often doesn’t even work on ships going bow-in. You don’t get to pick where you shoot anymore unless the target is on that ideal course. In this manner, it’s sometimes even harder to hit things than in RB.
Literally all they needed to do to improve AB was make the AB lead indicator constantly update and put the range to target under your crosshair instead of the ship, so you can read it while leading.
probably never reversed(cause player numbers are ok), maybe someday it will be replaced with some other system but i bet it won’t be in any near future
Since I played Naval Arcade both on PC and PS4 before I can actually hit my target because I’m not a stupid mindless player and I could dominate the opposition with my aim.
But now with this awful new mechanic I can’t hit crap. I have to AIM MY 40MM GUN BEHIND THE ENEMY TO HIT THEM. HOW DOES THIS MAKE SENSE!
I agree, I would love to have a setting (option) for manual aiming.
Are you tried to actually practice how to handle new aiming in test sail?
of course we have, its terrible, I never used the old arcade aiming mechanic when I played either because it was also retarded. The RB aim mechanic works perfectly fine and we used to be able to use it for AB and now we cant. Its a problem and the game is worse because of it.
You can safely ignore the disingenuous troll. It pretty much never has a reasonable conversation. You are wasting your life trying to have a discussion with it.
You not even playing Arcade since who knows how long but way before the Aiming patch.
Because you are sort of put in the position of the captain of the ship. Fire control produces a solution directly from telemetry observations and feeds it to the turrets. This is reality.
I already tried, I’m still annoyed with the new system. I decided not to target ships so I can still manually aim, but I’m still at a severe disadvantage.
Can someone please advise me how to aim and hit something? I aim at the middle of the ship and fire 10 salvos (1 salvo is 8 rounds) and out of those 10 salvos I only hit one. How is that possible? The new aiming system doesn’t work on battleships. I charge for 30 seconds and then I don’t even hit a ship 10km away from me. For boats the new system is great but for battleships it’s ONLY RNG. I aim at the middle of the ship, the pointer shows 10.25km away from me and my pointer shows 10.25 and it still flies once in front of the ship and once behind the ship. and the enemy just turns and shoots and my ammo explodes. Ship arcades only have stupid RNG and no skill. This system for battleships is garbage! and in realistic battles hitting a ship that is moving is impossible for me. so I can’t play ships because you broke my ship arcades.
Have you left a vote on my poll yet? [Poll] with multiple options for the changes to Naval Battles
looks like the troll is a clear loser in that poll
yet she still defends her brilliant ideas as the best ideas ever
silly troll
Yeah, it’s rough alright. I can’t really give you advice because beyond the point-and-click interface, there’s no reliable way to correct for enemy course changes. You can try aiming higher or lower on the hull, but that’s about it. As for realistic, make sure you set your distance correction to the scroll wheel, then you have to do the math in your head. Watch whatever target angle comes back in the so-called “FCS” and practice. Do note that if you scroll the impact pipper over the target’s hull, it will bounce as it travels over the superstructure. In this way, you can get the target’s approximate range without dealing with the error inherent in the range number Gaijin gives you.
You can’t take sudden changes into account this applies to the target as well as your ship. The aiming system seems to be replicating the function of the Dumaresq and Theodolite together with a Vickers clock to generate fire solutions fed to the turrets. I don’t know how well they modeled this chain of calculations but I can tell you that the Dumaresq takes relative bearing and relative velocity vector into account, but cannot compensate for linear or angular acceleration. Especially accelerations of your manuevers. This is why your shots are scattered during a sharp turn or sudden change in speed. Same for the target. Acceleration is not registered. This is very realistic.