You mean hiding behind cover that destroyer AA guns can usually fire over because they are lower caliber guns firing at 3+km at you and won’t break lock because the spotting system is broken? Yea that’ll work. Even if you get within 1km with cover you wont have a chance to calculate a torpedo run and fire an effective spread because you’ll get instantly dusted asnsoon as you come out of cover.
So… Simply don’t fly out in naval if you’re facing those? The game doesn’t require you to bring aircraft, and they are useful at certain BRs. However, single-aircraft attacks on ships generally aren’t advised (similar to how SPAA in grb usually don’t have 10x units opening up on aircraft like IRL) so it’s something you’ll have to live with if you decide to fly out against heavily AA-armed opponents, I suppose.
I was talking about costals since you said just use cover. Automatic engagement of any target with no player intervention is a garbage mechanic. Disagree? They did it with bombers and made the gunners usless because it was unfair for other players. Nothing like watching a destoyers main armament engage a different ship the entire time they approach your position and then watching AA armaments fire straight at you and there is no amount of manuvering you can do to escape.
Crazily enough, the point of Naval is naval combat. If we’re talking coastal, that sort of thing specifically tends to be pretty hectic, so having to skywatch while there’s a PG-02, Flak Barge, and SKR burning closer seems like it’d make for pretty garbage gameplay
I’m honestly glad, if you want epic air-to-sea battles play customs or single-player missions lol. CAS is an affront to fun gameplay in War Thunder…
You aren’t really following what I’m saying. The CAS side this autogunner thing is half of the problem, and not what I am discussing with you at this point. Everything I have said since you said this
has been about costals ships being automatically engaged by AA batteries on ships. Costals at 3.0+ (with a few exceptions) are useless because the Destroyers they face in uptiers (a norm of this matchmaker) can be woefully unaware that the costal is present but still get a free kill for no effort. Naval combat where one party doesn’t have to do anything for free kills isn’t combat, it’s broken.
The PT boat with the hardest hitting torpedos in game is useless because you cannot close the distance on a ship of any size because of the automatic AA gunners, even if the player is absolutely unaware of you.
There are 2 sides to this
The first is that you are controlling ships with hundreds maybe over a 1000 crew on-board. You shouldnt in theory be expected to do literally everything single-handedly and there is a limitation to how much you can do solo.
Being in something like a Cruiser and reacting to multiple incoming threats at once is a nightmare and being to just leave the AI to deal with some of it is a god-send. I can focus my attention on perhaps another cruiser, whilst things like PT boats and aircraft are engaged by AI.
The other side of it is that for those Aircraft, ships are almost impossible to approach. Certainly if you try to employ a torpedo. The accuracy is probably too high. The guns will readily snipe you.
Same with the being in a smaller ship like a PT boat. Attacking larger vessels requires sneaking up on your opponenet, but thats impossible if the AI starts firing at you the moment you enter 5ish km.
So there needs to be a middle ground. Perhaps Reduced AI AA accuracy. Disable AI AA fire on PT boats unless they are within 500m. Something like that. Just to create a balance between the poles
…Funnily enough, I’ll actually agree with that. I’ve found ship AI to be accurate to a fault, seeing as they tend to aim for directly where an aircraft would be headed and not account for maneuvers. Adding a degree of inaccuracy would benefit smaller boats a bit, and give more of a random chance to just smack planes out of the sky regardless lol
I think how id re-balance the Secondary and AA guns on ships is this
Secondary guns
Leave them how they are vs PT boats, but with a reduced detection range. Maybe 3km? Their current accuracy is pretty low anyway and they often dont hit anything
Increase secondary gun accuracy vs heavier targets like Destroyer. Really no reason why only 5% of your secondary shells even land close to something like a destroyer. Some 4inch shells arent gunna change much if you are slamming 6 or 8 inch shells into them anyway (yes I know you have the fire both at the same time thing, but that needs to be toggle-able via a keybind)
Secondary guns vs aircraft… Tricky, because i dont think they are that bad. Just reduce the range at which they start firing at targets (maybe 6km?) and perhaps add a bit of spread, but not more than maybe 10-20% in-accuracy. More than that and theyd be totally useless and leading HE-VT shells properly is really hard and I dont think the timed fuses work at all when player fired.
AA Guns
I think they should still fire, but have both accuracy nerfs and range nerfs. But it to be dependent on:
- Class of ship firing
- Class of ship being attacked
- Range
- Calibre of gun
So for something like a PT boat, AA guns shouldnt fire until maybe 500m-1000m in something like a cruiser, but maybe more like 1500m in a battleship. But something like a destoyer wouldnt fire at all, no matter the range. The accuracy to vary from calibre size and the range from target. Like 12.7mm MGs perhaps to be fairly accurate but heavier 40mm guns to have more a spread as the target gets closer.
Same should be true for aircraft as well. Have some guns have really poor accuracy at range like the 12.7mm MGs but have the 40mm guns reasonably accurate but still less than now. Also drop down the range that guns start firing at. So you get this real spread of fire that would look awesome to fly into, but maybe not be as deadly.
I think guns should have sectors. So youd not find yourself with every single gun firing at you unless it was player controlled. Only a selection.
Now as an alternative, you could have some guns fire at aircraft with AI fire and others wont. so maybe lighter armament would be AI controlled but the heavier guns didnt. But thats tricky
Ultimately. I feel there is a middle ground. Current AI control is too much, but no AI control would be just as bad. We need something in the middle and I think it needs to vary from situation to situation
This sounds like it would be nice.
It’s a good middle ground. Only addition I’d make is 20s and above actually firing at heavier targets, spraying over their decks
Yeah, Id not say no to that. It is strange why this mass of guns just ignores things like destroyers.
Especially when 40mms can be devastating. But despite having crews of hundreds of men, you can’t get them to simultaneously fire with primaries…
Yeah. its definetly a change id make. Alternatively, they could add a keybind to toggle secondary guns and/or AA guns firing with Primary guns. Perhaps also splitting AA guns between light and heavy. So only the heavier guns would be usable in that fashion. Just put down an ungodly barrage on destroyers that get too close
This amount of kills and assit will be 5k RP (Back in the days) Now what is this? Gaijin need to explain.
Man your activity time 2.52 out of 12.25, you lost and no premium what do you expect?
Yes, now we compare the rewards from two years ago.
So bring screen from two years ago to compare, i have them, grind is the same.
How to find the battle result of 2 years ago? It took me less than a week to get to rank 4 with playing less an hour a day while getting tons of money aswell.
I need the old day back.