Richelieu: The Last French Gunslinger

haha yeah time to be a pain to all the custom servers where some dudes that are struggling to kill anything in ground or air rb got nothing better to do than trying to sink people in ww2 battleships that just want to float around in their 13.0 modern jets. one button tap lets the whole server know you prefer to just sail around and dont wanna deal with that stupid i see red player need to kill mentality

To be fair, I wouldn’t be surprised if custom battles after this update start igniting the servers

You need players in order to make sales, as paid goods don’t just sell on their own.
Also, looking at the most popular premiums in the store, ship premiums are less popular than “Starter Packs” for various nations.

Sorry to say, but you need to be on some military grade copium to think that Ground and Air aren’t financing WT and keeping it going.

@PlayedStatue626-live
I do wonder why, don’t you ?

Other modes have some glaring balancing issues but that doesn’t make them a desolate space, why is that the case ?

Why has the majority thread descended into pandering to what? Three whinging players who want to see naval dead (but never play it it seems) instead of actually discussing the aweosme addition to the French bluewater tree?

This whole topic is pandering to a very vocal minority of what essentially from my pov is just heavy trolling. And if it isn’t that it’s really poor form to be derailing like is going on. It can’t be anything else than trolling though, why is this even allowed to continue derailing this thread so massively? This is the sort of nonsese that makes it less enticing to interact here too btw if any mods may be listening.

As a French bluewater player, I cannot wait for this. I’ve pretty much just about finished the entire tree (coastal too) and I couldn’t welcome this addition more, I’ve noticed some aweosme info in the thread shared by some so I’m off to do some reading up on it (thanks for that info those of you who supplied it) beyond what’s in the OP

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Because as stated, naval hasn’t had the repeated attention that the others receive from gajin hence why naval content has been slow.

Again, was it this necessary for a GRB player who has no interest in naval to join a naval discussion and start proclaiming how naval should be dead on the basis of a presumption

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How is french coastal? I’m planning to grind it once I get the Amiens

Heli PVE ec? That is an absolute mess, boring af to play and nets 0 rewards but is played because its the only way to spade helis or grind them (with premium helis, otherwise useless for grinding). It’s way worse than even heli pvp but somehow its here, well people dont have another option.

Or assault? well, idk who plays that at all…
Or the campaigns?

Theres tons of modes in this game that mabe worked like 7 years ago but are still in game after all that time and having no changes or work done on them (looking at you especially heli pve)

Naval is not one of them. Same as SIM, which actually is way better than the 3 minute attention span lover’s paradise that is ground rb

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Because it apparently needed once (hopefully) competitive french top tier ship after all those years and now the mob got the torches and pitchforks out. The richelieu made people say: It’s enough xD 5 or 6 new top tier battleships will go to the costs of the possible new addition of the tenth T-80 and the possibility of adding another Leo2 variant to another tech tree (yeah we hit a dead end for ground, scary ik)

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It’s weird because I never saw anything in the Vanguard thread, it started to flair up in Sevastopol/Gniesanau thread and now we’re here.

Very difficult tbh, I’ve had most success with the two VLT boats tbh, I’ve found anything before arras just gets eaten within seconds usually,. French wood doesn’t seem to be able to take hits like other woods of the world haha
The French costal seems to be made out of paper really so the speed of the vlt’s helps out tremendously

I’ve not played Amiens as I intended to sell it tbh as I usually do with BP vehicles, however it actually seems quite decent in the matches I’ve come up against it and am currently in two mind to sell it or not as a result, I’m kind of waiting to see more feedback on how that turret astern behaves when hit and if it’s a massive weak point or not

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The T1 vtbs were fun from my experience and since I used to main UK coastal, I should hopefully have experience with some of those in the french tree.

Thanks for the heads up.

probably because its the third naval devblog
normally these additions fly under the radar pretty much until the devstream or even until patch day
now gaijins making a big song and dance about the new ships so suddenly the flybois/mudsuckers notice there is actually a third game mode and they’re feeling left out
even if this patch probably won’t have all that many more new ships than most other patches

having said that, it is kinda odd that they haven’t done a plane blog yet, or a ground one that isn’t an SPAA

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Right? While nothing for air was shown, multi part vehicles is huge for ground, so I don’t think they would be left out this update (this is coming from someone who currently plays ground the most currently).

Also wasn’t the badger an ifv?

I’d already forgotten about the Badger to be honest
but I stand by my point, it’s got no armor and an autocannon, basically an SPAA

Fair enough

But maps are most likely made by other people than the ones making ship models.

Also yeah naval has glaring problems that make it difficult for beginners or almost unplayable (maps, compression, balance especially between coastal, dds, cruisers and bbs all in one match but also between bbs themselves) Those problems keep people from continously playing it even if they enjoy the mode in general i think. But: big parts of those are imo easy to solve and wouldnt mean reworking big parts of the mode. Models and damage calculation is good, balance between the top dogs is somehat ok, about half the maps are decent though maybe just a bit too small for the top dogs.

-Decompress
-Improve maps
-Improve spawns (quit the mass spawning 12 km away from the other team with no way to maneuver or find cover)
-Find a way to either create maps suitable for coastals, destroyers and top tier bbs without every 7.0 bb absolutely crushing every 6.0 cruiser just for every 3 cap match to be decided by 2 pt boats. (Adjust ticket drain, max 1 cap for coastal area, other two should be bluewater caps, maps big enough that you wont get shot from all directions just for trying to push one cap with enough time for 2 min because of stupid fast ticket drain)…Or just remove coastals from bluewater matches, make the coastal zone a destroyer/cruiser zone. All those different ship classes just dont mix very well on those tiny maps if also every match needs to end within 10 minutes. There’s also no need to have them in top tier naval matches because coastal already has its own gamemode. Why is it necessary to have half the top tier bluewater matches decided in 5 minutes by 3 guys that have nothing better to do than beelining 2 caps in pt boats before any of the players that want to play the big boats can reach them. Just for everyone to queue again?
-Force Balance teams. No more 3 battleships vs a team with only cruisers. Or uneven numbers of players

IMO thats not reworking big chunks of the mode. slightly increasing the map sizes and move the spawns shouldnt be such a massive amount of work if it massively improves the gameplay in top tier naval? Especially since theres already naval ec on the weekends (and though sadly half the time with the stupid new arcade mechanics and aiming but still) which is very good and the sole purpose to grind and keep playing naval (As long as the current state of naval rb is as it is…rb for grinding ec for enjoying). at least for me

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i didn’t say air and ground don’t make benefits, but you can’t affirm naval is on a deficit either. When it comes to mechanics, the game mode receives very little compared to the rest

When it comes to modelling, you would also need to take WT mobile into account

Anyway, i’m happy they gave the post 1943 variant, it’s going to be a nice no fly zone. I wonder what the front plate thickness on Richelieu will be, as it will be an important factor to take into account when angling. Wonder what the pen will be too. Should be around 590@10km with jacob de marre’s formula, but i guess we’ll see

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I wonder if the weaker AA refit will be added in a folder

But tell me the reason behind that.
Is it because it’s ludicrous to give the 1%ers the same level of attention as your money making modes ?

@Der_Zerkquetscher
Yes, helicopter modes are dead for multiple reasons and it’s a good thing Gaijin isn’t dedicating any more time to those. Some modes are destined to fail and saving those is futile outside using some wild moves that might heavily backfire.

If WT kept Sim and Naval and ditched everything else I think we’d be speaking of WT in past tense.

They might be the part of a different team, but all of them work for money, which is the important thing here. If you remove the people working on ships, you all of a sudden get some money that can be allocated for other things, like adding more people to the map design team, thus increasing the amount of work that can be done in that regard.

I’ve read your reworking notes and I’m pretty sure Naval will never get any meaningful decompression if they don’t get a massive spike in player base.
Your point of “improve maps” is very vague and might lead to a giant rabbit hole and a money pit which, when looking at your 4th point, is very likely.

What you wrote in your 4th point requires a lot of design changes when it comes to maps and balancing all of that would require a lot of trial and error. Doing all that might increase Naval’s player base, yes, but it also might be foolish to not spend those resources into making other modes, which are more popular to begin with, much better.

Vast majority of the player base is already hooked to ground/air, so if you fix their common woes it might make much more people happy, thus making them spend money on your game.

I get your points, i still think that for the exquisite price of 80€ for one (almost) top tier plane or any vehicle, also the upcoming top tier premium ships it should be possible to:

-Increase the map area by 3-5 km in each direction (mind you, the maps there already exist, its just the playable area that needs to be increased slightly), optional: add some more islands/cover.
-Move each spawn 2 km further out
-substitute the coastal spawns for destroyer/cruiser spawns in 6.0 battles and up
-adjust the match timer/ticket drain to go with the bigger distances that need to be covered until a cap can be pushed or is under control of one team and the time it takes to be able to contest another one after being sunk.

These ships, especially at top tier and with how the aiming and armor works are designed for long range combat, at distances closer than 2 km its just hopeless. But maybe the 3 cap gamemode with 3 caps in the middle and each easily in range from the spawns doesnt work when it takes you 10 minutes to cover that distance (putting you closer and into more danger) and recap (with 0 time to do so) while you can die anytime from anywhere on the map.

As a starter

Srsly how much work can that be?

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