Nope, Naval Arcade has the same buffs to vehicle speed and handling. Check it out in Test Sail.
Honestly I prefer Naval Arcade’s increased speed and mobility, it makes dodging torpedoes really fun!
Nope, Naval Arcade has the same buffs to vehicle speed and handling. Check it out in Test Sail.
Honestly I prefer Naval Arcade’s increased speed and mobility, it makes dodging torpedoes really fun!
This is always such a killjoy for me.
FTL…
All it’s missing is some control of the direction of repairs and systems - something like the new radar interface would be great - plenty of room for more keys and binds IMO
We need to be able to disable parts of the ship - it’s wrong to have AA and some aux guns (especially on top of main guns) manned for long range battles anyway.
Disabling main guns, bridge and fire control probably doesn’t make any sense, but a toggle for propulsion repairs would in terms of coefficients/parallel actions/crew interop.
Disabling AA,Aux and torps also evacuates the crew, with a delay for crew to get there and be vulnerable, and more before firing.
Empty guns should not repair or get crewed
Also, AI target selection needs changing: ships, boats+air (also 40mm cannons should shoot destroyers when in ships mode too? like the 30mm do (bug?)
Also2, really the whole default controls for naval needs a rework:
firing on capslock (or tab, bigger keys = more satisfaction ;)
1,2,3 to select gun class
4 to link firing
alt-1,2,3,4 for ammo
` (~ or whatever on yours) cycles ammo type
Some small subs in the coastal tree would maybe work - even if generally useless except for those times when ships have pushed in and speedboats aren’t able to get to cover fast enough
No,at least no for any ship below a battleship.
Maybe you want AB become faster,but i don’t think that way is good.DC control should be a strategy for players,maybe control flooding is not very fair like you said below,but it should not be solve in this way
To be honest, my read of the situation is that it dumbs down the game mode. We already have lead indicators in the form of the fire control system (even though I’ll admit that I am not sure how else to integrate them as a feature) and the overshoot indicator that is needed for some reason. I feel like these types of “quality of life” feature just simplifies the game mode to the point where the learning curve is flattening out to a boring line.
Edit: Ah, just saw that the idea have been listed as optional. I’m not sure how optional this will really be, since the two systems aren’t really mutually exclusive from the “saving crew” problem they wanted to fix.
I suggest to add a hotkey for changing of DC mechanic, instead of “in options” switch. So every player could switch it in battle, according the current ingame situation, which will add more flexibility to gameplay. If you not ready to combine them, having coefficients with in battle changeable presets and manual damage controls at the same time.
When your small playerbase (<20K per day) that runs a niche money pit for 7 years does not like a unrealistic mechanic change, you should listen them.
Only it took a month with delaying the major one week.
i see, well yeah i think i experienced it because i think some custom servers use the arcade modifiers for ships mobility. Anyhow it doesnt feel like such a big increase no? Maybe 10 kph higher top speed and marginally quicker acceleration…
Yeah flooding (or not repairing and pumping flooded compartments) or having to flood because a need to counterflood if compartments on the side that is getting shelled are flooded beyond repair should have at least some downsides (besides the obvious much bigger draft so much lower top speed, much slower acceleration.) But because they basically removed underwater shell pens it means ships with already low ammo racks become almost unrackable. Then why not make that an option, but with more drastic downsides (maybe on reload or whatever, I’m not sure what would or could be most realistic) So you could flood (or counterflood) which was an automatic thing i think some years ago, to preserve the ship but at that point you would have to rely on allies te realize you need immediate support because it leaves you more defenceless. Or somehow rework underwater shells, which were a thing irl, as people posted on this forum…
In Arcade EC there is no acceleration for ships so they sail as in RB. In regular battles it’s 30% difference, but most of this boost is in the modules, so you have to research them to be faster in AB. It’s a big disadvantage for a stock ships in AB versus topped ones. Besides that bots in AB sail with RB speed - it’s one of the reasons of them piling up on respawns.
A bit of a digression, but has Gaijin stated why in EC the arcade mobility bonuses aren’t applied?
I feel like the mode would work just as well with them.
For sure AB naval EC would be much better with all AB rules applied to it. Semi AB EC is neither fun for RB guys nor for AB guys.

cool
now undo the arcade aiming changes and spawn distance changes
You know what would be really great?
Gaijin talking to the players. Perhaps player round tables where the people who actually play a given game mode can give their feedback. Hell, implement surveys in game so you can do it that way, either way works.
Ask the question : “why do you think more people don’t play naval, or give up on it quickly” and chances are you’ll get the answers you’re looking for.
That way, the things which need improvement can an actually be improved rather than guessing and going down the wrong path like changing damage control when that’s not the problem in the first place.
So yeah, gaijin should actually talk to the players and listen to the feedback rather than making changes in the dark and hoping it helps.
You could create suggestions in proper section of the forum, but doesn’t seems like EN community like to do that, instead of “gibe new vehicle” spam. While on RU there is plenty of them forwarded to devs, and some of them already implemented in game.
So you have you tribune to be heard, you just don’t using it.
You would have o ask yourself why this is.
I suspect it’s largely due to the lack of engagement from gaijin in this forum, which leads to the feeling of not being listened to. Never been to the Russian one, do the devs comment on there?
They act same as here. Most of interaction is via CMs.
Fair enough.
Personally, I think gaijin could do a far better job of engaging with the players and taking feedback. I understand why they’re reluctant as the players can be quite… rabid about stuff but still, more opportunities for feedback couldn’t hurt.