The uncertain future for modern naval content


Hello fellow naval addicts and else-minded forum users!

The most recent devblog season, along with long-standing concerns about modern ships have prompted me to make a short post regarding the potentially highly flawed implementation of more modern anti-ship-missile-capable vessels into the current naval modes and tech trees. This thread should serve as a starting point for genuine discussion on how to fix the issues I will try to bring into the spotlight.

With the release of the Richelieu-class Jean Bart battleship devblog, discourse has started up again over what will follow the last of the battleships, as this is the very last battleship France ever commissioned. With Smin also alluding to these additions making their appearance in the ‘near’ future,

one has to ask how well these ships would actually fit into the current balance, maps, and gameplay. Simply put… they don’t, not without major changes in each of these areas.


AShM ships in War Thunder

Balance

Gaijin has so far largely avoided adding missile-capable ships, and the ones that have been added either rely ‘only’ on repurposed SAM systems and low-yield SACLOS AShMs, or were implemented without access to their real-life arsenal. And for good reason. As seen with ground and aerial vehicles, the capability to use fire-and-forget weaponry comes with a BR tax, even if sometimes an unjustified one.

Following the logic Gaijin has applied to tanks, aircraft, and helicopters, AShM ships would sit well above the Lütjens, Bravy, or USS Charles F. Adams, and would therefore fall within the range of light/heavy/battle cruisers and battleships — if not even at the currently highest echelon of BR 8.7+.

But do anti-ship missiles justify such a rating? No.

With how current armor and damage mechanics work in naval, anti-ship missiles will be next to useless against vessels with a substantial amount of armor. If we compare the closest currently in-game contemporary to missiles like the Exocet — the MBDA Sea Eagle — against battleships of the top ranks, we can see that they only deal superficial damage at best, unable to penetrate the heavy armor to reach the weak spots that matter.


Sea Eagle impact

They simply were not made for these kind of threats.

One option is to give them a low enough BR to put them in the range of lighter targets like late-WW2 destroyers and early light cruisers, but this is far from optimal either, as it would put these older ships in a dire situation themselves. The aforementioned ships (Lütjens, Bravy, USS Charles F. Adams) already put this disparity in balance on full display, with players simply sitting back in spawn and hurling missiles across the map, one-shotting destroyers with a well-placed hit to the ammo rack.

Gaijin will have to separate missile-capable ships from older vessels due to the range and capability gap, and avoid pitting them against any of the Dreadnoughts or Battleships, so the modern fleet isn’t relegated to a gimmick.

A new modern-vessel specific matchmaker is needed.


Gameplay

The second concern I want to address is the kind of gameplay such ships would actually offer.

Gaijin, in their attempt to replicate reality as closely as possible, would probably give these ships the heavy-fleet spawn point, or possibly one even further out. Players would spawn into combat, be met with a radar screen full of enemy contacts, fire off their missiles, and… immediately run out of ammo. Two minutes after spawning in, the player would be faced with the reality of having to traverse tens of kilometers to reach the nearest capture point in order to rearm, falling back on smaller-caliber autocannons in the meantime and likely meeting their end at the hands of an enemy AShM. That’s assuming rearming is even an option to begin with (big circle maps).

Closer-in spawns, for fast attack craft like the Albatros-class, would likely not fare much better. Non-vertically-launched missiles would need to initiate hard turns after firing in order to avoid crashing into friendly vessels and surrounding terrain on their way to the target — if the control surfaces even allow for this in the first place.

There is no other way to put it: Gaijin will have to give AShM ships unrealistic capabilities in order to make this mode playable and profitable, possibly taking a lot of inspiration from how they’ve been implemented in the much more arcadey War Thunder Mobile.



All in all, Gaijin has a very difficult task ahead of them if their aim is to provide players with an enjoyable modern naval combat experience that goes beyond the “oh look, cool bote” hangar-preview aspect. These ships will be harder to balance than the long-awaited submarines, which already seem stuck in development hell.

If these flaws aren’t worked out, I personally don’t see modern vessels coming to the game.



Do you want AShMs in WT naval?
  • Yes
  • Maybe
  • No
  • I don’t care
0 voters
Do you think the current selection of modes and maps are adequate for AShMs?
  • Yes
  • Yes, but with small changes
  • Maybe
  • No
  • I said that I don’t care
0 voters
Are you willing to sacrifice some realism for the sake of gameplay?
  • Yes
  • Maybe
  • No
  • Are you serious?
0 voters

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Thanks for reading this ramble of a post!

7 Likes

they first have to rework naval before even thinking of adding more advanced ships

5 Likes

A lot of stuff to criticize already, yes. One can only hope that they have sth in the works. Like they did with the missing torpedo trails which got fixed with the water/weather graphic overhaul last patch.

3 Likes

i am trying to et into naval because i have a few premiums from Battlepass but the grind for mods and new ships is hard i am even scared of rank 3 and 4 boats they cost too much to repair.

1 Like

This is part of why naval SL modifiers are so high, tbh, but those are still like. They get up to G.56 before gaijin stopped trying to balance air by repair cost numbers in there it’s insane

i swear the reason for these naval premiums is so that they can slowly just start making ships better each time, making more people wanting to do naval. its like they are just slowly building up the naval tree, with all the premiums and more modern ships

I have played Naval ec matches for 2 hours or longer where i did decently well (in the top 5 spots of the entire team) without dying insane amounts and lost in the tens of thousands of sl as a reward. Now i don’t play naval ec to grind sl and sl are a non issue for me, it still makes you wonder how newer players might view this gamemode, where the possibility to die 20 or more times with barely any kills (especially when youre new) is quite high -and if they dont have premium time- lose 100.000 sl for a 2 hour effort of fighting superior battleships in their destroyers and only die. They surely all return to play again next weekend.
Its quite interesting in the very least and i never would question the mighty snails activity time multiplicator, repaircosts for certain ships or whatever influences these outcomes that heavily, hell nah.

2 Likes

How to play naval: turn off advanced damage control in the options menu. Please note you have to fight with the system on first spawn because asinine reasons Gaijin states as ‘not a bug’.

Second; load at most half ammo. 33% is doable on some ships as well.

5.3 british cruisers can take full ammo because nobody is going to be able to hit magazines anyway.

Do not sail in a straight line if you start to take fire. Become the most annoying thing possible by evading.

1 Like

I think the first thing that needs to happen is just to give everyone SAM ships. Only a few nations actually have those, and then work up from there.

Also other mechanics that have yet to be added like N2N radar and perhaps being able to fire guns at a radar target that is behind a hill or something, then that can eventually evolve into locking onto a naval target with early ASMs and multi-role missiles before finally going late ASMs

what about coastal?

That’ll be boring. It would be better if they add paper battleships with some balance.

The biggest problem(s), as I see it, with the addition of modern planes, tanks & weaponry
is that they have tried to just stuff it all into the same game dynamic as the older
vehicles have always had. While it has worked fairly well for the older stuff, I am not sure
you can honestly say the same thing for the top tiers.

I don’t play any of that stuff myself as I do not see the game to BVR and automated/guided weapons . . . it just isn’t there for me. But to each their own, it is there for those that
enjoy it and that’s ok.

I can still play the lower/mid tiers and have fun playing that game dynamic which I enjoy.

Ships and naval have a far different range of vehicles in that they can and do last a LOT
longer in real life, usefulness and technological advancements were slower.
They simply have not changed as rapidly as planes or tanks have.

That being said, to me, it would seem that modern weaponry would be even more
“discouraging” to play in any kind of naval set up. Especially with what we have now.

Vastly increased ranges, more powerful modern munitions and delivery systems,
all seem to point to extremely large maps no one could traverse in any reasonable time
and just turn into a point and click snooze fest. I do not see any game there at all.

Lobbing big ol’ pixel shells in the 6km - 16km range is ok . . even with the RNG nature
of things and the simplistic aiming . . still some game to it.
Tactics, strategy and so on . . . .

All I can imagine is putting your quarter in the machine to play “Missile Command”
and then just pressing the “Ai” button and watching the game do everything for you.

I’m sorry, but to me personally, I cannot imagine anything less appealing as far as
playing a game goes . . like Monopoly . . whoever is the banker . . . wins

2 Likes

I have zero respect for coastal players in bluewater.

I think that just like with everything else in this game, modern stuff could sell extremely well just bc, you know… it is modern. There is a good chance that they are currently trying to make it work but just like you said, the entire aspect of modern naval combat is just not 1:1 translatable into a game like WT.

And to be honest, I think that Gaijin has already acknowledged this reality. Simply because they are selling high tier battleships at an “end-of-the-tech-tree” price point.

Nevertheless, I would not be surprised, if we see an April fools event focused around ‘modern naval combat’.

1 Like

Am interested as to why? You know since especially coastals at 4.0 - 4.7 do not really have a choice but to fight with and against mid-tier bluewater ships. Or are you specifically referring to coastals at battleship BR and winning games by early capping?

Yes.

2 Likes

Fair enough. Can’t blame you because it can be very annoying.

1 Like

Adding paper battleships would mean less work for Gaijin past the sourcing and modeling of these. I highly doubt that they are coming tho since it would open a massive can of worms that could spill over into the other modes.

Would be interested what Smin meant with his first comments in the Jean Bart news post: “There will be another french boat”.

This is old news by now but what did they mean? An AShM boat which turned out to not be ready for release yet or really sth like the Alsace-class, and they only realized after those comments that it was never laid down.

Welp guess we are getting missile ships XD

Sovremenny:
image

USS California:

Let’s see if they are AI assets or proper vehicles

The Sovremenny was shown launching P-270’s so it is very likely they are playable