This is a catastrophe. This is this end of warthunder naval

Reading all of that as a longtime coastal main (and very occasional bluewater player)…
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While this mainly affects bluewater, coastal might also come under a similar death knell.

Since last update or the one before that, I’ve noticed the bots have become even more of an MANTIS air defence system than they ever were before, despite already being such, thus making the gamemode much more of a no-CAS zone (good but also bad). In coastal fighting bots has noticeably become a bit more of a challenge.
But especially in bluewater it is just hell, especially if you’re trying to use a 6.0 cruiser. If you spawn at even a slightly inconvenient time, you just get dogpiled by every enemy bot, and there is nothing you can do.

As for the removal of towing, slow boats like the SF40 heavy/light and Zippo were especially hit hard by this, considering by the time they get to a capture point the match will already be halfway done.

Now these damage reworks I fear will also affect coastal negatively, as like in bluewater repairing is but a non-essential requirement (unless you only have one gun like the Peacock). Say if you’re in a Gabbiano, and you are under heavy fire from other boats and your Breda mounts get disabled, you would obviously not want to repair them until after the engagement is done but instead continue fighting, but these reworks will force you to do so, despite affecting your combat capabilities.

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It’s a Dev server and it’s unfinished. Stop complaining and wait. What part of Dev server is a work in progress prone to change is hard to understand?

I didnt told about coastal cause they didnt had any change. BUT
Coastal need nearly +100% RP. Cause many time with premium and many kill, you earn 2000RP…

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even with the skill bonus and daily research bonus thing, i feel like the multipliers are measly…

Almost every change is like this. You should draw lessons from GAIJIN’s past performance. They never pay attention to NAVAL’s feedback.

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Naval feedback players ? What is this ?

It’s something on the horizon. It’s always ahead but can never be reached.

Throwing in my two cents to say that I’ll stop playing Naval if this goes through.

Godawful change.

Nobody asked for this.

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Hi everyone, Just wanted to add my opinion on this topic.

I need to do more testing but basically:

I agree with the sentiment that having forced repairs is a royal pain in the behind and another loss of control in the naval mode. However I do think saying “it will ruin naval” is blowing it out of proportion a tad.

Crew bleed via loss of AA is not nearly as severe as it was several years ago and in my opinion is not a major concern with this change. I’m personally not that conservative with my repairs, even at the higher battleship BR’s and the amount of times I run out of spawns in a naval match across a month could be counted on one hand.
At destroyer BR’s delaying the repair of engines or even some turrets can make a big difference though. So I too am somewhat annoyed at the automatic uncancellable repairs

What annoys me the most though is that I do genuinly find this selecting of repair priorities with the multipliers for lower priorities an interesting execution of the damage control mechanics. but its communication to the playerbase is suboptimal to say the least.

it basically boils down to “now you don’t have to juggle your damage control like you’re playing a piano”. But completely ignoring that this has been a form of skill expression for a very long time.

It also doesn’t help that this “automation” feels like another slap in the face for a decent amount of naval veterans. With the recent arcade aiming change and “loss of floatability” mechanic, this repair change just feels like another simplification to naval and further loss of control over our vehicles.

And to me it’s that loss of control and further simplification, while making it sound like we’re being done a favour, that rubs me, and probably quite a few others, the wrong way.

Naval is the only game mode where core mechanics like this just change fundamentally. Wiping out years worth of recommendations, learned skills, and even media like community made tutorials. For seemingly no real reason. And this happens again and again

In my opinion, a decent compromise would be to have this mechanic as it is currently present on the dev. But with an additional button to either activate or deactive damage control as a whole. So either run damage control according to the set priorities, or don’t run damage control at all.

as a TL:DR,
I think this mechanic is actually pretty cool, but I’d love to see a possibility to cancel or stop damage control from happening. To regain the possibility of skill expression through it.
And in future, I hope Gaijin stops making communications about fundamental game mechanic changes to naval and making it sound as if naval players are too clumsy or stupid to handle what we’ve been handling for years.

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I tested a bit how it worked.
Even with key binding, its still repairing.
I felt like they changed repair time. For an engine and fire, its around 12seconds to repair everything.
This mecanic is done to make your life shorter.

Gaijin will never listen. Gaijin always change this gamemode to make it abordable to tankist.
Soon, we will have AB aiming system to RB…
Bye bye learning. Only point and clic.
Maybe soon, ship will drive and shot alone. You’ll just be a viewer.

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Even a button for quickly calculating the results of a battle without entering it will be considered too complicated for the admirals by the gaijin, and they will make it press itself

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That is the bad compromise. You gain almost noting with that cause in the time your barbet is on fire you get choice between blow up or die from crew loss cause Secondaries and other modules repaired faster than fire extinguished.

There is way more options to tune down survivability of the big ships against each other.

Just decreasing thickness of crew boxes from 25mm as they are now to 5-7mm will give us ability to reach modules under armordecks more easily, which gonna lead to speeded up kills of armored ships and will be way more realistic and enrich gameplay, giving players some interest to explore models of the ships, to find weak points not only on barbets. This also gonna make unarmored ships slightly more survivable cause big shells ain’t gonna trigger on that thin layer so they gonna overpen without significant damage cause of no explosions if no other module touched that will force big ships to switch to HE against those targets in some situations which also enriches the gameplay.

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absolute rubbish.

Unsuprisingly TEC thinks its a kind of wonderful good old change… :/

So that will make the Dunkerque and Strasbourg go down to 5.0 because the time of the automated fire extinguish take 1 or 2 sec to lunch (don’t forget a fire in the principal turret or elevatore can kill you in a few sec on this ship)

@McDoudou
That’s not how balance works.
You only speak for yourself, not for others.

And I’ll play naval even more as my damage control becomes far easier to manage, and my ships on average become more survivable as I never have to worry about clicking buttons in panic ever again, and can instead just keep firing and maneuvering.

It really should be a choice, a swtich in the controls menue would do, to let someone either use the current system for those who prefer it, like myself, or the new system for those prefer that.

Forcing another split in the Naval player base between those who hate or love the new system is not going to be healthy for it, nevermind the actual change.

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You just said that ship will down. So dunkerque will explode even more without dealing any damage. As like bretagne.

To play naval, you should already really plays it … 1000battles in overall …