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

No it isn’t.

In what world is telling the game to stop repairing [every 10 seconds] the same as [I will repair when I actually need to]?

4 Likes

Is the new system really that confusing for you? You have fire, flooding, repair selected. It starts repairing you hit pause. A few minutes later you start burning and the fire fighters start up. When it’s one you hit pause. Before you hat to fit fire fight now you just hit pause. Same number of presses.

Now your putting a fire out and you get a massive flood so you just switch to flooding priority, it fixed the flooding and you go back to fire fighting. When done you just hit pause. This is 2 key presses and no inefficient damage control.

Old system you hit start fire, start flooding, hold down fire for 5 seconds to get it to stop (in the process losing 5 second sof efficient flooding)then soon as it fixes breach you hit fire again and hold down flooding for 5 seconds (losing 5 seconds of efficient fire fighting and maybe exploding) to go back to fighting the fire. This is five to six key presses and less efficient damage control.

Old system way less efficient and no more control if it comes with a pause function to control if you repair or not.

Except that it starts all damage controls at once, when you get those conditions, with different time modifiers according to priority. You can’t choose what to do and what not.

2 Likes

The new system is nothing BUT inefficient.

Old system:

I lose AA guns. Okay. Don’t need them right now so no repairs needed.

New system: OH YOU LOST AA? TIME TO START AUTOMATICALLY REPAIRING AND WASTE CREW YOU ACTUALLY NEED.

Old system: fire in non critical area I don’t actually care about? Let it burn out while I focus on flooding.

New System: see above but this time it’s fire.

the current system could already be automated to a degree. We don’t need this new notably worse system.

Nobody asked for it which is the issue. My previous post which was ‘flagged for being inappropriate’ called it for what it is: mostly received positively by people who actually don’t play naval and content creators who have no idea what they’re talking about.

The fact you now have to switch priorities - which you could already do by selecting one damage control at a time - is a hint at the bigger problem: the tutorial tells you nothing.

6 Likes

Switching is faster and therefore more efficient then the new system. And as I’ve said with a pause function you just hit pause if you don’t want to do that repair.

And we can pause repairs [or not even start them] with the current system.

‘B-but priority switching!’

Which is literally worthless in comparison of the current system which we have full control and when. Instead, they could have made a tutorial for new players where it explains - or shows - to you ‘fire is often the most dangerous problem on a ship. Sometimes, however, a fire could be in a non critical area and has no threat of spreading.’

Also something for flooding and repairs as well.

There’s smarter ways to make naval more intuitive. Giving someone incentive to perma-boiler you because they don’t know what ‘saturating a target is’ is not one of them

Edit

We already have perma bridging being annoying as hell in naval. We don’t need to add permaboilering.

3 Likes

I swear you guys just want to complain. The new system is only missing an ability to halt the process if wanted eg a pause (I have also believed for a while you should be able to toggle your AA guns etc off to not house crew in combat). Otherwise it’s far more efficient. No delay switching from one to another and if your distracted there is no delay in starting what you deem most important. Literally only downside is not being able to stop repairs for crew loss reasons. Pause would fix this one issue.

You ever hear of the term ‘If it ain’t broken, don’t fix it’?

Well guess what; it applies to here.

A priority system [could be] cool if it’s an in-hangar option of what you deem more important for ship survivability. Say - for example - fire suppression priority will decrease firefighting time but cause the other two to increase. Not completely gimp the current system. Alternatively, you could opt out and not choose a priority.

4 Likes

it does have issue and i and my friends have wanted some changes for a while. this is a good start and just needs a tweak. i dont understand your alternativesuggestion, why would you want to make the other 2 worse?

You are the 8% that want that change anyway …
The 8% that want to ruin naval.
As like what happened to AB aiming.

6 Likes

firstly show me these stats your using for 8%.

I dont want to ruin battle, i want more intuitive more efficient systems that more accurately represent how a ship works.

AB aiming was a trash change but i dont play AB so i dont care what they do in that mode personally.

this is more effricient, more realistic, and more intuitive. just lack the abiolity to stop unwanted repairs ie. a pause function or a toggle to remove crew from your deck guns if wanted.

1 Like

It’s simply an example. There’s better ways to balance a hypothetical system.

i dont understand the hate. you prioritise fire, it fights the fire at 100% while fighting the flooding at 150% and repairs at 200%. then when its not fighting fire flooding becomes 100% and repairs to 150%. this is literally better.

No.

4 Likes


there’s order to repair no retreat

8 Likes

image
image

4 Likes

@Smin1080p_WT ehy we can switch to this photo respect these 3 he not needed anymore we can use this captain yelling to repair and no retreat is more fun
Screenshot 2025-11-03 223601

1 Like

Wonder if this will just lead to more Helena spam? :P

6.0 is horrible with mikuma mikhail helena lol you endure 1s haha

You know most people don’t come on the forums if they are happy with the game. These polls don’t represent anything other then the screaming minority.