What do you mean? I sure it’s totally realistic that they would be sending crews out onto the exposed decks to fix minor damage while taking heavy fire, or have people busy polishing the brass work while the ammo cellars where on fire!
Jokes aside, like you said, it’s called “Damage Control” not “damage repair” for a reason, it’s about minimizing the spread of damage primarily fires and flooding. But in some cases you are actually better off fully flooding a compartment and counter flooding a 2nd one as a partly flooded compartment can actually be more dangerous than a fully flooded one due to free surface effect
Just adding onto this, is the fact that breaches still leak even after being shored up, and that no repairs made at sea are perfect. So if a breach is patched over, you still have to remove the remaining water ingress with pumps.
So it may become easier to just purposefully flood a compartment in a case of a pump/manpower/power shortage, preventing the flooding from spreading outside that compartment via the bulkheads. Then counteracting the resulting list with controlled flooding (like you said), as that is a greater danger to the ship as a whole.
Problem is, that you mistaken “skill” here, with pure mechanic that aimed on lowering TTK to fix problematic undying ships. New aiming didn’t strip you from “skill” it shifts it, you still need to learn you enemies they weak spots, adjust on their maneuvers and so on, it strengthens the weak(players and vehicles) giving ability to aim precise shots from any vehicle, while stripping problems of previous system(and yet I’m still wonder that they implemented it with such rough approach). While this change weakens the weak and strengthens the strong, which will frustrate both new players and old ones.
ps. My suggestions aimed on making naval entertaining, immersive and on fixing its old problems, not on “skill stripping”.
Seems it will be sensible now to pick vessels without much AA guns and secondaries…
And only one funnel…
And no bridge…
You wont loose crew if you have nothing to constantly repair…
So you basically talking about submarines, so submarines confirmed.
If players readsthe first comments, they will.
I understand that you want to find arguments supporting your opinion on this change, but your logic is completely twisted.
One of the biggest problems for new players has always been:
- They usually set all damage controls to automatic, which greatly reduces their durability and effectiveness. Without manual control, they often can only watch their ships sink.
- They very often keep shooting the same spot on the enemy ship, usually the middle section.
After this change, new players will be much more effective with damage control, since the game will now automatically prioritize the right actions for them. I’ve killed plenty of players who couldn’t do anything at all, not even shoot back, simply because the old system didn’t work if all three damage controls were set to automatic. It was often enough to cause both a fire and structural damage (for example, by hitting turrets), and the enemy became a sitting duck. This will no longer be the case.
The devs have already tried several times to improve the effectiveness of players who don’t spread their shots. The most recent change affected boats that still use the old, section-based, damage model. They can now be destroyed if any section takes too much damage (you can just keep shooting one section until the whole vessel is destroyed). They also planned to apply the same system to ships, but those ended up dying too quickly, so they changed it to three sections. However, this still didn’t solve the problem for new players who keep hitting the same section over and over again, especially when the enemy can simply stop repairing.
New players usually keep shooting the middle of the enemy ship, and it’s clear that the devs have been trying to make Naval more forgiving for them. Most of those players obviously don’t care about finding tutorials on YouTube or asking questions on the forum - they just want to jump into battle and be effective. The new damage control mechanics will allow them to be almost as effective as experienced players. Even if they keep firing at the same spot, they’ll now be able to deal significant damage over time.
Spreading damage will still be the optimal tactic, but it won’t matter as much as before. One of the most frustrating things for new players has always been firing many salvos at the enemy and seeing no reduction in crew. With the new damage control system, situations like that won’t happen as often anymore.
From a new player’s perspective, this is definitely a positive change. It will make their survivability and effectiveness much better than before, and it will finally allow them to deal noticeable damage by simply shooting the same area. It’s mind-blowing that some people see this new system as a disadvantage for new players and an advantage for experienced ones. It just shows how far people are willing to stretch logic to defend their own opinions.
BTW, just to be clear - I don’t like this change, but then again, I’ve never liked most of these simplifications. In my opinion, Naval was at its best about three years ago. The skill factor was one of the main reasons I started playing War Thunder. Unfortunately, Naval lost most of that a long time ago.
As said, Warthunder naval tutorial is just so incomplet. They did it by themself.
The actual tutorial is “move your camera”, “WASD”, “fire”, “fire torpedoes”, “cap a point”. Nothing about damage control.
Some players are lazy.
You know, i’m also a naval streamer, i told to my viewers how to play navy and now, they really enjoy it.
Gaijin could do the same ?
I think gaijin should just add a setting can automatic sequential processing 3 damage controls,not force players do every damage control
Sorry, but why should I lose the ability to maximize my crews response to critical damage because somebody else can’t figure out automatically repairing a hole ABOVE the waterline is not a priority?
That’s not even a skill issue, that basic commonsense!
Here is an idea: add proper tutorials and actually EXPLAIN the game to them instead of removing every aspect of skill from the mode!
When many experienced Naval Arcade players created numerous topics and polls trying to stop the simplification of the Naval Arcade aiming system, we used exactly the same arguments. Why isn’t there a tutorial that teaches players how to use the old aiming system? Why do we have to simplify something into a basic point-and-click mechanic just because some players refuse to learn?
But the opinions of experienced players are not what Gaijin cares about. They have their own goals, which are usually related to money. Their goal is to attract new players, and telling them to “learn to play” is simply not an option for Gaijin. If someone joins Naval and can’t be effective right away, they probably won’t play it in the future.
There’s definitely a problem with the number of Naval players:
Spoiler
There’s a good reason why every change Gaijin makes ends up being another simplification of some Naval system.
I hardly could say that was average problem, if not minor one. Considering that in default no auto DC enabled.
Not anymore with new aiming.
Cause they addressed problem that small vessels could eat up big calibers, not anymore.
That a exaggeration, players spreading shots will kill you significantly faster than those who not spread, so new players will be hurted more by this change. Besides that this feature propagate this wrong behavior.
For the weak fragile ships this will be even faster then “too quickly” of one section solution with this approach, to the level beyond any shadow of realism - when more realistic approach is key feature of WT.
Sure, dying quickly without a good reason is what people want, don’t they? And its make you survivability better, how do we don’t understand that, until your explanation.
Thanks to, other compagnies do not listen new commers (ref ARC RAIDERS)
Players do not like navy cause 90% of them never touched it. Why ? Cause many influensors as like the biggest ones.
Jeanclodvanshot for exemple when he is showing navy. Saying that its ZzZZzZ.
Nitrox doing the same, Windsurfer too (even if he plays it) and many others.
This is just because influensors said naval suck and ZzZz.
Players listen to those players.
They should remember that gaijin gave them visibility and spit on a gamemode is not good.
Also, gaijin themself DO NOT WANT to improve that gamemode popularity. They stopped showing naval tournaments. Those 3v3 are really tactic.
Except that most of “yours” arguments was that the “all players against the change” or look how player numbers dropped cause of that change, when that wasn’t true. While we use arguments and facts of what problems will bring that change.
btw. “Yours” feedback on aiming change was after update released. When we acting prior it while it’s no too late and in proper section of forum, which was created for feedback.
Don’t forget to update your data with September numbers
There is another problem of current DM that will strengthens with that mechanic - crew boxes do not deplete their containing crew to repaired modules, as i think they should(cause that the same people on the ship suggestion for that to change), gradually virtually doubling your crew. So it leads to situation when your crew count will deplete to low numbers via upper deck modules dying/repairing cycle, lets say to 30-50% and then you will be instakilled when armor piercing appears on spots of crew boxes, stripping this 30-50% from single salvo. So previously you could avoid that problem or delay it with stop repairing, now you will face it way often. Increasing “crew loss” cause of death in naval battles is a wrong direction for naval gameplay.
Summary of that problem
For example this London ship, have 9% is displayed(achieved that via constant turrets destroying), it actually has 303 crew members remaining. Of these, 248 are in the crew boxes, while the rest are in fully intact modules, which naturally contain more than 55 people overall. From this, we can see that the remaining crew is effectively doubled, and destroying any of the boxes immediately results in the ship being destroyed.
With the implementation of my suggestion, doubling would not occur, and destroying a box would not lead to the ship being doomed, because the crew from the boxes would effectively transfer to the operational, repaired modules. As a result, the player would need to destroy actual modules to finish off the target, which would positively impact the target’s survivability.
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.
That main reason why Arras and many other ships survive so good. Fixing that and what above with the boxes and new system wouldn’t be needed to tune down survivability of the ships, without breaking the gameplay and will give players fair damage against each other which leads to better balance.
Actually, damage to modules are minor than what’s coming next …





