gaijin and what stakeholders?
ive actually looked into that a little while ago and couldnt find anything about that. mightve missed something though. not being sarcastic for once
pretty sure torps havent been affected
LMAO everything is exploading left and right. Alsaskas obliterated in 30 seconds. BBs melt from standard 155 HE. Naval at this point is broken af.
Also does anyone experiences server issues?
I swear to god that every naval game today ended in disconnection.
pretty sure thats just the usual naval experience, though i havent noticed it happening any more than usual.
That’s been the servers in general for several months now.
Gotta give em something. Russia doesn’t have anything special with fuel tanks but ERA - look how that performs against darts lol.
but like, seriously though. has anyone played the EC tunisia map at top tier? you can literally see eachother spawn. ground rb lets you reliably one shot others, no one likes that happening either when its from spawn to spawn, so who thought naval players would enjoy it instead? its not like we are built that differently lol
its moreso how diesel fuel doesnt explode like it does in warthunder. all things considered the ERA is performing somewhat realistically. as far as a set thickness value for era can be realistic
to bring this back to naval though,
my list of things that absolutely need to change:
the way damage is done. spall doesnt magically clip through 300mm of armor just because a lot of shells hit somewhere in the same zipcode.
decompress the BRs, because the idea that (sometimes pre) ww1 dreadnoughts, and some cruisers should be allowed to fight things like the scharnhorst is just laughable
the spawns. the fugging spawns. put some high islands around them so you at least get a little breathing room to figure out whats going on around you without exploding spread them out too so you get to actually move without ramming into a teammate. this goes pretty hand in hand with the incredibly dumb gamemode that is the thunderdome, im sure you know which one i mean. those modes are often just open water but at least they let you somewhat control where you spawn so its not all bad.
@_ShadowFang had a reasonable suggestion. Putting the spawns beyond firing range is reasonable. Making it 10-15 out of range of the midpoint also seems reasonable. Then the enemy has to intentionally be seeking to reach the spawns. Which is sorta what it is in any game mode.
20km sounds alright. 15km is still very doable, especially when everything is just clustered up like it is now. just fire somewhere into the enemies spawn and youll usually hit something
hell i might even say 25km for heavy fleet, and making the spawning area much larger. ive had occasions where someone literally spawns on top of my ship
im actually pretty sure a few spawns are already at 15km, theyre still awful, so yeah id say 20
I mean from mid point. That way you have to look at who you are targeting and think about how you progress. Sorta like in air and tanks currently. Gotta cross half the map before you can shoot your enemies.
Gaijin: There is nothing better than screwing up the gameplay just before [Naval] event starts.
Hate re-learning meta over and over again. Nothing is constant in this game except Russian bias and the sucky matchmaker. Now I have to change my loadouts and re-test everything again… then 2 days later gaijin “fixes” stuff once again and again… and again…
It is not even meta. It is straight away broken shit.
Was just about to start the Naval event. Didn’t do the last 2, as 45K every 2 days is crazy time consuming for me. Now I have a fading motivation to do it lol. This whole game is just too much drama for my liking. That’s one of the reasons I don’t play tanks much as well anymore. Also, I still remember the days when Catalinas were pretty much unkillable. Always something messed up that breaks the whole game. Typical gaijin: they fix 1 thing and break 2 in the process. Noodle code is alive and well.
I was really looking forward to naval event. I’m sorry bro.
manly hug
I’m rather liking the new damage so far, HE is actually useful (especially great for HE-only ships, also stock ships), landing the first hits and/or first decisive hits is now far more important, things actually stay broken long enough to not need to rebreak them again in the next salvo or two, and this all means it’s much better for players who are good with their aim (especially landing hits before being given a lead), and it allows players to more easily manage multiple targets at once or in quick succession (this is inherently always true of faster TTK, in any game).
I’m only had the time for a few matches so far, but taking Hatsuharu and Nenohi out for a spin I ended up first on the winning team with four kills (gun kills, in a Japanese DD!), a plane kill, an assist, a cap, and one death. Certainly a much better outing than one would expect for HE-based DDs before the changes.
It’s only been out for one day, people. I’d definitely like to keep trying this out for at least a few weeks before any changes (besides actual bug fixes) are made.
As for things like armour and shooting over cover, this isn’t an issue with the new system.
If fragments are overperforming against armour and/or larger ships due to gaps in armour and such, all that means is this issue was already present and this shrapnel fix is simply making the need to fix those more obvious.
It also highlights how the low-island cover and ability to lock when your target is nearly entirely hidden is, and always has been incredibly broken. Again, not a new issue, but the shrapnel fix making this worse simply serves to highlight the targeting issue which as always needed fixing.