@Stona_WT Do Devs knows about this issue?
Currently X-Ray doesnt work properly on both hangar and in game.
@Stona_WT Do Devs knows about this issue?
Currently X-Ray doesnt work properly on both hangar and in game.
I really wanted to like this change and give it a chance. Because it got frustrating dealing with the Gaijin bots that had flawless aim, and the players clearly using some other method to have aim as flawless as those bots. But while on paper it sounds good - the implementation because of how you’ve done the BR system, and how Bluewater and Coastal interact is absolute garbage. This is mostly to do with ships that have lots of autocannons they can use, have not yet seen what kind of possible nightmare it is when ships have actual secondaries. And there is only 4 ways to actually fix it at this point.
1: Revert to the old aiming system - yeah the longer shots were annoying but hey, I learned to have good aim anyway. Also likely the simplest option without angering a lot of people.
2: Disable the ability to control secondary/tertiary weapons - leaving it as just the primary weapons mostly fixes the issue particularly against coastal, and possibly emerging vs planes, but is far from ideal and not the road I’d want to go.
3: Fix the BR system and how Naval is setup in terms of trees and all - I’m going to be blunt, the current tree setup is hot garbage, really has been for months. DD’s, in to cruisers, in to BB’s - it doesn’t work, more so compressing the BR because of coastal so that DD’s have to start at like 3.3 or around there. And having ships that are the same BR - with setups decades apart where one has virtually no air defense or secondaries and the other is some late-post war setup bristling with guns is beyond madness, more so in what some of them face in air power - Arizona has to deal with early jets same as Texas and Nevada in near end war setups with DP AA guns and tons of Autocannons, or at lower levels those late 40’s or even 50’s DD’s and cruisers facing off at a BR with early war aircraft - while others have almost no air defence. Separate ships out like you did mostly tanks and planes - DD’s, cruisers, and BB’s all in their own lines, starting from early 20’s or older builds with high BR being those late war modifications or newer ships, which also works better when you start working in more modern ships as roles shifted and things like BB’s sort of fell away. The system needs an overhaul and possibly for Coastal to be folded in to run alongside it.
4: Completely separate Bluewater and Coastal - Not something I want to do, it’s just as hilarious to take out the bigger ships with a PT boat as it is to nuke BB’s with a torpedo spread from DD’s and cruisers. But as is - something slow af like the Syonan just gets shredded by pretty much every 4.0-4.3 BR DD in the game using their autocannons - let alone if you have it with say Isuzu at 3.7 or a 4.0 so now your talking the 4.7-5.0 ships. Prior to this change - facing off against some of these DD’s was a more fair fight, now it’s just an exercise in frustration. And as is - maybe these two groups shouldn’t be fighting each other.
Also on that list - the change has ruined the ability to use time fused shells and the like as multi-purpose shells, they now always detonate before hitting the ship causing no damage, instead of being able to hit directly and fuse. Something else that should go back to the way it was, especially since the armour pen is the same between a lot of these HE shells and the AA variants.
Snails, please explain -
why is it possible to do this:
Please check the model, this is correct and how’s it’s supposed to be. The second sparrow would be obstructed underneath the Phoenix if it is the other way around. That loadout is the only way to take two of each on the fuselage.
The first picture - sparrows and phoenixes are freely friends, the second picture - the side sparrows (which are on remote pylons) have been replaced with AIM-9. What could possibly bother anyone there???
Maybe the arms and legs are from where? For example, the tank that turned over says that it is about to “sink”. Where and how is it supposed to sink in the middle of the asphalt???
With the Rapier being completely unusable currently, (can’t even blow up an unarmored helicopter) and with the bug report being accepted a couple days ago, can we hope to see the fix implemented soon? And not in 6-18 months?
Oh I see, I thought you were swapping the underbelly positions of the sparrows and phoenixes (which they recently “fixed”) but it seems to have created a new bug huh…
Alright, final conclusion, new Naval Arcade is absolutely terrible. Coastal, destroyers, light cruisers, heavy cruisers, battlecruisers, battleships. All of it. Having AI light cruisers laser beaming my battlecruiers and battleships from spawn. Setting me on fire for the entire match. Cant even repair my main guns because ALL of my aux and AA guns are perpetually destroyed and/or on fire. AND most of the time can’t even cancel the repairs because of the STILL existing bug where the ship will start repairs by itself and/or prevent you from pausing repairs, even if you don’t have automatic repair turned on.
I thought the changes were ok/good at the start, but I am 100% decided against ALL of the changes now, including the aiming changes to Arcade. Change it back. Perhaps some other sorts of changes can be DISCUSSED BEFORE being implemented, with thorough feedback from the playerbase first. Specifically including the English speaking forums here, which were not consulted with before this batch of changes (at least not nearly enough, if there was any communication I missed on the English forums. Other than the Dev Server announcements, which wasn’t communication or conversation. Just “here it is”.)
But this current state of Naval is absolutely horrid. I am done with Naval until major changes are made/reversed. (And no I won’t be playing Naval RB, I simply do not like it personally. So, no, that is not an option or a solution for me.) I will simply just play my ground and air lineups exclusively, which I still enjoy.
Cheers 🍻
EDIT: I care about WT Naval tremendously. Not only because I have invested in numerous premium/rare botes, but because I enjoy it, a lot. A couple screens to show how much time and energy I have put into my Naval lineups:
EDIT EDIT: To be fair, I do think the changes to the compartment damage models is a step in the right direction, does help some/sometimes. But that is about the only change I can support.
US:
EDIT x3: I have created a multiple option poll on the changes made to Naval Battles:
you already know the answer
This is a shot from a 17 pounder cannon with a sub-caliber projectile, it supposedly pierced the foreheads of king tigers. And here there are only hits. The developer believes that sub-caliber projectiles were created exclusively for shooting at vertical surfaces. The whole game is one big continuous random.
looks cool tbh
I have made my own poll with multiple options for the changes to Naval Battles, especially the new Naval Arcade aiming system:
Is the not being able to see markers in spectators view in air a bug or an intentional change with this does anyone know? It’s a bit rubbish currently not being able to seeing most of what’s going on
Can’t see it mentioned but the thread is a bit big with replies now
It’s not mentioned in the patch notes or changelog, so it’s safe to assume it’s a bug. It also does this in ground matches with friendly markers
I have a question about the TWS radar mode. After one of the latest micropatch, after radar has lost a target or locked+unlocked a target, antenna angle(radar scanning area) is fixed at the last position instead of automatically centring as it was before. Is this radar behaviour a bug or a new ‘useful’ mechanic?
I apologise if something is spelt wrong - I use translators as my English is far from good.
use reset radar to boresight keybind
If you have a keybind for switching from irst to radar, it will be centered again
If that was translated, it was very good. I did not even notice any problems with the spelling or grammar 👍