War Thunder- Playing Naval PROPERLY Now that I Know What The Hell I'm Doing
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- Опубліковано 21 сер 2024
- Hey guys! Today we're back in WT Naval to give Naval a fair shake and correct the mistakes of last week's video. Enjoy!
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Ross Rowley:
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Hey! A few things with your gunnery.
1. If you're closing, including when it looks like you're line abreast with an enemy, you should aim a little shorter than the ranging indicates.
2. Horizontal lead and where you put your reticle are always dependent on the vectors of the two vessels (you and your target.) If you are the same speed in the same direction as your target, you aim directly on the target; if you are going in opposite directions, you lead a lot; and if you are crossing the T of your target or shooting a stationary target, aim halfway between those benchmarks. It takes a while to learn how much to compensate for vessel speeds, but it's a fairly intuitive system if you keep it in mind.
3. It's worth learning where "critical" ammunition racks exist on targets; as of 2022, with the US 8-gun Moffetts and the like, a detonation in the rear ammo rack typically immediately destroys the enemy vessel.
Your criticisms of the game are definitely warranted and common. Personally, what I find obnoxious are battle rating compression and HE (and SAP, by extension) damage modeling; as it stands right now, an Akizuki can fight a heavy cruiser or a heavy cruiser a Poltava, and although Gaijin _is_ slowly decompressing (Destroyers used to fight Hyuuga!), their current "solution" is to not fix the fact that HE hits from smaller vessels shot in the right place can randomly ignore armor and cause fires/damage to internal modules (including instant kill detonations!) while requiring far less accuracy than AP hits, reducing most of the high-tier meta to "How many kilograms of TNTe can you throw at a target per minute?"
Otherwise, great to see this video! You're getting the hang of it ;)
That explains a situation I had in quite a few matches. A bomber would swoop in and drop a single bomb on my ship and the entire ship would immediately explode like it was filled with TNT. I also had a single torpedo hit the very bow of my ship slightly on the port side because I tried turning into it to have it glide past me(a common tactic I use against torpedos and probably common for players in general) and again my entire ship was filled with exploding TNT, even though I have tanked up to 3 torpedos at the same time before.
will they ever split the ship types as independent lines? It would make playing destroyers less hopeless when playing against light cruisers or heavy cruisers at the BR, assuming that the destroyers will actually be a threat to them if they were positioned correctly
Ayo some of dis helped me out bro appreciate it
I tried naval for a bit but the grind was absolutely unbelievable. I just wanted to get the flower class in rank one but after days and unlocking one boat I gave up.
Same for me with the tanks. Grinded german tree for panther, got bored and started with french till the french jumbo. Also did US Jumbo and M18.
Also USSR T34-85.
I started so many trees o er time because the grind at some point became so stale, that i rather restarted another tree. After 4 months i just gave up, the grind was simply too slow and became boring after a while. Also disliked the BR system where i was mostly at the bottom of the BR range.
Yeah since the naval lines aren’t really fleshed out too well, you hit that grind wall pretty early on. Where’s as with tanks/planes you can get almost halfway up the line before hitting the grind wall
@@sealordmountbatten a tip from a fellow naval player. auto repair is off. auto flooding is optional. auto extuingishing is a mandatory. You can enable / disable these by holding the relevent key down
@@mrhappynuke Does the game's premium system help with the grinding? Just a way to alleviate all of it to a normal grind, not to just skip through a line or buy premiums
@@juniorgalacto17 premium vehicle can help you grind. With 190% boost reseach point and no penalty for reseach rank. But i recommend you try low tier first to accquaint the game mechanic then buy the premium vehicle.
Just another tip for the controls, there is a setting called something like “ranging shot”. What this does is fire a single shell from 1 barrel of your gun. This is pretty useful to use in ships with long reload times so you can shoot guns individually instead of in salvo’s. I find it useful for battleships.
is there a special keybind for it or is it just clicking once?
@@twinkyoctopus As far as I know, there is no special key binding to it. I bound it to my mouse button 5 and I just press it multiple times to fire as many single shots as I want. Its been pretty useful for playing on my Haruna.
@@twinkyoctopus it's in naval settings, and you can change left click to ranging shot. There's also a choice right next to that setting for turret ranging shot which makes each turret fire or if not on each barrel in each turret fire. I'd suggest using turret ranging shot since a single shell can be off by a bit.
I have mine set up as left click as turret ranging shot, and alt-click for full salvo.
I've found that using the ranging shot for sequential fire is an effective tactic for use against PT boats. They like to run and dodge full salvos, so firing in sequence is good for spraying shots in their way. While it isn't foolproof, it is MUCH harder for them to dodge a flurry of individual shots than a full salvo, especially since one HE hit is usually enough to cripple their mobility, and make it easier to finish them off.
or in the case of some cruisers (cough cough brooklyn), finish reloading the first gun by the time the last gun fires
WoWs might be more polished and complete than WT:N, but I really like this damage system and how massive these ships look and feel. WT:N's armor schemes and damage models are far more accurate and realistic than WoWs's which I also like. But the game is still in its infancy overall. Hopefully it catches up.
Yes that’s also why naval is so dead me and a friend where q ing for naval and where easily able to get into a game together despite squads being disabled because so few people play it warthunder players don’t like going in straight line shooting for 5 minutes just for both players to limp away and repair they are realistic which is good sure but maybe a bit to realistic
The only other tip I have for War Thunder research is make sure to research the modules tier by tier, you get a bonus amount of RP for each line and by the time you “spade” a ship you are already nearly at the next one.
alt+ 1 2 3 , main gun, artilery, AA guns. X+ 1 2 3 ,set target main, art, aa
You can take manual control over the AA guns through the Y menu. Other players may be doing this, that and the fact that PT boats main armament is typically good for AA duty is why you’re facing such strong AA.
Tip to killing some ships faster Sea Lord Mountbatten. I would suggest to see where the ammunition is located on different ships and look for the ammunition that is most exposed (above the waterline). So for example, for any Porter class ships (8:40) aim for the back section of the ship under the third turret. That's where the ammunition is and could lead to one tapping any Porter class ships. Very satisfying.
If only AA was that good (16:00) in World of Warships maybe game would be enjoyable again.
I truly might just play world of warships, sense war thunder naval makes me want to break everything
@@snxppy_cc world of warships gameplay is amazing, but carriers... and submarines.... they ruined the game, you gonna want to break everything for sure after dieing to something you cannot fight back at all
@@SuperCocoKiller Do you, instantly get shot at and die? Because am In
@@snxppy_cc depends, a submarine can point blank torp you by sneaking on you without getting spotted and there is nothing you can do most of times depending on your ship and class.
A carrier can hit your citadel for like 10-20k dmg, considering most tier 10 ships got around 30-60k cruiser and 40-110k battleships of hp. thats a lot of damage you cannot repair. Not to mention the floodings, and fires they can set on you. If a carrier decides to kill you he is gonna kill you and you cannot do anything to stop it, you just gonna be there getting permanently spotted by enemy while burning and flooding until you sink.
@@SuperCocoKiller okay, well thanks for those
I dont know if you know thise mountbatten but if you hold Alt and press 1 2 or 3 you can cycle through direct control of main guns, secondary guns, and aa.
I grinded the soviet tree and have a spaded kron and i find the best way to play the bigger boats is to angle in sacrifice of a lil bit of firepower, unless you are using poltava or pariz kommuna
Guys grind naval OK here is my point you go to aircraft max multiplier is around 120% Tanks is also around that but above at top tier
But hear me out the naval line ups at top tier have 450% sl multiplier stock without booster
Now that is a real reason to grind naval
If you aren't convinced I understand but that's what most veteran to highly experienced player's do first they make their favourite line ups in other game modes and then play top tier naval over the week and enjoy a chucky supply of sl to spend over the weekend
This is how most long term players do it
The naval community grind painfully in naval gamemode but that let's them have a luxurious amount of sl to get comfortable with
some ship you should use SAP, it's something like HE but has more penetration and deal more damage
the lead indicators sometimes is decieving its just dont put to much faith on it miss so many shots on my early days of naval you have to do all the aiming yourself and some little practice on test sail and youll do just fine.
Also, believe ALT commands switch which weapons you use, the insane AA is probably due to manual fire.
Here are the things I think WT naval does better than wows, first one is AA actually works and sound amazing, second is secondary works too, and third is the ships feel big and massive, when they turn you feel the weight shifting and listing, but game play itself and grinding is just bad
Give it some time and it will surpass garbage gaming in no time .
I was grinding for the fletcher because it’s cool, but as soon as I got it and went to a match I was BOMBARDED by 5.0, 5.7, 6.0 and I had no idea what to do but hide.
All you can do is hide in smoke or behind an island. Wait for someone to draw fire, then start a torp run. You're going to take hits, but if you are solid with the torps...your Fletcher is ridiculously strong.
Glad to see you making some WT:N content, it's surprisingly fantastic for how bad the maps and game modes are for naval.
You are aiming really high or low most of the time brother. For your aiming distance struggles sometimes it's just easier to reset your lock. For example, if you lock an enemy ship at 7miles away and then close the distance between your two ships to 5 miles with a constant lock on them, your actual aiming for their vessel will be WAY below waterline. I don't know why it works this way but the two options for dealing with it are 1) manually adjusting range, which works, but honestly I prefer option 2) just reset your target. Look away and/or lock something else, and then come back and lock onto the chosen enemy once again while keeping your crosshair relatively close to them. It sounds tedious but it really only takes a second or two. It's handy to remember where-abouts your fire control was suggesting where to fire because you will have to wait for them to calculate once more.
If the enemy is at 9.20, but your aim says 9.43, EVEN if you are looking straight at them, you will be aiming high. Conversely, if the enemy is at 9.20 and your aim says 9.20, even though you might be aiming straight into the water, you will actually be firing accurately. This is why you reset the lock. It adjusts your distance aiming so that you can once again aim properly at the enemy for accurate fire instead of forcing yourself to compensate for the wonkyness.
Just an FYI Forecastle is pronounced like Fohk-suhl
Hey Mountbatten. Good vid, but I think your crew slots count use a bit of adjustment with advice from a WT naval pro. I suggest keeping the first three from the left strictly for naval vehicles so you get the max amount of crew efficiency. The fourth and fifth crew slot should go to your fighter and bomber, but don't change the aircraft class so you get the best crew skill build on them. I notice you got a sixth slot, so put either a boat such as and LS3 or anything with boat spawns, which is anything in coastal which isn't a frigate. If boats are too squishy for you, put either a frigate or DD on it since they get the same spawn type. Naval warrants it's own preset but don't overextend yourself on presets like I do. You get three ship and two aircraft spawns per game, so adjust however you like.
Over time, I noticed a pattern with crew compartments and they always align just below the deck for most ships with a gap where the guns and smoke funnels are. At your tier, I'd aim until you see little thin rectangles get red or black which means they are permanently damaged (They're even labeled too if you play arcade). Armor plates works the same way with the ships and they line the citadel. You can see them at port on the X-ray view and they can get shot off in battle, so you might way to turn both sides to maximize tankiness.
I recommend you try out naval arcade until you get comfortable with the feel of naval battles. It feels more close to home with WoWS and you don't have to constantly adjust your aim.
If you have any questions, I'll answer them.
I like the idea of costal, but the laser targeting Robo secondaries ruin a lot of potential fun you could have with them.
Also 4000m plus to avoid effective ranging of most AA when using planes. Works really well if side climb behind your own lines so enemy radar won't pick you up most of the time. Then you can drop bombs and won't get flak until enemy sees bomb splashes.
I don't play the game, but I watch Napalmratte and he seems to use HE for almost every targets.
Glad it’s working out for you. I already understood how aiming worked and yet even when I place the marker dead on where the indicator is my shots ALWAYS miss short or long, never on target. The only time I ever hit anyone is if I leave it up to the AI or if they are within 5km. Very frustrating. Especially when they leave like 100-200 meters up to interpretation. You can match the green arrows and if you move your arrow around afterwards the indicator arrow will follow it a short distance, which is everything when it comes to hit or miss.
in my very small experience with naval, when the 7 or 8 option goes colorized, that when i know i could use that feature. but also gotta grind the research cause missing out on the vents, or the extinguishers or extra pumps hurts
I wish I could get a down tier 5.7 naval match. I'll get full uptiered playing 4.7 and 5.7 not us much bit 6.3 still painfull in Germany.
Game is unbalanced in the sense that BBs and BCs should destroy LC and even HC and below in full broad side engagement and close range. Its gotten a little better, but realistic should actually be realistic not playing in an alternate reality .
Also Germany is under gunned
US is under gunned . Maybe why they have OP cruisers?
Russia has ships from the 70s and 80s and a battleship with completely fabricated stats (Krondstat)
Italy is humiliating.
France, wait and see.
Japan is actually perfect, no problems there.
Britain kind of under gunned its the freaking Royal Navy the basic inventors of naval dominance, yet you couldn't tell by playing this game.
Yeah once you get the hang of it is clear sailing from then on
Keep those proxy shells around for Plane incounters.
Do you have it set up where you can fire your guns independently. Like a 2 or 3 barrel turrent you can fire each barrel by itself. In settings in controls its called ranging shot. Works great with fast firing ships or even slow reload ships. Instead of waiting 30 or more seconds after shooting your whole Salvo you space out the r3load times. You're independently shooting each gun of each turrent. Plus it helps with ranging .
I am still at destroyers, but I think naval is a greal deal of fun
I've never been this early before! I love your content. I've been binge-watching old episodes this week since I caught covid and had to quarantine.
I always bring torpedoes if I can and their range is worthwhile. But I spam them all ASAP. Just finished a game where I got two kills with them in realistic. Bluewater is always realistic. Coastal is not.
how do i take out planes as a blue water boat on ps4
In navel it should usually do it automatically if you’ve turned it off same with the fire and flooding press the button ones and it’ll go to auto mode. But I still have no idea how to play navel properly I’ve always played air rb and ground rb navel doesn’t ever appeal to me that much
HE is crap I just use AP all the time as then I can kill their boilers and ammo
So how do you set it up. You don't say how?
If you maneuver just a little bit the AI won't be able to hit you.
how do I set up my mouse wheel to control the range in the latest version of Bluewater
when you have aa that works : im looking at you wargaming
Yeah I’m in naval right now I’m struggling I un locked the Cleveland like a week ago and now I can’t make enough silver to get the other ships I already researched. And I play with a lap top and x box controller is there any way to set that range finder to a different key then the mouse wheel beacuse I don’t have a mouse and I been struggling like he said having to aim below the water line
B o t s
Why talk about naval battle while playing with tanks?
What settings was that for mousewheel if i may ask
If it weren't for the grind, I'd take this over WoWs any day. Fuck weegee for making me prefer Gaijin. I'm off to take a shower now.
Is this more like a simulator, where a 5in shell wouldn't be able to do much against an 8in armoured cruiser?
IIRC it's pretty realistic. The 5in shell can't do much against 8in main belt, but it can absolutely wreck unarmored AA, secondary guns and torpedo tubes, set fires to your ship and kill your crew.
And like SLM mentioned, when you repair your secondaries/AA, you put more people on the deck to be killed by said 5in guns. If you run out of people, the game declares your ship dead.
@@wojtek4p4 wow, nice! Thanks for the reply!
@@wojtek4p4 Word. 5in secondaries are made for superstructures, and small shit. Don't underestimate the utility of it though.
OFF COURSE HE GOT THE PRINZE EUGENE LOOOOOOOOOOOOOOOL
You are playing one and done, as a naval player that playstyle is extremely infuriating as people like you that play one ship and are out make me lose matches. Also AP is highly effective 95% of the time and even against destroyer there's like no point to using HE.
Not really... No. SAP rounds are much superior to AP and HE. HE os good to disarm enemies and damage weapons and modules. With a fast firing cruiser, you can even Destroy ALL rangefinder modules and make the enemies blind
"It's not world of warships"
So you mean the AP shells actually work? They don't go through the entire length of a destoyer and do nothing?
except they still do
@@danh7411
Do they? I've never played war thunder. By entire length I mean bow to stern.
@@177SCmaro yes, overpens deal little damage if you don’t hit vital parts like engine, ammo storage.
@@danh7411 I was kinda making fun of the tendency in world of warships for battleship rounds to never arm at any angle when hitting a cruiser or destroyer, even the entire length of the ship i.e. in wargaming's little brain 12 inches of belt armor can arm a 14inch shell but not 400 feet of destroyer.
I'm assuming that's not how it works in war thunder, that they shells don't hit the bow of a ship and pass though it's entire length and out the stern without arming the shell.
I love a lot of the mechanics in this game, but the visuals don't do it for me.
I'd recommend either switching to secondary weapons and changing ammo to the time-fused anti-air weapons. Or if you don't want to switch back and forth only bring the air bursting ammo for secondaries.
Honestly, I would recommend going to the United States Naval Academy in Annapolis. They'll teach you everything you need to know to play WT naval well. Lol jk, but damn doesn't it feel that way with how much going on and that you need to know.
Idk… this just looks sooo slow. And I keep hearing that the grind is excruciating.
My dude, WoW's chased me away because the Sub's can suck it. Please make more War Thunder Naval...pretty please?
Wows chased me away because of just the pure game breaking bullshit that WeeGee peddles now. At least this requires some skill.
If Warthunder is committed to realism like everyone in these comments thinks they are than Submarines will make their way to War Thunder eventually lmao. No such thing as a "realistic" 20th century naval game without submarines
@@alarminglyfastmovingskelet7289 It isn't that subs exist. It's that they are super OP in the game setting. They can, at upper tiers, cruise...underwater...faster than most BB's as well as a lot of cruisers. Spam torpedoes at an alarming rate, as well as the fact War Gaming made them mostly invulnerable.
Not a good game for naval
Dude jus turn on auto repairs and boyancy. #7 & 8. Thats how i run and wen i get a fire i jus do it manually to save crew for repairs inbetween fires.
Bro pls show the speed in knots
Setting up controls gets way too complicated later with pretty much everything because it goes into detail with every single setting. Especially jets with adjustable wings, exhausts, radar, on board computer