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riverslq

Please rename Radar to Satellite Scan

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I'd rather they just use the Predator Vision effect. That way it helps you buy into the fantasy, and is kinda cool. Get two birds stoned at once thing. I'd love to enter Predator mode on my Atlanta! Oh, and that sound FX too, KTHXBYE.

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While we're putting in satellites, can we get an ion cannon up there? Let's get the Global Defense Initiative up and running.

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Radar and sight mechanics both crack me up in this game.  

1. Sight mechanics - a team mate sees a ship 20km (10 miles) from me and I have a perfect visual image of this ship, their direction and relative speed.  Allegedly this 'instantaneous' and 'miraculous' capability is because of 'radio' communications from the ship detecting the enemy vessel.  ROFLMAO  What a crock. 

2. Radar - sees thru solid rock, allows perfect visual image of target with speed and direction so as to aim and target with torps from the other side of an island.  Really sweet.   Also, a total joke!!   LOL

I know,,, to all the morons out there who will say it,,,, its an arcade game.   Bollocks.

Edited by SeaborneSumo
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That would certainly be a better fitting name as what WG has implemented as "radar" works absolutely NOTHING like real radar.  Not even remotely close.  It would be a really easy fix to at least make it almost like real radar.  Forget the ridiculous "see through solid objects" aspect and just focus on the "always on" thing.

 

 Illuminate the target for 2 seconds out of every 10, to imitate a sweeping radar.  simulating an actual radar "sweep" might be a bit difficult, so go ahead and leave the 360 degree all at once thing in place and just have the targets "blink".

Only allow the ship with the radar active to see the enemy ship.  If the person with the radar wants to communicate it out to his/her team, they can call out coordinates in chat, to simulate real ships radioing their fleet to report a location.

increase the duration of the consumable to compensate for only seeing the target for a couple of seconds.

I'll take the first point one step further, and say that the target appears on the users mini map for the 2 seconds it is "painted", but is not actually "visible" on the screen, as radar doesn't allow you to actually SEE anything, it just shows you an object on a screen.

 

Real life radar is not a targeting system.  WG's version of radar acts more like a Aegis targeting system.

 

Edited by CaptGodzillaPig
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You can made complete modifications to radar once you make smoke firing completely realistic as well.  No more firing out of completely opaque smoke because some team mater on the other side of the map just happens to see a ship 8kms in front of you, who can't magically see thru you now one way opaque smoke.

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11 hours ago, CaptGodzillaPig said:

That would certainly be a better fitting name as what WG has implemented as "radar" works absolutely NOTHING like real radar.  Not even remotely close.  It would be a really easy fix to at least make it almost like real radar.  Forget the ridiculous "see through solid objects" aspect and just focus on the "always on" thing.

 

 Illuminate the target for 2 seconds out of every 10, to imitate a sweeping radar.  simulating an actual radar "sweep" might be a bit difficult, so go ahead and leave the 360 degree all at once thing in place and just have the targets "blink".

Only allow the ship with the radar active to see the enemy ship.  If the person with the radar wants to communicate it out to his/her team, they can call out coordinates in chat, to simulate real ships radioing their fleet to report a location.

increase the duration of the consumable to compensate for only seeing the target for a couple of seconds.

I'll take the first point one step further, and say that the target appears on the users mini map for the 2 seconds it is "painted", but is not actually "visible" on the screen, as radar doesn't allow you to actually SEE anything, it just shows you an object on a screen.

 

Real life radar is not a targeting system.  WG's version of radar acts more like a Aegis targeting system.

 

+1

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12 hours ago, CaptGodzillaPig said:

increase the duration of the consumable to compensate for only seeing the target for a couple of seconds.

 

Wait so you want to make it more realistic and yet still keep the arcade limited use feature?  Last time I checked things like radar are not a "use 3 times and then return to port to refill" piece of equipment.

 

12 hours ago, CaptGodzillaPig said:

I'll take the first point one step further, and say that the target appears on the users mini map for the 2 seconds it is "painted", but is not actually "visible" on the screen, as radar doesn't allow you to actually SEE anything, it just shows you an object on a screen.

 

I would be fine with that, provided ALL spotting mechanics worked in a similar fashion.  Just because a friendly ship can give me grid coordinates, direction of sail and approximate speed shouldn't suddenly make the ship perfectly visible to me.  After all, fair is only fair...

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14 hours ago, CaptGodzillaPig said:

That would certainly be a better fitting name as what WG has implemented as "radar" works absolutely NOTHING like real radar.  Not even remotely close.  It would be a really easy fix to at least make it almost like real radar.  Forget the ridiculous "see through solid objects" aspect and just focus on the "always on" thing.

 

 Illuminate the target for 2 seconds out of every 10, to imitate a sweeping radar.  simulating an actual radar "sweep" might be a bit difficult, so go ahead and leave the 360 degree all at once thing in place and just have the targets "blink".

Only allow the ship with the radar active to see the enemy ship.  If the person with the radar wants to communicate it out to his/her team, they can call out coordinates in chat, to simulate real ships radioing their fleet to report a location.

increase the duration of the consumable to compensate for only seeing the target for a couple of seconds.

I'll take the first point one step further, and say that the target appears on the users mini map for the 2 seconds it is "painted", but is not actually "visible" on the screen, as radar doesn't allow you to actually SEE anything, it just shows you an object on a screen.

 

Real life radar is not a targeting system.  WG's version of radar acts more like a Aegis targeting system.

 

 

Some interesting ideas. How would it counter smoke firing though? Not to play devils advocate, but I really do think that radar should counter smoke. Otherwise not only do you have DD's doing it, but everybody else too. My only beef with radar is the xray side of it. Same thing with Hydro and Prox spotting. I mean, a ship is 2km away from me, but theres a flipping mountain between us. How in the world can i possibly see him lol...................................

Edited by Wyngs_2015

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50 minutes ago, Wyngs_2015 said:

 

Some interesting ideas. How would it counter smoke firing though? Not to play devils advocate, but I really do think that radar should counter smoke. Otherwise not only do you have DD's doing it, but everybody else too. My only beef with radar is the xray side of it. Same thing with Hydro and Prox spotting. I mean, a ship is 2km away from me, but theres a flipping mountain between us. How in the world can i possibly see him lol...................................

Hydrocoustics (not sonar as most people call it) is not a line of sight thing.  Hydro listens for sounds underwater and based on those sound waves can identify and locate targets.  The interesting thing is that WG calls it Hydro, but while active you get the sonar "ping" sounds.  Not sure if they did that just to let you know it is active or if they actually intend it to be an active sonar and misnamed it hydrocoustics. 

 

Radar can counter smoke while not constantly lighting a target for the entire team to see.  All you really need to know to counter smoke is the approximate location of the ship.  Is it still in the smoke?  Is he sitting still or moving?  Did he smoke and run?  Did other ships move in behind the smoke to ambush your team?   All this things could be known with the "realistic" radar that acted like something I suggested.

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2 hours ago, Bril01 said:

 

Wait so you want to make it more realistic and yet still keep the arcade limited use feature?  Last time I checked things like radar are not a "use 3 times and then return to port to refill" piece of equipment.

 

 

I would be fine with that, provided ALL spotting mechanics worked in a similar fashion.  Just because a friendly ship can give me grid coordinates, direction of sail and approximate speed shouldn't suddenly make the ship perfectly visible to me.  After all, fair is only fair...

Neither is pretty much any of the so called consumables.  Last I checked a ship DC/Repair?Fire party didn't just work for a few seconds and then tell the captain to piss off the next time there was flooding or fires, they are on break and won't available for another few minutes and after one more fire they are leaving for the rest of the day.  Hydro is an always on thing.   This IS an arcade game.  It isn't a naval simulator.  I am willing to accept that not everything will be 100% accurate, but in the case of radar it needs to be a little less OP.  It can still be an effective counter, but WG really messed this up IMHO.

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On 8/15/2017 at 9:30 AM, cometguy said:

While we're putting in satellites, can we get an ion cannon up there? Let's get the Global Defense Initiative up and running.

That's in development, under the acronym RUBB

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15 hours ago, CaptGodzillaPig said:

Real life radar is not a targeting system.  WG's version of radar acts more like a Aegis targeting system.

 

Well, we have the MO in game, so it's historically realistic there:Smile_Default:

 

It's surprising how many DDs don't know the MO has radar. I generally manage to surprise one every match (I also may or may not have tried to hide my NO in a smokescreen within 9km of a MO)

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14 minutes ago, CaptGodzillaPig said:

Neither is pretty much any of the so called consumables.  Last I checked a ship DC/Repair?

 

Expect your not suggesting a massive nerf to them in the name of making them more realistic.  I mean last time I checked, a crew doesn't instantly put out fires or fix flooding either :)  My point is when you use language like "works absolutely NOTHING like real radar" you invite people to point out the flaws in your suggestions when you promote changes that make it "NOTHING like real radar".

 

 

Edited by Bril01

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I'm real interested to see how the game would change if radar was changed to always on in exchange for islands blocking radar.

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7 hours ago, AJTP89 said:

It's surprising how many DDs don't know the MO has radar. I generally manage to surprise one every match (I also may or may not have tried to hide my NO in a smokescreen within 9km of a MO)

Not many people think about such things because they are annoying to think about.

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9 hours ago, CaptGodzillaPig said:

Hydrocoustics (not sonar as most people call it) is not a line of sight thing.  Hydro listens for sounds underwater and based on those sound waves can identify and locate targets.  The interesting thing is that WG calls it Hydro, but while active you get the sonar "ping" sounds.  Not sure if they did that just to let you know it is active or if they actually intend it to be an active sonar and misnamed it hydrocoustics. 

 

Radar can counter smoke while not constantly lighting a target for the entire team to see.  All you really need to know to counter smoke is the approximate location of the ship.  Is it still in the smoke?  Is he sitting still or moving?  Did he smoke and run?  Did other ships move in behind the smoke to ambush your team?   All this things could be known with the "realistic" radar that acted like something I suggested.

Trust me, for Hydro-accoustic search, the latter option is correct. H-A S is mislabeled. It's actually active sonar.

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Threads like this will continue to be around until wargaming gets off their [edited]and properly addresses it, not just lip service as they have in the past.

 

My honest opinion of why they can't fix it quickly is their engine is unable to.  They added in a feature because hey!  that's cool! 

but wait...our engine can't distinguish whether or not geometry is in the way for sight!  (though they do it for everything else, so it could just be completely lazy on their parts I dunno)

 

but it's pretty f'n stupid.

 

 

 

And my favorite name for it?  Gaydar.

Call it what it is.

Or make it work like it's supposed to.

 

 

Insert joke about assless Chapayev's here.  :p

 

Edited by riverslq

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