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Radar

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With the advent of radar into the game I've seen plenty of things that just don't seem "right" like revealing hidden ships that are behind islands or other objects (like larger ships). Also once revealed the detected ship just pops up in view for all to see. Now I get it that they assume radio communications would be transmitted throughout the fleet to inform them of what you detected but really if you are within your concealment perimeters you should not be "Seen" by others to fire on. 

 

Radar in the WWII era was basically a feedback system that showed spikes in an azimuth and the size of the spike noted the distance and relative size. 

 

I know this being more of a tactical arcade game and not a simulation here but I feel that when using the radar function should ping the mini map of a return and a relative position. Then the ship that is seeking the hidden ship can adjust its course to close the gap and reveal the ship when its visual perimeters are compromised.  

 

Just a thought...

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its a game...if you go by what you say...than the radars in this game should be at a much longer range and for a infinite amount of time while its active. 

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Been arguing about radar and sonar being able to see through solid mass since sonar and radar came out (technically a dd should be able to hide behind the footprint of a BB and never be detected). Also the fact that a plane that clearly doesn't have a line of site of a ship can spot you through the mountain they are flying on the other side of while not being detected themselves.

Edited by RockaholicRaven
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Rock,  those are programming issues.  but you are radar should be able to see around Big Rocks...but its a game...

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Rock,  those are programming issues.  but you are radar should be able to see around Big Rocks...but its a game...

 

Yes and IMO they are game breaking programming issues that should be getting resolved instead of WG changing their audio files every patch. Work on real issues not things no one even talks about

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I asked Sub_Octavian about this, and he replied that currently, there's no plan to make radar not be able to go through solid-landmasses. (check the Dev Q & A thread if you are interested)

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Yes and IMO they are game breaking programming issues that should be getting resolved instead of WG changing their audio files every patch. Work on real issues not things no one even talks about

 

hahaha...the day WG ever does that.....would be a miracle!  

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Thats something that has been rightfully argued against since its inception, like day 1. Same for Hydro and planes. From what I understand, DD's are getting nerfed even further this patch with thinner skin so that BB secondaries have more effect. 

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With the advent of radar into the game I've seen plenty of things that just don't seem "right" like revealing hidden ships that are behind islands or other objects (like larger ships). Also once revealed the detected ship just pops up in view for all to see. Now I get it that they assume radio communications would be transmitted throughout the fleet to inform them of what you detected but really if you are within your concealment perimeters you should not be "Seen" by others to fire on. 

Radar in the WWII era was basically a feedback system that showed spikes in an azimuth and the size of the spike noted the distance and relative size. 

 

It's an arcade, not a sim. Radar was made this way to facilitate gameplay, not to reflect the realities of WWII.

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For all the people saying "it's an arcade game" that IS NOT an excuse for POORLY designed game mechanics period. So please stop, you sound stupid.

Edited by RockaholicRaven

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For all the people saying "it's an arcade game" that IS NOT an excuse for POORLY designed game mechanics

 

You should learn to read. "It's an arcade" comment wasn't addressing the merits of the radar mechanic, but rather Botcha's points about IRL WWII radar.

 

So please stop, you sound stupid.

 

Yeah. Stop.

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Like unlimited torpedoes that don't have duds or explode from fire or shells in their launchers? Or more like DDs not having citadels?

 

:popcorn:

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Like unlimited torpedoes that don't have duds or explode from fire or shells in their launchers? Or more like DDs not having citadels?

 

:popcorn:

 

Or invisible force-fields at map edges that catch ships at exactly at mid-point, and also magically lower their speed?

 

Seriously, people complain all the time about radar or some ship's turn radius being wrong, but not that? :)

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Like unlimited torpedoes that don't have duds or explode from fire or shells in their launchers? Or more like DDs not having citadels?

 

:popcorn:

 

And ships be invisible. 

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Or invisible force-fields at map edges that catch ships at exactly at mid-point, and also magically lower their speed?

 

Seriously, people complain all the time about radar or some ship's turn radius being wrong, but not that? :)

 

Yes, but didn't you see? Radar seeing through rocks is a GAME BREAKING programming issue that just has to be resolved RIGHT NOW. :P

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For all the people saying "it's an arcade game" that IS NOT an excuse for POORLY designed game mechanics period. So please stop, you sound stupid.

 

Notice how you're the only one who thinks that it's poorly designed...
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To be fair, most of the DDs with win rates below 50% are at tier 6 and 7, where they would occasionally encounter radar, but not every match. After those tiers, the DDs get better, so maybe the solution would be to get players used to working around radar earlier on? Or are those just particularly bad DDs, and radar isn't effecting their success?

 

Then again some of the cruisers that have radar are among the very worst ships in the game in terms of win rate, damage done, survival, KDR, etc.

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Honestly I think the mechanic would be much more interesting if they took a more realistic approach to it:

 

The radar on top of your ship spins.  So instead of constant, unbroken view, what if it only revealed a target for 1-2 second at a time as it sweeps across their position?  Overall duration could then be buffed to make up for not spotting continuously.

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​notice how you can't even read OP's first post

 

Actually, it's you who can't even read it - OP merely stated that radar implementation in game is not historical / realistic, he didn't offer any opinion on the design quality.

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Actually, it's you who can't even read it - OP merely stated that radar implementation in game is not historical / realistic, he didn't offer any opinion on the design quality.

 

I quote Op's first sentence "With the advent of radar into the game I've seen plenty of things that just don't seem "right" like revealing hidden ships that are behind islands or other objects  " on a scale of 1 to, you have to wear velcro shoes because you can't tie real shoes how stupid are you?

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Honestly I think the mechanic would be much more interesting if they took a more realistic approach to it:

 

The radar on top of your ship spins.  So instead of constant, unbroken view, what if it only revealed a target for 1-2 second at a time as it sweeps across their position?  Overall duration could then be buffed to make up for not spotting continuously.

 

In a perfect world where everybody is playing on a state-of-the-art gaming rig and servers are infinitely powerful - yes, it would be. In reality it's much more likely to end up being a "ZOMG! LAG!!!" scenario, because ray tracing is computationally intensive business.

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