Sha1yen
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Everything posted by Sha1yen
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I think most people agree that the game has seen better times in random battles. Currently, most games look like this: Most of a teams BB's sit at max range and hope to land shots that have up towards 20 seconds travel time DD's either contest objectives and pray that their max-range campers hit better than the other team, or go on a 10 minute mission to flank the enemy backline which either results in 1 or 2 cheeky kills, or in wasting their time as they get spotted after having contributed exactly nothing to the game. Cruisers get to play target practice for before-mentioned max ranging BB's, as their shorter range typically forces them into the zone where torpedos and BB salvos meet. CV's gets to flip a coin and hope that the flank they park on don't get overwhelmed because the enemy randomly spawned 3 more ships than their team on that side, while being flamed for either doing too little or stealing kills Subs typically go on 1-way trips towards the camp of BB's, and either singlehandedly terrorize them all because their sonar indicator is about as useful as a saw made of rubber, or they get spotted and instantly die because 10 ASW planes descend upon them the moment they're in range. Fun right? But it wasn't always like this, and there are rare games today where it isn't. The main deciding factor that I've found for these types of games come down to a very simple concept. There's too much crap you can't see, so you have to play defensive or you WILL sail into an inevitable carpet of torpedos. Now, I'm not saying that torpedos shouldn't be in the game, nor am I asking for nerfs to them or DD's and Subs. What I'm getting at, is that you very quickly reach a point where these ship types are so overwhelmingly dangerous that "normal" ships like cruisers and bb's simply have to play as if the litteral Grim Reaper is watching them. Just like CV's have a huge impact on the game, and therefor is regulated in how many a team can have, I feel like DD's and Subs are long overdue this same type of regulation. I'm not a game dev, so I don't have the magic number, but I've seen that the most active and fun games tend to be around the 2-4 stealth ships pr team. What I'd like to see, is a grouped hard-max for DD's and Subs along these lines: Maximum 4 combined dd's & subs pr team (Will never be overruled by queue times!) Of these 4, a maximum of 2 can be submarines, and a maximum of 3 can be dd's. That means if there theoretically are 0 dd's in queue, you still only get 2 subs. And if there are 0 subs in queue, you max out at 3 dd's. Both of these pose threats and can play their intended role, without their pressence shifting to be so huge that it dictates the flow of the game. This would allow for flexibility so it's not always just 3+1 or 2+2. But it would also prevent my earlier point where there's just too many dd's or subs for the other ships to realistically deal with. I'm not making this post to cry about any 1 role, as I feel like they all have a place in the game. But more to maybe spark some conversation about what could be done to try and combat the very passive meta that I feel has been forced on random battles by the lack of regulation to team compositions.
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Random Battles need a hard max of stealth ships
Sha1yen replied to Sha1yen's topic in General Discussion
You've completely missed the point I was making. But I know that anything posted here has to go through the obligatory "lol just git gut" trolls. At no point was I pointing towards balancing the game to be more realistic. Realism rarely makes for fun gameplay. The point I was making was that in World of Warships the concept of "unseen danger" is just as present as it is in any other game. When players know that there's a big chance of something dangerous popping out of nowhere, majority will automatically play less aggressively. Doesn't matter if it's DD's and subs in World of Warhips, stealth champions in League of Legends, rogues in World of Warcraft, or any kind of stealth character / unit in any other kind of PvP environment. I was never claiming that DD's and Subs are automatically the strongest ships in a game, and the highest damage dealers. I simply stated that they drastically alter the typical gameplay of a random match when they're matched in high numbers, because of the "unseen danger" concept. At no point in this post do I state that any one thing is too strong, or that any 1 role plays a certain way 100% of the time. I'm purely stating observations across the board, and making an objective hypothesis about the cause. I know perfectly well that "good" players will break from these patterns, but the fact remains that the majority of people in random battles fall into these stereotypes, and that's what will determine the overall experience of random battle play. So finding and adressing the factors that lead to theses playstyles that result in max-range-meta, could ultimately lead to a more diverse and (dare I say it?) fun gaming experience for those who play random battles. If the only thing you have to contribute is low-quality trolling, just ignore this post and move on -
Anyone who has played this game to tier 8 knows the feeling. That feeling when your tier 8 ship can laugh in despair as 90% of your shells bounce on the enemy Yamato. That feeling when he sneezes and removes half your hp as a side-effect. That feeling when your tier 9 ship might as well be a tier 4 as it's faced with the increasing amount of super-ships with gimmicks that completely break all traces of balancing your ship was designed around. Or the feeling when your tier 8 planes as a CV are lucky if they get a single shot off as they're litterally disintegrated on their approach into tier 10 anti-air fire. Isn't it about time to revisit the +2/-2 matching that has been the staple of the game so far? With more and more ships being introduced at the top of the food-chain, with increasingly powerful gimmicks. Anyone who isn't playing that, falls hopelessly behind and generally just have a miserable time as they hope for better luck in their next game. Why not go for the simple sollution of changing the matching for tiers 9-11 to +1/-1 ? (+1/-2 for tier 9 so they still figure in the tier 7 range where they were always designed to appear) I believe this could relieve a lot of the pain that is currently the state of the game at tier 8 and 9, which used to be where most people enjoyed playing because you could always feel relevant, as the powercreep is only really a major factor at tiers 10 and 11. And before anyone makes the "what about queue times for tier 10 and 11?" argument, let me point out that the majority of players tend to be in the tiers 6-9 range. Is it ok to force unpleasant matching rules on a majority of people, so that a few people only has to wait 1-2 minutes, instead of 2-3 minutes on their game? (if even that) Mind you, this post is not about anything other than tier-matching. I don't mean to adress class distribution in the slightest, as there are plenty other posts that do that.
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I don't own any tier 9 premiums, but ok. My reason for suggesting different MM for tier 9 in particular, is that while tier 8 was designed with tier 10 in mind, tier 9 was by no stretch of the imagination designed with super ships in mind. The power difference between most tier 9 ships and any given super ship, is often similar to when you see a premade where the low-tier player is 3 tiers down (6+8 matched into a 9 top tier game for example).
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[12.X] 3in1 - Commander and his skills, as well as campaigns in battle
Sha1yen replied to OlliN's topic in Other Mods and Programs
I was actually hoping to make it bigger ingame, but I guess I could've specified that any chance to have 3 size options added with the next update? one being the default, 1 smaller and 1 bigger (like double ish size). Either way thank you for the work you put into the mod :) -
[12.X] 3in1 - Commander and his skills, as well as campaigns in battle
Sha1yen replied to OlliN's topic in Other Mods and Programs
Is there any way to change the size of the commander portrait shown in game?
