camaraggio
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Everything posted by camaraggio
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Actually, haven't noticed this the 1st time I watched it, so indeed the video was not as good example as I'd thought.
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Just as are yours. And I've had an example to back my claims, so whose are easier to dismiss, as you just did? And you actually don't have any data about this and 'It is basically the same as delivering a generalization as evidence.' I'd say: most of those draws are exactly because of: 'kill em all a short while later / go for cap after you realize you can't kill in time'. Another generalization but this is based on my experiences just as your opinions are based on yours. Draws which would have been won shortly after the timer expires are exactly those 2-3% which should be an acceptable percentage. Remaining draws are from player error only. Only if the cap advantage is bigger than 80%-90% than the other team (exact numbers would obviously require data WG only has available, but I based this on: it takes ~3 minutes to cap fully, so about 2m 30s to cap up to 80%. We want to get rid of 'few more seconds' before a win here so 15-30 seconds is all which should be need :-)). Advantage also means if both teams are capping you still have to reset the other one to win, plus it should be impossible to send one ship last second & cap.
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The foliage on the new maps causes the freeze. Changing it to 'off' in the settings fixes the issue. Windows 7 x64; Radeon 6990m
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Actually, this example very well depicts most of the draws I can remember and that's why I chose it since video speaks better than words Not always having a DD leave nearly finished cap, of course, but the 'I wish I had more time to kill them all... ...Oh no! Not another draw!' attitude. I really do enjoy this mode, because I often get way more satisfaction from a win when I know that actually the enemy was denied it because they really were outplayed, not only because we killed more ships. Victory means fulfilling all the conditions, including the time constraint. Ending up with all enemies in your map side sunk, but far away from the base simply means the sunk group has managed to hold the line long enough or you simply should not have gone that far in the first place. If the engagement happened closer to the middle rather than at the very border then there would still be time left to cap. I personally believe the time constraint as well as the base cap are needed because this forces the players to actually think what they do and where they sail rather than simply commit to one side, sink anything they come across or chase kills for the sake of kills. Still, I'm just looking for more coordinated & fun gameplay rather than a simple deathmatch, so possibly I'll get this in the ranked battles (I don't mind ending on the losing side, as long as the game is good )
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Yea, all those draws like this one? They already had that win, DD deliberately leaves the cap circle. And what does SS do? Goes west for the easy CV kill, rather than pushing for the win/cap, doesn't encourage the DD to cap on chat and even wishes he had more time to fight. One BB goes away from the cap circle, another is going towards but is far in the back to begin with. And to be fair: if it wasn't the draw, then possibly it'd have been your defeat. So treat it like one and try to get better next time. I don't get that 'I hate draws' mentality - as a team, neither team managed to win; so why should one get it? It is true thought that the tier 8+ gameplay seems to encourage over-cautious play because of the high repair costs. I'm still making profit on tier 7 (without premium), so I expect that on tier 8 I'll (hopefully) break even and on tier 9/10 I'll be losing money. I understand why WG does this, and I can't think of a better solution TBH (aside from increasing the timer size on screen to counter the draws, but not the cost, obviously ). I'm actually very curious about the ranked battles system when it gets to the live server if it changes anything, because it's hard to base anything on a serwer where everyone is swimming in silver and the repair cost doesn't matter.
