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Herm_i_one

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    [HM-RN]

About Herm_i_one

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    Seaman
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  1. Skill Points XP Required Total XP Required XP Difference Increase for next level % XP Increase 0 1 1,500 1,500 2 2,500 4,000 1,000 67% 3 4,000 8,000 1,500 60% 4 6,000 14,000 2,000 50% 5 9,000 23,000 3,000 50% 6 14,000 37,000 5,000 56% 7 21,000 58,000 7,000 50% 8 30,000 88,000 9,000 43% 9 41,000 129,000 11,000 37% 10 54,000 183,000 13,000 32% 11 69,000 252,000 15,000 28% 12 87,000 339,000 18,000 26% 13 108,000 447,000 21,000 24% 14 132,000 579,000 24,000 22% 15 159,000 738,000 27,000 20% 16 189,000 927,000 30,000 19% 17 222,000 1,149,000 33,000 17% 18 259,000 1,408,000 37,000 17% 19 300,000 1,708,000 41,000 16% 20 360000 2,068,000 60,000 20% 21 432000 2,500,000 72,000 20% I wonder if you could justify the 1.2 million XP based on the table I created above. Using existing figures, the extra XP required for the jump from T18 - T19 is a 16% increase to achieve 300,000 XP. Using a very modest 20% increase for the jumps from 19 - 20 and 20 -21 respectively, the total extra XP required is just under 800,000, which is 2/3 of the 1.2 million you are now asking for. Even with the extra 5% you say Commanders can receive as Elite XP, this still seems to me rather a lot of extra grinding. If I assume, 500,000XP for T20 and 700,000XP for T21, this corresponds to an increase of 67% and 40% respectively, which are increases only seen at the lower tiers of Commander progression.
  2. Herm_i_one

    Scoring System doesn't reward Team Play

    Okay. Thanks for that. It's not always obvious but it does make sense. Thank you.
  3. Herm_i_one

    Scoring System doesn't reward Team Play

    Slight exaggeration in saying it takes forever, apologies for that. The point remains though that the BB can cause that damage much quicker than the DD; I guess that's what I was trying to say :)
  4. Herm_i_one

    Scoring System doesn't reward Team Play

    My point about this is that a DD has to sit there for ever and do that 25% damage, whereas a BB can cause it with one shell - against non-DD targets.
  5. I might have this completely wrong but everything I have witnessed so far leads me to conclude that the scoring system leans heavily towards scoring damage. I have played far too many games in a DD now where I have captured areas, spotted for the team, taken a fair amount of potential damage but caused little damage to enemy ships and yet the BB sitting at the back of the map sniping gets to finish with higher XP. The DD scores most of it's damage from torps, which if spotted in time are usually easy to dodge, but with the main battery it needs about 50 hits to score the same amount of damage as a BB shell. I know WG factor all the game conditions into the final score ie. Potential Damage, Spotting, Capturing or Defending Areas, Causing Damage but I just feel that they are applying the same formula across the ship types, which is unrealistic. I get that BBs want to sit at back and snipe; it's actually pretty safe play to do that but why isn't there better rewards for the ships at the front spotting the targets for them to shoot at. In other words, a fairer share of the damage caused. Conversely, I have capped areas in a BB, which in my own opinion is something that should not be necessary if I have supported the DDs and CAs properly. In that case, the BB should probably get more XP for taking the Cap because it is primarily something you would expect the DD to do. It is a contentious subject but I would love to hear what people think about the scoring system and maybe generate some positive feedback for WG to make the game even better for all of us.
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