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Found 2 results

  1. Taking a Bullet for Your Team

    World of warships is, at heart, a tactical game of finite resources. Those finite resources are the ships' hit points. When they run out, the game is over. The equation is more subtle than that, however. Since a ship suffers no gradual loss of fighting power from losing hit points, but retains its full capabilities up to the point where the last hit point is gone, it is preferable that the team's loss of hit points should be distributed as evenly as possible, on a relative scale, among the various ships. It is far better to have all ships afloat but with half their hit points remaining, than to have half the ships left with full hit points. The abovesaid, in conjunction with the fact that damage to a ship doesn't carry over into the real world*, illustrates why it is not a good tactic to avoid damage to one's own ship at all costs. Unnecessary damage is bad, but damage taken so that an ally might survive and fight on, is generally good. In other words, deliberately sailing in harm's way - a quotation from naval history that is often made on this forum, by the way - is very often a winning tactic. Taking a bullet for your buddy is of course the most gainful when it enables both you and your team mate to fight on. But in some cases, you have to make a choice of which ship to save. The natural instinct, namely to stay in the game yourself, is hard to find fault with - but in a purely tactical sense, it might be wrong. For example, yesterday I was in my Scharnhorst, fighting a rather even battle with one carrier on each side. Then the enemy pushed, and at least five of their ships made a rush on our carrier. I decided that our one carrier was probably more useful to the team than my battleship, and I promptly charged the oncoming line. There was no way I would get out of there, but our carrier did - and this may have helped our team secure the win. (Incidentally giving me more experience points in the end, so I guess good deeds do not always go unrewarded?) Another example is that in a battle today, the enemy Minekaze started capping the A point before we got there, and sat in his smoke, hoping for the best. I came driving up in my Duguay-Trouin, and rather than just sailing to and fro and wait for the smoke to clear, I thought, the hell with it - so I activated my sonar and rushed the smoke. With sonar pinging I easily dodged his torpedoes, found the little bugger parked with his nose up against the cliff, and sunk him forthwith. Then I went down under a massive hail of heavy ordinance from at least half a dozen cruisers and battleships that had come sailing up to support their destroyer - but we won the cap, and killed one of their destroyers to boot. We lost the battle, but I think we might have won on points if the carriers had been a little more evasive in the endgame. You might argue that I would have been of more use afloat than sunk so early on, and I like to think that you'd be right - but my point is, mine was not a useless sacrifice. It served a purpose, by enabling my allies to take that capture point early on in the game. We all play this game, I believe, in order to have fun. And getting sunk earlier than you'd need to is certainly not "fun", as such - but in the right circumstances, it might serve a purpose in the game. Yes, you guessed it already - this is a post about game tactics and team play! I invite those of you who have had similar experiences to regale us with those, and maybe open a discussion on related game tactics and such! What do you think? *This statement should by rights be a generally accepted truth. And yet sadly, my observations of the Brotherhood of Borderhuggers would suggest otherwise.
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