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Found 22 results

  1. 1. Wstęp Witajcie, zacznijmy w ogóle od tego co to jest teamwork? - Teamwork to współpraca graczy z różnych klanów w obrębie jednego zespołu Ten poradnik jest bazowany na moim długoletnim doświadczeniu w grach online, gdzie gramy w zespołach (czy to 5 vs 5, czy 7 vs 7 czy 12 vs 12) 2. Jak bardzo jest mi potrzebne zgranie z moją drużyną w "World of Warships"? Otóż ten istotny faktor jest wręcz niezbędny do tego, aby odnosić więcej sukcesów i zwycięstw, niż frustracji i porażek. Bardzo duże grono osób narzeka na: "Straszny matchmaking", "Nieuczciwe dobieranie w przeciwnej drużynie kilku fioletów", "Bo ja byłem niesamowity, a mój team dał się zabić" Takie komentarze w "World of Warships" to codzienność, jest ich więcej lub mniej... wszystko jedno, każda jedna taka skarga niesie ze sobą 1 wniosek: Wroga drużyna współpracowała ze sobą lepiej, dlatego wygrali. Szatan, ale co Ty mówisz? Ja miałem przewagę 500 expa nad drugim! - W porządku, zrobiłeś kawał dobrej roboty, nie twierdzę, że nie. Czy to, że gracz drugi w tabeli był o tyle niżej jest TYLKO I WYŁĄCZNIE jego winą? Nie! Bo zespół składa się z minimum 7 a maksimum 12 graczy i owszem mogą być dywizjony, które zwiększą potencjalną szansę wygranej, pytanie tylko dlaczego dywizjony zwiększają szansę wygranej? Nie dlatego, że mam ze sobą 2 zaufanych ludzi a reszta to pomidory albo ziemniaki, nic z tych rzeczy. Zespół, w którym 3 osoby współpracują ZAWSZE będzie lepszy, niż zespół w którym nikt ze sobą nie współpracuje i każdy gra "pod siebie" A teraz, kiedy to czytasz, zastanów się... w ilu grach ktokolwiek na chacie poprosił Cię o pomoc? W ilu grach sam z siebie dałeś wsparcie zespołowi celem wygranej? Odpowiem Ci na te pytania: Jest ich niewiele i stanowią mały procent Twoich wygranych/ przegranych meczów. Owszem zdarzy się sytuacja, że mimo współpracy ze sobą przegraliście, ta metoda nie jest idealna i nie da Ci 100% Win ratio. A teraz zastanów się nad samym początkiem meczu: Mamy 2 zespoły po 12 osób: 1 zespół jest zrelaksowany, piszą ze sobą na chacie, ludzie z RPF pingują lokalizację najbliższego okrętu, na samym początku zespół ma plan na to jak rozegrać bitwę i się tego planu trzymają wspierając się nawzajem. Drugi zespół to ludzie, którzy nic nie pingują, płyną sami dla siebie, ich niszczyciel ginie w pierwszych momentach bitwy, wszyscy są zestresowani, a chat służy jako narzędzie wyładowania własnej frustracji. Jak myślisz? Który zespół wygra? Oczywiste, że zespół numer 1 Ludzie współpracujący ze sobą w grach zespołowych osiągają znacznie więcej sukcesów i są mniej zestresowani, a koniec końców gra jest dla nich tym, czym właśnie ta gra powinna być: Przyjemnością. 3. Wszystko to fajnie, ładnie pięknie Szatan, niestety to tylko sucha teoria i nijak ma się do praktyki... :( Ile razy ktoś odmówił Ci pomocy, jeśli o nią poprosiłeś? Ile razy napisałeś cokolwiek na chacie w normalnym języku a nie języku nienawiści? Ile razy dałeś wskazówki zespołowi gdzie powinniście się udać, aby osiągnąć sukces w przejęciu capa minimalizując straty? Odpowiedź jest taka sama... niewiele. A co by się stało jakby liczba tych gier drastycznie wzrosła? Miałbys o wiele lepszy humor i o wiele lepsze statystyki Ale co jest tego przyczyną? To, że przeciwnik ma fiolety w teamie, a Ty nie? Gracz z fioletowymi statystykami różni się od pomidorka z czerwonymi statami tylko 2 cechami: - Fiolet współpracuje z zespołem, brąz nie i gra dla siebie - Fiolet wie gdzie się ustawić na mapie, aby wykorzystać potencjał okrętu, brąz leci na YOLO lub też ucieka na rogi mapy/ wystawia pełną burtę do przeciwnika 4. RAGE, TILT, FURIA, WYZWISKA Wszystkie wymienione wyżej opisy zachowań graczy prowadzą tylko i wyłącznie do jednego: PORAŻKI Dlaczego? Jeżeli Twój team przegrywa nawet nieznacznie, a Ty zginąłeś i musisz jakoś odreagować to, że wróg Cię zatopił (Tak, okręty w World of Warships można zatopić i się je zatapia) zaczynasz pisać, że znowu masz taki a taki team. Pamiętaj, że nie jesteś w tym zespole sam! Jak zaczniesz ludzi wyzywać zmniejszysz morale zespołu, który już jest w ciężkiej sytuacji, a Ty dolewasz jeszcze oliwy do ognia. Twój team zacznie Ci odpisywać i całe ich skupienie na grze przeniesie się na skupienie na chacie i odpowiadaniu Ci jaki to Ty słaby byłeś i żebyś się zamknął i tym podobne zwroty. Zespół traci koncentrację, a w efekcie przegrywa bitwę, dlaczego? Bo uległ Twojej prowokacji i nie skupił się na tym, co wygrywa zdecydowaną większość gier, czyli na współpracy. Weźmy sobie teraz tą samą sytuację, giniesz i przeciwny team ma przewagę. Piszesz do nich: Sorry Panowie, poległem, ale możemy to jeszcze wygrać! Jeśli Ty i Ty popłyniecie tu i zajmiecie dobre pozycje obronne, a Ty i Ty wypchniecie wroga z capa, jeden niech idzie na flankę... itp, itd. Z pozytywnym i kreatywnym podejściem do sprawy Twój zespół w dużej mierze Cie posłucha i uzna to za świetny pomysł, a każdą, nawet najgorszą bitwę da się odwrócić na własną korzyść, trzeba tylko wymyśleć jak, a kluczem do sukcesu jest pozytywne nastawienie i współpraca, o której tak wiele dzisiaj piszę. 5. Ale ja tylko grinduję linię i nie potrzeba mi wygranych, aby zrobić ten czy ten okręt Kolejne mylne pojęcie. Jak opisał to @lobuzjeden w swoim poradniku Unicum, tracisz tylko czas, bo wygrywając bitwę nie dostaniesz doświadczenia pomniejszonego o 50%. 6. Teamwork OP Przyszedł moment na podsumowanie mojej dzisiejszej wypowiedzi :) Grając w zespole nastawionym pozytywnie i używającym komunikatora w grze do komunikacji w pozytywnych i taktycznych aspektach gry, pochwały dla graczy przez zaznaczenie go i wciśnięcie F11 "Dobra robota dowódco!", osłanianie mniejszych jednostek przez większe, tworzenie przyjaznej atmosfery między sobą prowadzi, wierzcie lub nie.... do wygranej i satysfakcji ze stoczonej bitwy. Grając nastawionym negatywnie i grając tylko pod siebie nie zważając na swój zespół i krytykując go za każdy nawet najmniejszy błąd, a po zatopieniu naszego okrętu wyzywanie i skupianie się na tym żeby wyładować frustrację, możemy liczyć tylko na jedno: Stopniowo powiększającą się frustrację i przegrane bitwy w coraz to większej ilości. Dziękuję za uwagę [A_P]szatan3434
  2. Just chucking this out here - Would anyone be interested in unoffiocial, World of Warships EU Discord? Just a place to hang out, post memes, music videos, division up with others etc? If there is I'll put one together for everyone
  3. Chaps I wanted to take this opportunity to say that helping your fellow CV Captain win games on behalf of your team (so that means you too) is becoming harder and harder. I want this to change. A lot of this is down to lack of knowledge, or lack of CV knowledge to be precise. Those that simply don't play CV's don't understand the micromanagement involved, the number of tasking they have and expectations (some unreasonable) some people might have. The last 2 nights I have witnessed some appalling teamwork, i mean really bad. Now I know this isnt new but IMHO it's getting worse. So i wanted to give people that don't understand CV's a bit of advise in order to make the CV Captains life easier. In doing so, It will massively increase the likelihood for you to win the battle. Average players thoughts I am a German tier 9 Tank spec Freddy. I am strong and will smash my way through anything. The CV player will surely provide me with a fighter as i am not AA spec and have a torp belt of cardboard. Resulting salt "No support CV, your S***". CV Players thoughts I have 1/2 sets of fighters and 3 ships going solo. I have to spot 3 different caps and attempt to knock out the first DD in time. I need to support that DD going into the cap and stop him form being spotted. I need to position my fighters in order to support the fleet as a whole in case of a strike. I need to recce the enemy team enough for the team to see what they are doing. I need to spot the torps coming towards the BB from smoke. I need to engage the enemy fighters going for my own strike. I need to shot down and strafe the enemy fighters to keep the DD safe. A CV player (good ones) will always try and support you the best they can. But you have to understand that there is a pecking order and you might not even be in the top 10. Here are a few things you can do to help matters. 1) Pair up. If you believe that you have poor AA or not enough to stop at least half the enemy planes then find a AA buddy. That doesn't mean following him around the whole game, but always look for locations that have a friendly AA ship in the general area. Enough to think if that guy pops his defensive AA, the CV player is gonna have a hard time trying to hit you. 2) Enemy AA ships. Take a look (or use the mini map) to see what AA ships the enemy has in on front of you. If you are a DD player and are screaming for friendly fighter to help cap but on the other side of the HIll is a Mino and Des, then the likelihood of the CV player sending fighters are SLIM TO NONE. Don't throw salt at him just because he doesn't have invulnerable planes. Planes last for a matter of seconds in heavy AA if your lucky. Would you push into a Moskva and Des with radar? Then don't expect the CV player to send planes in. 3) Positioning. You are a sneaky DD and are behind enemy lines. You are doing well and then suddenly you get spotted by the CV player .You scream for friendly fighters as your a Shimmy with a rifle on board. Guess what? A CV captain will not send his fighters though enemy ships (most of which have good AA) in order to support your death wish. Factoring the time to takes to get there, the likelihood that when they do they will make a difference (those that are left) and knowing the enemy will now be all over you, isnt going to go in your favour regarding support. Look at the ships the CV player has to get though first and the time it will take. 3/4 times sending plane behind enemy line results in a very few or none returning. Unless you are a AA spec Fletcher, KIDD or DD with good AA (defensive) then come to peace with the nightmare you might now face. If your on the flank and not surrounded by AA ships then completely fine and we/I will always bat enemy planes off you. But make the decision easy for us by not putting yourself in crap positions we cant help you with. 4) Torp dodge. Don't make the enemy CV captains life easy. The amount of people i see sailing in a straight line and getting whacked by torps in simply astounding. Break this down: DD/CA captain both the hardest and easiest to hit. One of the best times to sink a DD is when he starts slowing down in order to smoke. DONT. A good CV player can judge the time it takes for you to stop and when you do will receive a wall of torps. Keep moving, even when in smoke. Create a smoke circle but whatever you do don't just slow down and stop. BB Captains Always turn into the torps and not away from them. I'm sure i don't need to tell you why but in case it's about torp arming and surface area 5) Manuel AA knowledge. You receive a AA buff when you select a certain group of planes right? So knowledge of section is paramount. If you are in a Bismarck and you have a set of Enterprise torp planes and a set of AP bombers coming your way then concentrating on the Bombers will SAVE YOUR LIFE. I know that a AA spec Bis can destroy both but if your anrt then know/learn what planes are going to do the most damage to you. Just one 1 set of AP bombs can blow up a Bis just like that or strip 1/2 of your health, but the spread on the Enterprise torps can only hit so many (if you adopt point 4, 2 if hes lucky) A Fletcher is the opposite and should target the Torps as AP bombs do squat. So know what planes to target first. 6) Helping win fighter engagements. Fighters cant hurt BB's right? So why would you care about the dog fight that is going on near/above your head? Well simply selecting the enemy fighters will apply the Buff and help your friendly CV win what could be a close air battle. Those remaining planes could then be used to at least mess up the drop that will be heading for your team, or spot a incoming DD. Help as much as you can lads. Even sail into AA range to help those fighters out if it doesn't put you in a bad position. A good CV play will always try to use your AA anyway and wont get caught in a fighter battle they cant win, but some people are still learning or have no choice, so give them a helping hand. 7) Concentrate fire. One of the many jobs of a CV captain is spot and hopefully kill the enemy DD's. DD's are IMHO the most important ship in the game so we/you need them dead, pronto. If a CV player is spotting a DD or low concealment ship and has announced it on the F5 then focus fire. It's the best example of the selfish comment a CV captain can make as he knows that those planes will start to fall out of the sky. But he does it for the good of the team. If you don't use that opportunity then the CV captain might not bother the remainder of the game. He's not gonna lose planes for nothing. Chaps, you really don't want to make a selfish CV captain. 8) Priority targets. An action has a reaction right? I have a Zao and a mino in front of me and one is going to die . Now the Mino is just bouncing shells off my bow deck but the zao is burning me alive. Your instinct is to kill the Zao but think about it. That 8.4 km AA mino of death might be a means to an end. If i wipe him from the face of the earth the CV player has a single lovely Zao to drop on. A target not even factored as it was surrounded by the Mino/Des AA. You will also keep DD players happy as another Radar ship as met it's end. If you kill a AA heavy Ship you will increase the likelihood for the CV player to help the team and in turn you. This sounds so simple right but the amount of people i see just tunnel vision on a certain ship and not seeing the bigger picture is shocking. Having a half decent CV captain on your team against no AA heavy ships on the enemy team will 3/4 win you the game. Other 1/4 is the enemy CV captains but he has heavy AA still to deal with. Summary Nothing is more frustrating (in a good way) that seeing the enemy fleet support eachother, play as a team and doing all the right anti CV things. Whilst on your team they are moving around like depressed lemmings, getting killed one by one, and throwing buckets of salt at the CV player for no good reason. I want both teams to be equally as good as it makes the game more interesting and less one sided. I don't care if it makes the enemy CV captains life a misery, but it will make 2 of them, not 1 . Playing your heart out in a CV whilst watching your own team throw it away is tiring and saps the CV life out of you. I hope this helps. P.S You can probably forget all of this when the CV re-work comes, but lets go out with a bang ay.
  4. https://ENFclan.enjin.com Be adviced that registration to our official clan website is required in order to have access to these links Elite Naval Forces is an International clan having members from all over the globe - We talk English so knowing English is a requirement We don't talk much about ourselves but you can visit us at the above link and know yourself We do not care about how much skill you are because skills can be given by practice We are more concerned about good manners because we cannot give you that Clan Main Rules Clan Recruitment Center New Members Guide Game Character Creator Clan Event System Clan Teamspeak Server Clan Discord Server Away Notification Thread Inactivity Warning Thread ENF Clan Base is 99.9% Established These are the bonuses earned once becoming a member of ENF clan Research Center → (+3% XP earned per battles for every ship from those specified nations) England, USSR, USA, France, Germany, Japan and Pan Asia Dockyard → (-10% to battle post services costs for those specified classes) Destroyers, Cruisers, Battleships and Aircraft Carriers Shipyard → (-10% to the cost of ships purchase from those specified tiers) Tier 5, Tier 6, Tier 7 and Tier 8 Ships Rostral Column → (This monument symbolize the success of ENF clan) ENF HeadQuarters → (The main buildings for ENF high command & controls the size of clan members - Currently 24/40) What should I do to join ENF clan? - Register at https://ENFclan.enjin.com - Click on the "Application" tab at the website top menu and post your application - Applications usually processed within 24 hours maximum time. - Working Microphone or/and the ability to use voice communication - Don't worry about your skills since we will help you maintain those skills through practice. We are not a complicated clan but we are a bunch of mature players who prefer honor, respect and commitment. We understand that everybody has a life so we have a very interesting vacation modes You can always read more about us and check our guides for new comers at our website Good Luck and Thank you for choosing ENF clan Best Regards,
  5. The Admiral

    This is an idea that has been cruising around my brain for a while. By reading in the news the excellent “Play like a Pro” with insights from Clans’ Commanders, I thought it was time to put it on written. The Extra Player: basically there should be one extra player that assumes the role of leader of the fleet. He doesn’t play a ship, but rather gives directions to his team. I guess he should spend most of the time by watching the battle in bird view, pretty much like we do with carriers. He should also have a special set of quick messages like those invoked by pressing “B”, but more suited for his role; stuff like: «Push in» or «Pull out», «Focus Fire» (on a specific target), etc. In the same way as we play planes squadrons, he could select one ship and command it in one specific direction; of course this translates only in a suggestion for the real Captain of that ship, who may or may not, given the circumstances, go in the indicated location. The Catch: this player, as a matter of fact, is too in the battle. Like in real life, where the Admiral’s Flag ship still does have its own Captain who handles it, the same happens in the game. Before or at beginning of the battle, the Admiral choose his flag ship. Usually it would be a BB or CV (but it could get more wicked) and if that ship is sunk, he’s gone too: no more quick commands; maybe even banned from chatting until the end of the battle. Since very often one can survive a lost battle, we could also say that by killing him the other team get extra points; in some circumstances it could overturn the verdict of a battle. I guess this would take WOWS more into the ground of Strategic Games, something that is already a bit true for anyone who is not a an occasional player. I don't know. Maybe it's a terrible idea or maybe it could be interesting. Any idea or comment is welcome
  6. radar and hidro change

    hi, I have an idea that might make the game a bit more interesting for DD's. What id suggest is that u change radar detection based on the ammount of reflective surface on a ship. so big ships = further detection ship moving bow in = more stealthy. it might make for some interesting gameplay and teamplay (using radar together to sniff out a DD). also new skills "radar and or sonar detection" that show u where the sonar or radar is coming from (same way as with radio location) so for example: A DD is saling broadside to a cruiser outside of detection range. 7.2 km The cruiser pops radar and the DD gets detected from 11km by the radar when at a 90% angle (broadside) The DD gets a warning the radar is coming from the cruiser and he nouw has to make a choise. Turn towards the cruser or turn away from the cruser. Both will reduce the effective range of the radar but one is alot more dangerous than the other. also if the DD is saling straigt to the cruiser he might not get detected at all and get the drop on whatever he is escorting. also on hydro. maybe variate the range by the speed the enemy/torpedo is going? hirdo ususally works on listening to the cavitation of the propeller or the sound of the engine noise.
  7. So I just can't get a win in this event. It just seems like ppl don't understand it. So I'm lising some basics here: 1) Catapults damage the Silvania a lot - so focus them. Use AP and they die in no time. 2) The Sylvanias speed is manipulated by the number of ships inside her circle. Faster is not always better - see my last point. 3) Stay together don't wander off to other areas in the map 4) Cruisers DO NOT USE AP (except on the catapults) - you have 30% firechance so burn those BBS. 5) When you reach the end area you will be swarmed by enemies - so don't rush the Sylvania. AKA don't all sail in the circle - there is an end-boss named Rasputin he has 200 000 health and he fires AP that will END all our ships if left to his devices. DDS smoke Sylvania towards the end, and allow her to slow down. Focus-fire Rasputin EVERYONE - DDS torp, cruisers burn, BBS do your best - he is tough. It's really just a numbers game with the only strategical element being manipulating Sylvanias speed and smoking her when needed. I don't understand why it's so hard to grasp. I've played this mode prolly 20 times now with TWO wins. And for the record - I do deal a LOT of damage in this mode: EDIT: BTW Even though I am getting a little frustrated now by never winning I really like this event. The artwork on the ships is great, Harbour and atmosphere is really nice, and the rewards is really good, even when losing you can still earn 200k silver and three camos. Thats pretty good.
  8. Biggest tip for sucess in Ranked!

    Here is an AMAZING IDEA for sucess in ranked battles: SHOOT RADAR SHIPS FIRST, SECOND, THIRD, FORTH, FIFTH, SIXTH. In fact, shoot them even if your wife is driving in one and you fear being consigned to the couch for the night. If you have any doubt about what to shoot, shoot the radar ships. I dont care if there is an Amagi side on begging for a slap, shoot the radar ship. If there is a Chapyev with a ridiculous 12Km radar then shoot him like he just molested your mother with a very large cucumber doused in Deep Heat. Thats it folks. Shoot the radar ships then your DD's can cap, they can lay smoke for you that is worth something and on top of all this, there will be one less ship setting you on fire all game. If a very mediocre player like me can work that out, why the hell is everyone struggling with it? If you are in a Battleship you have 30 seconds to reload. Look up from your guns, take in the sights and if you have even a remote chance of hitting a radar ship, do it!
  9. Let me get stright to the point: Playing A.S. loadouts, especially on USN CVs, is not rewarding enough. I'm not saying that they CAN'T do aything, I've had games where I've locked down an enemy CV and scorched lone BBs and went away with quite some exp and credits. And although playing AS at least semi-decently is very beneficient to your team, if you can protect them from enemy aircraft and spot the DDs and torps, you are helping your team a LOT, it doesn't pay well. The thing is, there's no reward for keeping your team alive, other than miserable shot-down ribbons and 1.5x for winning. I'm fully aware, that most of the things I'm saying are obvious for more experienced players and concepts such as spotting with fighters or sticking close to BBs in a CA is nothing out of ordinary. The thing is, you rarely see such behaviur in games. It simply comes down to the fact that, while it helps your team win, it is not rewarded directly. Therefore, many players will be more tempted to try to earn more for themselves rather than assist the team, even if in the end they would have gained more if the team had won. Now, instead of just asking for more credits and exp for normal shotdowns, I'm suggesting 2 new ribbons: Interception Awarded for destroying carrier-based bombers before they drop they loadout. Gives more exp and credits than normal shotdown. Not a lot, but more. Air Defence Awarded when: your Defensive AA Fire, catapult fighter or carrier-based fighters are attacking the enemy squadron during their attack. Gives some exp and credits. Shot down would be still awarded for destroying catapult-based planes, fighters and bombers after they dropped their bombs/torps. (by the way, these names are totally a subject to change if necessary, but that's not the point.) What I hope for, is that this would encourage CVs with fighter heavy loadout to prioritise these enemy planes that pose a threat to the fleet, instead of just swaticking to that one squad that is coming back to rearm. At the same time, Air Defence would encourage cruisers to stick with Battleships and protect them, as they are finally getting something out of it. At the same time, while it would not be a fortune, this ribbon would be something a player can see and feels rewarded with. Well, at least that's the idea. What do you think? Is it complete nonsense or would it actually help?
  10. I've tried to translate my own personal experience into advice that other players may benefit from. I am by no means a great player, although I think I am still improving, but I would like to help promote more team work and help people to understand the dynamics of the game and how the four classes of ships work. World of Warships is, first and foremost, a team based game, from Coop and Random to Team and Ranked battles. If you disagree with what I'm saying, fine, but as rules of thumb, these probably goes a long way, although in certain conditions, most or all of these rules probably become fluid. If you feel you know better, don't just say so, explain why. Do feel free to add your own tips, and like suggestions from other players, both to encourage more people to post their advice, and to make it easier for me to spot them and add them to this post, so we may all do better together! I would especially like someone to do a guide to carriers for people who suck at carriers (like yours truly, as I freely admit). The importance of team work Lately it seems as if, for some reason, everyone is not only insistent on doing their own thing, but also on doing that thing as far away from support as possible. This is not helpful. Even if you are still in range of the rest of the team, even battleships can't do consistent damage at long range. More often than not, half our team gets creamed, leaving the rest to struggle to try and make up for it. Another recurring theme is that people often don't play their role, despite the obvious advantages for the team, themselves included. One important thing to remember is that this game is trying to be rock-paper-scissors, every ship type has its strengths and weaknesses, try to play according to your strengths and account for your own weaknesses. Whichever class you play, you can perform some roles that another class won't be able to perform, or only at a cost/with severe drawbacks. If you don't play the role your class is meant to perform, someone else will have to try that, and will most likely struggle to do so. See below for an outline of what each class is meant to do, according to the way the game is set up, and what is smart to do, in order to help your team. Destroyers/DDs Destroyers hunt everything, but should cap and scout for the fleet as well. On maps with multiple cap zones, capping takes priority, but make sure you have support, and air cover if need be. Gun destroyers should focus on taking out enemy destroyers first, but beware of enemy ships that have radar. After that, the priority is carriers (but don't abandon your team and go off on a wild goose chase). Gun destroyers are more easily spotted, but that does not mean they should ignore capping, just that they should be smart about it, and keep an eye on support at all times. Torpedo destroyers should usually only fire their guns as a last resort, or together with an ally, and then often only against enemy DDs. They should probably focus on capping first, but always within range of cruiser / gun destroyers for support.Their priority is: carriers (when nearby), battleships, cruisers, but also destroyers if near/threatened. For both types it should be obvious that you do not go off on your own, well beyond help from your team, unless there are no enemy DDs and no enemy CVs, or you absolutely have to in order to cap/reposition. Pro-tips: don't smoke up immediately upon spotting something and being spotted, if you're the one spotting, no one will be able to shoot at the newly discovered target. Especially enemy DDs are hard to spot, so YOU need to do that! Make sure we get some shots in first, using WASD hacks to avoid enemy fire, THEN smoke. If we can take out the enemy DDs early, you will have free play, wouldn't you like that? Sure you would! And don't sit still in the smoke right where you were spotted, the enemy will either shoot or torpedo your position, and either sink you or damage you so much you will be mostly useless for the rest of the game. If challenged, retreat, unless you have a clear advantage, and/or you are in the final stages of the game. If you make one little mistake, your team is down a DD. Once your team loses their DDs, they are handicapped, more than they realize. Important information for non-destroyer players: destroyers are NOT invisibre, they do not magically appear and disappear. They are also INCREDIBLY vulnerable, they have paper thin armor (so don't use AP against them, it will overpenetrate and do negligible damage) so protect those on your team, and prioritize those on the enemy team. They are incredibly useful. DDs on your team: good. DDs on their team: bad. Take out enemy destroyers swiftly, it may be your only chance, and it may save you or an ally. A few hits is all it takes. Cruisers / CAs Cruisers, especially light cruisers, should prioritize enemy destroyers over everything else, carriers over everything but destroyers, cruisers over battleships, and battleships absolutely dead last. For heavy cruisers this still goes, as your rate of fire is still better than a BB and a destroyer has to reveal its position to shoot. Pro-tips: don't EVER broadside a battleship while spotted AND at least keep turning if you can't avoid it, no matter what the range is. Yama has over 25 km range, and even in lesser battleships I've citadelled cruisers from (almost) max range and just plain deleted them, sometimes with my very first salvo of the game, the moment they were spotted. One citadel is half your HP, 2 is death. That is all it takes, so don't risk it, ever. Work with the other cruisers and focus fire a target, it will die swiftly, but stick to the target priority listed above. If you die getting a BB within an inch of its life, it is most likely useless. The BB will repair and be at half or full HP the next time it is spotted. The no broadsiding rule goes for enemy cruisers and destroyers too. They will delete you almost as easily, especially if you're in torpedo range. Using only half your guns is fine, as you also risk only half the damage you would sustain otherwise. Try to focus fire, together with your allies. When unspotted, get into the best possible position (preferably non broadsiding or ready to turn) and THEN fire. Important information for non-cruiser players: cruisers are almost as vulnerable as destroyers, they have a bit more HP, but are also MUCH more visible, while with exception of Kutuzov they have no smoke to hide in. Their rate of fire, especially for light cruisers, is often phenomenal. They can start fires like they are blasting The Prodigy 24/7. Some of them, especially at higher tiers, have radar, which is a deadly tool, while others have sonar. Protect them and they will protect you, if they do their job right. Battleships/BBs Battleships should target carriers, cruisers, battleships, in that order, but at least target their secondaries on any incoming DD. The occasional potshot with the main guns on a DD should not be neglected, especially if that DD is moving in a straight line and under 15 km away, and/or threatening an ally. Just don't forget to lead even more than for a cruiser. Better safe than sorry. Pro tips: turn your bow towards a threat, especially a destroyer/torpedoes/torpedo bombers, and try to avoid showing your broadside to anyone. Plan ahead, because you are slow to move, slow to turn, and if you get caught turning, they will target you and hit you where it hurts the most (the citadel). You may feel invulnerable and can heal mad amounts of HP, but if you get hit enough, you won't have time for that. Don't EVER go off alone, especially not with DDs/CVs about. Don't stay at max range, you may occasionally hit something, even citadel stuff, but you will do far less damage than at closer range. Try to find the sweet spot. Near enough to the enemy, near enough to your allies, but not close enough to be in immediate danger. Try to fire at the proper distance ahead, so you can citadel a BB or CA. Try to focus fire, together with your allies. Fire AP, even against destroyers. Target nearby enemies with secondaries, and pay attention to enemy squadrons, select those as well, especially if you have the Manual Fire Control (MFT) skill. Important information for non-battleship players: while they may seem invulnerable, and many of them feel that they are, they are most certainly not, not even Yama-san. Scout to detect DDs well ahead of time, so BBs can keep clear, and keep an eye out for TBs for the same reason, and don't let them wander off alone, or they will be pwned. When you engage them, finish them if you can do so at a reasonable expense, or all will be for naught. But don't get tunnel vision and lose track of everything else and certainly don't target them alone, unless you must, or if they are showing you their delicious broadside. Battleships are relatively slow, so don't keep them guessing on where they should be. If they have to move halfway across the map to be useful, they are useless for the time being, and the game can be lost before they are in a position to do something. despite their enormous hitting power/damage potential. Scout for them and point out juicy targets to attract their attention, so they can adjust in a timely fashion. Carriers/CVs Carriers hunt everything and can cover the whole map. They should use that ability to scout, even ahead of friendly DDs, so they don't get ambushed, and so that the team gets an early picture of where the enemy is and can adjust accordingly. Aircraft spotting a DD, but out of ammo? Who cares! Keep it there, wait for the team to take it out, or the DD to use smoke, unless it is so far away no one can shoot it. Don't pull it out the second the enemy DD is spotted! The DD won't return the favor, it will gladly torpedo you from beyond visual range, or start so many fires on your deck that your pilots plunge into the ocean in despair. Pro-tips: stick at least somewhat near your team and don't stay on an unprotected flank. Preferably, keep moving, especially if you were already spotted. The enemy WILL remember and will be coming for you ASAP. Also, keep an eye out for an enemy sneak attack, from carrier planes or otherwise. Don't EVER be AFK. A team without their CV is pretty much doomed. Important information for non-carrier players: Playing a CV is DIFFICULT. To play it right is even more difficult. So don't complain that they do it wrong, they are probably doing their best. One cruiser offering them AA support at the start, to guard against sneak attacks, can seem like an thankless job, but it may help your team a lot. All classes: -Work together. Pay attention to team chat and decide on a strategy together. Even if you heartily disagree, stick with the team, help them do their thing. A lemming train is often still better (concentration of force) than going off on your own, getting jumped, and sinking without accomplishing anything. -Never, EVER, torpedo from behind. No exceptions. -Don't ignore the caps, or even the very last enemy may still survive and allow the enemy to win by caps. -Don't leave it up to someone else to do the obvious thing, that you could do yourself (cap/take out that DD). They won't and your team will suffer for it. -If you go to A or C, don't go to the other side of the map, stay between B and A/C if you can. That way you will be nearer B and able to support your team elsewhere, or able to re-position more easily. -Don't shoot the forts in bastion mode if they are white (neutral) and we have a chance to cap them. -Keep your eye on the map and don't run into an island or the map border, it usually is instant death, or will result you being out of position. -Wait for the target to be focused, then fire, or you'll be off by a mile. -Don't accuse others of cheating even if they shoot way better than you. -Check your torpedo range and torp accordingly, don't waste your torps on a target that they are never going to hit. -Don't fire/torp at max range, unless you have no other targets and won't have them for at least 30 seconds. -Support your DDs and carriers first, but don't let battleships and cruisers run into enemy torps because you didn't scout. -Prioritize weak enemies first. A weak enemy is still a threat, a sunk enemy won't hurt anyone (except with ordnance, or a fire/flooding, already underway). Priority is still the same as stated for your class, unless the enemy is one shot away from being sunk. Kill stealing does not exist. If the enemy uses (HP) repair at the last second, he may go on and sink half your team, especially a DD or CV. -When in trouble, turn your bow towards the nearest enemies, scream for help, and hope for the best. -Help a friendly if you can. Take some of the pressure of him, target the ship that is its biggest threat, help your ally to survive, and he may be able to help you (or the team) out at a later stage. A sunk ally is a useless ally. -Stay out of the channel on Two Brothers, especially early on. You will be spotted and a cruiser, DD or TB squadron will take you out as soon as you exit the channel on the other side, or even earlier. if you know the position of the entire enemy team and they are nowhere near, plus the enemy capped the base on the other side and we need the points, then, maybe then, use the channel as a shortcut. TLDR summary: please work together, as a team. This is not a free for all. Support your team, and play your role. Cap if you can, but don't take needless risk. If you don't cap, support those who do, and those who scout. Don't get tunnel vision, keep checking around you and the overall situation. Edited in order to be eligible to be stickied, plus a few minor changes. I will add some of the many helpful suggestions below ASAP.
  11. Hi people. If there is one thing about the way people in this game cooperate that drives me nuts, it is the deliberate kill-whoring that seems to be present in all but the very low tiers of play. Some examples: 1. Players stop firing at the ship they are engaged with, to attempt to kill another low-health enemy ship - resulting in their death or loss of HP. 2. Players delay their barrage until the enemy ship is at low health, then unleash a full barage to sieze the kill. 3. Players disengage in a 2 v 1 fight and use cover until their teammate is dead, then swoop in to kill the damaged enemy. 4. Players See an easy fight with many of our team vs a couple of the enemy and turn around, abandoning their teammates. I cannot fully condemn this behaviour, because it is encouraged, in the most part, by game mechanics demanding kills for missions and achievements. I would appreciate if wargaming gently mnoved the focus of the game away from kills and more towards damage done. Even if they just awarded the "kill" to the player who has most damaged the target, it would be an improvement over the current situation. * Disclaimer - I understand that this is a team game, I understand that it belongs to wargaming so they can do whatever the hell they want and I understand that 99% of the replies I get to this post will be hostile. All I want is that people think about it a little - we are all wasting our time competing for an arbitrary game mechanic that rewards scumbags rather than tactical players! Fair skies and calm seas, comrades.
  12. Ways of Encouraging Teamwork.

    Teamwork We all know that it is a potentially frustrating and inconsistent thing, to rely on your fellow team-mates in match. Here are some thoughts on how team work could be encouraged: Add two new abilities to each class of ship; Carrier, Battleship, Destroyer, Cruiser. A passive ability that is automatically triggered when an ally comes in range of another friendly. With a cool-down per activation. Or a limit of how many ships it affects. Not able to overlap. A manual ability that the player can trigger, such as selecting an ally in range and then activating it which will help that ship for a short period of time. So what would these abilities be? My initial thoughts go something like this: Battleships Passive = Temporary dispersion increase for incoming enemy fire for friendly ships within a certain radius. Manual = Select a friendly and choose to restore a percentage of their health (excluding BB's) Cruisers Passive = Fire suppression time is reduced, so fires are put out more quickly. Manual = Select a friendly and grant them a temporary speed boost. (excluding cruisers) Destroyers Passive = Improved Torpedo detection. Manual = Reduce rudder shift time. Carriers Not really sure to be honest. Other abilities could include boosts to; Primary/secondary range/accuracy, Increased AA effectiveness, reduced cool-downs, concealment boosts, XP bonuses etc. Obviously this would require significant balancing and my even need a Skill tree overhaul, but they intention behind such ideas would be to encourage players to render assistance to team members instead of 'going solo'. Thoughts? Opinions? IF such a thing was implemented, what could each class have as their abilities?
  13. In Another thread I started, we discussed the issue of a lack of teamplay in every game mode that exists so far including ranked battles The main issue within the game is the number of casual players who simply aren't interested in it and the scoring system which deters team play This is absolutely fine if you are that type of player however there are a lot of players who want more from the game and are mature enough to realise the benefits of good structured, organised team play. They need a different environment away from the casual gamers to be able to play in this way. So, it was mentioned that WoW is screaming out for a Division/Clan mode and according to the feedback i get in game and the forum thread it would appear its most defintely wanted It is in this thread that I would like to discuss and develop that idea until we have a solid foundation that we can take to the devs and plead with them for it's integration. Here are some of the questions that I can think of, please give me feedback and help me to develop this idea. (This may be a long slog, but if enough folks show interest we may be able to get something done here. To give you some idea of my experience in the game I am currently playing tier 5/6 so am not as experienced as some other players. However my youth ism long past and i am very experienced (13 years +) running a milsim gaming community. So I have a fair grasp on what a "Mission Commander" needs to accomplish organised structured and controlled gameplay I have tried all game modes and have tried very hard to get team work in every match i have played apart from playing as a destroyer, you simply dont have the time then to type in chat. So here are some idea and questions. (I'm not quite sure how the poll system works in these forums, eg Can i create one, then after getting some feedback, create another one ? DIVISION GAME MODE (Feedback or input from the Dev team would also be appreciated) AIM To filter out players who are not willing to coordinate and play as a team To have a scoring system that encourages team work Some questions to get us started How many slots should each side have. What percentage of those slots should be allowed per division How should game balancing be achieved if there is a mismatch with division sizes for either side How should ship balance be done What range of tiers should be allowed How should the reward/score be split/shared What Ingame tools need to be added to improve a commander players ability to control or administer the fleet What polls do we need to get feedback What else, that I havent though of ? To make this easier for you to give feedback, copy n paste the following section into your thread and then it makes it easier to answer the queries or give your Slots per side: Max division Size: Blancing Mismatched Divisions: Ship Balance: Tier range: Scoring: Ingame tools: Polls needed: What else? Here are my thoughts at the moment on the questions I have raised, which are likely to change as this thread develops Slots per side: Not sure, either 2 different sizes, same as ranked and random or somewhere inbetween like 12 per side Max division Size: 100%, will get the best teamplay but logistically should also allow more than one division with a minimum division size of 4 players Mismatched Division Sizes: Not sure, Maybe: 1 x 12 versus 2 x 6 or 1 x 12 2 x 6 versus 3 x 4 All of these mismatch division sizes could lead to some decent varying tactical play Ship Balance: Don't have any thoughts on this yet (Allowing any mixture could create some very interesting gameplay Tier range:Max range of 3 tiers maybe or if that is too much, 2 tiers (Not sure not as experienced as some who are on tier 10, they may know best) Scoring: Team score shared evenly between every player (providing the individuals contribution has achieved a minimal personal score In other words, if the players has stayed at the back and not got stuck in enough, he doesn't take a share of the team score The team score should give you the highest points in the game and the personal score not the main aim of the battle Ingame tools: ​For the "Commander" ability to administer the fleet, for example Ability to define targets per fleet/sub group as is already the case via the F3 key but a more developed version Ability to split the fleet into sub groups (visualised by coloured ship tags on screen) Ability to set waypoints for the entire fleet , sub groups or individual ships Ability to define a sub group commander who can then do all of the above but for his group members only Some way for players in different divisions to interact before they get into battle so they can all join the same comms server (Teamspeak etc) Something like the "Wanting to join a Division meny but with the ability to copy n paste links for teamspeak servers etc Maybe even the devs offering their own temaspeak servers where all Division Mode players can meet up centrally and create these larger all in one divisions Polls needed: No idea yet What else? Nothing yet So please take this seriously and help me try and get something better for those who want it
  14. PLEASE ...... make Ranked Battles a regular part of the game. I have been taking part, currently hovering at rank 10 (up and down again lolz). The ranked battles do seem to encourage teamwork in a positive and effective way, unlike the Random game which is often treated by some as an excuse for people to be rude and obnoxious. Not much scope for improving skills and technique during the chaos. The smaller fleets in the ranked game genuinely make teamwork an attractive and possible way to enjoy the game at a better level of cooperation. There may well have to be an alternative incentive but in some form the ranked battles should be a permanent fixture. Another alternative is to make the fleets in Random games smaller, or add a game mode that facilitates teamwork better Long story short....... More Ranked Battles please
  15. Great game yesterday :)

    Yesterday, I was playing with my clan mates, we were in a Division with two Aoba's and one Cleveland. We got a game on Ocean, against a nicely tiered opponent. We started on the Northwest position and communicated to the team to all head South and then turn once we spotted the enemy. The three of us escorted a Fuso, a New Mexico and a Kongo. While sailing south, we encountered an airplane strike force that was spotted by one of our DD's. We lined up, let them come close and activated our Defensive Fire abilities. The result? 12 Dead planes, no hits on our BB's. After that, we spotted the enemy in the East and our task force of six ships turned towards the enemy. We were screening our BB's and providing air cover, while simultaneously engaging their cruisers. Their BB's made the mistake of engaging us, instead of our BB's. We drew fire and evaded most of it, while our BB's could hammer away uncontested. It was awesome, we won that game fairly easily in the end. Having a task force of around six ships coordinating fire and acting as one, it's beautiful to see We received a few "thank you's" as well, "finally some good cruiser gameplay" and so on. I love this game when stuff like this happens Can't wait for clan wars, or some other sort of organised fleet battles. -B-
  16. A tale of teamwork

    Map: New Dawn Mode: Standard battle Tiers: 4-6 So I selected my Fuso and pressed Battle. No division with anyone, I just wanted that x2 of the day and grind some extra credits for my tier 8's. New Dawn loaded up, standard battle tier 4-6 with our team starting to the north. Immediately I looked around and saw I was in the north-west along with a Cleveland, Fuso, Omaha and Isokaze. From the very start the Isokaze turned west and went for the border. It looked like he was gonna follow the border all the way to the south, going behind those islands on the map and hope to ambush the enemy CV, hopefully before the 20 minutes were up..... So I sighed and figured it was gonna be one of those games.... Then something happened. Along with the other Fuso, Omaha and Cleveland we formed up and started heading south, slightly to the west of the middle of the map. The Omaha positioned himself 2-3km in front of the Fusos to scout and the Cleveland slightly to our side providing gun and AA support. Opposed us on the enemy team along the way south were primarily a Mutsuki, Kuma, Wyoming, New Mexico and squadrons from the Independence. The enemy Mutsuki stayed undetected about 10km in front of us spamming torpedoes in our direction, but thanks to the Omaha the torps were spotted well in time and not a single one hit our ships. The enemy carrier sent wave after wave of planes and did somewhat better. But thanks to the Cleveland the damage to our ships were minimal and we remained combat effective the whole game. The enemy Kuma harassed us with HE fire, but the combined firepower of all our ships sent him to the bottom fairly quickly. The Wyoming, seeing what happened to the Kuma turned around and ran, but his slow speed ensured his eventual death too. Slightly south of the enemy base area, the New Mexico showed up but again the combined firepower of our ships sank him too. Once we reached the enemy base, the enemy carrier kept sending waves at us, but the Cleveland protected us from the worst of it. The Mutsuki decided that he had enough and ran off into the distance. We never sank him but he became visible occationally and probably took some damage from the Omaha and Cleveland before dissapearing again. In our base, a brave enemy Furutaka was capping too so it was a race. But because our adhoc division had taken a more direct route into the enemy base we outnumbered them in capping and so the game resulted in Victory at 14:41 into the game. Our side lost 5 ships, enemy side lost 8 ships. When you look at the ships involved on our side of the battle it was 4vs5 in their favor. While we had the advantage in tiers and guns, the enemy had the carrier. If we hadn't worked as a team but instead played individually too this 4vs5 could have gone either way but instead it became a stomp with us sinking 3 of those ships, neutralizing the other 2 and losing none of our own. When someone asks me why I love this game so much, it's because of games like these. Every now and then, the right group of people decide to work as a team to achieve victory. There wasn't that much communication between us either, just a mutual understanding of what was needed in order to win. Thanks to Yetizorg (Fuso), Ham_WI (Omaha) and frl_Rottenmeyer (Cleveland) for a great game! EDIT: What happened to our Isokaze? He survived the game with 65 base exp....
  17. Hi guys. Didnt play on the PT server myself, so I hope someone here can help me. Why wouldn't ranked battles be exactly the same crap as normals? /QQ start Thing is, I just had a really terrible evening in my New Mexico. Many games cruisers and dd would charge ahead and get killed, or they would charge ahead and invite the IJN DDs in behind them.... That left our BBs to fend for themselves = dodge...dodge...dodge untill someone got sunk. Another games theCV more refused to keep a dd in our cap spotted after he found it, instead choosing to return his bomber to rearm. And there were no fighters or other ships for miles around. /QQ over. US BBs are the slowest ship in the team, so what can one do to not get left behind (when using the chat doesnt work)? And why would ranked games be any better?
  18. Reward for escort

    Ok, so my idea is that a ship that is close to another ship (max 4 miles) should recive a escort bage each 30 seconds it's in said area to the ally. The badge should give a little bit of money and XP to reward good teamwork. This would motivate players to help eachother and could counter the lack of teamwork due to the lack of reward. Now, I know that it's probably not gonna happen but just think about how manny times cruisers abandoned their battleships for cuick kills and the battleship got torpedoed because of that. Same thing with carrier who waste their fighters for scouting instead of protecting ally ships. I hope WG will consider it as a posibility to enhanche gameplay and teamwork
  19. En la mayoria de partidas la gente sale a lo rambo (como diria TyraRommel), despreocupandose de capturar o de defender la base/portaaviones, tirando por el medio a pecho descubierto y tampoco en ayudar al compañero de al lado cuando lo estan crujiendo. Se supone que esto es un juego donde gana el equipo y no uno que sale pensandose que va a hacer 10 kills. No se trata si de uno apunta mejor o peor (que por lo general no suelen tener buena punteria ni estando cerca), se trata de que solo intentan matar a todo el que puedan sin importarles la victoria del equipo. Luego pasa lo de siempre, hay gente que hace muy buenas partidas pero por culpa de esos jugadores pierden una y otra vez (es gracioso ver ATAGOS tirar recto hacia delante a la aventura y morir en menos de 2 minutos) cuando precisamente lo mas facil es jugar con algun compañero a tu lado. Evidentemente jugar en division te va a ahorrar dolores de cabeza pero cuando hay algun jugador "aventurero" como esos... PD: Luego hay los tipicos lemmings, que en este caso les gusta demasiado ir con todos los otros compañeros
  20. Player's Skill Level

    I bet some of you have already had this feeling: you're playing a match, and it seems to go decent, but then you look at the team score and see that you are left with 2 others against 7 enemies. This happens to me way too often. Mostly because a lot of players don't know what they're doing. Of course I screw up for myself every now and then, everyone does. But it's just terribly annoying to waste all your time playing games with a terrible team. It has been killing the fun of WoT for me for a long time now. It has killed the fun of WoWP for me 2 weeks after I started playing it. It is already starting to ruin this game for me too. I think we need to do something about this problem. My idea was to implement a light kind of skill based matchmaking. Not too harsh, but harsh enough that you won't get in a game with 8 players playing like it is their 1st battle, while you and the other good players are unable to do something because you are with too few. It wouldn't be fun for the new players or players who are trying to improve if they would only get in matches with the worst players available, so that's why it needs to be mixed up a little bit. Bad players and decent/not very good players should be able to play together in one match, so that these bad players have a chance to get better so they can "rank up" in the skill based matchmaking tree. Same goes for every skill level there is. It's no fun if you can't improve, and you can't improve if you keep getting in the same annoying matches with players that are too bad to even put a dent in the enemy team. Also, this would make the teams more equal to eachother in terms of skill, which also solves a huge part of the problem. The problem with this is: how do you measure someone's skill level? I don't know what the best way to measure that would be, but maybe one of the others on the forum can help out with that. Also, I have thought about the certain possibility of people playing bad on purpose so they can get into lower ranks and absolutely destroy the lower skill matches. There might be a way to fix that: if a person stops being as good as the rank he is in says he should be, he will drop ranks of course. However, if someone purposefully drops rank to be the best in all matches, he will be back in the rank he started in at some point. If he goes back again the cycle restarts. If someone keeps doing this, he should be punished. If you guys find any holes in my explanation/ideas, please say so. And of course, give me your own opinion on why something like this should or shouldn't be implemented in the game.
  21. Fleet Admiral role?

    Was thinking that perhaps a role other than operating a ship may make the game more interesting (for some) and rewarding others who would not normally get rewarded and improve teamwork. By this I mean a role something like a Fleet Admiral. This role would only have access to one ship and then not in the same mode as the other players on his/her team. Using an interface not unlike the one used by aircraft carriers the Fleet Admiral could direct operations, award experience to ships offering AA cover to the BBs (they would normally get zero for chasing planes away) or to players who benefit the team by say guarding a base.They could launch their own reconnaissance aircraft, send out a repair ship (only self defence AA fitted) to quickly repair say a badly damaged ship. Of course all of these activities would be time limited as is the norm with ship functions today. This role would only be obtainable by a player who has maxed out on all the classes of ship available for one of the represented nations. Of course players could still choose to ignore the advice given and play the game the way they want to but may miss out on Fleet Admiral teamwork experience points. What do people think? Its only a very quickly thought out concept at the moment.
  22. Autopilot Escort mode

    I was thinking if this would sound interesting to you as it does for me. I was thinking if WoWs could add this into the game where if you click with the autopilot on the a nearby friendly ship you would "link" to it and follow that ship like escort ship and match the speed with the first ship, would be a good way for CA to cover BB with anti air and so on. Way to do that would be haveing little more control of your own ship speed like Ctrl+W would increase speed by 5 knt by each tap like, 5, 10, 15, ect. or just useing autopilot and and click on the next ship and the autopilot would match your ships speed with the ship you are going to follow as long as the other ship is not faster ship then you are, and also it would have few autopilot markers between so to decrease the risk of the lead ship "dragging" you into an island while turning behind them, your ship would just follow the same path. Edit to make text in image batter readable
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