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RenamedUser_92906789

Operation "Killer Whale" is waste of time

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Hello,

 

This operation is:

- too easy

- boring

 

It offers no challenge and it ends prematurely.

Have been playing few today and every match some player(s) kill the fun out of it BY ENTERING THE CAP PREMATURELY.

 

I can use chat, ping map ... nah ... they just rush the cap so the mission ends in few minutes. I would fight the enemy waves, yet I dont have any chance of doing so.

Was not there some requirement like 50% of ships alive must enter the cap? Now just one rouge player can take out all the fun out of ops and end the game.

 

Waste of time / signals.

 

9WdUZS2.png

 

 

  • Boring 2
  • Bad 1

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[BYOB]
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2 minutes ago, nambr9 said:

Waste of time / signals.

You just summed up the current state of Operations.

They were a nice addition once, but now they might as well go die in a corner.

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6 minutes ago, Aragathor said:

You just summed up the current state of Operations.

They were a nice addition once, but now they might as well go die in a corner.

Yeah ... its sad that the effort of re-designing them did not pay off.

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Freibeuter
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Vor 15 Minuten, nambr9 sagte:

Have been playing few today and every match some player(s) kill the fun out of it BY ENTERING THE CAP PREMATURELY.

I experienced always the other way around...stupid players ignoring the exit zone (or even leaving it again) to hunt the third/fourth/... wave, ending in a lose...

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2 minutes ago, Klopirat said:

I experienced always the other way around...stupid players ignoring the exit zone (or even leaving it again) to hunt the third/fourth/... wave, ending in a lose...

 

Funny how players (the base) always finds a way to fluck things up, isnt it?

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Beta Tester
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The 50% to exit is a bad design. Have lost a few times when ships not in side the exit zone have survived, despite being told to get sunk for the win. But how stupid is that anyway, getting sunk so your team can win?

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[BABBY]
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My main problem with Killer Whale are the low-tier enemies that feel unrewarding to kill and yet very annoying to fight at the same time, being small, nimble and spammy as all hell. I'd appreciate more modern ships but minus the godlike AI settings we have in Ultimate Frontier.

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So instead of making a div and going for the OP you prefer, you thought about and posted here.

 

I mean "thought" of course....

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2 minutes ago, Juanx said:

So instead of making a div and going for the OP you prefer, you thought about and posted here.

 

I mean "thought" of course....

 

Wouldn't it be nice to enjoy all the Ops and not just a few select ones? :)

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shame they don't make operations into some sort of story mode with some unique rewards and rewards in general. Maybe actually give the game some lore and add far more depth than what it has already.

 

but for my first operation it was pretty underwhelming despite almost losing because our Queen Beth decided to destroy it's brain and reverse from the rescue point.

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5 minutes ago, BlackYeti said:

 

Wouldn't it be nice to enjoy all the Ops and not just a few select ones? :)

 

Wouldnt it be nice if that had anything to do with the thread opener?

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1 hour ago, nambr9 said:

It offers no challenge and it ends prematurely.

Have been playing few today and every match some player(s) kill the fun out of it BY ENTERING THE CAP PREMATURELY.

 

Ive literally lost games because the speshuul guys AVOIDED the base zone:cap_fainting:

How is MM doing that? Obviously the way to screw me/us is by pairing us with ppl who are allergic to the base zone. You however, get screwed by ppl who are rushing towards the zone... i dont get it.

And actually most of the time i fear that they wont make it into the zone, since usually those 2-3 BBs entering the harbour go into the opposite direction and even refuse to die :cap_haloween:

That whole base thing should go imo. Kill atleast 3 waves or i dunno. That way, ppl would need to split up to kill em all.

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11 minutes ago, Juanx said:

 

Wouldnt it be nice if that had anything to do with the thread opener?

 

Doesn't change the fact that he has a point.

 

1 hour ago, nambr9 said:

- too easy

 

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18 minutes ago, Mandalorianer said:

 

Doesn't change the fact that he has a point.

 

 

 

Given the amount of "carry" I have to perform, and the constant 3 stars or defeats would dictate otherwise.

 

At this stage anything under 5 stars should be counted as a defeat.

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2 hours ago, nambr9 said:

 

It offers no challenge and it ends prematurely.

 

 

 

That's what she said.

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2 hours ago, nambr9 said:

Have been playing few today and every match some player(s) kill the fun out of it BY ENTERING THE CAP PREMATURELY.

 

Almost happened to me yesterday aswell. They all went to the cap and I was fighting in my leander, that was on 2k health, out in the open to bring down the last CV. If I would have died, we´d have 50% ships in cap = game over. If one more (a BB was approaching it as fast as he could) = game over. You think anyone helped me with the CV? Oh yea, our CV did. He was in my division tho AND stopped before the Cap. Usualy he is first in there. And you think anyone was listening to my cries not to enter the cap? And you think, that anyone complimented me, cuz I managed to hit the last CV with torps roughly 15 sec before going down and thus giving everybody 5 stars? hell no...

 

And then there was the next round... Everyone was so happy that more and more ships spawn, that they kept fighting. This was going on in the chat. I had my Leander parked in the cap and was crying for people to come to me. They all are "we can kill some more ships before that!". Im in panic looking at the clock approaching the 2 min mark... In the end I and someone else could convince enough people to get to the damn cap. But its always a gamble. WG should just change the OP. Why do we need that cap in the end? Just kill the CVs and target ships and its over.

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Operations sometimes can be particularly frustrating, because it is so very clear what needs to be done, but teams just don't get it into their heads. In other words: Operations make something abundantly clear, that is also a general problem of this game; in a multi-lingual gaming environment the tools provided by WG to coordinate your team's actions simply do not cut it. This would also make them the ideal testing environment for the development of something more useful, without having to mess with the bread and butter business of random battles initially. Wasted opportunity, imho.

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4 minutes ago, tenacious_torps said:

Operations sometimes can be particularly frustrating, because it is so very clear what needs to be done, but teams just don't get it into their heads. In other words: Operations make something abundantly clear, that is also a general problem of this game; in a multi-lingual gaming environment the tools provided by WG to coordinate your team's actions simply do not cut it. This would also make them the ideal testing environment for the development of something more useful, without having to mess with the bread and butter business of random battles initially. Wasted opportunity, imho.

 

Maybe they need a big green arrow on their screen showing the way they should go. If the clock keeps ticking, and they take the wrong way, underline it with some noise or blinking :cap_haloween:

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WG expects to much from the player base by expecting them to understand what 50% means, whoever thought you'd need a Maths degree to play an online game. Maybe just keep it simple, 2 ships need to exit, so that it is within the understanding of at least a few players.

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12 minutes ago, DFens_666 said:

 

Maybe they need a big green arrow on their screen showing the way they should go. If the clock keeps ticking, and they take the wrong way, underline it with some noise or blinking :cap_haloween:

Yesyes, very funny, but also entirely missing the point. In most operations what works and what doesn't is very clear after you've had a couple of runs. This should be as easy as it gets then: you know what works, you communicate it to your team and replicate the success. But even if you take the time to actually write it down in detail, you can't even count on anybody on the team understanding even a single syllable of that. I've had teams that... well, let's just say I've learned what "eff off" means in the majority of European languages from my efforts in that regard. Pinging the map and hitting f-keys only gets you that far, there's obvious room for improvement, but it's not equally obvious how that should look like. Let's make operations the laboratory where we find out.

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1 minute ago, tenacious_torps said:

Yesyes, very funny, but also entirely missing the point. In most operations what works and what doesn't is very clear after you've had a couple of runs. This should be as easy as it gets then: you know what works, you communicate it to your team and replicate the success. But even if you take the time to actually write it down in detail, you can't even count on anybody on the team understanding even a single syllable of that. I've had teams that... well, let's just say I've learned what "eff off" means in the majority of European languages from my efforts in that regard. Pinging the map and hitting f-keys only gets you that far, there's obvious room for improvement, but it's not equally obvious how that should look like. Let's make operations the laboratory where we find out.

 

Actually that wasnt meant as sarcastic or anything (well, maybe the last part a bit) I know where you are coming from. Ive experienced that dozens of times aswell. Its totaly clear what you should do. And if you dont know it, then listen to someone who does. But even that doesnt work, since we are playing a game where you are supposed to shoot other ships. So naturally, some ppl want to shoot those ships since they are spawning all the time again and again.

Thats why, going to a "base" is pretty stupid imo, and it needs to go.

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2 hours ago, Klopirat said:

I experienced always the other way around...stupid players ignoring the exit zone (or even leaving it again) to hunt the third/fourth/... wave, ending in a lose...

I suffered that during the early and, to some extent, intermediate iterations of the operation. It seems that what nambr9 experienced is more akin to this last batch, with people not worrying about the Kaiser from the second wave if the escape point is to the west, or about the V-170 from the first one if it's to the north.

 

There's another element playing in favour of people going just for the victory and not trying to complete all objectives: there are no extra rewards this time but the event points.

 

Salute.

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I played it for 9 times straight on Friday to grind from Ryujo to Hiryu. 8 wins, but I don't really want to ever play it again. :cap_fainting:

 

I feel like it's pretty well balanced for a full random team, more so than Ultimate Frontier or Raptor Rescue. To be any fun, an operation needs to be robust to a couple players doing something totally useless. It's not reasonable to expect people to spend 20 minutes of their spare time if there's no chance of winning because of another player.

 

Killer Whale is just about right. I had one game with an AFK Graf Spee and THREE DD's. It was hard, but got a 4-star win.

 

But I agree the exit clause needs some work. Sometimes you're left hoping that the dumbass who doesn't go for exit dies, so the 50% of ships in exit zone clause is fulfilled. Usually they do die, fortunately.

 

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[PEZ]
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Its good for farming credits i guess, had few losses when people didn’t extract in time but its usually 3-4 stars

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