[D_G] Pukovnik7 Players 1,080 posts 6,617 battles Report post #1 Posted May 24, 2021 Some complaints I have... not that it will have any result on monkeys populating WG's development office, but after last three games I really have to vent... Make Secondaries Great Again! LOW ISLANDS Low-lying islands are a massive problem, and are in fact worse than no islands at all, because they provide concealment but no cover. They do not prevent focused fire against single targets, yet they prevent spotting. The outcome of this is that a ship - especially a battleship - which gets spotted dies almost immediately. Hiding is impossible, because islands can be simply fired over. Running is impossible, because islands prevented you from spotting danger until you were well within the enemy's firing range, and once you are being fired on they prevent maneuvering. So the only thing left to do is to die. Even hugging an island does not help: they are too low to provide protection, and many of them have beaches as well. This has led to proliferation of a specific type of vermin called "island campers". OPEN MAPS Open maps present a similar problem as small islands, but much lesser. Again, anyone who pushes gets focus-fired. However, unlike maps with low-lying islands, you can in fact spot danger ahead of time, angle and return fire. As a result, the outcome is either a long-range slog or a long-range gun-n-run. Nowhere as fun as a proper brawl, but not exactly boring either. Both low island maps and open maps result in games that are extremely cautious, slow-paced and frustrating. A single mistake by a single player leads to a flank folding up which then leads to a whole team folding up - with the result that the matches tend to be one-sided affairs. And this knowledge means that everybody is, quite literally, terrified of doing anything. HE MECHANICS HE spam is another reason for boring games. It has several effects, but most important is that it massively skews the risk-reward calculation. With AP, the risk-reward calculus is oriented towards a more aggressive approach: a well-placed AP shell can destroy a ship in an instant, but this can only happen if the specific areas (magazines) are hit. This means that a player who manages to get close and force the opponent to show side while presenting his bow usually wins. But HE turns this around: it is possible to deal significant damage at long range, and said damage is nowhere as dependant on proper targeting or target aspect as AP damage is. CV AND PSEUDO-CV CVs are one of the reasons for boring games, as anyone who stands out - by trying to push, by simply being too good, or by being a destroyer - tends to draw the unrelenting focus of the enemy CV. And dodging CV attacks means exposing yourself to enemy ships' fire. And while it could be said that CVs should be removed, at the very least they should be more focused on the teamplay. First, airplane regeneration should be completely removed - for a CV, who will never see an enemy in the game, airplanes are effectively its health pool. So airplane regeneration should be made a consumable, in lieu of normal ship health regeneration - or perhaps same with it, so that a CV can choose between regenerating damage to his aircraft or to the ship. Second, AAA fire should be made far more effective when focused - but still have HE destroy AA mounts. This way, CVs would depend on allied ships to "defang" the enemies, and before that happens would be limited to spotting. And spotting itself should be limited - perhaps by increasing effectiveness of camos against aerial spotting - so as to make destroyers less vulnerable to being permaspotted. Airstrike cruisers are, if anything, even worse than CVs. Unless you know all classes in the game by heart, it is impossible to know whether they are present and adjust playstyle ahead of time. Actual strike mechanics are not only retarded, but completely, utterly retarded: they spawn at the target, are not affected by AA, have very large target area, drop a massive number of bombs all at once, and are HE-based which means that armoured deck does little to mitigate damage. One such drop can easily take a battleship from full to half health. NEW GAME MODES New game mode might also be utilized to force the players towards the center. It would be called "zones". In this game mode, map would be divided into parallel, horizontal zones - similar to stripes on the US flag - and each zone would - much like a cap circle zone in the "Center" game - provide a ticking income of points. Said income would increase with control of zones: each new zone would provide +1 point per 15 seconds. So if there are 10 zones, and a team controls 6 of them, total point income would be 21 point every 15 seconds. This would allow victory in 12 minutes. A team controlling 7 zones would receive 28 points every 15 seconds, for a victory in 9 minutes. 5 1 Share this post Link to post Share on other sites
[DEH] hellhound666 Beta Tester 1,978 posts Report post #2 Posted May 24, 2021 tldr ... did you include how lesta will make money with this? if no then each option could cost by 1 dbl and if you pay for all you will get all these issues fixed but some new fck-ups added 3 3 Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,178 battles Report post #3 Posted May 24, 2021 45 minutes ago, Pukovnik7 said: LOW ISLANDS HE MECHANICS then use different islands for cover players will complain about anything instead of taking responsibility for their own results - see the multiple ongoing threads about that topic 3 1 1 Share this post Link to post Share on other sites
[D_G] Pukovnik7 Players 1,080 posts 6,617 battles Report post #4 Posted May 24, 2021 6 minutes ago, ColonelPete said: then use different islands for cover players will complain about anything instead of taking responsibility for their own results - see the multiple ongoing threads about that topic I use whatever islands are available. But a lot of the time, there are simply no good islands, or they are in positions where trying to reach them would be suicidal. So you really think that camping flamethrower pandemic infesting the game has absolutely nothing to do with game design? Players will do whatever gets them results in the game. You cannot expect them to behave in a certain way if game does its best to penalize behaviour in question. 18 minutes ago, hellhound666 said: tldr ... did you include how lesta will make money with this? if no then each option could cost by 1 dbl and if you pay for all you will get all these issues fixed but some new fck-ups added Premium Grosser Kurfurst variant... 1 Share this post Link to post Share on other sites
[CG] Redcap375 Players 4,371 posts 15,295 battles Report post #5 Posted May 24, 2021 HE is out of control (WG doing, can't blame the playerbase) and the CV rework was an objective failure. However, both are making money for WG so yeah, nothing it gonna change. 3 2 Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,178 battles Report post #6 Posted May 24, 2021 3 minutes ago, Pukovnik7 said: I use whatever islands are available. But a lot of the time, there are simply no good islands, or they are in positions where trying to reach them would be suicidal. So you really think that camping flamethrower pandemic infesting the game has absolutely nothing to do with game design? Players will do whatever gets them results in the game. You cannot expect them to behave in a certain way if game does its best to penalize behaviour in question. but they are there, plan ahead, do not just react players blame anything to evade taking responsibility, that is why we have the BB bingo card, even ships that do not get shot at, stay in the back 1 1 Share this post Link to post Share on other sites
[D_G] Pukovnik7 Players 1,080 posts 6,617 battles Report post #7 Posted May 24, 2021 11 minutes ago, ColonelPete said: but they are there, plan ahead, do not just react players blame anything to evade taking responsibility, that is why we have the BB bingo card, even ships that do not get shot at, stay in the back Planning doesn't help when you have to cross half the map to reach one good island, which will be worse than useless because even if you reach it you will be stuck behind it because the entire enemy team can easily shoot you the moment you try to leave cover. And the reason why they stay in the back is because when they push forward, they get focused by the entire enemy team - any ship that tries to push dies a quick and fiery death. Which can only happen in the first place because map design allows it. 1 1 Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,178 battles Report post #8 Posted May 24, 2021 1 minute ago, Pukovnik7 said: Planning doesn't help when you have to cross half the map to reach one good island, which will be worse than useless because even if you reach it you will be stuck behind it because the entire enemy team can easily shoot you the moment you try to leave cover. And the reason why they stay in the back is because when they push forward, they get focused by the entire enemy team - any ship that tries to push dies a quick and fiery death. Which can only happen in the first place because map design allows it. then add learning about maps to your to do list as I said, they do not even get shot at while the rest of the team is in FRONT of them for the whole match - spot the problem 1 1 Share this post Link to post Share on other sites
[CG] Redcap375 Players 4,371 posts 15,295 battles Report post #9 Posted May 24, 2021 Basically, at a foundation level: WG have lost control of their own game. There has been soooo many bad gameplay decisions its too late now and they just have to keep ploughing through, selling lootboxes to suckers and make as much money as possible. I mean these bad decisions started to appear early too (those in here that remember), 2016 ish? Things like making smoke Offensive instead of defensive, stealth radaring, giving radar to DDs, supercrusiers taking the same spots as crusiers, HE dependent BBs, no solid hard cap on ships (like 3 BBs), Benchmark balancegrad, CV rework and soon to be Subs. commander rework? 100% money grab in the fullest. It's comical actually. Like the BB captain skills.. what the hell has changed? It now costs more to get the same skills *slow clap*. I mean, money/XP grab 101. And that is only mentioning a few of them. If you wanna enjoy this game, you have to come to peace with it like I have. For your own sanitiy if nothing else mate. 10 Share this post Link to post Share on other sites
[D_G] Pukovnik7 Players 1,080 posts 6,617 battles Report post #10 Posted May 24, 2021 30 minutes ago, ColonelPete said: then add learning about maps to your to do list as I said, they do not even get shot at while the rest of the team is in FRONT of them for the whole match - spot the problem What, so I can immediately quit the game the moment I see a map without cover? And the reason why they don't push is because battleships are large, noticeable and not very maneuverable. Which means that they have to let more agile ships in front of them because they cannot survive being focused by half a dozen HE-spamming ships and do not have enough speed to disengage when the rest of their teammates abandon them for an area less hot. 1 Share this post Link to post Share on other sites
[PME] inkedsoulz Players 196 posts Report post #11 Posted May 24, 2021 34 minutes ago, Pukovnik7 said: Planning doesn't help when you have to cross half the map to reach one good island, which will be worse than useless because even if you reach it you will be stuck behind it because the entire enemy team can easily shoot you the moment you try to leave cover. And the reason why they stay in the back is because when they push forward, they get focused by the entire enemy team - any ship that tries to push dies a quick and fiery death. Which can only happen in the first place because map design allows it. Improve your Map awareness, the same way people use islands and the topography of the map against you, you can do the same, even in your battleship. You just need to be able to identify threats to you, be able to make the correct call to either push or hold the position. In every game, i see people who doesnt push when they have the opportunity to push and make a great impact into the game, on other games i see people pushing and dying when there was no need to push at that exact moment. Wows is a very tactical game imo, where the way how you position, is, i would say the most important skill u need in order to win games, ofc u also need to know how to aim and how to angle your ship to mitigate incoming damage. 4 Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,178 battles Report post #12 Posted May 24, 2021 1 minute ago, Pukovnik7 said: What, so I can immediately quit the game the moment I see a map without cover? And the reason why they don't push is because battleships are large, noticeable and not very maneuverable. Which means that they have to let more agile ships in front of them because they cannot survive being focused by half a dozen HE-spamming ships and do not have enough speed to disengage when the rest of their teammates abandon them for an area less hot. to learn that you are mistaken some of these ships in front of them and surviving are BB, must be the premium account some BB are more nimble than cruisers, but still stay in the back even more nimble cruisers have the problem that they cannot take that much damage and get sunk more easily than BB, still their BB teammates prefer them to tank the enemy ships instead of the ships with thick armor Take a hint: Spoiler 2 1 1 Share this post Link to post Share on other sites
[VIBES] tocqueville8 Players 3,717 posts 39,407 battles Report post #13 Posted May 24, 2021 2 hours ago, Pukovnik7 said: Low-lying islands are a massive problem, and are in fact worse than no islands at all, because they provide concealment but no cover. Imho it's the opposite. Islands need to be tall enough to prevent you from being spotted, but low enough to allow you to fire over them while staying fairly close, in their "shadow". On low tier maps like New Dawn or Ring, you can easily find these islands and use them to punish players who push too aggressively, but the chaotic nature of low tier games, where CVs are highly common, and the small size of those maps, means that you can't abuse that mechanic for too long. Basically, they allow better players to outtrade worse players, which is good, but only for so long. At high tiers, on the other hand, you have huge slabs of rock (North, Northern Lights, Canada, etc.) or Icebergs (Islands of Ice) that are very hard to fire over (they have no "outcrops"), so the islands act as giant funnels toward killing zones (see the Eastern cap on North), where only some brawling BBs, or maybe a Petro, would ever push. Things get complicated by the omnipresence of certain maps: for a T10 BB it's easy to fire over the islands of Haven, but for a T6 BB much less so, so again you get the funnelling effect that locks down the teams and makes the gameplay a bit static. High tier maps often have no islands outside of the immediate vicinity of the caps, which gives no safe haven for a wounded ship to hide and still contribute with long-range fire: Canada for instance only has a "CV island" in each spawn, but that's it, "Tears of the Desert" doesn't even get that. Imho that contributes to roflstomps, as good players who otherwise might use terrain to slow down and (temporarily) outtrade the enemy are just mowed down in the open. Share this post Link to post Share on other sites
[D_G] Pukovnik7 Players 1,080 posts 6,617 battles Report post #14 Posted May 24, 2021 1 minute ago, ColonelPete said: to learn that you are mistaken some of these ships in front of them and surviving are BB, must be the premium account some BB are more nimble than cruisers, but still stay in the back even more nimble cruisers have the problem that they cannot take that much damage and get sunk more easily than BB, still their BB teammates prefer them to tank the enemy ships instead of the ships with thick armor Take a hint: Hide contents I am not mistaken. Concealment =/= cover. If you can be fired at by half the enemy team the moment you are detected, you cannot push - because in a battleship, you will be detected with no possibility of avoiding it. The only way to survive is to use islands to mitigate damage, and that doesn't work if islands are so low and so few they can be easily fired over. Yeah, no. BBs are also far larger targets than many cruisers. And cruisers cannot push either: in fact, many games have very few cruisers, and those cruisers that are present generally just camp behind islands, using their sharper firing arcs to farm HE damage on any battleships that do try to push. Because if they go out in the open, all it takes is one good BB AP salvo from across the map for a cruiser to be deleted / instakilled. Again, thick armour alone doesn't work. Ships at high tiers are too accurate at range, and HE is too powerful, for a battleship to "just" tank damage. You need to angle, you need to control enemy lines of fire - and that means utilizing terrain. Which doesn't work if the enemy can simply fire over islands anyway, or if there are not enough good islands to restrict enemy fire when moving from island to island. 7 minutes ago, inkedsoulz said: Improve your Map awareness, the same way people use islands and the topography of the map against you, you can do the same, even in your battleship. You just need to be able to identify threats to you, be able to make the correct call to either push or hold the position. In every game, i see people who doesnt push when they have the opportunity to push and make a great impact into the game, on other games i see people pushing and dying when there was no need to push at that exact moment. Wows is a very tactical game imo, where the way how you position, is, i would say the most important skill u need in order to win games, ofc u also need to know how to aim and how to angle your ship to mitigate incoming damage. When it comes to maps I am complaining about, people don't use islands and the topography against me because they cannot use it, the same way I cannot use it against them. The only thing victory or defeat in such a shooting match comes down to is number and accuracy of ships participating in it. If you are on a weak flank, forget about holding off the enemy, you can simply run straight away. And I am not talking about pushing: on many maps, holding the position against a superior force is impossible because there are simply too few possibilities for mitigating enemy fire. On well-designed maps, there were cases where I planted my BB [edited]in an advanced position and held off enemy team of two or three battleships and a cruiser for several minutes, until our destroyers finished capping and the battle was essentially won. But a battleship which is forced to camp at the backline simply isn't scary enough to have such an effect on the match. Of course they won't push, when pushing means being focused and HE-spammed to death with no cover in range. Two things you have to have in order to push are 1) ability to restrict the incoming fire while pushing and 2) possibility to disengage in case the opposition is too strong. Both of these depend on there being proper, tall islands which restrict enemy firing arcs. Whether it is tactical game or not depends on the map. If map is open - especially if it is one with low-lying islands - then there are no tactics, just arithmetics. Where the flying CV do you see tactics in battleships hugging line-9 and spamming HE at each other or any cruiser that draws their attention? Angling doesn't work when the entirety of the enemy battle line can spam you with HE from a wide angle. 9 minutes ago, tocqueville8 said: Imho it's the opposite. Islands need to be tall enough to prevent you from being spotted, but low enough to allow you to fire over them while staying fairly close, in their "shadow". On low tier maps like New Dawn or Ring, you can easily find these islands and use them to punish players who push too aggressively, but the chaotic nature of low tier games, where CVs are highly common, and the small size of those maps, means that you can't abuse that mechanic for too long. Basically, they allow better players to outtrade worse players, which is good, but only for so long. At high tiers, on the other hand, you have huge slabs of rock (North, Northern Lights, Canada, etc.) or Icebergs (Islands of Ice) that are very hard to fire over (they have no "outcrops"), so the islands act as giant funnels toward killing zones (see the Eastern cap on North), where only some brawling BBs, or maybe a Petro, would ever push. Things get complicated by the omnipresence of certain maps: for a T10 BB it's easy to fire over the islands of Haven, but for a T6 BB much less so, so again you get the funnelling effect that locks down the teams and makes the gameplay a bit static. High tier maps often have no islands outside of the immediate vicinity of the caps, which gives no safe haven for a wounded ship to hide and still contribute with long-range fire: Canada for instance only has a "CV island" in each spawn, but that's it, "Tears of the Desert" doesn't even get that. Imho that contributes to roflstomps, as good players who otherwise might use terrain to slow down and (temporarily) outtrade the enemy are just mowed down in the open. Yeah, no. That just leads to more camper-spammer playstyle. In fact, low-tier maps tend to be more fun because ships - especially battleships - are so innacurate, and armour is stronger compared to armaments, that you are forced to come closer to ensure a kill. That means coming to fun range, where you can actually rely on your secondaries for damage. And vast majority of Tier VII maps I have played recently are extremely open, so I don't see where you got the idea that "huge slabs of rock" are common. And these "huge slabs of rock", when they do appear, are by far the best and most fun maps: as you say, they prevent firing over them, forcing ships into killing zones... which means battleship brawls, which is to say, a fun game. Bolded part is a major part of what I am complaining about. In short, forget player quality, forget tactics, it all comes down to accuracy, luck and arithmetics. Speaking of, how good Italian battleships are at brawling? That smoke generator sure sounds handy. Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,178 battles Report post #15 Posted May 24, 2021 5 minutes ago, Pukovnik7 said: I am not mistaken. Concealment =/= cover. If you can be fired at by half the enemy team the moment you are detected, you cannot push - because in a battleship, you will be detected with no possibility of avoiding it. The only way to survive is to use islands to mitigate damage, and that doesn't work if islands are so low and so few they can be easily fired over. BBs are also far larger targets than many cruisers. And cruisers cannot push either: in fact, many games have very few cruisers, and those cruisers that are present generally just camp behind islands, using their sharper firing arcs to farm HE damage on any battleships that do try to push. Because if they go out in the open, all it takes is one good BB AP salvo from across the map for a cruiser to be deleted / instakilled. Again, thick armour alone doesn't work. Ships at high tiers are too accurate at range, and HE is too powerful, for a battleship to "just" tank damage. You need to angle, you need to control enemy lines of fire - and that means utilizing t then you are in the wrong position, learn the maps, other people are able to do it and still cruisers are in front of BB and get more easily sunk and still cruisers are more easily sunk, but that is ok, better them than a BB getting its paint scratched All these excuses 1 1 Share this post Link to post Share on other sites
[VIBES] tocqueville8 Players 3,717 posts 39,407 battles Report post #16 Posted May 24, 2021 9 minutes ago, Pukovnik7 said: In fact, low-tier maps tend to be more fun because ships - especially battleships - are so innacurate, and armour is stronger compared to armaments, that you are forced to come closer to ensure a kill. That means coming to fun range, where you can actually rely on your secondaries for damage. And vast majority of Tier VII maps I have played recently are extremely open, so I don't see where you got the idea that "huge slabs of rock" are common. And these "huge slabs of rock", when they do appear, are by far the best and most fun maps: as you say, they prevent firing over them, forcing ships into killing zones... which means battleship brawls, which is to say, a fun game. Other than maybe the Germans, I don't see which T7 BBs can "rely on secondaries for damage": that's much more likely to happen at high tier, in my experience. Huge slabs of rock are common at high tiers: see the islands of Canada, North, Islands of Ice compared to those on New Dawn, Estuary, Trident, which are mid-tier maps. Personally, if the prospect is to enter a funnel and likely get torped to death, I'd rather stay back and deal some good damage, before moving in when it's safer and I can take a 1v1. Killing zones make me want to push less, not more. 1 Share this post Link to post Share on other sites
[-SBF-] Lieut_Gruber Alpha Tester, Players, In AlfaTesters 828 posts 17,211 battles Report post #17 Posted May 24, 2021 BB Bingo!!! 1 2 Share this post Link to post Share on other sites
[D_G] Pukovnik7 Players 1,080 posts 6,617 battles Report post #18 Posted May 24, 2021 13 minutes ago, tocqueville8 said: Other than maybe the Germans, I don't see which T7 BBs can "rely on secondaries for damage": that's much more likely to happen at high tier, in my experience. Huge slabs of rock are common at high tiers: see the islands of Canada, North, Islands of Ice compared to those on New Dawn, Estuary, Trident, which are mid-tier maps. Personally, if the prospect is to enter a funnel and likely get torped to death, I'd rather stay back and deal some good damage, before moving in when it's safer and I can take a 1v1. Killing zones make me want to push less, not more. I play German battleships almost exclusively. And just in my last game, I had what I would call a fun match. Not exactly stellar performance, extremely static, but there were three battleships from each team in a channel, and there was a lot of back-and-forth, peek-and-shoot... not much movement, but both groups kept each other on edge almost all the time. I got a "Dreadnought" out of it, by the way, which is one of ways I measure whether I have played my battleship well or not. After all, if the enemies are shooting at me that much, they are not shooting at something more valuable - say, destroyers. 34 minutes ago, ColonelPete said: then you are in the wrong position, learn the maps, other people are able to do it and still cruisers are in front of BB and get more easily sunk and still cruisers are more easily sunk, but that is ok, better them than a BB getting its paint scratched All these excuses These are not excuses. If it were just me, you would have a point, but: a) I am an extremely aggressive player most of the time, so if I am not pushing, you can bet your mom that nobody else on that flank is pushing either. b) Other people are obviously not able to do it because they are not doing it. If they were doing it, I would have no cause to complain. c) Pushing BBs on open maps do not "get their paint scratched", they get burned to death. Pushing requires support, not only from destroyers and cruisers, but also other battleships as well. 20210524_173905_PGSB107-Gneisenau_17_NA_fault_line.wowsreplay 1 Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,178 battles Report post #19 Posted May 24, 2021 14 minutes ago, Pukovnik7 said: These are not excuses. If it were just me, you would have a point, but: a) I am an extremely aggressive player most of the time, so if I am not pushing, you can bet your mom that nobody else on that flank is pushing either. b) Other people are obviously not able to do it because they are not doing it. If they were doing it, I would have no cause to complain. c) Pushing BBs on open maps do not "get their paint scratched", they get burned to death. Pushing requires support, not only from destroyers and cruisers, but also other battleships as well. 20210524_173905_PGSB107-Gneisenau_17_NA_fault_line.wowsreplay Yes, multiple people can fail at the same thing. a) do not be extremly aggressive, that is usually as wrong as camping in the back, try the middle ground, that is the basic problem of this game: people are too extreme in their actions - ships camp half the match and then they kamikaze into the enemy b) see first sentence, basicly when one person cannot do it, it is an excuse for everyone else not being able to do it, despite of countless examples of people being able to do it c) pushing in the open is rarely a good idea, unless the enemy is nice enough to give you the room, the support you need depends on your opposition, sometimes you need none 1 1 Share this post Link to post Share on other sites
[D_G] Pukovnik7 Players 1,080 posts 6,617 battles Report post #20 Posted May 24, 2021 3 hours ago, ColonelPete said: a) do not be extremly aggressive, that is usually as wrong as camping in the back, try the middle ground, that is the basic problem of this game: people are too extreme in their actions - ships camp half the match and then they kamikaze into the enemy I have learned how not to kamikaze, though I did have a major problem with it until recently. And I still have a problem occasionally if there is no DD around to spot (stealth-torping DDs can be a major pain in the back). But when everybody else is camping at I-J line, supporting cruisers and destroyers from F line does count as being "extremely aggressive". And if I get an opporunity to brawl enemy battleship, I will take it, so long as I can count on cover against other battleships sniping me. These are my mid-game-to-endgame positions in three recent games (all victories, BTW): Notice how all of them are only possible because of the cover provided by the islands? In fact, I generally choose my positioning primarily based on what island cover is available and my ability to threaten the enemy flank / protect our own flank (and this is in fact the case even in the first screencap I provided - since the entire enemy team is close to cap A, me being at cap B is effectively threatening their flank - I am not in a flanking position at the moment, but had they chosen to push into A, I will have been. Which is basically what happened anyway. I didn't do that much damage, but that was because I effectively "locked down" enemy ships for a time). 3 hours ago, ColonelPete said: b) see first sentence, basicly when one person cannot do it, it is an excuse for everyone else not being able to do it, despite of countless examples of people being able to do it And that brings us back to what I wrote: open maps are a major problem because they allow focus fire. Expecting coordination from players in this game is less realistic than expecting knowledge of advanced ballistics and detailed battleship construction. In order for a push to happen, single player must take the initiative and then you get a snowball effect - but this will never happen if everyone knows that trying to push and exposing yourself means that you get focused by the entirety of the enemy team. In order to push, you need not just concealment, but proper cover. 3 hours ago, ColonelPete said: c) pushing in the open is rarely a good idea, unless the enemy is nice enough to give you the room, the support you need depends on your opposition, sometimes you need none Precisely my point. Maps have a massive influence on how the game goes, and open maps result in very slow-paced games which typically end in a landslide. Both of which are bad: slow-paced games are frustrating because nothing happens for a long time (yet nothing can happen because you have to wait for the enemy to make a mistake), and landslide victories or defeats are frustrating because there is no sense of challenge - I get frustrated when we win because it was too easy, and I get frustrated when we lose because I have the (usually correct) impression that nothing I could have done would have changed the outcome. Good, big islands that break up the map remove both of these frustrating factors: lack of long-range fire opportunities means that you can lose one flank while winning the center and the other flank, it allows easy repositioning, flanking, and it also allows the team to fall back, regroup and stall the enemy. And it also means that individual player's contribution is far more visible, which goes a long way to preventing frustration even if the game is a loss. Share this post Link to post Share on other sites
[_I_] Nibenay78 Players 3,266 posts 27,734 battles Report post #21 Posted May 24, 2021 For only €10 pr match, we will make it fun again! Since you pay you will feel its more fun. 3 Share this post Link to post Share on other sites
[GTPF] Uncle64 Players 58 posts Report post #22 Posted May 24, 2021 I fully agree that the heat spam must be nerfed. Did have one match now in Cavour, not the best ship, but was eaten by Helenas truly devestating heat spam, who have come up that it is fun? Was eaten and could only FIRE back 1 time, the rest of time did I spend watch my ship burn. 1 Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,178 battles Report post #23 Posted May 25, 2021 4 hours ago, Uncl64 said: I fully agree that the heat spam must be nerfed. Did have one match now in Cavour, not the best ship, but was eaten by Helenas truly devestating heat spam, who have come up that it is fun? Was eaten and could only FIRE back 1 time, the rest of time did I spend watch my ship burn. pay attention to your enemies when you burn down that quickly you were at low health or did something wrong and if a Hatsuharu would have HE spammed you, would you complain the same? 1 1 Share this post Link to post Share on other sites
[F-P-S] Andunedhel_GC [F-P-S] Players 174 posts Report post #24 Posted May 25, 2021 19 ore fa, Pukovnik7 ha scritto: First, airplane regeneration should be completely removed - for a CV, who will never see an enemy in the game, airplanes are effectively its health pool. So airplane regeneration should be made a consumable, in lieu of normal ship health regeneration - or perhaps same with it, so that a CV can choose between regenerating damage to his aircraft or to the ship. Second, AAA fire should be made far more effective when focused - but still have HE destroy AA mounts. All of this. Please. 2 Share this post Link to post Share on other sites
[F-P-S] Andunedhel_GC [F-P-S] Players 174 posts Report post #25 Posted May 25, 2021 18 ore fa, ColonelPete ha scritto: ee the multiple ongoing threads about that topic It's interesting that you would take the presence of multiple threads about the same problem as an indication of multiple people complaining about nothing to mask their ineffectiveness rather than as evidence that, in fact, perhaps there is a problem. In work safety that'd be a perfect example on how you have massive incidents "Yeah, we indeed had 10 crew members of different shifts complaining that X didn't work, but in fact I thought they all just didn't know how to do their job and/or were lazy, your honor". 2 Share this post Link to post Share on other sites