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locoelgordo

Selfish play in Narai makes it not worth playing

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So, with Narai these days there's always at least one player, usually in a Flint/Atlanta, but other ships do it too, who motors for the transports as soon as the first three enemy ships are dead. Leaving their team mates to deal with the rest of the first phase, no chance they'll engage the Missouri. Once they and their competitors have killed the enemy transports they head south as fast as they can, keeping to the  far side of the island from the enemy ships, ignoring the DDs so they can get in amongst the spawning enemy ships. They leave the defence of the transports entering the bay to their teammates and pad their scores on everyone else's dedication to the mission.

 

 

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2 minutes ago, locoelgordo said:

So, with Narai these days there's always at least one player, usually in a Flint/Atlanta, but other ships do it too, who motors for the transports as soon as the first three enemy ships are dead. Leaving their team mates to deal with the rest of the first phase, no chance they'll engage the Missouri. Once they and their competitors have killed the enemy transports they head south as fast as they can, keeping to the  far side of the island from the enemy ships, ignoring the DDs so they can get in amongst the spawning enemy ships. They leave the defence of the transports entering the bay to their teammates and pad their scores on everyone else's dedication to the mission.

 

 

I'd rather have one Atlanta player bee-lining south, than 3 BBs going there together and letting other people to rot.

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If it’s only one ship going for the transports that’s fine by me and better it’s a cruiser anyway. 
 

What really annoys me is when 2 battleships follow the cruiser going for the transports or all the cruisers go for them. 
 

If the only thing I had to worry about was one person trying to get the Sharks amongst Shrimps achievement then I would be happy. 

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9 minutes ago, Aragathor said:

I'd rather have one Atlanta player bee-lining south, than 3 BBs going there together and letting other people to rot.

Yes, its more harmful that everyone goes CV or transports and ignore the escort, especially BBs even if I had a few times having to do that (I remember having to chase Lex on a Sinop).

 

Also unless you have torps on your cruiser you should leave "Little Trouble" alone, it can end T7 cruisers with a salvo, besides a lot of players after dealing with the transports go into the bay and engage targets as they move in, they deal with Campbeltown and Dallas in a safer way and the spawning DDs arent usually a threat (unless you are flanking then and they drop torps on you) and usually die before they can do much, unless you have the situation above were you have a single ship in the bay dealing with everything.

 

Also the secret to a high score is when it goes badly, I think my highest score on Narai was when we were down to 3 ships and I was in the bay secondaries blazing and it was a 2 or 3 stars rating.

 

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[I-J-N]
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Narai is difficult because there's three places you have to be in. It's best whoever knows how to deal with the transports goes for them, and the CV at the other flank will be dealt by someone who knows what they are doing as well.

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Does it really matter as long as you end up with 5 stars, if you can’t keep up kill wise pick a better bote, something quick and fast reloading, my go to bote is Shiny (best of 12 kills), but on average I get 6, this is a really good test bed for T7 botes, Weimar is a prime example, DDs don’t generally do well, KGV, Shiny and Hood are good BBs, DOYs reload is too slow, hood’s are as slow but it’s a speed machine with ok secondaries, enderacht was a revelation out killing and out scoring 2 shinys and a gneis.

 

If you can’t do well in this, the easiest of missions you’re picking the wrong ships and not going for it.

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40 minutes ago, MadBadDave said:

DDs don’t generally do well,

They can have their uses - smoke, hydro, long range torps, dakka.  Bring one and you have to sink the Missouri, though. 

 

1 hour ago, ColonelPete said:

One ship has to go for the transports. And that ship is not needed for the Missouri...

Indeed, but the OP is complaining about people who don't deal with the Dallas, Campbeltown or Phoenix and who ignore those ships and rush for the spawn points. You get these types in all the Ops and while I appreciate playing Farmer Barleymow is a decent tactic for reward harvesting it can be a bit frustrating for others who've saved the team's stars only to see someone else stat padding. 

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[SINT]
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I do not mind 1 cruiser going transports.  Don’t even mind a supporting BB going the other canal to enter the central harbor to take one or 2 transports out. My biggest troubles with Narai is when 1 or 2 ships ( including BB’s) take the Northern route, up to the upper island in the corner where normaly the CV disspawns, being useless the entire battle, maybe manage to take out the cv escorting dd and then still get killed by torps.  Which then prompts another ship ( most BB) to leave the escort duty of the friendly convoys to try to hunt the cv himself. Resulting in gaining maybe the cv star but losing atleast 2/3 stars due to failing central map goals..

 

I have seen so many crap these last days… and yes I started to enjoy the Weimar. Taking out the first ships, dodging any Missouri pain, taking out all or as much of the 5 red convoys and then line towards the spawn, taking out Campeltown and Dallas and torp the crap out of the bots at the spawn. And then pray the rest of the team is atleast somehow capable of breathing and clicking the mouse at the same time.

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7 hours ago, locoelgordo said:

So, with Narai these days there's always at least one player, usually in a Flint/Atlanta,

 

Oh poor zilch ranged AA cruisers.....You are forgetting that Weimar exists .....

TBh I never go for the transports. While the route could be lucrative it drives me mad when people shoot at the transports. Who goes there assumed risks so should be rewarded.

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8 hours ago, locoelgordo said:

So, with Narai these days there's always at least one player, usually in a Flint/Atlanta, but other ships do it too, who motors for the transports as soon as the first three enemy ships are dead. Leaving their team mates to deal with the rest of the first phase, no chance they'll engage the Missouri. Once they and their competitors have killed the enemy transports they head south as fast as they can, keeping to the  far side of the island from the enemy ships, ignoring the DDs so they can get in amongst the spawning enemy ships. They leave the defence of the transports entering the bay to their teammates and pad their scores on everyone else's dedication to the mission.

Yes and thats the way to do it, on the way one maws down the Emerald and the DD, maybe even pitches in with the 3rd wave of cruisers, you have to be there before the Nicholas and that first transport get out or you lose far 2 much time on chasing them down if you even manage it in time, also one heavy cruiser or a battlecruiser of some sorts is to peel of for CV as soon as the Missouri is dead if not before and then circle back into the harbor from the west where there will be bots broadsiding to it all the time for a turkey shoot

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Vor 8 Stunden, locoelgordo sagte:

So, with Narai these days there's always at least one player, usually in a Flint/Atlanta, but other ships do it too, who motors for the transports as soon as the first three enemy ships are dead. Leaving their team mates to deal with the rest of the first phase, no chance they'll engage the Missouri. Once they and their competitors have killed the enemy transports they head south as fast as they can, keeping to the  far side of the island from the enemy ships, ignoring the DDs so they can get in amongst the spawning enemy ships. They leave the defence of the transports entering the bay to their teammates and pad their scores on everyone else's dedication to the mission.

 

 

To go for transports and afterwards to spawn is actually very helpful for the team. Such a cruiser eliminates a lot of threats. Indianapolis, Shchors, Atlanta and if the cruiser has torps one battleship should be killed by that player alone.

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1-2 players going for transports is necessary. Sometimes I even go solo south in my scharnhorst. If I see 1-2 going south already I stick with the convoy. Biggest issue for me is that in roughly half the games 1-2 players have to be persuaded to go and kill the CV for the Star...

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12 hours ago, locoelgordo said:

So, with Narai these days there's always at least one player, usually in a Flint/Atlanta, but other ships do it too, who motors for the transports as soon as the first three enemy ships are dead. Leaving their team mates to deal with the rest of the first phase, no chance they'll engage the Missouri. Once they and their competitors have killed the enemy transports they head south as fast as they can, keeping to the  far side of the island from the enemy ships, ignoring the DDs so they can get in amongst the spawning enemy ships. They leave the defence of the transports entering the bay to their teammates and pad their scores on everyone else's dedication to the mission.

 

 

Try it by yourself and you are about to learn that this requires much more skill and knowledge than you would think. 

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11 hours ago, locoelgordo said:

So, with Narai these days there's always at least one player, usually in a Flint/Atlanta, but other ships do it too, who motors for the transports as soon as the first three enemy ships are dead. Leaving their team mates to deal with the rest of the first phase, no chance they'll engage the Missouri. Once they and their competitors have killed the enemy transports they head south as fast as they can, keeping to the  far side of the island from the enemy ships, ignoring the DDs so they can get in amongst the spawning enemy ships. They leave the defence of the transports entering the bay to their teammates and pad their scores on everyone else's dedication to the mission.

 

 

Perfect play, hope he is on my team next time

Likewise u need a competent cruiser player to go for the carrier

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51 minutes ago, undutchable80 said:

1-2 players going for transports is necessary. Sometimes I even go solo south in my scharnhorst. If I see 1-2 going south already I stick with the convoy. Biggest issue for me is that in roughly half the games 1-2 players have to be persuaded to go and kill the CV for the Star...

Don't forget that the Nicholas escorting the Lex has the tendency to straight-line towards the ship going for the carrier. I have seen too many rubes get torped to death because they rounded the corner and ran right into that little DD that can.

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2 minutes ago, Aragathor said:

Don't forget that the Nicholas escorting the Lex has the tendency to straight-line towards the ship going for the carrier. I have seen too many rubes get torped to death because they rounded the corner and ran right into that little DD that can.

lol true, happened to me the very first time I went for the CV :Smile_child:

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54 minutes ago, undutchable80 said:

1-2 players going for transports is necessary. Sometimes I even go solo south in my scharnhorst. If I see 1-2 going south already I stick with the convoy. Biggest issue for me is that in roughly half the games 1-2 players have to be persuaded to go and kill the CV for the Star...

Only one ship (a cruiser or fast battleship) is enough to go after the transports, similarly for the carrier, both can then pincer the late game bot re-enforcements. While the rest defend the troop ships.   If you take damage supporting the transport just go into the green “refresh zone” which heals your health.

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45 minutes ago, MadBadDave said:

Only one ship (a cruiser or fast battleship) is enough to go after the transports, similarly for the carrier, both can then pincer the late game bot re-enforcements. While the rest defend the troop ships.   If you take damage supporting the transport just go into the green “refresh zone” which heals your health.

No. The problem with Bb's going for transports or Cv  is not that they go that routes. The problem is that they are not there to deal with Little Miss. I went after the Cv but only when  I saw that who went there died and I had to also only after da Miss had gone.. I would never go on my own volition when playing Bb's

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It is quite interesting. Narai when played correctly is a guaranteed 5 star win. But:

- too often several ships go for transports and CV, so own convoy enters harbour unprotected and loses ships 

- ship with convoy stay out of harbour, exposing transports to enemy fire 

- BBs go for transports, when it is best done by a cruiser 

- ships going for CV die to the DD or shoot at the CV before the cruiser, losing valuable HP 

- Ships stay back and don't enter harbour 

- ships stay at far end of harbour and don't close with enemy warships 

 

Funny but a bit frustrating :cap_money:

 

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6 minutes ago, Camperdown said:

It is quite interesting. Narai when played correctly is a guaranteed 5 star win. But:

- too often several ships go for transports and CV, so own convoy enters harbour unprotected and loses ships 

- ship with convoy stay out of harbour, exposing transports to enemy fire 

- BBs go for transports, when it is best done by a cruiser 

- ships going for CV die to the DD or shoot at the CV before the cruiser, losing valuable HP 

- Ships stay back and don't enter harbour 

- ships stay at far end of harbour and don't close with enemy warships 

 

Funny but a bit frustrating :cap_money:

 

 This. The smallest team in which I did that op was 5 but it was composed of dedicated ops players. I would argue that even in 4 is doable but.....with two very good cruisers ( Weimar/Fiji/ Atlanta) and two very good bb's ( Scharnhorst/Strassbourg/ maybe the Km BC's/Sinop) But to make it work nobody leaves until the three cruisers(Emile, Emerald and Dallas) are dealt with. The former two can torp the Bb's making hard to finish the op.

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1 hour ago, Aragathor said:

Don't forget that the Nicholas escorting the Lex has the tendency to straight-line towards the ship going for the carrier. I have seen too many rubes get torped to death because they rounded the corner and ran right into that little DD that can.

I normally just ram the Nicholas with my BB job done @Aragathor :cap_rambo: :cap_popcorn:

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Has anyone noticed how much of a hurry you need to be to deal with the CV? I don't know if there's a bug, but sometimes it's kind of got stuck in the map corner so you've been able to deal with it safely after sinking its escort. The downside is, you then need to hasten back south to help your team in the landing area.

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13 hours ago, locoelgordo said:

So, with Narai these days there's always at least one player, usually in a Flint/Atlanta, but other ships do it too, who motors for the transports as soon as the first three enemy ships are dead. Leaving their team mates to deal with the rest of the first phase, no chance they'll engage the Missouri. Once they and their competitors have killed the enemy transports they head south as fast as they can, keeping to the  far side of the island from the enemy ships, ignoring the DDs so they can get in amongst the spawning enemy ships. They leave the defence of the transports entering the bay to their teammates and pad their scores on everyone else's dedication to the mission.

 

 

 

Much bigger issues with Narai:

 

  • Multiple people going for transports or CV, and ignoring the rest.
  • No communication at the start - when asking who goes transports or who goes CV often nobody answers; 
  • BBs HIDING BEHIND THE TRANSPORTS!!
  • BBs or other ships hiding behind the islands
  • SLOW FAT BOAT DDs taking the long routes into the harbor.
  • In the initial phase (especially) people paying NO attention to positioning, blocking your shots / trop lines, while ignoring the rest. And often putting themselves seriously out of position to do so.
  • Cruisers putting themselves out of a position where they cannot shoot the DDs anyway.
  • People targeting the enemy BBs in port, rather than the DDs and cruisers.

 

 

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