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Introduce border humping damage

Introduce border humping damage  

68 members have voted

  1. 1. Should WG introduce border contact DoT as soon as possible?

    • Yay
      35
    • Nay
      33

28 comments in this topic

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Players
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19,146 battles
14 minutes ago, Juuzaam said:

I miss border humpers here and there. It is that moment when they hit the border and should be stuck, but instead they randomly turn and still move fast. Since a few ships got stupid propulsions which makes them move in that situation way faster than others.  It is possbile to miss border guys, since these situations arent that common, players can be inexperienced. This includes me and i am not that bad of a CV player.

true. These can catch you off guard. Once you see it often enough and understand the speed of the classes that do this and.at which angle they hit the border you will have an easier time predicting it.

 

There is also the option to be a bit more patient on those targets as its most times clear that they are about to hit the border soon. So herd then there, wait for the initial drift and then strike while they are stuck in predictable motion

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Beta Tester
3,801 posts
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As Atalante said, observe first how committed they are to a turn. Don't spam your fire just because it's ready to go, sometimes you can help them along commit to a turn too by firing deliberately on one side of them, firing shot by shot. Border huggers are generally among the easiest targets as you only need to predict a single speed vector. The more they turn, the easier they become to predict because they'll end up slower after each time. If they want to wiggle, rudder shift can take some time so check for any committed moving and if they wiggle, you can predict their next wiggle often enough. If you're still unsure, fire one shot at a time at various positions next to each other in the full range where the ship might be next. That'll make the player be less keen on staying on the edge, simply due to knowing you're on to them and might hit them.

 

If you're torping it can be an issue if you're reliant on prediction by the game, but then you need to use the map and predict about how far you think they'll have turned and if they're going to squirm or not. You can also use torps to herd them to a side you think you can hit more reliably (so consider not tossing all your torps at once, but use your first volley to set them up for the second volley that goes where you expect them to dodge, usualy you aim this volley more to the side closer to the ship). It'll restrict their movement and make them more predictable regardless.

 

IMO if you're any good they just become easier targets, which is why I try to avoid the edge personally. Sure, if you're not so experienced with leading on border huggers, it can be an issue. But compared to the old situation, where they would just stay at full speed constantly on the border, the current situation is nothing and tbh, I didn't have much trouble leading those ships either because you can think of where they want to go and give them incentive to go in a particular direction and commit to that.

 

 

In general, initial border hump: expect fast change, fire once, see if they react, fire the rest. Lead a few hull-widths to the side and if they're turning hard to parallel the edge, approximately 80% of your normal lead if they're still at full speed (they'll still lose some speed for turning). If they only wiggle and you're behind them, you basically aim for the side of their deck of the direction they're drifting to and you should hit something even if they turn the other way. All in all, I don't think my accuracy suffers much from edge huggers.

 

The higher your rate of fire, the less problems you should have with this, so unless you're in an Oklahoma or Vermont, there shouldn't be much of a problem getting shots on target.

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