[-SBG-] ColonelPete Players 38,559 posts 19,178 battles Report post #26 Posted February 12 57 minutes ago, HMS_Kilinowski said: Tho that is true, dragging out battles is certainly not the first downside that comes to my mind. If your team spawns as a blob, how big are your chances that you could talk casual players into leaving the blob? They already manage to abandon their flank to form a blob on the far side, as is. I am not sure taking longer to get into position is entertaining game time. If that were the case, WG would have an easy solution to short battles: just move the spawns to the map border --> 30 to 60s more average battle duration. And the border campers would be happy too, not need to press w, since one is already in position... Share this post Link to post Share on other sites
[K3RLS] MarChil Players 509 posts 13,275 battles Report post #27 Posted February 12 4 minutes ago, ColonelPete said: I am not sure taking longer to get into position is entertaining game time. If that were the case, WG would have an easy solution to short battles: just move the spawns to the map border --> 30 to 60s more average battle duration. And the border campers would be happy too, not need to press w, since one is already in position... Great, now those peabrains have not only the idea, they have 'support of the players' to do it. Great, thanks, well done. Share this post Link to post Share on other sites
[THESO] HMS_Kilinowski [THESO] Players 2,665 posts 25,501 battles Report post #28 Posted February 12 19 hours ago, ColonelPete said: I am not sure taking longer to get into position is entertaining game time. If that were the case, WG would have an easy solution to short battles: just move the spawns to the map border --> 30 to 60s more average battle duration. And the border campers would be happy too, not need to press w, since one is already in position... Don't you feel that the positioning of your team is more of a damper to your enjoyment than idle time? I don't say longer starts are not boring, but they don't affect the outcome of the battle, while lemming trains do. In fact many CB players will vividly remember the first CB season with CVs, where Stalingrads with range mod were able to citadel ships in the initial turn out of their spawn position, because they were spotted that early by planes. That even violated the principle of a spawn being a safe zone at the start. I can always use the travelling time to read a post on the forum or watch a meme. But I rather find myself trying to persuade players to stay on their flanks or make a reasonable split. 2 Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,178 battles Report post #29 Posted February 12 15 minutes ago, HMS_Kilinowski said: Don't you feel that the positioning of your team is more of a damper to your enjoyment than idle time? I don't say longer starts are not boring, but they don't affect the outcome of the battle, while lemming trains do. I fact many CB players will vividly remember the first CB season with CVs, where Stalingrads with range mod were able to citadel ships in the initial turn out of their spawn position, because they were spotted that early by planes. That even violated the principle of a spawn being a safe zone at the start. I can always use the travelling time to read a post on the forum or watch a meme. But I rather find myself trying to persuade players to stay on their flanks or make a reasonable split. If they all spawn in the middle, it is even worse. There will be less ships on flanks as if some of the ships spawned there. Share this post Link to post Share on other sites
[QRI] DEEP_SHARKS Players 118 posts 8,825 battles Report post #30 Posted February 12 maybe__baby Finally someone who can tell the truth 3 Share this post Link to post Share on other sites
[STRMO] ReverendFlashback Players 123 posts 4,005 battles Report post #31 Posted February 12 7 hours ago, ColonelPete said: These two ships are pretty close. Considering the differences in player skill in this game, this should not be an issue. True. I meant Akatsuki, the T7 torpedo boat. That was what I actually played and it wasn't very fun. I like to mix up some of those japanese boats with their sameish names... 1 Share this post Link to post Share on other sites
[SYD] Molly_Delaney Players 1,200 posts 4,600 battles Report post #32 Posted February 13 21 hours ago, MrWastee said: .... an english speaking forum.... for the european server............... i mean, woat u guys expect?! perfect grammar, syntax and intonation on every corner? not that i do support the approach chosen, changes nothing about i can see pretty clearly what he means ^^ (really not too hard imho...; and expect some native speaker to go whee on my very own interpretation of his mothertongue ): spawn points on matchstart of 4, 5, 3, leaving the east flank on 3 ships with a good chance for a lemmingtrain down the A cap or the carousel/clash in general. imo aKa bad design! We should all speak like Royal Navy Captains...... If you want an example just watch the English DUB of Azur Lane.... I say old chap, pass the Port, there's a good fellow now...... 2 Share this post Link to post Share on other sites
[I-J-N] Karasu_Browarszky [I-J-N] Players 13,025 posts Report post #33 Posted February 13 1 hour ago, Molly_Delaney said: We should all speak like Royal Navy Captains...... If you want an example just watch the English DUB of Azur Lane.... I say old chap, pass the Port, there's a good fellow now...... And always choose the lesser weevil. 2 Share this post Link to post Share on other sites
[TCV] TonyStarkshoudnthavedied Players 188 posts Report post #34 Posted February 13 Spawn locations are not the problem. Players not recognizing where they should go from that point is the problem. In most 3 and symmetric 4 base base maps and all capture the flag maps in 12v12 random two appr. equally strong flank is the most likely winning strategy with the notable exception of two brothers where you can win even if the whole team goes one side as you cant be flanked and pinned to one corner on that map if the team is good enough. Spawn points for teams are symmetric so if you had spawn with a weak flank, the enemy had too. If they do a better job balancing it they will win. If not, u win. problem is players not using minimap, players running to the nearest big rock to hide behind even in tanky BBs, players going with the herd are the problem, not spawn points. Scattered spawn point pose a challenge at team level, sadly many players are not up to the challenge. 1 Share this post Link to post Share on other sites
[NWP] Ubertron_X [NWP] Beta Tester 2,657 posts 25,744 battles Report post #35 Posted February 13 56 minutes ago, TonyStarkshoudnthavedied said: Spawn locations are not the problem. Players not recognizing where they should go from that point is the problem. In most 3 and symmetric 4 base base maps and all capture the flag maps in 12v12 random two appr. equally strong flank is the most likely winning strategy with the notable exception of two brothers where you can win even if the whole team goes one side as you cant be flanked and pinned to one corner on that map if the team is good enough. Spawn points for teams are symmetric so if you had spawn with a weak flank, the enemy had too. If they do a better job balancing it they will win. If not, u win. problem is players not using minimap, players running to the nearest big rock to hide behind even in tanky BBs, players going with the herd are the problem, not spawn points. Scattered spawn point pose a challenge at team level, sadly many players are not up to the challenge. Spawn locations alone can be a problem though, simply by nature of pecking order and/or ship type / design. Imagine the difference in between a game where all cruisers start center and all battleships start at the flanks, versus a game where all battleships start center and all cruisers start at the flanks. Or the difference for a reload booster Kagero on Northern Lights in between starting at A or at D. Also starting center can be a pain in the arm for many ships on many maps as you usually can not attack center early on and moving to support a flank might take a long time (and it is not especially uncommon that the flank that you are going to support is annihilated before you even get there to support it). 2 Share this post Link to post Share on other sites
[THESO] HMS_Kilinowski [THESO] Players 2,665 posts 25,501 battles Report post #36 Posted February 13 34 minutes ago, Ubertron_X said: Also starting center can be a pain in the arm for many ships on many maps as you usually can not attack center early on and moving to support a flank might take a long time (and it is not especially uncommon that the flank that you are going to support is annihilated before you even get there to support it). I suppose WG can even see it in the data, that players ceteris paribus yield lower damage numbers and less impact on the battle if they spawn center. Just yesterday I had a battle where the flank was already about to collapse by the time I arrived. I went there only to turn and slowly retreat again, trying to stall them. 1 Share this post Link to post Share on other sites
[PTS] _Keiban_ Players 224 posts 27,458 battles Report post #37 Posted February 13 Vor 1 Stunde, TonyStarkshoudnthavedied sagte: Spawn locations are not the problem. Players not recognizing where they should go from that point is the problem. I agree. But what is easier to change, the spawn locations or this brain-challenged playerbase? ^^ 1 Share this post Link to post Share on other sites
[NWP] Ubertron_X [NWP] Beta Tester 2,657 posts 25,744 battles Report post #38 Posted February 13 45 minutes ago, HMS_Kilinowski said: I suppose WG can even see it in the data, that players ceteris paribus yield lower damage numbers and less impact on the battle if they spawn center. Just yesterday I had a battle where the flank was already about to collapse by the time I arrived. I went there only to turn and slowly retreat again, trying to stall them. I think this is one of the reasons behind having division spawn center. Else if a division does spawn on a flank it can often obliterate any non-organized opposition quite quickly. I also think that unequal placement (like all 7s vs all 9s on one flank and vice versa) is deliberately used to create dynamic gameplay as it creates a situation that by default should be quite clear about who is being expected to push. Share this post Link to post Share on other sites
[I-J-N] Karasu_Browarszky [I-J-N] Players 13,025 posts Report post #39 Posted February 13 9 hours ago, Ubertron_X said: I think this is one of the reasons behind having division spawn center. Else if a division does spawn on a flank it can often obliterate any non-organized opposition quite quickly. I also think that unequal placement (like all 7s vs all 9s on one flank and vice versa) is deliberately used to create dynamic gameplay as it creates a situation that by default should be quite clear about who is being expected to push. I think division members may spawn on different flanks. Share this post Link to post Share on other sites
[THESO] KillStealBoss Players 12,123 posts 62,175 battles Report post #40 Posted February 14 On 2/12/2023 at 6:12 PM, DEEP_SHARKS said: maybe__baby Finally someone who can tell the truth The Fastmotion gang.... 1 Share this post Link to post Share on other sites