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How long does it take to fix the broken MM for CVs?

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[RONIN]
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How long does it take to fix the broken MM for CVs? Let let the damn CV s wait in line for hours instead of ruining this game for all.

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Alpha Tester
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For now they don't want them to wait more then 5 minutes and will probably change after more players reach the top (8+) tiers.

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Alpha Tester
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nr 30!!!!

 

You are counting the number of useless replies or does the number signify something important?

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[KLUNJ]
[KLUNJ]
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talked to a few carrier players and they all say they get games within a few mins so it cant be the wait that's a problem


 

if carrier players are having a long wait then can they please post this problem and ask wg for a fix

(I don't play carriers as I am totally useless with em)

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Beta Tester
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How long does it take to fix the broken MM for CVs? Let let the damn CV s wait in line for hours instead of ruining this game for all.

 

Whinger, go back to WoT

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Alpha Tester
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High tiers wait 5 min (if there is not another high tier CV waiting) and get a match where they will either be vs lower tier CV or the only CV in that game.

Low and Mid tiers don't wait as there are so many players there (mainly BBs) as matches are formed instantly, but there is no rule to make CVs on both team, so the MM considers them normal ships. The reason for absence of such rule right now are the higher tiers who wouldn't play unless there is such CV waiting too ... and that's rare so they wouldn't be able to play. WG doesn't want that atm, so MM is not forced to create CV vs CV games.

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Alpha Tester
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High tiers wait 5 min (if there is not another high tier CV waiting) and get a match where they will either be vs lower tier CV or the only CV in that game.

Low and Mid tiers don't wait as there are so many players there (mainly BBs) as matches are formed instantly, but there is no rule to make CVs on both team, so the MM considers them normal ships. The reason for absence of such rule right now are the higher tiers who wouldn't play unless there is such CV waiting too ... and that's rare so they wouldn't be able to play. WG doesn't want that atm, so MM is not forced to create CV vs CV games.

 

If you check the poll in the other thread, this non requirement is considered a bad thing by a very large majority of the voters. 

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Alpha Tester
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If you check the poll in the other thread, this non requirement is considered a bad thing by a very large majority of the voters. 

 

And WG considers it bad whey want and will add it. You don't need poll to know it's needed in the game in order to balance the CVs, so they don't roflstomp. But it is not implemented NOW because of the reason I explained.

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If MM is allowed to do single CV or 2 vs 1 games it really should consider the CV to be worth much more yhan currently, givin the team with one less of them significantly better other ships. Sorry, but tonight I've had 10 games in a row on the team getting punished by MM, and it really is pretty much a determinig factor, unless the team with the extra CV consists of really bad players. This can't be fun for anyone, I even hate it when on the winning team in the MM lottery. When you win it doesn't really feel that your contribution made a difference and when you loose it feels like it was inevitable, regardless of what you did. If this goes on and more people come to the same realization it will kill the game. I already feel a lot less inclined to play.

 

It would be very interesting to see the statistics of won games vs the CV count. 

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Alpha Tester
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And WG considers it bad whey want and will add it. You don't need poll to know it's needed in the game in order to balance the CVs, so they don't roflstomp. But it is not implemented NOW because of the reason I explained.

 

You got any kind of ETA other then soon©?

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Alpha Tester
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You got any kind of ETA other then soon©?

 

I guess when they decide that such rule won't enforce 15min waiting time for high tier CVs :)

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[SCRUB]
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I guess when they decide that such rule won't enforce 15min waiting time for high tier CVs :)

 

And hopefully they will fix US CV air groups at the same time to not force you into "fighters" or "no fighters" for several tiers. Because as it is, a 2v2 battle can easily be as bad or worse than an 1v0 battle. And more balanced CV loadouts will tune actual 1v0 or 2v1 battles closer to the state CVs were in just prior to IJN CVs being introduced.

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Alpha Tester
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You are counting the number of useless replies or does the number signify something important?

 

He's counting the number of CV OP threads that has appeared since OBT, or at least he told me that.

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[PGTIP]
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He's counting the number of CV OP threads that has appeared since CBT, or at least he told me that.

 

Dont forget Torps OP threads too :P

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[SVX]
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I dont care if its the 30th or 40th, its is a real problem which makes rounds predetermined and no fun! U can get perhaps one strike in and then all planes die.

 

I will just start quitting bad MM, GIVE ME MORE WAIT-time. And dont give me crap about not enough players, there r 40k players ingame but still UNEVEN teams with bad MM for carriers.

 

What worried me the most is that players from WoT says that this is commonplace and just suck it up, no I wont and many think this way - atleast ingame and in my divs.

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[TSUN]
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I guess when they decide that such rule won't enforce 15min waiting time for high tier CVs :)

 

Which might be never. Remember, higher tiers are supposed to not make money. The whole system is designed to have people playing at the "mid tiers" as well. I can't even imagine how many players this game would need to ensure that a tier 10 CV gets placed against another tier 10 CV in less than 5 minutes every time. Right now, at night, you can still get 1vs1 and 1vs2 matches at higher tiers because the 5 minutes run out.
Edited by Aerroon

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[RONIN]
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Right now, I had another game in my tier 6 BB when we had a tier 7 US CV, and the enemy had a tier 9 JP CV. Guess who won?!

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Alpha Tester
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The problem lies in WG's implementation of CV as main damage dealers, this makes their team a lot more dependant on them. Though, I am quite certain that Sharana can tell you that even with an to high tier CV in division you're not guaranteed a win as your team can still screw it up :hiding:

 

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Alpha Tester
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The problem lies in WG's implementation of CV as main damage dealers, this makes their team a lot more dependant on them. Though, I am quite certain that Sharana can tell you that even with an to high tier CV in division you're not guaranteed a win as your team can still screw it up :hiding:

 

Which is not bad and logical for WW2 naval game, but the artyhate community can't deal with it even when the design is different.

And yesterday it was more good and correct play from the enemy rather them team fail (not that it wasn't fail) :hiding:

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Alpha Tester
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Which is not bad and logical for WW2 naval game, but the artyhate community can't deal with it even when the design is different.

And yesterday it was more good and correct play from the enemy rather them team fail (not that it wasn't fail) :hiding:

 

That one game which comes to mind had a bunch of ships sitting behind an island not being able to attack the enemy team ( which moved as one group straight to our cap just as they should ). I died second in the match and was still second in xp earned after you. I call that team fail, they allowed themselves to be picked up one at a time. I could also blame myself because I didn't take notice in time and assumed they knew what they were doing, hence me going into defensive position ( and getting stuck on an island as well.. but hey it was late ;) ) and got focused by most of the enemy ships because my team was still behind the island. And in the time those ships took to kill me I still did enough damage to get more xp then everyone of them who lived for a long time after my demise.

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Alpha Tester
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Which is not bad and logical for WW2 naval game, but the artyhate community can't deal with it even when the design is different.

And yesterday it was more good and correct play from the enemy rather them team fail (not that it wasn't fail) :hiding:

 

Nobody wants to have to rely on some random that is in your team just because a (flawed) MM put then there.
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That one game which comes to mind had a bunch of ships sitting behind an island not being able to attack the enemy team ( which moved as one group straight to our cap just as they should ). I died second in the match and was still second in xp earned after you. I call that team fail, they allowed themselves to be picked up one at a time. I could also blame myself because I didn't take notice in time and assumed they knew what they were doing, hence me going into defensive position ( and getting stuck on an island as well.. but hey it was late ;) ) and got focused by most of the enemy ships because my team was still behind the island. And in the time those ships took to kill me I still did enough damage to get more xp then everyone of them who lived for a long time after my demise.

 

You also humped the island in that game, if I remember correctly, and ate at least one salvo for 15k from me. It wasn't just your team's fault.

 

In any case, I'd like to point out a statement by Ectar that went along the lines of "If a carrier gets into the range of another ship's guns, it is dead.". I can dig out plenty of replays that show that to not really be true and plenty of replays with lone carriers being able to force a draw after the timer runs out before they're chased down. Between map border exploits and Wargaming's decision to not only make carriers' speed on par with cruisers, but also to give them the second highest amount of hitpoints in the game, they have turned out to be quite durable. This goes double for IJN ones with less than 13km detection range. In fact, I've seen some engagements against carriers take upwards of five minutes because said carrier was barely slower than the pursuer while being able to dish out maximum damage and exposing the smallest crosssection possible, only to have said engagement end in a draw because the timer ran out. No other class of ships has this big of an impact on any given match, no other singular ship is capable of making an entire team huddle up like a bunch of scared sissies. This is WoT artillery all over again: A class of vehicles that effectively denies vast parts of the map through sheer presence while not being at any risk apart from other vehicles of its kind. This is terrible design on a multitude of levels. Unfortunately, unlike artillery, I don't see a competitor coming up any time soon to "encourage" Wargaming to question some of their design decisions.

 

The bottom line is: If they're unwilling to balance these monstrosities against other ships, they should at least force them to engage their own kind. Force them to wait for another carrier of an equal tier. The game, as is, isn't fun enough at high tiers with these kinds of teams. Time is not really going to change that because mid tiers suffer from the same issue while having enough players in them. Fortunately, at these tiers it's nigh impossible to lose money due to a fudged up matchup.

 

Edit: Typos and grammar.

Edited by ttchip
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Alpha Tester
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You also humped the island in that game, if I remember correctly, and ate at least one salvo for 15k from me. It wasn't just your team's fault.

 

I said I did didn't I? I still ended up after while dying as the second ship Sharana so yeah I still blame the team a tiny bit more then myself lol 

 

In any case, I'd like to point out a statement by Ectar that went along the lines of "If a carrier gets into the range of another ship's guns, it is dead.". I can dig out plenty of replays that show that not really be true and plenty of replays with lone carriers being able to force a draw after the timer runs out before they're chased down. Between map border exploits and Wargaming's decision to not only make carriers speed on par with cruisers, but also to give them the second highest amount of hitpoints in the game, they have turned out to be quite durable. This goes double for IJN ones with less than 13km detection range. In fact, I've seen some engagements against carriers take upwards of five minutes because said carrier was barely slower than the pursuer while being able to dish out maximum damage and exposing the smallest crosssection possible, only to have said engagement end in a draw because the timer ran out. No other class of ships has this big of an impact on any given match, no other singular ship is capable of making an entire team huddle up like a bunch of scared sissies. This is WoT artillery all over again: A class of vehicles that effectively denies vast parts of the map through sheer presence while not being at any risk apart from other vehicles of its kind. This is terrible design on a multitude of levels. Unfortunately, unlike artillery, I don't see a competitor coming up any time soon to "encourage" Wargaming to question some of their design decisions.

 

Carriers as main damage dealers put me off at the start to, until I realised it was the only real requirement which really forces people to play as a team. In the game we were in, your team did exactly what you should do when faced by a team with a high tier CV but less ships: pressure and move as a single group. In that sense btw, it wasn't 'just my team's fault', though it still was since it wouldn't have worked if our team had not split up. Sharana's dmg output would easily compensate for the 1 less ship we had in our team in total, but that only works if you don't split up and let yourself be picked off one at a time without doing any significant damage yourself. Anyway, as I said it forces you to play as a team, just as when you face a team consisting out of mainly CA's and DD's you play different then vs BB's and CA's. It does mean a team relies on their carriers skill a lot, so getting matched against a good cv captain while your team has a bad one is so bad it will require enormous effort and some luck to overcome the odds.

 

The bottom line is: If they're unwilling to balance these monstrosities against other ships, they should at least force them to engage their own kind. Force them to wait for another carrier of an equal tier. The game, as is, isn't fun enough at high tiers with these kinds of teams. Time is not really going to change that because mid tiers suffer from the same issue while having enough players in them. Fortunately, at these tiers it's nigh impossible to lose money due to a fudged up matchup.

 

I agree they should enforce stricter mm for cv's, their impact is too large to allow this to continue in the current state unless it autocorrects quickly due to increased numbers of higher tier CV players. 

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Carriers as main damage dealers put me off at the start to, until I realised it was the only real requirement which really forces people to play as a team. In the game we were in, your team did exactly what you should do when faced by a team with a high tier CV but less ships: pressure and move as a single group. In that sense btw, it wasn't 'just my team's fault', though it still was since it wouldn't have worked if our team had not split up. Sharana's dmg output would easily compensate for the 1 less ship we had in our team in total, but that only works if you don't split up and let yourself be picked off one at a time without doing any significant damage yourself. Anyway, as I said it forces you to play as a team, just as when you face a team consisting out of mainly CA's and DD's you play different then vs BB's and CA's. It does mean a team relies on their carriers skill a lot, so getting matched against a good cv captain while your team has a bad one is so bad it will require enormous effort and some luck to overcome the odds.

 

The best part about that is that Sharana didn't have to launch a single aircraft to force that play. The mere presence of him is enough to impose a very specific playstyle on the entirety of a team. How the f*** does that sound reasonable to you? A single player forcing an entire team to play in a very specific way is ridiculous. A single player forcing an entire team to cooperate and ball up and even then, such a play does by no means guarantee victory, as this kind of play is strictly sub par against a normal BB/CA/DD composition where you risk being torped to death by DDs due to the lowered maneuverability in such a convoy.

 

This is too much power for one player in a 12vs12 format.

 

I agree they should enforce stricter mm for cv's, their impact is too large to allow this to continue in the current state unless it autocorrects quickly due to increased numbers of higher tier CV players. 

 

Fair enough.

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