[CPA] Procrastes Beta Tester 4,083 posts 4,481 battles Report post #1 Posted September 8, 2017 Operation Raptor Rescue is, as the saying goes, one tough cookie. 1. Sink the destroyer, the cruiser and the battleship Shortly after the little convoy of rescue ships get underway, the intrepid heroes are attacked by a destroyer, a cruiser and a battleship. In order to complete the first secondary objective, you have to sink them all within the space of three minutes. Since everyone has an itchy trigger finger, and these are the first targets to appear, this usually takes care of itself. With a bit of luck, no one suicides on a torpedo either. 2. Seek out and destroy the carrier to the south This is the second secondary objective, and one that is greatly facilitated if there is a carrier player on the team (and he takes an interest). The enemy carrier, whose name I presently can't recall, has an escort that seems to be usually comprised by some cruisers and maybe one destroyer. They need to be taken out and this needs to happen fast. If they are left alone, the enemy carrier will send planes to attack the friendly convoy, and the ships - containing at least one pesky Kuma - will stalk and try to assassinate the Raptor. At least two fast ships, or a carrier and one fast cruiser, is probably the best get-up for this side mission. Having fast ships is imperative, as they must be able to catch up with the main force again once the carrier & co are dealt with. EDITED: As far as I can surmise, and has also been stated by other posters in this thread (see f.e. EdiJo, in post 33 below), this carrier will evidently not start attacking until it is spotted. Until someone disturbs its slumber, it will remain passive. So it is evidently very possible to wait until the end phase of the operation, and then seek out and sink this carrier! 3. Protect and escort the Raptor and the other friendly convoy ships to the exit area The ships that stay with the Raptor, must act like what they are - namely, escort ships. They are there to protect the Raptor and the other friendly ships, not the other way around. Basically, the players should position themselves between the Raptor and the incoming enemy flotilla. Ideally, they should set up an AA screen to keep out the planes from the enemy aircraft carrier (of which there should be only one, if the seek-and-destroy mission outlined above was successful). In addition, they must also act so as to shield the Raptor and the other friendly ships from incoming shells and torpedoes. To some extent, this mean taking the hits instead of their protegés (and this goes most especially for any battleships in the team). During the run for the exit area, there exists one special window of opportunity. At a set time, the Raptor and the other friendly convoy ships will stop and take shelter behind an island. This gives the players the opportunity to take the battle to the enemy, and destroy as much as possible of the enemy squadron - including the second enemy carrier, whose destruction completes a third secondary objective - before the Raptor gets underway again. [This is where the operation has failed most often, in my games. The player ships have remained huddled together with the Raptor in the shelter of the island, largely unable to maintain effective fire against the oncoming enemy forces. Then, when the Raptor has started moving again, the players have kept to the rear, even going so far as to take shelter from incoming fire behind the very ships they are supposed to protect. Given that the operation automatically fails if the Raptor is sunk, this comes across, in my book, as a somewhat inexpedient tactic.] There is yet another secondary objective, which consists of getting to the rendez-vous point ahead of the Raptor. I am not entirely sure if this rendez-vous point is in the exit area, or somewhere before that. ----------------- Problems with completing this operation The most basic problem seems to be that many players fail to grasp the main victory condition, namely getting the Raptor safely to the exit area. I have watched again and again, how gallant cruisers and mighty battleships have huddled together like a flock of anxious sheep, keeping well out of the way as the Raptor and the other friendly ships were chewed up by shells, bombs and torpedoes from the implacable enemy. This is not how you win a war, nor does is gather any laurels on the virtual battlefield. Ironically, the special "repair zone" around the factory ship seems to be a block on the path to victory, since it encourages some players to always remain in that zone, effectively preventing them from fulfilling their duty to shield the Raptor from the enemy fleet. Another problem is how you handle the object of finding and sinking the first enemy carrier to the south, and then getting back in time to join the main action. Accomplishing this usually means that someone has to get a number of constructive tactical suggestions across in the chat. Problems like these are meant to be overcome - there would be little point in playing the operations, if they didn't involve a challenge. But this operation seems to be harder than most. Or maybe I have just not been getting the hang of how to do it? I've started this thread as a sort of platform for an ongoing discussion on this operation, and I've begun with jotting down a few of my own thoughts, above. Now, over to you. What do you think of Operation Raptor Rescue? Share this post Link to post Share on other sites
[SCRUB] Live85 Weekend Tester 453 posts Report post #2 Posted September 8, 2017 33 minutes ago, Procrastes said: -cut- Another problem is how you handle the object of finding and sinking the first enemy carrier to the south, and then getting back in time to join the main action. Accomplishing this usually means that someone has to get a number of constructive tactical suggestions across in the chat. -cut- Raptor is definitely not the hardest mission. In my opinion it's the second easiest after Aegis when it comes to getting five stars in it. The reason is that it's linear: the only real risk is the wave with two destroyers that spawn when you're in the middle of the map. If you have cruisers that hang all the way back with the battleships it can be hard to destroy them before they can torp the convoy. As long as the ships stick together all the other waves are easy to manage. And yes, to finish that extra objective you have to get to the exit point (cap) before raptor. There is NO need to go out of your way to get the first carrier. You can intercept it before the game ends. More or less by the time the second cv crosses the "second" big island (IF it survives long enough) the first cv is sailing towards the edge of the map around the 2-3 line and it's escorted by a single destroyer. It deploys a couple of squadrons the moment it gets spotted, but it's easy to handle with a single cruiser. I'll attach a screenshot to make it easier to understand. 4 Share this post Link to post Share on other sites
[SCRUB] aboomination Players 5,763 posts 16,940 battles Report post #3 Posted September 8, 2017 lol first try lol - thx @ team tbh, this mission is straight forward 1 Share this post Link to post Share on other sites
[THROW] wilkatis_LV [THROW] Players 5,061 posts 10,702 battles Report post #4 Posted September 8, 2017 I have all operations on 5 stars, so it's definitely doable/ I'll agree that this is probably the 2nd hardest, right after the port defense. If you can get a team (like if you are a part of a clan) you can do this easily, with randoms - you can't really guarantee it. At least it's interesting to do :D 1 Share this post Link to post Share on other sites
[HOO] Fat_Maniac [HOO] Players 2,337 posts 4,238 battles Report post #5 Posted September 8, 2017 Funny but I found this one second easiest after Killer Whale. Newport was finally cracked after playing in full clan div, and the same with Aegis. But I agree with OP operations are all about completing the objectives NOT killing every enemy presented. 1 Share this post Link to post Share on other sites
Darth_Glorious Beta Tester 2,464 posts Report post #6 Posted September 8, 2017 What I did in my CAs : - In the beginning, go behind someone in my team, so Myogi won't target me first. I need to reserve my HP in first encounter to kill 1st carrier group. - Then I move to G8 and ambush the 1st carrier group. Normally I solo that whole group while my team are dealing with enemies coming from the north. For that fight, I lose about 50% of my max HP. - After that go back and focus on 2 approachng DDs in the center of the map - Go around the islands to avoid focus fire from Kongo battlegroup, kill the 2nd CV, tick the cap - Return and help my team to kill that Kongo group. Normally, it gains me 5 stars with me having top XP, except when my team goes full retard and ram enemies torps. in the first 10 minutes of the operation. 1 Share this post Link to post Share on other sites
[HEROZ] GulvkluderGuld Players 3,467 posts 22,114 battles Report post #7 Posted September 8, 2017 The only problem with online games is there are other players Have no issues with any of the operations since they hard-nerfed Newport, in fact I find them so easy I never play them. Old newport was hard to get 3+ stars and I only got 5 stars once. CV used to be the go-to pick, and I've actually played a bit RR after the rebalance. It is a bit harder to get 5 stars now since you rely on your team to kill some of the dds and not ram torpedoes doing it. Nowhere near as hard as winning a random battle with a standard potato team though. CV can solokill the first wave no problem. TB on dd or 'taka after baiting furutaka DF with a fighter. DB staggered on Myogi for unrepairable fires. 2nd waveTB finish off whatever smallfry is left and DB finish Myogi or you can leave them to the team and hunt the 2nd wave cruisers. Next cruiser wave is a bit harder, but you can wipe one out after baiting DF and set one on fire. After that, go oneshot the Zuiho. Fighter to lock up his, DB to the face and after repair is blown follow with 1 TB and a DB for a oneshot, standard CV sniping tactics. 2nd TB on the kuma or dd. Now come the hard part where you are in the center and you get rushed by DDs. The North dds are the culprits as they will torp the CV and support ships, and there are enough dds to overwhelm your TB, so one will get through unless your team stops him (like, lol?). Next wave either for clean-up duty or go sink the Ryujo. He can be tricky, the dirty borderhumping sucker. So blow repair and get DB unrepairable fires to finish him. Now you get one strike at the last wave, then you have to move to beat Raptor to the finish, meanwhile using planes on the last wave. 1 Share this post Link to post Share on other sites
[CPA] Procrastes Beta Tester 4,083 posts 4,481 battles Report post #8 Posted September 8, 2017 All right, likes for the whole company are on the the house for this one! Thanks for good, informative and well-written posts, everyone! Share this post Link to post Share on other sites
[CPA] Procrastes Beta Tester 4,083 posts 4,481 battles Report post #9 Posted September 9, 2017 I have now completed the Operation Raptor Rescue with five stars. It was the last battle before lunchbreak, and after having utterly failed to make any headway in any of my cruisers, that I took my Farragut out just for a change of pace. We nailed it - five stars. All it took, obviously, was me getting into a scout boat and leaving the important work - like fending off the enemy flotilla, and keeping the torpedo bombers at bay - to some real cruiser captains out there. Oh, and I believe it was a Bayern, of all things, that dashed - yes, dashed! - ahead and took out the second aircraft carrier, as well as secured the rendez-vous point well ahead of the Raptor. Who would have thought that? Share this post Link to post Share on other sites
Cosseria Players 1,064 posts 4,944 battles Report post #10 Posted September 9, 2017 Achieving a 50% WR in this one as of this evening. The brightest moment was being called a "sh[tty Cleveland" because I didn't went for the CV at the South Pole, as there was nobody left to protect the Raptor from the DDs. Gotta love those GrossAdmirals who play stock Iron Dukes, achieve nothing and blame those with actually useful ships for not being everywhere at once. Share this post Link to post Share on other sites
[CPA] Procrastes Beta Tester 4,083 posts 4,481 battles Report post #11 Posted September 9, 2017 13 minutes ago, Cosseria said: Achieving a 50% WR in this one as of this evening. The brightest moment was being called a "sh[tty Cleveland" because I didn't went for the CV at the South Pole, as there was nobody left to protect the Raptor from the DDs. Gotta love those GrossAdmirals who play stock Iron Dukes, achieve nothing and blame those with actually useful ships for not being everywhere at once. I was called a "kunt" by some nitwit in a Nassau in one of my battles today. That sparked off a delightful little discussion in chat, on the theme that if you are determined to toss around badly-aimed insults at your fellow players, you should at the very least begin by learning how to spell correctly. 1 Share this post Link to post Share on other sites
[L4GG] Butterdoll Players 3,470 posts 11,414 battles Report post #12 Posted September 10, 2017 I've got several problems. first, I have all missions at 5 stars, there's not any more rewards apart of points (useful points) but why not a refresh? second, killer whale it's just awesome, the others are not, the main reason it's that killer whale gives you diversity and put you in the offensive, all the others do is turn you in a babysitter. third, where is dynamo? By this time it could be up and running. fourth, Why not more operations? But this operation per say, as the team is babysitting, most of the players follow the pack,I've been in teams with 3 Cleveland (including mine) and only I'm going to the south cv, and many times that cv has 3 ships to protect it, I find hard to a single Cleveland deal with that torpedoes fest and HE, etc. The same goes for any other type of ship. The central group it's the hardest one, mainly because most players are not in optimal positions and in a reacting role.. Yeah, that repair circle it's a trap, you end up out of position, without any type of advantage. Lack of elasticity, initiative and manoeuvres are the problem with this operations. The problem it's thinking this operation is straight forward. But Newport takes the prize, promotes very rigid gameplay, that would be fine if there were more operations, more diversity. I'm trying now this two approaches, but I'm only one ship. (I'm using your map, I hope you don't mind) Share this post Link to post Share on other sites
[L4GG] Butterdoll Players 3,470 posts 11,414 battles Report post #13 Posted September 10, 2017 On 08-09-2017 at 3:19 PM, Darth_Glorious said: In the beginning, go behind someone in my team, so Myogi won't target me first. I need to reserve my HP in first encounter to kill 1st carrier group. - Then I move to G8 and ambush the 1st carrier group. Normally I solo that whole group while my team are dealing with enemies coming from the north. For that fight, I lose about 50% of my max HP. - After that go back and focus on 2 approachng DDs in the center of the map - Go around the islands to avoid focus fire from Kongo battlegroup, kill the 2nd CV, tick the cap - Return and help my team to kill that Kongo group. Pretty much my last game for today minus what is in bold because I was in a Cleveland that would taken too long, so i went straight up spamming that Kongo, didn't pursuit that other cv because it would taken too long. It seems that will be a job for my Emile or LaGal or even Aoba tomorrow. Share this post Link to post Share on other sites
[CPA] Procrastes Beta Tester 4,083 posts 4,481 battles Report post #14 Posted September 10, 2017 On a side note: Convoy escort duty was a big part of the WW2 naval warfare experience. I really like that Wargaming has implemented this, albeit on a smaller scale, in Operation Raptor Rescue. And this leads to the question, wouldn't it be fun to be in the attackers position, next time? I realize that it is probably relatively easy to build an operations scenario where the human players are in the defensive, trying to hold back wave after wave of incoming enemy ships. Balancing AI response and capabilities from a defensive position, should reasonably be much harder. What I am wondering is, would it be too hard? Or could we expect to see another scenario in the future, where the players are the ones trying to take out an enemy convoy? If so, what new game mechanics could be on the table? Would there perhaps be some sort of respawn function, so that if you were sunk in the initial attack, you could then have another go in another ship in the next stage of that operation? Would you be able to choose between several respawn locations? Etc... What do you think? Share this post Link to post Share on other sites
[L4GG] Butterdoll Players 3,470 posts 11,414 battles Report post #15 Posted September 10, 2017 1 hour ago, Procrastes said: On a side note: Convoy escort duty was a big part of the WW2 naval warfare experience. I really like that Wargaming has implemented this, albeit on a smaller scale, in Operation Raptor Rescue. And this leads to the question, wouldn't it be fun to be in the attackers position, next time? I realize that it is probably relatively easy to build an operations scenario where the human players are in the defensive, trying to hold back wave after wave of incoming enemy ships. Balancing AI response and capabilities from a defensive position, should reasonably be much harder. What I am wondering is, would it be too hard? Or could we expect to see another scenario in the future, where the players are the ones trying to take out an enemy convoy? If so, what new game mechanics could be on the table? Would there perhaps be some sort of respawn function, so that if you were sunk in the initial attack, you could then have another go in another ship in the next stage of that operation? Would you be able to choose between several respawn locations? Etc... What do you think? I could get behind that but what about more operations? 3 defensives ones and 1 offensive, needs some balancing at least more 4 new operations, 4 defensives and 4 offensives ones. Including more tiers on the operations or all tiers. new operations historical operations more diversity in each operation maybe doing some missions with operations and a new set of rewards after the captain and the premium account are accomplished, could be the already existent rewards, like supplies and stuff. In short, full implement this mode in the game. p.s.- In the IIWW, certainly there was a huge amount of operations that never happened for a reason or another, but surely WG could retrieve some of those in a "what if? scenario " or to be used as basis to an operation, just an idea. Share this post Link to post Share on other sites
[BAD-F] Sams_Baneblade Beta Tester, Players 299 posts 10,759 battles Report post #16 Posted September 10, 2017 I don't think the operation is hard by any way. But the teams you get are sometimes dense as lead. I already lost the Ranger to the first ennemy group: it got torpedoed and set on fire, we had already lost two ships at that moment. But if the team has half a clue, it's fine. At least, its linearity makes it easier than Killer Whale, where it is very common to see some of your (desperately needed) teammates going alone to the wrong side. Map ping, chat messages, nothing. Those are geniuses. Share this post Link to post Share on other sites
[SCRUB] Live85 Weekend Tester 453 posts Report post #17 Posted September 10, 2017 13 hours ago, Butterdoll said: I've got several problems. first, I have all missions at 5 stars, there's not any more rewards apart of points (useful points) but why not a refresh? second, killer whale it's just awesome, the others are not, the main reason it's that killer whale gives you diversity and put you in the offensive, all the others do is turn you in a babysitter. third, where is dynamo? By this time it could be up and running. fourth, Why not more operations? But this operation per say, as the team is babysitting, most of the players follow the pack,I've been in teams with 3 Cleveland (including mine) and only I'm going to the south cv, and many times that cv has 3 ships to protect it, I find hard to a single Cleveland deal with that torpedoes fest and HE, etc. The same goes for any other type of ship. The central group it's the hardest one, mainly because most players are not in optimal positions and in a reacting role.. Yeah, that repair circle it's a trap, you end up out of position, without any type of advantage. Lack of elasticity, initiative and manoeuvres are the problem with this operations. The problem it's thinking this operation is straight forward. But Newport takes the prize, promotes very rigid gameplay, that would be fine if there were more operations, more diversity. I'm trying now this two approaches, but I'm only one ship. (I'm using your map, I hope you don't mind) I think that the rewards on pve missions are plenty good enough even after getting the bonuses for completing it the first time. Yesterday I decided to double up a "bad" ship for pve, the Gnevny, since we had the +100% xp and I had a couple of friends online. I enabled premium time from the last public test and slapped on as many dragon flags as I could get on the thing. We managed a five star win. Result? 10.453 exp, 1.831 free xp, 33.528 commander xp. It's a much better result than what I would have gotten playing in random, and scenarios overall make tier VI grinds a breeze. I think I'm going to try the same today, though I likely won't be as lucky. Operation Dynamo needs to be rebalanced before it's added back to the game. The reason is easy: tier VI ships have more than enough AA to melt all the planes without any issue. Even if they made it destroyer only, AA specced Farragut would make it way too easy. Also, from what we know new operations are on the way. It's just a matter of waiting. Nobody forces you to stay in the circle, but as long as you stay close to it (ideally in front of it) the waves are not an issue. Also, there's really no way you can end up out of position by staying in front or on the edge of the circle, since the waves come towards you. The second path you posted it's awful. It will make you useless for the third wave and it will take you too much time to get back to the group, potentially causing your team to not have enough firepower to kill the two destroyers before they torp the Raptor and the repair ship. I've seen an Iron Duke and one Aoba go there yesterday evening. They got the last two places in the team for experience because they couldn't do anything else except from killing the first carrier, the kuma and a destroyer. Two ships wasted. The path "on top" is less awful because you will find more enemies to kill, but you will be overwhelmed easily if you're alone. Overall, the scenario is written in a way where the optimal route for the players is the one the Raptor follows. I don't know why you think that thinking of this scenario as straight forward is a problem. Same goes for the other operations. "Elasticity" and trying to find new paths on missions that don't require them it's a surefire way for you to deal less damage, earn less experience and lose more games than needed. 3 hours ago, Butterdoll said: I could get behind that but what about more operations? 3 defensives ones and 1 offensive, needs some balancing at least more 4 new operations, 4 defensives and 4 offensives ones. Including more tiers on the operations or all tiers. new operations historical operations more diversity in each operation maybe doing some missions with operations and a new set of rewards after the captain and the premium account are accomplished, could be the already existent rewards, like supplies and stuff. In short, full implement this mode in the game. p.s.- In the IIWW, certainly there was a huge amount of operations that never happened for a reason or another, but surely WG could retrieve some of those in a "what if? scenario " or to be used as basis to an operation, just an idea. Newport is a defensive one. You need to defend your port from an enemy attack. Aegis: An offensive mission where you attack an enemy convoy to rescue your allied convoy ships that have been captured. Raptor Rescue: another rescue mission where you save your damaged cv and allow it to get away from a combat zone. It's more or less defensive if you want. Killer Whale: An offensive mission where you raid an enemy base. Operations on all tiers wouldn't be as attractive in my opinion. Low tier ships are too slow and weak, high tier ones have high repair costs. Having the operation stay at tier V-VI also makes them accessible to almost everyone, while allowing the players to also make some profits from playing them. Edit: the "what if" missions would likely mean forcing the players to choose ships of the needed nations to play with for the week that scenario is on, and players that don't have ships of those nations won't be able to play. The scenarios we have right now allow you to pick whatever ship you want at the right tiers. Share this post Link to post Share on other sites
[L4GG] Butterdoll Players 3,470 posts 11,414 battles Report post #18 Posted September 10, 2017 47 minutes ago, Live85 said: I think that the rewards on pve missions are more than good enough. Yesterday I decided to double up a "bad" ship for pve, the Gnevny, since we had the +100% xp and I had a couple of friends online. I enabled premium time from the last public test and slapped on as many dragon flags as I could get on the thing. We managed a five star win. Result? 10.453 exp, 1.831 free xp, 33.528 commander xp. It's a much better result than what I would have gotten playing in random, and missions overall make tier VI grinds a breeze. I think I'm going to do the same today, though I likely won't be as lucky. Operation Dynamo needs to be rebalanced before it's added back to the game. The reason is easy: tier VI ships have more than enough AA to melt all the planes without any issue. Even if they made it destroyer only, AA specced Farragut would make it way too easy. Also, from what we know new operations are on the way. It's just a matter of waiting. Nobody forces you to stay in the circle, but as long as you stay close to it (ideally in front of it) the waves are not an issue. Also, there's really no way you can end up out of position by staying in front or on the edge of the circle, since the waves come towards you. The second path you posted it's awful. It will make you useless for the third wave and it will take you too much time to get back to the group, potentially causing your team to not have enough firepower to kill the two destroyers before they torp the Raptor and the repair ship. I've seen an Iron Duke and one Aoba go there yesterday evening. They got the last two places in the team for experience because they couldn't do anything else except from killing the first carrier, the kuma and a destroyer. Two ships wasted. The path "on top" is less awful because you will find more enemies to kill, but you will be overwhelmed easily if you're alone. Overall, the scenario is written in a way where the optimal route for the players is the one the Raptor follows. I don't know why you think that thinking of this scenario as straight forward is a problem. Same goes for the other operations. "Elasticity" and trying to find new paths on missions that don't require them it's a surefire way for you to deal less damage, earn less experience and lose more games than needed. I don't know how to do that (that type of grind) it took me a week to do around what... the last 30.000 free xp to unlock Myoko, going for Mogami now. perhaps putting way more planes... I don't know. well, that are good news, thank you, I didn't read anything and the tucci and company? don't say much on this kind of stuff. if you keep close to that circle or the convoy you get swamped by the enemies and you can't manoeuvre so easily (many ships in one spot) , my idea is to take the initiative to them and disrupted their attack (the centre enemy group and that myoko, aoba and Kuma that appear sometimes near and after the first wave). Surely those two boats did more than that, what I seen so far is they tend to be in the cv focus, doing that they relieve some pressure to the green convoy and give some breathing space to the rest of the team (less bombs, less torpedoes). but yes from I've seen so far, those two ships have to be effective and have to be quick returning in time, a bit risky. that makes 5 ships shadowing/shielding the convoy from the Northwest and 2 doing the same thing in the South. But I'm not in a division or clan and that's hard to search for new paths and having high damage and stuff. In Aegis I found a path, that can manage do damage the first wave, the second wave a bit less, but one ship can melt one entire enemy flank and free the convoy closest as possible of the extraction point, then resume for the enemy cvs. By the time the fourth wave appears the convoy ships are close to the extraction point and the reds under fire from the rest of the team Share this post Link to post Share on other sites
[SCRUB] Live85 Weekend Tester 453 posts Report post #19 Posted September 10, 2017 3 minutes ago, Butterdoll said: I don't know how to do that (that type of grind) it took me a week to do around what... the last 30.000 free xp to unlock Myoko, going for Mogami now. perhaps putting way more planes... I don't know. well, that are good news, thank you, I didn't read anything and the tucci and company? don't say much on this kind of stuff. if you keep close to that circle or the convoy you get swamped by the enemies and you can't manoeuvre so easily (many ships in one spot) , my idea is to take the initiative to them and disrupted their attack (the centre enemy group and that myoko, aoba and Kuma that appear sometimes near and after the first wave). Surely those two boats did more than that, what I seen so far is they tend to be in the cv focus, doing that they relieve some pressure to the green convoy and give some breathing space to the rest of the team (less bombs, less torpedoes). but yes from I've seen so far, those two ships have to be effective and have to be quick returning in time, a bit risky. that makes 5 ships shadowing/shielding the convoy from the Northwest and 2 doing the same thing in the South. But I'm not in a division or clan and that's hard to search for new paths and having high damage and stuff. In Aegis I found a path, that can manage do damage the first wave, the second wave a bit less, but one ship can melt one entire enemy flank and free the convoy closest as possible of the extraction point, then resume for the enemy cvs. By the time the fourth wave appears the convoy ships are close to the extraction point and the reds under fire from the rest of the team If you want to "farm" experience on pve missions the easiest solution is to bring high dpm ships. That excludes battleships, most destroyers and cruisers with high reload time like the Graf Spee. Once you know where the ships will come from an how they're positioned, you can have the correct ammunition loaded in advance. For example, the first wave of Raptor rescue has a Minekaze that spots you. With the Cleveland you cited you can shoot a first HE volley at it the moment it apperars, switch to AP, nuke the broadside Furutaka in 2-3 volleys and then switch back to HE for the Minekaze (if it's still alive) and the Myogi. If you did everything correctly after the first wave you should have from 30k to 50k damage depending on how much damage you deal to the Myogi. Another suggestion: save up free experience for high tier ships. Tier VI and VII are still doable without dropping free exp on them, but tier VIII and IX ships can be really annoying to play stock. The issue is that if you put too many planes you're going to have other kinds of issues, like fps drops for players with low spec computers. Overall, I think that there's a chance we won't see it back. There's also the amount of XP that players can earn with regular ships to consider. With the destroyers they provided us (and Gallant) the amount of XP you could get was way less than what we're getting on the other scenarios. It was in one of the articles published around gamescom. https://worldofwarships.eu/en/news/gamescom17/gamescom-munication/ Player vs Environment missions Player vs Environment (PvE) missions have proven to be a great success with our audience, and after a slow start with three missions in the first season, we partnered up with the movie Dunkirk and created a scenario around the events of the motion picture. However, given its popularity, we wanted to add more and we are proud to announce that the next season of PvE missions will be coming in a few weeks! Season 2 will include two individual missions to be added to the scenarios for you to enjoy soon. Keep your eyes peeled to the portal for further information in the near future. I think we might see them in either the 0.6.12 or the 0.6.13 update since they wrote "in a few weeks". The waves are made of three-four ships at a time. As long as you have at least two-three cruisers shooting at the correct targets first (the destroyers) they are not an issue. As for maneuvering, it can be hard if you're in the middle of the circle, that's true. Just stay at the edge or in front of it. Taking the initiative is a good idea only if you can handle it. If you're alone and you get targeted by three ships you won't survive easily. Scenarios require teamplay to complete, and sailing alone away from the team it's not the way to go imho. No, those two ships didn't do anything else. They sailed all the way to the bottom and didn't have the range to shoot at anything else the whole match. The first carrier wave doesn't give any pressure to your team unless you go out of your way to trigger them. Even the destroyer sticks to the CV and doesn't come towards the convoy if there aren't ships in the area. That's the reason why I wrote in the first reply that you can find the CV escorted by a single destroyer on the 2-3 line. Also, you almost never have 5 ships with the convoy. Battleships LOVE to stay 5-6km behind it to save their hitpoints and in the mean time the cruisers in front of the raptor or near it have to tank all the damage and kill everything. Sometimes you lose games because of that. That's another story. If you want to look for a clan, there's the "lookin for a clan" section on this forum. You can post there and clans with space can see that and invite you. On Aegis the second wave is easily the second most important after the cv one. If too many ships go around the big island on the right, the ones that stayed in the middle with the bot destroyer and Shchors might get focused and die. That will mean that the second wave will take more time to sink because there's less firepower, and then the rest of the team will be out of position to deal with the cv's that spawn at the edge of the map. Share this post Link to post Share on other sites
Tubit101 Players 1,189 posts 4,745 battles Report post #20 Posted September 10, 2017 Raptor Rescue was fairly easy. I got 4 stars on the first attempt and 5 stars on the third. The second attempt was 100% ruined because MM chose to do this: That's 4 cruisers and 3 destroyers. 4 of them tier 5. Our team got demolished. What the heck are you doing with your match maker WG? Is there any match making for co-op at all? Share this post Link to post Share on other sites
[RONIN] 22cm Beta Tester 6,377 posts 36,670 battles Report post #21 Posted September 10, 2017 1 hour ago, Tubit101 said: Raptor Rescue was fairly easy. I got 4 stars on the first attempt and 5 stars on the third. The second attempt was 100% ruined because MM chose to do this: That's 4 cruisers and 3 destroyers. 4 of them tier 5. Our team got demolished. What the heck are you doing with your match maker WG? Is there any match making for co-op at all? Hmmm... are you sure it s only the MM? Why were you playing a DD? It s probably the most useless class fot this. Share this post Link to post Share on other sites
[BAD-F] Sams_Baneblade Beta Tester, Players 299 posts 10,759 battles Report post #22 Posted September 10, 2017 1 hour ago, Tubit101 said: Raptor Rescue was fairly easy. I got 4 stars on the first attempt and 5 stars on the third. The second attempt was 100% ruined because MM chose to do this: That's 4 cruisers and 3 destroyers. 4 of them tier 5. Our team got demolished. What the heck are you doing with your match maker WG? Is there any match making for co-op at all? Don't worry. In the next patch, no more Tier 5 will be allowed in the First Season Operations. Share this post Link to post Share on other sites
[ALONE] Smeggo Modder 2,485 posts 15,344 battles Report post #23 Posted September 10, 2017 Yeah, that's a really good change. Share this post Link to post Share on other sites
[L4GG] Butterdoll Players 3,470 posts 11,414 battles Report post #24 Posted September 10, 2017 1 hour ago, Sams_Baneblade said: Don't worry. In the next patch, no more Tier 5 will be allowed in the First Season Operations WHAT? why? We should play operation with all types of ships of all tiers. t5, even t4 are very capable ships, and up tiers too 3 hours ago, Live85 said: If you want to "farm" experience on pve missions the easiest solution is to bring high dpm ships. That excludes battleships, most destroyers and cruisers with high reload time like the Graf Spee. Once you know where the ships will come from an how they're positioned, you can have the correct ammunition loaded in advance. For example, the first wave of Raptor rescue has a Minekaze that spots you. With the Cleveland you cited you can shoot a first HE volley at it the moment it apperars, switch to AP, nuke the broadside Furutaka in 2-3 volleys and then switch back to HE for the Minekaze (if it's still alive) and the Myogi. If you did everything correctly after the first wave you should have from 30k to 50k damage depending on how much damage you deal to the Myogi. Another suggestion: save up free experience for high tier ships. Tier VI and VII are still doable without dropping free exp on them, but tier VIII and IX ships can be really annoying to play stock. The issue is that if you put too many planes you're going to have other kinds of issues, like fps drops for players with low spec computers. Overall, I think that there's a chance we won't see it back. There's also the amount of XP that players can earn with regular ships to consider. With the destroyers they provided us (and Gallant) the amount of XP you could get was way less than what we're getting on the other scenarios. It was in one of the articles published around gamescom. https://worldofwarships.eu/en/news/gamescom17/gamescom-munication/ Player vs Environment missions Player vs Environment (PvE) missions have proven to be a great success with our audience, and after a slow start with three missions in the first season, we partnered up with the movie Dunkirk and created a scenario around the events of the motion picture. However, given its popularity, we wanted to add more and we are proud to announce that the next season of PvE missions will be coming in a few weeks! Season 2 will include two individual missions to be added to the scenarios for you to enjoy soon. Keep your eyes peeled to the portal for further information in the near future. I think we might see them in either the 0.6.12 or the 0.6.13 update since they wrote "in a few weeks". The waves are made of three-four ships at a time. As long as you have at least two-three cruisers shooting at the correct targets first (the destroyers) they are not an issue. As for maneuvering, it can be hard if you're in the middle of the circle, that's true. Just stay at the edge or in front of it. Taking the initiative is a good idea only if you can handle it. If you're alone and you get targeted by three ships you won't survive easily. Scenarios require teamplay to complete, and sailing alone away from the team it's not the way to go imho. No, those two ships didn't do anything else. They sailed all the way to the bottom and didn't have the range to shoot at anything else the whole match. The first carrier wave doesn't give any pressure to your team unless you go out of your way to trigger them. Even the destroyer sticks to the CV and doesn't come towards the convoy if there aren't ships in the area. That's the reason why I wrote in the first reply that you can find the CV escorted by a single destroyer on the 2-3 line. Also, you almost never have 5 ships with the convoy. Battleships LOVE to stay 5-6km behind it to save their hitpoints and in the mean time the cruisers in front of the raptor or near it have to tank all the damage and kill everything. Sometimes you lose games because of that. That's another story. If you want to look for a clan, there's the "lookin for a clan" section on this forum. You can post there and clans with space can see that and invite you. On Aegis the second wave is easily the second most important after the cv one. If too many ships go around the big island on the right, the ones that stayed in the middle with the bot destroyer and Shchors might get focused and die. That will mean that the second wave will take more time to sink because there's less firepower, and then the rest of the team will be out of position to deal with the cv's that spawn at the edge of the map. Sorry I meant the other xp. In Aegis I'm doing a lot of damage a couple of 100.000 being 114000 my highest score until now. But one single ship can liberate the convoy (killing the nearest enemy flank to the extraction point, the convoy it's just turn left and sail forward to reach it) In the current one I'm still seeing how to crack it like I've done with Aegis and killer whale. I'm missing that furutaka often, I'm focus in the dd don't reach to the furutaka in time (guess there are more players like you, ahahah). Yeap, in the rare occasions that I take out my barge only once I got to the end with 5 stars, but what it's more common is never getting pass through the third wave, I'm close to the group but I pass in the inside lane with the island in my left and those 2 dd's plus the kumas are murderous. But doing that I'm diverting the bots attention and giving to the team more time, at least I think I'm doing that. And the manoeuvring it's sooo painful, (don't get how the bb population is so big) I'd love to have a division or clan in scenarios, that way we could put in use what I'm talking about and others ideas , but I don't know how they work yet ( I have the travian alliances syndrome, not again, no more of that), so, I'm wavering... I'm not planning to reach t10. Or t9, at least, in the most of ships, my plan it's having a couple of t8 for the historical missions and play for fun from t4 to t6, only my favourite ships that I don't play for a while. I'm passing a lot of time with the 203 mm and 155mm, the last time I picked up kuma, my aim was way off. Kuma was the last ijn ship that I had a blast. and I eared about it then I experience for myself, as I said before I faced t9 ships, with my t7 ship and I have seen in first hand what could been happening upstairs. there's a guy there with a ship two tiers higher than mine, there's nothing in his way to blow me out of the water, so, why he's behind that island? I'm ready to brawl a ship two tiers above mine but instead he leaves me hanging like a bride alone in the altar. And with a t8 ship against a t10 ship will improve your skills, I saw that when I went back tiers to unlock other lines. But that could change, I don't know, let's see. Share this post Link to post Share on other sites
[SCRUB] lup3s Players 5,744 posts 32,902 battles Report post #25 Posted September 10, 2017 Like all other Operations, this one is really easy, yet it's frustrating to see how many retarded potatoes there are in this game. Sometimes I really have troubles understanding how people can be so [edited] poor at this game. - CV kills enemy CVs and spots ships; mainly DDs and the second Cruiser attack (Myoko, Aoba, Kuma) - to see if they come from the North or the South. - Other ships kill (in order of priority) DDs - CA/CLs - BBs. Most of the time this Operations fails, is when the 2 DDs in the middle are able to sink the Ranger (or its escort ships). Apparently too many players are too [edited] stupid to realise a DD at ~3km is a bigger threat than a CA/CL/BB at ~10km. Or did they should tank damage for the Ranger & escorts (and not the other way around). Share this post Link to post Share on other sites