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IrritatedRhino posted a topic in General Game DiscussionI have been playing since beta. I have had a clan for a few years and we have only been able to join clan battles a handful of times. It is always the same story: we get a few guys together and start a div, 3 then 4... We start inviting clan members to join (which is a phenomenal pain in the butt, more on that later) and invariably we get 5 or six guys sitting in the division for a couple of hours waiting for a full team that. more often than not, fails to materialize. We can usually get 5 guys together, sometimes 6 and almost never, 7. If we do manage to field a team, we usually can only play one or two games and one guy has to leave, so it is really anti-climatic. We have tried checking in every 15 minutes, then going off to play randoms, but we are still not able to field 7 The window to play is pretty short, particularly if you consider time zones, dinner, work, etc... and getting 7 guys online and in a team at once is like herding cats. Here are some issues I have noted: It is difficult to field a team of 7 considering the max amount of guys is (in our case) 45. Essentially we need about a sixth of the clan to be online and want to play CB Typically there are other challenges and players do not want to waste time waiting in an under-strength division while a team forms After waiting in a couple of divs for hours and never getting a team together, or playing one game is discouraging and makes it even harder to field future teams It is impossible to contact/communicate with the entire clan to plan/schedule There is a clan chat issue/bug that randomly blanks out chat history, making it even more difficult to communicate and organize a team We can only invite the number of open slots in the division, so if there are a bunch of guys online, we can only invite a few at a time, further reducing the chance of getting the magic 7 players Here are a few ideas that would make Clan Battles more accessible and an overall better experience (imho) All clan members instantly added to contacts An option for smaller teams. i.e. if selected 4 v 4 mode would result in smaller teams. An option for lower-tier teams. (This is probably not needed, as the availability of rentals, fixes the issue where players do not have higher tier ships) Message All option for clan officers, to message the entire clan at once. Message All Online Message All Division Queueing - the option/feature to allow players to play random games while waiting for a team to form. In a nutshell the player: Receives an invite to join a CB Div Accepts the invite Enables Division Queueing Can leave the division and play other game modes while the team is forming Once a team is formed player is added back into the CB Div once his current game is completed (or his ship is destroyed) Once all queued players are recalled play can start. This would also allow for more than 7 players to be in the queue, so if a player drops out of the div the next player in the queue is added Offline notifications Clan chat notifications flash a different color, or in a more noticeable fashion. Buzz player - Ability for officers to buzz a player via a pop up, or something of that nature... We have a lot of guys that really would like to div up and CB, but we have all agreed that it is super frustrating and hopefully some of these suggestions make sense.. Please leave your own suggestions and maybe WG will put an eyeball on this. Cheers!
I am wondering if any of you have collected some long-term data that indicates divs in a random game result in more victories for the div team or not. I rarely div these days; I know, I probably should div more, but meh... I usually have a good time without divs. But it seems things are falling back into familiar ruts. I'd like to know what you guys think and maybe some of you have the data, one way or the other? Far too often it seems, for my battles, where there is one or two divs of two or three folks, the number if the div doesn't seem to matter, our team fails miserably. I rarely see our team winning with the divs. My hypothesis or theory is so much of the team is joined together in divs, they aren't responsive, per say, to what the team is doing. The team itself is not paying attention to the divs so things are even worse of a chaotic scene than a normal random match. If that's a workable theory, what can be done to modify/change it? If you are a constant DIV player, do you communicate to the random team you are with what your goals are, where you're going, that sort of thing? tia fyc
The upgraded Narai still retains much of the fun of the old Narai. Everything happens much faster, however, and it is no longer a shooting gallery. Our Operations division did this the other day with a string of five stars. Here is one good basic way to do this. In this operation a CV is less productive than a BB, so we generally run 3 BBs, 3 high DPM cruisers, and 1 DD, all driven by people who know what they are doing. The DD is captained by our fearless leader, @Lightninger, who has numerous youtube videos of how to run a DD in operations. The best BBs, we have found are Hood (super tanky, the guns are murderous when they hit, and the secondaries are surprisingly productive), Scharnhorst (obvious), and KGV (good damage resistance, HE fire chance like a bot, and 25 second reload). Basic plan is like this: 1. two ships, cruisers, must go through the islands and kill the Lexington that comes up the 10 line to escape off the map (purple). Two ships are necessary, because the Lex is protected by a Phoenix or Omaha and a DD, which WILL torp you and then go kill transports if it is not killed (ditto for that cruiser). The CV and the escorts must be killed, all three ships. One cruiser can go IF the DD comes over to help. You can do this with cruiser/BB, or BB and the DD (see below). 2. The DD has one major assignment: torp the Missouri. After that it can break off to help kill the Lex -- becoming the second ship committed to the Lex -- or hit the harbor. 3. 1 BB (yellow line) roars right down the center as fast as possible. The best BB for this and probably for this Op is the KGV. You can also go through the islands. 4. 1 high DPM cruiser, Helena or Atlanta, runs to the side harbor and kills all the transports (gray line). If you kill them all on your own you collect an achievement, Shark among Shrimps. 5. The other ships stay with the transports. Re (3) above: you might wonder how on earth a battleship could glide unmolested up the middle/through the islands, but that's what happens. If you switch between AP and HE, you can kill everything along the way before it bothers you. The Missouri's target priorities are DDs followed by cruisers followed by BBs. As long as other food is present it will ignore battleships (as it is doing in the image above, ignoring me), which means that you can put some damage on it as you pass by at point-blank range OR... ...as soon as you reach the Missouri the Lex in the harbor becomes visible. You can usually put 3 or 4 salvos into it from your front guns before it disappears into the wall of smoke the DD makes for it. If not for the smoke it would be killable by this BB. I have yet to cit it with KGV guns, though I have put 2-3 cits on the Ranger with KGV when it appears. The trick to getting safely in the harbor is to load HE when the CV disappears, as it is doing in the image above. There's a Dallas waiting by the entrance, but there is also a Campbelltown that will torp you as you enter the harbor (not visible in this image). So when you reach this point, slow to a stop (I am eating CV torps in that image because I slowed to avoid Campbelltown torps) so you can avoid torps from the DD, then enter the harbor and blap the DD with HE. If things go well someone on the other side will finish it. Good luck!