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Found 6 results

  1. The idea of limiting the total number of battle attempts a person can get per season in ranked play came up with some guys I play regularly with. As people go deep into ranked season, there tends to still be a population of players who are just playing a numbers game, hitting start and yoloing in so that they die quickly and then just start another battle immediately. The high limit for number of battles to rank out is 1,311 with a 48.67% win rate. Those had to be very short battles to get that many in during that compact a period of time. The second person on the list had 1,153 battles - and only made it to Rank 8. The amount of people who played over >350 battles totaled 247, and only 5 of them had a 52% or better win rate in ranked. The quickest rank out in NA was Peregrinas, who took only 46 battles to hit rank 1 at an 84.78% win rate - congrats to him. Looking at the people who ranked out, about 250 battles is the range for people with a 52-54% win rate to hit rank 1. I am proposing that WG simply put a countdown limiter on the number of ranked attempts people can take in the mode. That seems to be the simplest way to limit people spamming battles and counting on the other six players to carry them to victory. 250 seems to be a solid number to start with, and perhaps it will discourage people who aren't going to give their best effort playing the mode, to reconsider playing past rank 10 and the easy to gain initial rewards. I personally never go past rank 9 because the rewards are not aligned with the amount of frustration I feel at having to win 4 and then 5 stars to advance one level. Not when there are afk's or yolo bots in every other battle. Hopefully others have ideas on things WG could do to improve the experience of those playing ranked battles, I kept mine simple because simplicity is easier to install then some multi-conditional set of rules. I look forward to hearing what ranked players think about this situation. EDIT: Here is an alternative idea mentioned by someone in my clan family that would work around the issue of "limiting" people who want unrestricted play to rank out. If it's difficult to read, the gist is that only 7 players would get a star, based on their xp alone. Players that played superbly on the losing team would get a star while people on the winning team who didn't contribnute to the win would get passed over.
  2. It's far, far worse than I thought. Bad, Bad, Bad, Bad Dog. The upside is that my CV play is Super Unicum. Maybe the Big Doggie In The Sky is trying to tell me something. Now that I know that truly suck, I can move on to acceptance, and greatly reduce grind. I have a ten-point captain for my upcoming Ranger.
  3. Final8ty

    Just WOW.

    The lack of intelligent play is getting ever larger. So half the team don't leave spawn the other half lemming behind me to one cap. Game Over. So i fire up MMM to see why. EDIT: This version of MMM does not see my shima stats because of the amount of battles i have in it. My battle count under my avatar and my sig would not work if i hid my stats. New MMM thats show my shima just fine because. It's getting near impossible to find good players that i know to div with so at least i know got one other person in battle that has a clue on my team.
  4. I recently had to redistribute my captains skill points (HAD TO redistribute after the arcade CV planes gameplay disaster) . For some ships, the 1st skill point in a set is greyed out as an in-efficient skill for that ship. But even with 12-14 skill points, you can not pick the 2nd skill in a set if the first skill is greyed out UNTIL you have picked ANY 1 point skill, even one not in that group. For the Fletcher, in the support set, the two 1 point skills are greyed out since they both relate to airplanes. But the 2 point skill 'smoke screen expert' can not be picked until you pick any 1 point skill in any set. Once you pick a 1 skill point, even one not in that set, you can then choose 'smoke screen expert' or any other skill where the lower skill is greyed out. I fully realize that you can't pick a higher skill until you have picked the lower one, UNLESS that lower skill is greyed out. The way a skill can be selected if the previous skill is greyed out is not consistent. To replicate, redistribute a Fletcher captains skills. Try to select 'smoke screen expert' or 'torpedo acceleration' as the first pick. Both have the previous skill greyed out. But pick the first skill from the endurance set, and then either smoke screen expert or torpedo acceleration can be picked if you have the points left. If you only have 9 points and want to get to concealment expert, you should only need 9 skill points for a Fletcher; 'last gasp' is greyed out. But the 2 point skill 'last stand' can't be picked. You have to 'burn' a point whether you want to or not before you can pick 'last stand'. Even though there are only 9 points to get to the concealment expert, you need to spend 10 to get it.
  5. Here's a money maker for WG: In addition to being able to pay doubloons for resetting all skills, add the ability to pay for a single skill. 25 doubloons per skill point. IOW 25 doubloons to change 1 point skill and 100 skill points for a 4 point skill. WG gets additional revenue when you move up the tech tree and really need to modify skills. Players pay less to switch from skill X to skill Y. What made me think of this was a friend asking me about my Udaloi and Grozovoi builds. Those are pretty different ships and use different skills.
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