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Found 5 results

  1. Something I'm not clear on, certain economic factors of CV's seem counterintuitive to me. One of the CV's greatest strengths when it comes to winning matches is spotting. A CV that spots enemy DDs and cruisers at the expense of dealing damage on fat, slow BB's is more likely to win games. However, a CV that does so doesn't earn nearly as much credits doing so. The service cost on CV play can be prohibitively high ... you have to deal an considerable amount of damage in a CV to break even in terms of credits at Tier 8 and an excessive amount to break even at Tier 10. To avoid losing credits, you are encouraged to farm damage at the expense of team play. Why is this? How does this make any sense? Should I be playing to win or playing to avoid losing credits? I just find this incredibly frustrating, and the standard unicum response of "do both, play better, get gud" rings hollow to me. I'm trying to understand why the game will actively punish me, and my progression (XP is easy to farm, credits are not, ships need credits). How do I address the economic factors of trying to earn credits? I have premium ... I'm trying to understand how to efficiently earn credits.
  2. HMS_FlyingConqueror

    Idea for CV balance change

    So here's an Idea I've been mulling about in my head for a while, that could (hopefully?) solve some issues people have when it comes to carriers. Do take what I say with a grain of salt and I'd love to see some, respectful, insight into this idea. Damage Lean heavier into the DOT damage model, increase fire/flood chance, but lower damage. This one change could take the pressure off some other classes. Speed and detection. so, as a CV, it can be difficult trying to support your team, especially if they split into two flanking columns on opposite sides of the map, an increase in squadron speed would allow the carrier to arrive on the scene faster to assist should the enemy carrier be present. Additionally, and this is the most radical part of the idea, change the spotting mechanics. What I mean by this, is: Reduce surface detection range for all ship classes to above current air spotting, but below current surface spotting, preferably somewhere in the middle. Increase air spotting range to current surface spotting range, with the caveat of being unable to spot a ship outside its normal detection range when firing (so no spotting from an enemy firing, just visual of the shells) and limited plane travel height, (so no climbing mountains, I'd imagine this would function like the barriers of the map, automatically turning the squadron around if it scales a taller mountain) When spotting, have a delay to the reveal of the target, similar to radar, but perhaps a longer duration, ~10-15 seconds maybe. This may not be perfect per se, however the idea is to incentivize CVs to play a far more supportive role, spotting for the team and guarding against enemy carrier spotting/attacks, which ties into the third point; Gameplay Currently Carrier stands as the hardest class to master as well as the most expensive class to play, I'd like to propose one last set of changes. Remove fighters as a consumable, and give the player an option when selecting "Attack Aircraft" , when selecting squadron 1, press either T or Y to select between rocket aircraft, for an anti-ship role, or fighter aircraft, for an anti-air role. Incentivize support play by rewarding EXP and credits for both spotting damage and aircraft damage, maybe not as much as kills, objectives, or raw damage, but enough to make people want to play to and with their team. Conclusion I know I don't have thousands of battles like many others, so my opinion may not be worth much, but I have played the game since beta, and think it would only further help the health of the game to bring in changes such as these, feel free to let me know what you think or maybe provide criticism about something I didn't take into account. See you on the water, fellow commanders.
  3. O7 captains and WG Staff Personal opinion and point of view , Destroyers are one of the ships that have most impact in the game and thinking about the future with submarines coming too , the pressure and the things they have to do on each battle becomes too heavy , they have to spot for the team , capture key areas and future the job of hunt submarines and drop depth charges, and they have so little reward or recognition for their effort at the end of the match My opinion or suggestions with so many ships containing Radar and Hydroacoustics now days , destroyers shouldn't be detected if they are completely full stopped in smoke by Hydroacoustics and yes detected by radars regardless smoke or full stopped Also a total rework or change mechanics getting some more retribution at the end of the battle on team score , from xp by shooting down planes any ship, spotting and capturing areas regardless the damage , they can have low damage but they were spotting the enemy for the entire team and there's so little recognition from that from the games and teammates , same with battleships and potential damage they receive , instead playing as a team it makes the game more like a solo player game , ",Why risk my ship for capture or whatever if I won't get support from my team or I won't get recognized for that or "x" action" battleships sniping from max range when they are the ones should be front lines getting the heat for cruisers on the team deal damage to the enemy ships Just per say an example at the end of the battle , the battle report/team score 1 battleship got top scored because he dealt 30k damage and received 500k potential damage Other battleship got deal 2k damage was at the bottom of the list but he got potential damage received of 3.5million Destroyers the same they can capture key areas and spot for the team but it's so little recognized at the end of the battle under team score and again is the ship with one of most impact in the game by capturing,spotting,torpedo or set on fire, best ship for flank because concealment they will have even more job in future for hunting submarines
  4. Since playing ranked this year, and I am certainly no unicum, I have been amazed at some team strategies that some players cannot grasp and seem hard. I will place them in my order of difficulty and comment. I would love to see your order, comments and additions. 1) Cruisers, especially radar cruisers need to position themselves where they can support the DD's with radar and fire at opposing DD's. 2) BB's, especially in ranked, need to move in to where they can support the above mentioned cruisers and shoot opponents DD's as well. 3) If an opposing DD is spotted and you can take a shot at it...do it. Don't just try to selfishly farm a BB. DD's become extremely powerful if left alive till later in the match 4) Focus fire and call out targets as well. 5) Complete lemming trains fail 98% of the time.If your team leaves you no choice and your ship really is not suitable to kiting the weak side, then the strong side has to push like maniacs. ( Lemming is still a bad idea though) 6) Yoloing, even if a brawler like a GK, or making yourself a target for the entire enemy team at the beginning of a match is.... well dare I say it....just dumb. Let your opponent get focused first. There will be plenty of chances to be aggressive when you know the positions of the reds. 7) Sometimes doing very little to nothing is called for. Example: if you are extremely low on health and one shot-able by most everything, for gosh sake's go dark...don't continue blazing away. You are worth points to your team by being alive. These are my observations. I would love feedback on yours.
  5. It's the idea that's been tossed about lately since the introduction of in-match spotting and potential damage counters. Letting those be viewed during a match was an excellent idea as it allows players to understand what their actions are doing as the game goes on. Dealing damage has always been well rewarded. We're now able to see how much potential damage we attract with our evading and well angled ships. We're now able to see how our positioning and spotting dishes out punishment and damage even if we are not directly attacking them. I, personally, am a big fan of things that show your contribution to the team victory rather than individual stats. Damage ribbons and fires and so on are excellent measures of individual performance, but spotting, captures, and defended are metrics related to victory. On to the point: people love rewards. People love being rewarded for things. It's likely been mentioned before and you're probably sick to death of it, but I've whipped up an extremely poor excuse of an emblem to represent what a possible "Spotting" achievement might look like. I would like to think that rewarding these team-oriented actions would incentivize more team play and help breathe life into the dead-by-passive-meta game this can turn into sometimes.(Obviously the actual finished version would look a bit lot better) The metrics for receiving this reward could vary. Number of ships on enemy team spotted. Percentage of enemy team total HP dealt through spotting damage. Percentage of enemy team total HP dealt through spotting damage to 4 or more ships. 25% of 4 or more enemy ships max HP dealt through spotting (similar to confederate / high caliber). Proposed reward: Sierra mike x5. Reward good positioning and movement with flags that increase the ability to position and move. In a similar vein, create rewards for potential damage relative to ship HP.
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