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Found 5 results

  1. I 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!
  2. 82para

    Bad teams

    The make up of the teams lately has been horrible. Battles are completely one sided in Random battles. One team will have a skilled CV player the other a noob, same goes with DD players. wth wargaming??? How about some type of skill MM??
  3. For the love of Neptune's trident... Getting 7 gamers out of 40 together at the same time is like herding cats... We can get 5 pretty regularly, 6 occasionally and 7 extremely rarely. When, after waiting for an hour or two to get a team together (on the rare occasion we are able to) we can typically only run a couple of games before someone has to eat dinner or the CB window closes... It is extremely frustrating. We have tried EVERY. SINGLE. TIME... this season to get a team together, but have never been able to pull it off this season... Not for lack of trying. Our clan has about 15-20 regulars, the others come and go... The majority of us are pretty gung-ho, but nobody wants to sit for an hour or two waiting for a team that will probably not materialize... It is especially poignant when there are guys trying to grind for an event, or just have a couple of hours to play... It has become frustrating and something of a joke in our clan now. Nobody even wants to accept the invites, because it is boring to sit and wait and wait and wait, only to quit trying after an hour or so... It has gotten to the point where guys will join the div, wait 5 minutes, say they are going to check again in 20 minutes... then bail to play a few randoms, and they may or may not come back. If the clan battles were 5 v 5 there would be A LOT more interest and more teams... It would mean less wait time to get a team, more teams participating and less time in queue. Sorry for the rant, but it has become totally frustrating, and my clan mates are feeling it too. Help us out here, WG... This one is a no-brainer... Thanks for listening.
  4. 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
  5. Our team: Independence, Zuiho, Arizona (me), 2 Bayerns, Mutsu, New York, Nurnberg, Budyonny, Graf Spee, Omaha, JianWei Enemy team: Independence, Zuiho, 2 Bayerns, New Mexico, Mutsu, Bretagne, Molotov, Pensacola, De Grasse, Konigsberg, T-22 Map/Mode: Strait, Domination So most team's plans for playing Strait, especially when it's Domination, involves either pushing both flanks or one flank's ships heading to the other side in order to bring overwhelming force down onto a single flank before mopping up. This time, however, both flanks try to reinforce each other, resulting in a massive traffic jam in the cluster of islands on the west side of B. Consequently, only three ships—the Jianwei, the New York, and me—are even trying to contest the caps. By the 7 minute mark: our Independence had died from a snipe by the enemy Independence with only 2 plane kills and 77 base xp our Omaha had gotten nuked less than 3 minutes in and came out with <180 base xp our New York has fled to go join the rest of the team, leaving me and the JianWei alone to cap B and C everyone else is camped behind islands, incapable of defending the caps So you'd think the enemy team has an easy time ahead of them, right? Just cap A and C (and kill me in the process), maybe try to cap B, and generally just wait for the points to come in while our team camps behind the islands. Nope! Instead, they decide to push, which ends badly for them. The Pensacola and T-22 rush our team's cluster and get predictably sunk, followed shortly by the De Grasse. Their New Mexico gets sunk by one of our Bayerns before the Bayern itself, having been left isolated in B, is destroyed One of their Bayerns gets stuck bow-on reversing with our remaining cruisers focusing him and me on his broadside, and dies as a result The OTHER enemy Bayern accidentally gives broadside to me at 2 km (it would seem he thought I'd be too far around the island to fire on him), allowing me to wipe out 60% of his HP in a single broadside salvo Our JianWei defends C to the death, killing the enemy Molotov and scaring the rest of the enemy team at C (Bretagne, Konigsberg, and Mutsu) away from the cap At this point, our team finally comes out from behind the island cluster and begins attacking. Thanks to their not pushing when they had the chance, I finally get support from our team's Mutsu, who helps our New York kill the second enemy Bayern (but not enough to save the New York) The enemy Mutsu, apparently afraid of showing broadside to our Mutsu, allows me to sink him with 3 citadel hits (and despite the enemy Independence making me eat two torpedoes) The enemy Konigsberg apparently thinks that sitting still will somehow make me miss, and gets sunk for it The Bretagne went east to try and protect their carriers, but doesn't accomplish much At this point, the match is clearly over, as our team finishes off the Bretagne but amazingly lets the enemy Independence slip away from the cluster of islands he was in, albeit at 2k health. Too bad for the Indy (who was pretty darn good, earning >1.1k base xp and 32 planes shot down on a loss), his flight only resulted in him sailing within 8 km of me, so I put him out of his misery. The final enemy ship, the Zuiho, manages to scamper out of detection range with less than 4k health remaining and survives to the end of the match. A [edited]show from the beginning to the end. Replay/Screenshots: 20180625_163938_PASB506-Arizona-1941_08_NE_passage.wowsreplay