56 TheM0untaineer Members 153 posts Report post #1 Posted November 3, 2012 Will tking be as bad here as in WoT? There will initially be a smaller player base, so I assume it will be mostly more respectable people. Do you think long reload times and lack of places to run and hide would discourage tking? Share this post Link to post Share on other sites
2,238 Ariecho Alpha Tester 4,440 posts Report post #2 Posted November 3, 2012 What I am really concerned about is the inaccuracy of ships. So, collateral damage will happen. 1 Share this post Link to post Share on other sites
55 [DURPX] Blink309 Beta Testers 93 posts 2,284 battles Report post #3 Posted November 3, 2012 im assuming tk penalties will follow those in wot. current system there seems to work really well so i see no reason why they'd change it. Share this post Link to post Share on other sites
24 Crazy_Cossack Beta Testers 171 posts 1,782 battles Report post #4 Posted November 3, 2012 Ariecho, on 03 November 2012 - 01:21 PM, said: What I am really concerned about is the inaccuracy of ships. So, collateral damage will happen. Ah yes. I hate how on NavyFIELD you accidentally shoot you teammate. Ugh. Share this post Link to post Share on other sites
46 Lemelisk1 Alpha Tester 258 posts Report post #5 Posted November 3, 2012 i'd assume, during testing phases and early launch team killing won't happen much, but as the community grows it'll probably be just as bad as WoT, although i don't see much team-killing in Wot much Share this post Link to post Share on other sites
0 anonym_auUiRfWCi1jI Members 2,014 posts Report post #6 Posted November 3, 2012 CONTRAIRE it would something we will pratice so devs work out penalty protocol. :Smile_glasses: Lemelisk1, on 03 November 2012 - 04:04 PM, said: i'd assume, during testing phases and early launch team killing won't happen much, but as the community grows it'll probably be just as bad as WoT, although i don't see much team-killing in Wot much Share this post Link to post Share on other sites
1,275 Crag_r Alpha Tester 5,710 posts 2,411 battles Report post #7 Posted November 3, 2012 Can see this so many times... Destroyer gets behind an enemy BB and fires a volley of torpedoes at it, with 1 torpedo missing... a minute later a friendly carrier explodes and destroyer gets a -1 kill... Let the raging begin :Smile_playing: Or you know, i will play as a carrier and sail directly behind a friendly battleship and spend the battle lobbing aircraft into it :Smile_trollface: Share this post Link to post Share on other sites
2,138 JeeWeeJ Members 3,591 posts Report post #8 Posted November 3, 2012 Well, teamkilling by accident will be much more likely with long-running torps. You'll really have to be careful where you aim those things. But time will tell how "bad" it'll really be. As there will be no XXXXXCROSSINGXXXXX like in NF i think accidentally hitting someone with your guns will be less likely to happen "by accident". Share this post Link to post Share on other sites
34 Haguro Members 177 posts 486 battles Report post #9 Posted November 3, 2012 (edited) IJN Long Lance 24" torpedoes with high speed, long range, and big warheads would definitely have the potential to reach out mess up anyones day. It will be interesting to see how they are depicted in the game. Hopefully all torpedoes will have a minimum range they have to travel before they arm. Otherwise, as you're lining up your torpedo director on an enemy ship one of your team mates decides to change course and into your torpedo spread. Could ruin both your days. http://www.ijnwarshi...92 quad TRF.gif Edited November 3, 2012 by Haguro Share this post Link to post Share on other sites
129 mrlazorz Alpha Tester 571 posts 1,361 battles Report post #10 Posted November 3, 2012 Crag_r, on 03 November 2012 - 09:10 PM, said: Can see this so many times...Destroyer gets behind an enemy BB and fires a volley of torpedoes at it, with 1 torpedo missing... a minute later a friendly carrier explodes and destroyer gets a -1 kill... Let the raging begin :Smile_playing:Or you know, i will play as a carrier and sail directly behind a friendly battleship and spend the battle lobbing aircraft into it :Smile_trollface: >DD and Cruiser pull up to a BB>DD goes around to "flank" BB>Cruiser launches torps>Torp misses, hits DD>On-board fires? Damage? D: (The flamey kind) Share this post Link to post Share on other sites
0 GoldMountain Alpha Tester 17 posts Report post #11 Posted November 3, 2012 (edited) Ariecho, on 03 November 2012 - 01:21 PM, said: What I am really concerned about is the inaccuracy of ships. So, collateral damage will happen. The High inaccuracy is going to be more common at extreme ranges where the firing arcs are going to mean you can fire over allies even if they are within close proximity to the enemy, except when they are right next to them ofc. Edited November 3, 2012 by GoldMountain Share this post Link to post Share on other sites
80 DementedMind Alpha Tester 304 posts 147 battles Report post #12 Posted November 3, 2012 Majority of team damage has been done via griefing/on-purpose...would be nice if they disable friendly fire but that's just me. Share this post Link to post Share on other sites
1,275 Crag_r Alpha Tester 5,710 posts 2,411 battles Report post #13 Posted November 3, 2012 DementedMind, on 03 November 2012 - 10:59 PM, said: Majority of team damage has been done via griefing/on-purpose...would be nice if they disable friendly fire but that's just me. WG like to keep that shred of realism, it makes you think about your shots a little more, and if players ever want to upgrade their ships then normally the credits and XP taken off for Friendly fire means that it will take for ever Share this post Link to post Share on other sites
441 Wake_Island Beta Testers 3,317 posts 103 battles Report post #14 Posted November 3, 2012 I doubt it would be nearly as bad try playing the [edited] series ship vs ship. Its really hard for you to unitintional hurt him unless your rideing his butt then fire torpsrignr behind a friendly. I will defently be one to be tked the most why? Considering a ship a islamd and a user combined in a warship game is just asking for trublvg. Share this post Link to post Share on other sites
12 bezzar Members 78 posts 64 battles Report post #15 Posted November 3, 2012 Wake_Island, on 03 November 2012 - 11:35 PM, said: I doubt it would be nearly as bad try playing the [edited] series ship vs ship. Its really hard for you to unitintional hurt him unless your rideing his butt then fire torpsrignr behind a friendly.I will defently be one to be tked the most why?Considering a ship a islamd and a user combined in a warship game is just asking for trublvg. again i cant tell if this is some weird form of trolling or not. get a freaking spellchecker.and btw, your new avatar hurts my eyes 4 Share this post Link to post Share on other sites
996 xS_DEADLY_Sx Alpha Tester 6,022 posts Report post #16 Posted November 4, 2012 Most of Wake's gifs seem to be quite repetitive, and there is a spell check on the forum. Most people tend to ignore it... (btw, I typed spell check as one word and it got corrected. So there) I think we won't have to worry about TKing too much until it goes public. Once it goes public I think most people that enjoy credits will figure out to be careful pretty soon. Some people just get so much joy out of losing money. I'm the type of person that cringes when I scratch the paint of another tank, but if someone kills a teammate turns blue, and then starts firing in the general direction of another one, I will jump that tank and circle it to death, even if it's a T29 and I'm a T49. Done it before. Share this post Link to post Share on other sites
9,504 [GWG] BrushWolf [GWG] Alpha Tester 29,318 posts 15,806 battles Report post #17 Posted November 4, 2012 While irratating hitting a friendly or being hit by a friendly that had a ledgitimate target doesn't bother me and shouldn't be penalized. Now someone indiscriminately spraying torps or shells should recieve a severe penalty. I hope that both torps and guns use a director system, pick the target and let the other officers handle the shooting, and not manual aiming. We are going to be ship captains not the gunnery/torpedo officers. Share this post Link to post Share on other sites
12 bezzar Members 78 posts 64 battles Report post #18 Posted November 4, 2012 (edited) welcome to the forums brushwolf while i dont know how it would work, piloting your ship and firing your guns at the same time (many of us think the large caliber guns may have the arty style "god view". i think that simply sailing around being a target selector may become boring. i personaly want the satisfaction of aiming and firing at the right time and watching my rounds mess someone up. i dont think i would feel that if i let an AI do it for me. Edited November 5, 2012 by bezzar Share this post Link to post Share on other sites
9,504 [GWG] BrushWolf [GWG] Alpha Tester 29,318 posts 15,806 battles Report post #19 Posted November 5, 2012 bezzar, on 04 November 2012 - 05:56 PM, said: welcome to the forums bushwolf, reference to your hunting grounds?while i dont know how it would work, piloting your ship and firing your guns at the same time (many of us think the large caliber guns may have the arty style "god view". i think that simply sailing around being a target selector may become boring. i personaly want the satisfaction of aiming and firing at the right time and watching my rounds mess someone up. i dont think i would feel that if i let an AI do it for me. I have played quite a few different naval miniatures rules including the Clear for Action WWII rules which are at the far end in rivet counting. I don't want pure AI controlled fire I just don't want to get tied up wearing too many hats either. Share this post Link to post Share on other sites
1,275 Crag_r Alpha Tester 5,710 posts 2,411 battles Report post #20 Posted November 5, 2012 BrushWolf, on 05 November 2012 - 12:18 AM, said: I have played quite a few different naval miniatures rules including the Clear for Action WWII rules which are at the far end in rivet counting. I don't want pure AI controlled fire I just don't want to get tied up wearing too many hats either. If you have played word of tanks, also made by War Gamming then that is what this will be like. Share this post Link to post Share on other sites
20 Thearl Members 138 posts 83 battles Report post #21 Posted November 5, 2012 Biggest challenge for me as an alpha in WoWp was the color distinctions. I had the damndest time sorting through the friendly targets to find an enemy, and the color blind mods didn't help a whole lot. If they stick to the WoT color distinction schemes... IF that holds, then I anticipate the accidental team kills to be similar to splash shots by arty in WoT. Share this post Link to post Share on other sites
661 Capcon Alpha Tester 1,275 posts 241 battles Report post #22 Posted November 5, 2012 BrushWolf, on 05 November 2012 - 12:18 AM, said: I have played quite a few different naval miniatures rules including the Clear for Action WWII rules which are at the far end in rivet counting. I don't want pure AI controlled fire I just don't want to get tied up wearing too many hats either. Agreed, Clear for Action was/is a nice system but you have to love detail. Fortunately my computer can count way faster than I can. Team damage will happen. And it will be much like World of Tanks I would think, mostly in the lower tiers.I hope we will continue to follow Napoleon on this one:"Never ascribe to malice that which is adequately explained by incompetence."Of course he said it in French. Share this post Link to post Share on other sites
441 Wake_Island Beta Testers 3,317 posts 103 battles Report post #23 Posted November 8, 2012 I was on my phone! Share this post Link to post Share on other sites
32 [MABG] burndaddy02 Members 88 posts 4,907 battles Report post #24 Posted November 8, 2012 In a game "kinda" like this (am I allowed to mention other games by name? Eh I won't), I was driving a destroyer when a team mate driving big Yamato was in front of me a short distance off. Off to starboard was the enemy vessels, so I fired a spread of torpedoes at them. Right at that moment, big Yamato began to turn and two or three of my torpedoes hit her. I was cringing in my chair while my teammates proceeded to call me every name in the book via game text chat. It was my fault, that long range firing had little chance of success, but I got "the dander up" and took a "1 in a million" chance shot, but doing it while ANY friendly ships were anywhere near the path of those torpedoes was a horrible idea. In that game it took a while for torpedoes to get cross the map, so in that long span of time, the entire layout of both teams could change dramatically. So yes, team damage is something I worry about with this game, particularly with torpedoes. Also, I'm new but I believe I read that secondary guns may be controlled by an AI with the player selecting a target? That gives me cause for concern. A friendly vessel gets between you and the AI's designated target, there may be situations when the AI doesn't realize it shouldn't take that shot because of what is in the flight path of those shells and it may not be instantly obvious to the player because he/she is focused elsewhere. Share this post Link to post Share on other sites
4 KingCamper Beta Testers 193 posts 2,077 battles Report post #25 Posted November 9, 2012 (edited) Please - i'm not into team killing - but if you see my Kitakami, Please do NOT get in front of me. If you get Hit by a torp - it's not my fault Edited November 9, 2012 by harneyempire Share this post Link to post Share on other sites