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TL_Warlord_Roff

When the match starts. Things to consider.

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Good day to you.

It's time to learn the way of the start of the match.  If you already know this take a read anyway.  Perhaps I may point out something you had not considered

Loading screen.

   Give it the once over noting starting positions.  Be aware that start positions for the other team are going be either a mirror or a flip of your teams starting position.  Be aware that divisioned players always start together and that this will change the starting dispositions.  You should have at least a general idea of what your most like to run into during the first 5 minutes of the match, and that this is important information. Look at the ship list next and get a feel for what you're up against.  Is there a CV? How many BB's of what type..brawlers, firestarters, smipers.  Look at cruisers.  Gunships, Hybrids, radar ships, specialists.  DD's -  torp boats, gunboats and be aware you won't know what how they are set up till your looking at them, and maybe not even then.  The ship mix, map and start positions are going to be what tells tells you where you need to go.    I wish I could just say if you see this go there, but it doesn't work that way.  Most players make assumption that are wrong most of the time. Happens to the unicum (not as often) happens to everyone.  Your just going to have to learn it by experience.  It will take awhile.

So match starts and the first thing you do is get yourself underway.. Do it as soon as your active, make sure your not going to run into anyone..  And a quick polite captain's salute on the horn will tell the players around your under way  (2 short, 1 long is the signal.. it's a real world signal too..!)  Please give the right of way to less maneuverable ships, other wise move out. match start one ship class should ever be hanging back in the initial movements and that's the CV.    As a capital ship (BB's and Cruisers) you should be looking to move to firing positions that give you good coverage while offering some protection from incoming fire.  Just be aware the more often you are firing the better your chances of hitting.  An unfired shell hits nothing. 

Everyone needs to get in motion toward the objectives and the bad guys at their best speed.   There is strength in numbers, if you pull away you weaken your team's potential efforts.  It's time to go in harm's way, press forward.  Two very simple reason for this.  One, you keep a good force level with the ships around you and firepower can be more easily concentrated.  Two, it gives the bad guys more targets to have to pick from if they have the spotting advantage.   It's very much like a football scrimmage at match start.  Your moving to your initial contact.  Once you have targets it's time to consider any defensive maneuvers.  The WSAD keys are your friend, and they love to be used, so indulge them! But most importantly engage the opposition.  The sooner you can take the opposing team under fire the greater control you can exert as the opposing players react to what your sides players are doing.   This is called taking the initiative.  It is always better to have them reacting to you then for you to be reacting to what they do, and you want to establish a lead in this as early in the match as possible.  One of the realities here is like it or not the game is a group effort and if YOU do your part wrong in all likelihood your team will lose the match.  Also be aware that if you turn away once a player turns away for any reason they take their firepower with them.  There are many ships that turn faster than their turrets will train and that means if they are turning they are not firing main guns.   Their firepower is no longer part of the fight.   Sometime a player has no choice but to do it or sink.  But in most situations you will see they tend to do it either too soon, or too late.   To soon and they're out of the fight, to late and they're sunk no matter what barring a serious case of luck.   

What you do in the first 5 minutes of a match is absolutely critical to determining how well the rest of the match will go.  My experience is if one team is able to take and hold the initiative, and force the opposing team onto the defensive in a piecemeal fashion with in that 5 minutes they're going to win.   So you can either get out there and get stuck in on your terms, or have the terms dictated to you later in the match by the opposition.  Your call.

This part you can ignore if you wish, it's just my personal view.

   It's my hope that every fight your out there to chase victory.. Not damage delt, not kill count, victory.    I've seen many a player so focused on damage and kills that their team lost because they forgot the primary objective until it was to late . They're team lost because of not what they did, but what they did not do.  Chasing shinies can and will cost the team victory.  This is not world of tanks.    if you play too defensively (read selfishly) your going to create situations where you are greatly outnumbered, out of time, out of luck, and shortly out of ship as the opposing teams number advantage most likely grows.   One is rarely going to survive vs 3 ships no matter your ship or their ships.   Surviving, much less winning when your outnumbered more that 2 :1 is difficult to say the least, at 3:1... umm, good luck with that.  Certainly there will be games where someone seriously pulls a rabbit out of their hat for the win.  But once you hit about 1.5:1 odds it get real difficult.  Do your part of the fight, and do it well.  Don't let that happen.   Oh, and there is ZERO benefit in this game for surviving until the clock runs out or the opposing team wins on point count.     Unlike real war, where survival can be a win, here it is not.   In this game there is no reward for living through the match of any kind.  Focus on winning.   Survival is only of conditional secondary importance and that is if you are still able to effect the match.   Again there are no awards of any kind for survival at the end of the match.

  Ok, time to end this.  The better of a player of this game YOU are, the better of a player of this game I can be.   So I want everyone to be a good player all the time.   In the end this is just a game.  Recreation to fill otherwise empty time.   So the better you are the better my recreation!   Because in the end, it's not you I have to beat.  It's me.  Same goes for you.

See ya out there!

 

Warlord sends

 

 

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I prefer to use that time enjoying a tumbler of Bourbon with a splash of coffee and well rolled torpedo! Swwwwwwww Ahhhhhhhh!

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10 minutes ago, CAPTMUDDXX said:

I prefer to use that time enjoying a tumbler of Bourbon with a splash of coffee and well rolled torpedo! Swwwwwwww Ahhhhhhhh!

Heh. :Smile_honoring:

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59 minutes ago, CAPTMUDDXX said:

@dmckay Cheers!

Kill 4 Reds anyway you can, anyway you can, at start of match soon after "General Quarters" and 90% chance your team will win. Taint rocket science. Too much finesse can be too much finesse.  No offense to OP but some make this overly complicated.  OP has good thoughts however!  Numbers!  Critical. Cheers!

Edited by dmckay
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1 hour ago, TL_Warlord_Roff said:

Good day to you.

It's time to learn the way of the start of the match.  If you already know this take a read anyway.  Perhaps I may point out something you had not considered

Loading screen.

   Give it the once over noting starting positions.  Be aware that start positions for the other team are going be either a mirror or a flip of your teams starting position.  Be aware that divisioned players always start together and that this will change the starting dispositions.  You should have at least a general idea of what your most like to run into during the first 5 minutes of the match, and that this is important information. Look at the ship list next and get a feel for what you're up against.  Is there a CV? How many BB's of what type..brawlers, firestarters, smipers.  Look at cruisers.  Gunships, Hybrids, radar ships, specialists.  DD's -  torp boats, gunboats and be aware you won't know what how they are set up till your looking at them, and maybe not even then.  The ship mix, map and start positions are going to be what tells tells you where you need to go.    I wish I could just say if you see this go there, but it doesn't work that way.  Most players make assumption that are wrong most of the time. Happens to the unicum (not as often) happens to everyone.  Your just going to have to learn it by experience.  It will take awhile.

So match starts and the first thing you do is get yourself underway.. Do it as soon as your active, make sure your not going to run into anyone..  And a quick polite captain's salute on the horn will tell the players around your under way  (2 short, 1 long is the signal.. it's a real world signal too..!)  Please give the right of way to less maneuverable ships, other wise move out. match start one ship class should ever be hanging back in the initial movements and that's the CV.    As a capital ship (BB's and Cruisers) you should be looking to move to firing positions that give you good coverage while offering some protection from incoming fire.  Just be aware the more often you are firing the better your chances of hitting.  An unfired shell hits nothing. 

Everyone needs to get in motion toward the objectives and the bad guys at their best speed.   There is strength in numbers, if you pull away you weaken your team's potential efforts.  It's time to go in harm's way, press forward.  Two very simple reason for this.  One, you keep a good force level with the ships around you and firepower can be more easily concentrated.  Two, it gives the bad guys more targets to have to pick from if they have the spotting advantage.   It's very much like a football scrimmage at match start.  Your moving to your initial contact.  Once you have targets it's time to consider any defensive maneuvers.  The WSAD keys are your friend, and they love to be used, so indulge them! But most importantly engage the opposition.  The sooner you can take the opposing team under fire the greater control you can exert as the opposing players react to what your sides players are doing.   This is called taking the initiative.  It is always better to have them reacting to you then for you to be reacting to what they do, and you want to establish a lead in this as early in the match as possible.  One of the realities here is like it or not the game is a group effort and if YOU do your part wrong in all likelihood your team will lose the match.  Also be aware that if you turn away once a player turns away for any reason they take their firepower with them.  There are many ships that turn faster than their turrets will train and that means if they are turning they are not firing main guns.   Their firepower is no longer part of the fight.   Sometime a player has no choice but to do it or sink.  But in most situations you will see they tend to do it either too soon, or too late.   To soon and they're out of the fight, to late and they're sunk no matter what barring a serious case of luck.   

What you do in the first 5 minutes of a match is absolutely critical to determining how well the rest of the match will go.  My experience is if one team is able to take and hold the initiative, and force the opposing team onto the defensive in a piecemeal fashion with in that 5 minutes they're going to win.   So you can either get out there and get stuck in on your terms, or have the terms dictated to you later in the match by the opposition.  Your call.

This part you can ignore if you wish, it's just my personal view.

   It's my hope that every fight your out there to chase victory.. Not damage delt, not kill count, victory.    I've seen many a player so focused on damage and kills that their team lost because they forgot the primary objective until it was to late . They're team lost because of not what they did, but what they did not do.  Chasing shinies can and will cost the team victory.  This is not world of tanks.    if you play too defensively (read selfishly) your going to create situations where you are greatly outnumbered, out of time, out of luck, and shortly out of ship as the opposing teams number advantage most likely grows.   One is rarely going to survive vs 3 ships no matter your ship or their ships.   Surviving, much less winning when your outnumbered more that 2 :1 is difficult to say the least, at 3:1... umm, good luck with that.  Certainly there will be games where someone seriously pulls a rabbit out of their hat for the win.  But once you hit about 1.5:1 odds it get real difficult.  Do your part of the fight, and do it well.  Don't let that happen.   Oh, and there is ZERO benefit in this game for surviving until the clock runs out or the opposing team wins on point count.     Unlike real war, where survival can be a win, here it is not.   In this game there is no reward for living through the match of any kind.  Focus on winning.   Survival is only of conditional secondary importance and that is if you are still able to effect the match.   Again there are no awards of any kind for survival at the end of the match.

  Ok, time to end this.  The better of a player of this game YOU are, the better of a player of this game I can be.   So I want everyone to be a good player all the time.   In the end this is just a game.  Recreation to fill otherwise empty time.   So the better you are the better my recreation!   Because in the end, it's not you I have to beat.  It's me.  Same goes for you.

See ya out there!

 

Warlord sends

 

 

Well put. Im closing in almost 900 random battles and read these forums alot I like to see posts like this. I'm still learning how to play all types of ships. Plus the game in general. I started in USN. Cruisers because of 7.5 coming out. The one thing I've noticed is the team that has the early idea of what they want to do usually forces the other team to react to what they are doing. Were I see that fall apart is when the shooting starts everyone seems to forget about everything but the target or targets in front of them.

Now I must confess I get this way sometimes, especially lately as I'm playing DD's and focusing on survival once the shells start flying. But once I'm undetected I immediately check the mini map for the situation, who has what caps score what ships are left on each side to see where i need to go next. 

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The problem with this is...the people who most need to read it, never will.

Good post, regardless.

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14 hours ago, TL_Warlord_Roff said:

So match starts and the first thing you do is get yourself underway.. Do it as soon as your active, make sure your not going to run into anyone

Thanks for the informative post. I think this is my pet peeve of all. Noticing a ship that is not moving when the round starts. Connection issues, slower loading times notwithstanding. 

 

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15 hours ago, CAPTMUDDXX said:

I prefer to use that time enjoying a tumbler of Bourbon with a splash of coffee and well rolled torpedo! Swwwwwwww Ahhhhhhhh!

You may have something there....!

 

The OP sends

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@TL_Warlord_Roff I am an Old Hippie of the 60s who had a band with plenty of party hardy friends and fans. So yes I have had something there for a very long time!

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14 hours ago, dmckay said:

Kill 4 Reds anyway you can, anyway you can, at start of match soon after "General Quarters" and 90% chance your team will win. Taint rocket science. Too much finesse can be too much finesse.  No offense to OP but some make this overly complicated.  OP has good thoughts however!  Numbers!  Critical. Cheers!

Complicated, o ahhh poop!   Ok, I can accept that.. writing this kinda stuff is not easy  DId ya write to many words, to few words? *sigh*  I'll try not to go full mozart on anyone (go watch the movie great fun.. you'll recognize the reference the moment you see it with this reference.. "To many notes")

Saying the same thing more than one in a slightly different way is also difficult to avoid when your trying to get a point across.

 Your right though.  The reality is the first 5 min of the match are simple are simple.  Attack.. get stuck in, and the more ships on your team thats get stuck in the better.    It's not the team that gets shots off first though that does have an effect, its the team that get effective shots of first.  It is a subtle difference, and so is the effect with caveat that if ya do it right it becomes as subtle as an A bomb. 

  I've learned to discount players I see turn away from the fight at the beginning of a match because more often not, they going to be farmers out more interested in their warships today rating, not fighters.  Other wise good and skilled players, but so focused on their score that they leave teams in horrid messes time and time again.   I almost hate running into superstars in matches.  They might contribute to the teams win, but I've seen far to many contribute to  defeat by selfish play.  

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6 minutes ago, CAPTMUDDXX said:

@TL_Warlord_Roff I am an Old Hippie of the 60s who had a band with plenty of party hardy friends and fans. So yes I have had something there for a very long time!

70's stoner myself, came right after you guys..  I didn't have a band,  My old man did.  Jazz quartet and a good one.  He was the drummer, and his playing woulda put  Krupa ta shame.    I feel sorry for today's kids, Our fashions were way more sexy!

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We were rock Smash your face music!

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Thanks for the post OP. I think you've got some sound advise there and those who need it should read it! 

One pet peeve that I have that pertains to the topic: Plan? Let's go A. Wilco! Wilco!

I speed quickly as I possibly can to A, usually in my sloooowwww BB, then I double-check the map and wth? I'm nearly by myself and all of a sudden the REDS are all over my side. I react but I'm in my slow BB so I usually end up running for away while trying not to MELT as I escape.

I canNOT tell you how frustrating this is...please, pretty please, if you are reading this, don't say I'm going A and then not go. At the very least, send a message stating that you changed your minds, hell, I might even read it :)

Thanks again OP!

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