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enderland07

So I don't feel horrible in the NM, but my stats.. kind of disagree

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http://worldofwarships.com/en/community/accounts/1015359222-enderland07/#tab=pvp/account-tab-ships-pvp/New_Mexico-pvp

 

6MBqIZF.png

I was looking at this today and am relatively depressed. My win rate is only 37% which seems horrible.  I've only died 19 times, so I have about a 3:1 kill:death ratio, but my teams obviously aren't winning. I'm also not even averaging 1 kill a game.

 

It feels like a lot of games go like:

 

  • Slowly push a side with other ships
  • Other ships all die quickly (especially CA who go way ahead)
  • I end up fighting a slow retreat against multiple BB, making sure I'm angled, stalling them from advancing on that side
  • Game ends with them capping from other side that has collapsed

 

The games which go well seem to always be games a CA or two team up with me and we just wreck everything. As a BB especially on domination with pre-assigned cap points, I'm never sure if I should just sit at our cap point (since my team seems to frequently give this up and the 21.3kt speed of NM isn't exactly great) or if I should play more defensive. The games I play more defensive seem to always be games I get maybe 10k damage.

 

I don't know if I'm unlucky with my team breakdown (37% seems really bad for winrate, I don't know if one ship can really affect it that significantly?) or what.

 

Anyone have thoughts?

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wouldnt worry too much about stats!... the start of the grind is a pain, and u tend to lose more there than later. You re gonna do better as more game passes.  I loved mine.  In the end, even if they are slow, they are beasts!

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It seems like American Cruisers and any Destroyer are your strongest ships..

These ships allow more reactionary play as opposed to American BBs which you have to plan 5 minutes ahead just to be in the right place at the right time... 

Maybe try the Japanese BBs, they are faster than the American BBs and you can react to the flow of battle easier.

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Your Individual stats are good.  but you are sadly at a point in the Tiers where the players actually seem to be even more pathetic then they did at Tier 1.  Reason?  ships are more powerful and stupid people get punished a lot quicker by heavier hitting shells, those that squeaked by the tiers on the backs of the other members of their team.

Edited by Shadowrigger1

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wouldnt worry too much about stats!... 

 

I disagree.  His posted stats actually show something I don't think I've ever seen for a player given that many matches in a ship:  0 cap defend and cap capture points.  That certainly reinforces his own bullet points which indicate he's out of position or not planning ahead based off of map information very well.

 

It's difficult to suggest a course of action outside of the game because each match will be different but I'd try to look for the signs ahead of time and react earlier.  Communicate more with your team, assign targets, call out areas of the map that are undefended or about to fall.  The better informed everyone is, the better you'll do.

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I disagree.  His posted stats actually show something I don't think I've ever seen for a player given that many matches in a ship:  0 cap defend and cap capture points.  That certainly reinforces his own bullet points which indicate he's out of position or not planning ahead based off of map information very well.

 

It's difficult to suggest a course of action outside of the game because each match will be different but I'd try to look for the signs ahead of time and react earlier.  Communicate more with your team, assign targets, call out areas of the map that are undefended or about to fall.  The better informed everyone is, the better you'll do.

 

While I certainly agree about cap defense, it's not surprising to have 0 capture points in a USN BB - they are too slow to get there in time. I just checked my BB stats out of curiosity (cap / def):

 

Fuso: 0/0 (got it recently, so probably not enough battles to be represented accurately)

Kongo: 22/28

New York: 0/8

Myogi: 32/60

Wyoming: 0/32

South Carolina: 0/0

Kawachi: 0/0

 

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I disagree.  His posted stats actually show something I don't think I've ever seen for a player given that many matches in a ship:  0 cap defend and cap capture points.  That certainly reinforces his own bullet points which indicate he's out of position or not planning ahead based off of map information very well.

 

 

 

Hmm, that is interesting - though I rarely have played games with base capture - in fact, I can't remember the last non-domination game I've played. My assumption is those defend/capture do not count, since I definitely have done both cap/defend (but not for the base, just a control point).

 

 

It's difficult to suggest a course of action outside of the game because each match will be different but I'd try to look for the signs ahead of time and react earlier.  Communicate more with your team, assign targets, call out areas of the map that are undefended or about to fall.  The better informed everyone is, the better you'll do.

 

 

I have actually tried this, but in a slow moving bb it feels I have nearly no ability to influence things if people are missing points. I was actually thinking about just trying YOLO and seeing if that works better, if people come with great, but if not... maybe it'd be better?

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http://worldofwarships.com/en/community/accounts/1015359222-enderland07/#tab=pvp/account-tab-ships-pvp/New_Mexico-pvp

 

6MBqIZF.png

I was looking at this today and am relatively depressed. My win rate is only 37% which seems horrible.  I've only died 19 times, so I have about a 3:1 kill:death ratio, but my teams obviously aren't winning. I'm also not even averaging 1 kill a game.

 

It feels like a lot of games go like:

 

  • Slowly push a side with other ships
  • Other ships all die quickly (especially CA who go way ahead)
  • I end up fighting a slow retreat against multiple BB, making sure I'm angled, stalling them from advancing on that side
  • Game ends with them capping from other side that has collapsed

 

The games which go well seem to always be games a CA or two team up with me and we just wreck everything. As a BB especially on domination with pre-assigned cap points, I'm never sure if I should just sit at our cap point (since my team seems to frequently give this up and the 21.3kt speed of NM isn't exactly great) or if I should play more defensive. The games I play more defensive seem to always be games I get maybe 10k damage.

 

I don't know if I'm unlucky with my team breakdown (37% seems really bad for winrate, I don't know if one ship can really affect it that significantly?) or what.

 

Anyone have thoughts?

 

Even when you jump into a possibly higher tier, better ship, the simple fact remains that as you climb up the tiers players are better than the tiers you were playing at.  They're also playing better ships than what you were previously facing.  Tier VI can face some very powerful ships short of Yamato.

 

It's the same when I made the jump from Colorado->North Carolina.  I will take NC 'errday of the week over CO.  But NC faces on a regular basis the best of the best of high end ships played by more experienced players who will rip into you the moment you present an opening.  Colorado faces high end ships but can still often run into Tier V and VI ships.

 

Also, you can get into some really bad losing streaks that you simply cannot avoid no matter what.  You can have spectacular games and the team still loses.  Or you can have a terrible game that played into the team loss.  Anything can happen.

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IMO, New Mexico suffers from the exact same problems as Colorado pre-buff.

Poor accuracy at range and extremely slow, but decent at brawling.

 

It doesn't matter which way you go, since the DD and CA/CL on your team will have rushed ahead and, most likely, have gotten themselves killed or badly hurt by the time you get to the fight.

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Also, you can get into some really bad losing streaks that you simply cannot avoid no matter what.  You can have spectacular games and the team still loses.  Or you can have a terrible game that played into the team loss.  Anything can happen.

lAtb8TY.png

 

Well, at least that felt good? Only 65k damage. One of the kills was an Omaha that somehow was within short distance and never torped me (secondaries got him) and another was a destroyer that missed with torps from close range and I got him (with AP? lol).

 

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Hmm, that is interesting - though I rarely have played games with base capture - in fact, I can't remember the last non-domination game I've played. My assumption is those defend/capture do not count, since I definitely have done both cap/defend (but not for the base, just a control point).

 

 

 

I have actually tried this, but in a slow moving bb it feels I have nearly no ability to influence things if people are missing points. I was actually thinking about just trying YOLO and seeing if that works better, if people come with great, but if not... maybe it'd be better?

 

I think the point Business was making is that your stats tend to indicate you are playing waaayyy too passive. The US BB line, while slow, plays best in the 10-15km range. Trying to hang back and being worried about losing HP is a recipe for losing. 

 

YOLO is not really the answer either, however. Controlled aggression combined with good map awareness is the key. In slow BB's, you need to  have a plan right off of cap, and not wait for the rest of the team to screw around in spawn. Don't play follow the leader, or you will quite often run into the situation you described in your OP. Be the aggressor off of spawn and often at least 2-3 ships will follow. If necessary, chop speed a bit to avoid being the solo yolo, but don't be afraid to take a hit.

 

The NM is a pretty well armored BB, so learn how to angle and practice is ALWAYS. The only time you will take major damage is if you show your broadside, so time your turns to the enemies reloads. Keeping a 30+ degree angle to other BB's will pretty much ensure you won't get citadel'ed, and will bounce alot of shots. 

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I think the point Business was making is that your stats tend to indicate you are playing waaayyy too passive. The US BB line, while slow, plays best in the 10-15km range. Trying to hang back and being worried about losing HP is a recipe for losing. 

 

YOLO is not really the answer either, however. Controlled aggression combined with good map awareness is the key. In slow BB's, you need to  have a plan right off of cap, and not wait for the rest of the team to screw around in spawn. Don't play follow the leader, or you will quite often run into the situation you described in your OP. Be the aggressor off of spawn and often at least 2-3 ships will follow. If necessary, chop speed a bit to avoid being the solo yolo, but don't be afraid to take a hit.

 

The NM is a pretty well armored BB, so learn how to angle and practice is ALWAYS. The only time you will take major damage is if you show your broadside, so time your turns to the enemies reloads. Keeping a 30+ degree angle to other BB's will pretty much ensure you won't get citadel'ed, and will bounce alot of shots. 

 

Yeah. I think my main "mistake" per se has not been pushing harder, I mean surviving 70% of battles means that I still don't die often - even when we lose.

 

The last few I've played I've made a choice to "commit" to the engagement more, which is easier on some maps than others. It seems to have gone better?

 

 

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While I certainly agree about cap defense, it's not surprising to have 0 capture points in a USN BB - they are too slow to get there in time. I just checked my BB stats out of curiosity (cap / def):

 

Fuso: 0/0 (got it recently, so probably not enough battles to be represented accurately)

Kongo: 22/28

New York: 0/8

Myogi: 32/60

Wyoming: 0/32

South Carolina: 0/0

Kawachi: 0/0

 

It's less about the ship's speed and more about being positioned to make things happen.  Thinking ahead, communicating, etc is all part of that huge list of variables that contribute to winning and being able to perform.  When you rely on knee-jerk reactions to changes in the match you're never in control and you have less of an influence on the outcome.  

 

Hmm, that is interesting - though I rarely have played games with base capture - in fact, I can't remember the last non-domination game I've played. My assumption is those defend/capture do not count, since I definitely have done both cap/defend (but not for the base, just a control point).

 

I have actually tried this, but in a slow moving bb it feels I have nearly no ability to influence things if people are missing points. I was actually thinking about just trying YOLO and seeing if that works better, if people come with great, but if not... maybe it'd be better?

 

YOLO in a New Mexico usually isn't the answer as it's an easy ship to overwhelm considering the turret traverse, speed and rate of fire.  She's an incredibly fat, slow target for HE shells and they do a lot of damage to her, aside from any penetrations from AP.  It's definitely a ship that needs a good amount of support.  Even more now that the ship seemingly has dispersion like the old Colorado did and is damn near close to being removed from my playing rotation.

 

I honestly don't know if Domination caps count but for clarification I'm far more surprised that you don't have any base defense points at all.  The faster ships should have a decent mix of both cap/defense points or be more skewed to cap points on an average but slower ships should be skewed the opposite direction as they would, by nature of their max speed, be closer to their cap than faster ships.  Again, this goes back to positioning and thinking ahead.  

 

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It's less about the ship's speed and more about being positioned to make things happen.  Thinking ahead, communicating, etc is all part of that huge list of variables that contribute to winning and being able to perform.  When you rely on knee-jerk reactions to changes in the match you're never in control and you have less of an influence on the outcome.

 

 

In theory - yes. In reality your team's DDs are going to finish capping before you get there in most cases, unless you are specifically trying to raise that stat and just yolo into the cap point. Oh, and thanks for listing communication in random matches as contributing to winning - made me laugh. The most "communication" you're going to get in there is F-key spam, and that only contributes to raising your blood pressure, if anything.

 

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In theory - yes. In reality your team's DDs are going to finish capping before you get there in most cases, unless you are specifically trying to raise that stat and just yolo into the cap point. Oh, and thanks for listing communication in random matches as contributing to winning - made me laugh. The most "communication" you're going to get in there is F-key spam, and that only contributes to raising your blood pressure, if anything.

 

In my experience DDs aren't on the cap any more or less than cruisers, assuming the DDs are even alive by that point.  

 

Guess we play different games, then, because most of the teams I play on tend to call out targets or areas to attack/defend.  Not all, obviously, but enough to work for me just fine.  

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In my experience DDs aren't on the cap any more or less than cruisers, assuming the DDs are even alive by that point.  

 

 

Yeah...except we're talking about BBs here, not cruisers...

 

 Guess we play different games, then, because most of the teams I play on tend to call out targets or areas to attack/defend.  Not all, obviously, but enough to work for me just fine.  

 

I guess...I've yet to see any meaningful communications there. "Calling" completely random areas (i.e. enemy's base at the start of the match) - sure. Doing that for multiple areas on the opposite sides of the map simultaneously - sure. Going solo in the opposite direction from the rest of the team, then calling a target that nobody else is in range of - quite often (bonus points for that target being a DD). Anything actually useful - not a chance.

 

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Yeah...except we're talking about BBs here, not cruisers...

 

Then why'd you bring up destroyers in the first place?  It's relevant to point out that cruisers often get in the cap as they're slower and as a battleship you're more likely to be around cruisers than DDs.  By extension, battleships are often close to the cap as well if they're around cruisers.  That likelihood makes the lack of the OP's cap/defense points really stand out.  And this is assuming that multi-point domination actually provides cap/defense points.  I have no idea if it does or doesn't.  If it doesn't provide points to that statistic then it's far more understandable as to why they'd both be at 0.

 

I guess...I've yet to see any meaningful communications there. "Calling" completely random areas (i.e. enemy's base at the start of the match) - sure. Doing that for multiple areas on the opposite sides of the map simultaneously - sure. Going solo in the opposite direction from the rest of the team, then calling a target that nobody else is in range of - quite often (bonus points for that target being a DD). Anything actually useful - not a chance.

 

Then, by all means, feel free to define what is "useful" to you.  It's more difficult to provide suggestions and clarification than it is to just shoot down what someone else says.  

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Never understood why people go off of their "win ratio" unless they are in a long standing division (which is mainly comprised of their own clan). Outside of that, they are solely relying on a public atmosphere for teamwork. Which is, for a spitball figure, a 50/50 outcome, some will work with you, some won't. With that said, Business did bring up a good point that with 63 battles, there hasn't been even 1 base defense in the OP's stats. Now, I haven't played with the OP (or at least to my recollection), but solely going off of that I can only assume that he is an aggressive BB Captain. Not saying that, that is a bad play style, but on the flip side of that, there are zero base captures as well.

 

This is where I start scratching my head as to where the OP is positioning himself in the match. Just to clarify, I am not attacking the OP nor am I presenting myself as an expert on the subject, merely trying to paint a picture with the information given. In fact, here are my N.M. stats which I consider to be average.

 

Miner N.M. Stats

 

I played through the N.M. and leveled up to the N.C. and it wasn't until about a month ago did I start playing the N.M. again with more knowledge of BB's and of the game - so a sharp incline in my T6 stats ensued. But I digress. While the N.M. is a great ship, especially for it's tier, it can also hold its own against higher tiered ships if played right. With that said, it has a fine balance of being able to defend as well as brawl. As you can see with my personal stats, I tend to prefer to read the field if you will as I find that the team work aspect is hard to find in most cases. Only a few games have actually allowed me to push "comfortably" (this means have the support while I support them as well and not *YOLO to my death*) and capture a CP.

 

It all comes back to play style. Then again, with the 0 base defends and 0 CP's captured, I am still wondering where the OP is. Not really, I know where he is in the battle - gonna take a stab here OP and let me know if I am correct. You are pushing, helping your teammates try to take CP's (they are probably cruisers *guessing 2 or 3 of them*), as you go to one side of the map you guys are engaged by the other team and you support the Cruisers the best you can while they either take the CP or get lit up and lose the half taken CP and they are either annihilated (most likely this is the case putting your team are a huge numbers disadvantage) or are forced to retreat. Am I close?

 

That's the only scenario I can think of that would explain the 0 base defends with 0 personal captures with a sub 40% w/r.

 

Regardless, just keep plugging away OP. The N.M. is a fun ship, even as you level past it. Come back and revisit it, it's a kick. lol GL!

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View PostBURN_Miner, on 04 October 2015 - 11:52 PM, said:

It all comes back to play style. Then again, with the 0 base defends and 0 CP's captured, I am still wondering where the OP is. Not really, I know where he is in the battle - gonna take a stab here OP and let me know if I am correct. You are pushing, helping your teammates try to take CP's (they are probably cruisers *guessing 2 or 3 of them*), as you go to one side of the map you guys are engaged by the other team and you support the Cruisers the best you can while they either take the CP or get lit up and lose the half taken CP and they are either annihilated (most likely this is the case putting your team are a huge numbers disadvantage) or are forced to retreat. Am I close?

 

I think your assessment is pretty accurate (well, as much as I can read your mind :) ).

 

Regarding cap points, I honestly cannot remember a single game with my NM where it was actually a base capture game. It's possible I've played some but definitely not very many - almost always domination games. I am almost positive I have shot multiple ships capturing hotspot points so it must only track this when it's an actual base capture. I do know sometimes if I am the only survivor I have chosen to keep fighting ships pursuing me rather than showing them my side easily (while people cap our 1000 point caps) since if our team is down in points we are nearly guaranteed to lose, regardless of who we fight (I'm talking like 5v1 remaining, different if it was 2v1 and 1 was capping).

 

It doesn't seem like I'm too aggressive either, since I don't actually die that often.

 

My normal plan during a game is to do the following:

 

  • Solicit discussion on team
  • Determine where at least a few others are going (normally towards a capture point, again, mostly domination)
  • Head that direction, at full speed (if no CV, otherwise I wait until we can group up a bit)
  • Engage enemies as necessary, trying to position myself to take fire (but not showing citadels) since NM can take a lot

 

Now, it feels like normally at this point one of a few things happens:

 

  • CA die/turn back
  • Other BB just breakoff for no reason (avoiding damage? not sure)

 

When either of these happen, I'm not really sure what my options are. Almost always I don't breakoff initially and end up fighting a delaying action against multiple BB/CA. This can sometimes end up with that group and me trading shots for some time, preventing them from advancing or doing anything else.

 

The frustrating thing is that if I have a small group with me, such as maybe another BB and a CA or two, nearly always that group I'm part of wrecks. It's just that it seems consistent other BB veer away at the first sign of engagement/cruisers/etc. Or that the CA die.

 

I think I am going to try pushing much harder at the capture points and just go full speed towards engagements for a while.

 

One thing too is I am rarely hit by destroyer torpedoes. I do move a fair bit and either avoid them well or just don't get hit. Sometimes (though not often) dodging dd torps does push me out of meaningful engagement. But more often it seems either changing speed and turning slightly is nearly 100% successful at blocking them. I speculate that if I was more aggressive and pushed harder that I'd get torped more, so perhaps I am not quite going after enemy groupings strongly enough?

 

/speculation

Edited by enderland07

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I have confirmed that "assisted in base capture" only appears if you are capturing a base, not a cap point.

 

Well since posting this topic I've:

 

  • Played 7 games
    • Won 5 of them
  • Sunk 11 ships
  • Died 3 times
  • Averaged 61k damage (average before this thread was 43k)

 

While maybe I got lucky, maybe posting this thread was a good idea :P

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Then why'd you bring up destroyers in the first place?  It's relevant to point out that cruisers often get in the cap as they're slower and as a battleship you're more likely to be around cruisers than DDs.  By extension, battleships are often close to the cap as well if they're around cruisers.  That likelihood makes the lack of the OP's cap/defense points really stand out.  And this is assuming that multi-point domination actually provides cap/defense points.  I have no idea if it does or doesn't.  If it doesn't provide points to that statistic then it's far more understandable as to why they'd both be at 0.

 

 

OP has 0/0 stats in New Mexico, which is a mid-tier USN BB, featuring their usual ~18-20 kts speed. Those ships simply can not make it into the cap circle in time from a "close enough to a cap to support" position if faster vessels (usually DDs due to their stealth, but sometimes cruisers too) have already started the cap. A bit of anecdotal evidence - I was driving a New York two days ago, our DDs began to cap when I was 11km from the circle and finished capping before I got into it. In other words, 0 cap points in a fast ship mean that captain doesn't want to cap, while 0 cap points in a slow ship doesn't mean anything.

 

 Then, by all means, feel free to define what is "useful" to you.  It's more difficult to provide suggestions and clarification than it is to just shoot down what someone else says.

 

What "suggestions and clarification"? Comms in random (pug) matches are just useless chatter in any game, and always have been. It's just the nature of the beast.

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I think your assessment is pretty accurate (well, as much as I can read your mind :) ).

 

Regarding cap points, I honestly cannot remember a single game with my NM where it was actually a base capture game. It's possible I've played some but definitely not very many - almost always domination games. I am almost positive I have shot multiple ships capturing hotspot points so it must only track this when it's an actual base capture. I do know sometimes if I am the only survivor I have chosen to keep fighting ships pursuing me rather than showing them my side easily (while people cap our 1000 point caps) since if our team is down in points we are nearly guaranteed to lose, regardless of who we fight (I'm talking like 5v1 remaining, different if it was 2v1 and 1 was capping).

 

It doesn't seem like I'm too aggressive either, since I don't actually die that often.

 

My normal plan during a game is to do the following:

 

  • Solicit discussion on team
  • Determine where at least a few others are going (normally towards a capture point, again, mostly domination)
  • Head that direction, at full speed (if no CV, otherwise I wait until we can group up a bit)
  • Engage enemies as necessary, trying to position myself to take fire (but not showing citadels) since NM can take a lot

 

Now, it feels like normally at this point one of a few things happens:

 

  • CA die/turn back
  • Other BB just breakoff for no reason (avoiding damage? not sure)

 

When either of these happen, I'm not really sure what my options are. Almost always I don't breakoff initially and end up fighting a delaying action against multiple BB/CA. This can sometimes end up with that group and me trading shots for some time, preventing them from advancing or doing anything else.

 

The frustrating thing is that if I have a small group with me, such as maybe another BB and a CA or two, nearly always that group I'm part of wrecks. It's just that it seems consistent other BB veer away at the first sign of engagement/cruisers/etc. Or that the CA die.

 

I think I am going to try pushing much harder at the capture points and just go full speed towards engagements for a while.

 

One thing too is I am rarely hit by destroyer torpedoes. I do move a fair bit and either avoid them well or just don't get hit. Sometimes (though not often) dodging dd torps does push me out of meaningful engagement. But more often it seems either changing speed and turning slightly is nearly 100% successful at blocking them. I speculate that if I was more aggressive and pushed harder that I'd get torped more, so perhaps I am not quite going after enemy groupings strongly enough?

 

/speculation

 

I am very interested in anything you learn from this as my stats are a very near clone of yours.  We probably have very similar play styles, and I'm not sure whether that's good, bad, or indifferent.

 

I feel as though any time a game is decided by damage done, that I have been a large part of any success my team has had.  When a match has been decided by capping, very little.  I think part of it is just the nature of BB play, as in this latter case it is very often DDs which decide outcome - and in a BB, if we choose incorrectly early, our pressure on any (important) cap is essentially nil.  To some extent this has to do with playing along with the rest of our team, but certainly the other team's behavior (which cannot be known ahead of time) has a great effect also.  I am sure there are plenty of BB players who are better and more impactful than we are - but I do think that a large part of our results are the nature of the game as it relates to the importance of ship speed when multiple cap zones are on a map.

 

Burn_Miner describes a situation which is absolutely familiar to me and while intuitive, I think is also kind of a natural outcome for most or many BB captains.  A match begins, and our options are somewhat limited - and entirely committed in most games within the first couple of minutes.  We choose an objective and move towards it, either because our team's movement dictates it (going alone or with very little support is seldom a good decision) or because the map itself dictates it (torpedo alley, or in between the Two Brothers is often (almost always?) pre-ordained doom.  Hanging too far back and camping our own base is too passive, and yoloing is too aggressive.  So I pick what is often one of 2 directions to go in, aided in choice by what my teammates have done (I try not to roll along with a zerg unless it is literally what every other ship is doing, and that does sometimes happen) and by the time I know whether or not I have "guessed" correctly, the chance to undo an incorrect choice is usually a very very small window.

 

Perhaps I... we? are not recognizing and acting within that window quickly enough?  Perhaps I... we? are not adapting to the way that game on that map is playing out well enough?  I couldn't describe either of our stats as failures but neither are they really a success story either.

 

Please advise to any conscious changes you make to your play, I am genuinely interested.

 

 

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I am very interested in anything you learn from this as my stats are a very near clone of yours.  We probably have very similar play styles, and I'm not sure whether that's good, bad, or indifferent.

 

I feel as though any time a game is decided by damage done, that I have been a large part of any success my team has had.  When a match has been decided by capping, very little.  I think part of it is just the nature of BB play, as in this latter case it is very often DDs which decide outcome - and in a BB, if we choose incorrectly early, our pressure on any (important) cap is essentially nil.  To some extent this has to do with playing along with the rest of our team, but certainly the other team's behavior (which cannot be known ahead of time) has a great effect also.  I am sure there are plenty of BB players who are better and more impactful than we are - but I do think that a large part of our results are the nature of the game as it relates to the importance of ship speed when multiple cap zones are on a map.

 

Burn_Miner describes a situation which is absolutely familiar to me and while intuitive, I think is also kind of a natural outcome for most or many BB captains.  A match begins, and our options are somewhat limited - and entirely committed in most games within the first couple of minutes.  We choose an objective and move towards it, either because our team's movement dictates it (going alone or with very little support is seldom a good decision) or because the map itself dictates it (torpedo alley, or in between the Two Brothers is often (almost always?) pre-ordained doom.  Hanging too far back and camping our own base is too passive, and yoloing is too aggressive.  So I pick what is often one of 2 directions to go in, aided in choice by what my teammates have done (I try not to roll along with a zerg unless it is literally what every other ship is doing, and that does sometimes happen) and by the time I know whether or not I have "guessed" correctly, the chance to undo an incorrect choice is usually a very very small window.

 

Perhaps I... we? are not recognizing and acting within that window quickly enough?  Perhaps I... we? are not adapting to the way that game on that map is playing out well enough?  I couldn't describe either of our stats as failures but neither are they really a success story either.

 

Please advise to any conscious changes you make to your play, I am genuinely interested.

 

 

 

Well, I have done a lot better in the 9 games I've played now since posting this.

 

Averaged 67k damage, 6/9 wins, 15 ships destroyed (1.67/game). That's considerably better than my first 63 games (increase of 25k damage per game on average and 0.92 kills/game).

 

My main changes have been just playing more aggressive and committing to that plan - even if it destroys me (though I survived 5/9 games). Especially against tier VI or lower ships. Going towards a point at nearly full steam, trying to get some help, but attempting to close the ranges to 10-15km on enemies. Or even closer on BB. The NM can punish cruisers at that range, Clevelands are fun to go after because nearly always they will try to show their citadels in order to bring more HE fire.

 

Realizing that the NM is a tank if you angle against BB helps because you can head into enemy fire better. If your team follows you will punish people because you can deal a lot of damage.

 

I suspect I will continue to do more and more damage with the NM. Interestingly though I'm only about 10k xp from the colorado. I'll probably keep the NM and play with it some for a while, I'm loving it!

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Honestly whilst complete zeros on the cap points is any eyebrow raiser, in all honesty i wouldn't expect big values or much of anything.

 

As noted if a team wins by cap a slow BB will rarely make it to the cap, equally if the enemy starts capping, unless they do it very early on you'll never get into range to do anything in time.

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Honestly whilst complete zeros on the cap points is any eyebrow raiser, in all honesty i wouldn't expect big values or much of anything.

 

As noted if a team wins by cap a slow BB will rarely make it to the cap, equally if the enemy starts capping, unless they do it very early on you'll never get into range to do anything in time.

 

The key to being an effective player in any class is situational awareness. I get people in-game all the time who complain about being too slow to cover cap. The fact is, if you are paying attention, you will realize the cap is in danger 2-3 minutes before the enemy is there. That is when you need to be moving to cover.

 

If you are waiting until the enemy is on cap before you react, you deserve to lose. 

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