Point isn’t in the fact that I’m trying to show skill of some kind but the fact that i can easily grind sl with one hand while opening more beer bottles with the other.
Just take the opportunity and grind a lot of SL while you can instead of showing off your below average competency in this game.
I mean the old system also finds itself interesting for some part of playerbase and i don’t have a lot against, so, could be a good decision to go with both iterations of such both good for grinders and hardcore naval players.
So you want to gatekeep the mode from the “filthy casuals”, keep it locked to the same 16 niche hardcore players who want it to remain inaccessible to the general audiences, and attack people for playing it the way it is now because you want them “to suffer”, “the same way you had to suffer”…?
Is this REALLY the drive that fuels your mindset…? Wanting others to have it worse because you had it bad…?
Funny that naval EC so broken that even cargo ships didn’t die if all hull compartments destroyed, so convoy event never end, and nobody cared to fix this bug in 6 years of EC.
Also funny that from plane view you can see waves up to horizon, but from ship first person waves showed only up to 5 km, not further.
I didn’t tell about skill.
My post was about difference between fighting bots and real players.
I play not for stats, frags,BP n dailies-for team n victory only. So there’s the difference between us, my friend (
I absolutely love the changes. All the tryhards who only played to sealclub quit. I feel like im playing a better game now.
If they would remove the constant need for range adjustments via mousewheel etc and just make you range before each shot, with time dependent on your ship crew etc… i would love to be able to play RB instead. I just can’t be bothered to sit there scrolling my range nonstop for 3 hrs straight.
In the end i like the changes, its way better that current top tier regular naval battles with dull “one circle” maps or awful convoy maps(especially i like that AB EC is finally really AB, that was my suggestion from 3 years ago), there is a few problems but they are solvable:
respawn block should start from the death of your ship, not from the respawn of the ships as it is now, to prevent players respawn on same ship just after they survived for 10 mins(which is not so long for naval battles), to force players play setups and use different vehicles not just the one best they had.
respawn block should block all respawn points not only the one you used before, to prevent player respawn same ship on nearest point and engage those who kill him with same ship.
There is a need of air based respawn and air based reload points for bombers - it’s no fun to fly 50 km just to reload, and it’s not fun to take off on a big bomber from the air field - now it’s just a waste of player time in the match.
Adjust number of players to start the mission up to 4 vs 4 or even 6 vs 6 and adjust time of joining in progress of other players to whole match(or until last half hour, to prevent instant game end when you just joined) to let people to join and leave when they want.(And don’t forget to replace player with bot if he leaves - atm. that player slot in the match is wasted and not replaced back)
Allow air players to queue and participate with just planes as additional players in the match above 32 naval players, engine can handle it we all know that and maps is big enough.
Fix the unkillable cargo ships of convoys, let them sink with 3 hull compartments destroyed as all other ships.
Fix the inability of targeting NPC ships(those bots who without names) over the ground obstacles, this is awful mechanic(or even bug).
Don’t allow players to spawn at point if it near to been captured, let say if enemy ships is in 3-5 km radius of capture point.
let people take 3.3- boats to battles, they are useful in those engagements against big boys.
And for dessert, enable “storm weather” and night/evening/early morning battles for variety of engagements to amuse players.
And naval EC will be fine and dandy as a regular mode for naval battles and players will gladly participate in it and love it.
Full lobby of old EC is now split into each BR bracket so there is like 2-3 players in each team on huge map. Getting kill takes twice as long but rewards are same. If you care about research and SL gain its not worth to play this new EC.
If Im on bottom of my BR bracket (aka I got uptier) I might just leave because it will be just two hours of suffering
Im not sure if people will be willing to play 2 hour long match during week days which will result in small lobbies
Stuff I like:
I no longer see 8.0 ships while I just spawned in 5.0 cruiser.
Torpedo lead for airplanes in AB difficulty is nice they are finally useable.
You dont need 8.7 airplane to complete air tasks. Recon airplane and bombers are in your BR bracket.
Airplanes are finally relevant in naval battles (You cant really bomb target that has 25 Oerlikons all around it)
while im happy that naval EC is becoming permanent, some of these changes are a mistake in my opinion and a result of rushed implementation.
Was there a problem with late joiners? yes! Was there a problem with lack of missions/targets for said late joiners? Yes! low br vs top tier battleships? That was a problem too. But.
Making 2 separate kind of matchmaker where one only goes up to …lets say 6.3 or 6.7 and the other to top tier, would have been a better choice, together with more missions becoming available mid and late game so that late joiners can get sp easier. This way you dont need to eliminate SP to do away with the problem of late joiners facing top br ships.
EC could keep its identity while being opened up to all battleratings. Its not necessary to turn it into full on Naval random battles. These changes destroy the game mode’s flavor and identity.
Naval EC becoming permanent is amazing, it becoming more accessible is also a huge change, but you are doing more harm than good while erasing the uniqueness of the mode, its progression, all because you intend to bridge the problems with half- measures .
Sometimes its better to take the time and improve things instead of rushing it. Please take your time improving Naval EC, keeping its identity, instead of this rushed, botched implementation.
Especially when you have not addressed its multitude of bugs, and ship to air balance issues.
After these changes a ww2 bomber with its Fritz-x loadout will still be exploded helplessly by a Strela or OSA level of air defense because they are still on a single battlerating, even tho those coastal ships and bluewater destroyers should be considered top tier, hunting jets and not ww2 bombers. Those should be considered air defense assets and treated as such…
Even if the release of this EC version is set in stone, please stay open to the idea of bringing back SP later on, creating 2 separate br brackets for the mode and adding more ways for late joiners to accumulate sp.
Guys I would like to remind people that trying to stat shame someone is not allowed and will not be tolerated and you will get time out for it, also I want to add that this is the English side of the forum any comments in other languages will be removed.
Will some more changes and bugfixes for EC be planned for upcoming major Update to fix problem that MM create empty matches instead of filling existing ones and old problems that prevent “dynamic events” in the mission to end properly?
You need to shoot their bridge with he, or in your situation with sap. Thats where all the crew is. But yes it should also sink if all the hull compartments are destroyed. like any player controlled ship.
Yeah, as you said in your report, it should have more compartments so it does sink under the same rule like any other player controlled ship. Consistency is just one of WTs strongest points… Shooting at it with destroyers from far not knowing where you have to hit it alwas makes me feel like: man i wish my yamato was half as survivable as this absolute chad of a unarmored cargo ship thats getting absolutely hammered by 3 guys in destroyers for the last 30 minutes continously.
Its almost like the bug moderator is trying to tell us that the hull compartment mechanic is badly implemented. Which -surprise everyone- might be the case if you can destroy 3 hull compartments of a yamato and thus sink it with 3 runs in a spitfire mk24 with 8 x RP-3 rockets with 6.3 kg of tnt each. Just salvo 8 RP-3 rockets into the deck, 8 rockets from above into each compartment, one salvo blacks out one compartment, after 3 runs the yamato sinks. With a couple of holes in its wooden upper deck and the bit of armor in the upper deck armor from 6 kg tnt equiv rockets.
Cool man. If only the americans would have known that in ww2. theyd just have sent 3 planes with dumb rockets…maybe a bit more tbh some would have been shot down…Not if they are right above the yamato though. Because its got a wrongly modelled blindspot for almost all of its aa that can only elevate 75 degrees in game for some dumb reason no one will evere know. Making it so you can just fly above it in a a1-h and dunk it with a 4000pder in a dive without any counterplay or without it being able to shoot at any of the bombers flying around anywhere above it :-D
EDIT: wait, thats just two turrets. Anyways, most of the times none of the aa sees fit to react to any planes being around the yamato at 4 km or closer anyhow. I had to manually shoot down incoming planes that made it till 2 km from the ship, and none of the aa was automatically firing, even with the target designated for the aa as prime target.
Or sometimes ships not sinking with literally every single section blacked out. All sections black. Happily sailing without loss of any buoyancy.