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.
Btw. You have another problem with 3.3 - 4.7 EC games that need to be addressed - those ships who have no AP/SAP round could not capture port points, just cause costal batteries could not be destroyed with low caliber HE shells so capture will never start.
But but but… Isnt it cool that you can spawn your 5.0 ships now without SP cost, to get constantly farmed by 5.7 or even 6.0 ships that also can spawn whenever, wherever, because they also dont need SP to spawn? Be honest…
Almost like the Spawnpoint mechanic and the removal of it can work both ways. What a surprise…(not directed at you but more like…hello…snail…some thinking behind some of these changes or just slap it into the game and then sit it out?)
No,its not cool lol. Idk why they changed it. Also being unable to spawn at same spawn right away is dumb. Like when defending port,cant respawn there and have to sail 20-30km and by the time i get there,its already captured.
Just another mechanic that works multiple ways. At least it makes it so you cant infinitely respawn a shimakaze and just torp spam everything that tries to cap but need to select another ship of your lineup to do so. I suggest IJN Kagero, that also has 16 long lances xD
But if you have only one battleship in your lineup and the attackers are smart, you have one try, to defend a port in your BB that is in the worst case attacked by battleships 1.0 BR higher than yours. Noisé
they changed it because the 4.7 and 5.0 starter ships are a relic of the past when naval ec first came into the game, way more higher BRs were added that prolongs the race to spawn in the biggest ships and they believe, and that might be true, that making it possible for more players to play in the battleships quicker or instantly, brings more players. Which is all reasonable and probably true.
But in classic gaijin fashion they overdid it. Entirely. Without ironing out any of the fundamental flaws that actually plagued naval ec or adding better mechanics, missions, better spawns, adding more things to do or working on actual BR internal balance.
Had Admiral Scheer spawn at convoy next to our port,ignore it,and rush to cap it,so spawned my Colleoni, torped him,but ate one myself that blew me up,as i spawned 2km from him. As he traveled from the convoy spawn,he could respawn 15km from the port once again while i couldnt.
He cant sail those 15 km onto your port in the 7 minutes of your respawn timer. that is only for this one ship.
But i get what you mean. Thats the kind of spawns, that when one team outclasses the other in Team Composition and much higher BR ships, make it an absolute chore to defend. Why should i have to play that in a moffet with a 5.3 lineup when the enemy team can bring multiple Battleships and heavy cruisers like a USS North dakota, Pittsburgh, Roanoke and Oregon City to all spawn repeatedly 15 km from my port, which i have to defend then. In ships 1.0 BR lower. And that gets even worse should you be queueing with 5.7…For 2 to 3 hours???
Thats not better than the old spawn point system at all. Thats way worse. Because no matter what i do, i wont have access to a better ship to spawn to handle a North dakota. Especially one that can just respawn after some timer and spawning one or two of his other 6.3 heavy cruisers on the same spawn without SP costs…i queued with a 5.3 lineup ffs. And its quite possible that not a single player in my team can…because the entire team can be 5.3. With 6.3 enemies xD But hey, no rat race anymore. Yay. Now its cats vs mice right from the start if youre unlucky. But, ofc, what you can do is just abandon every lobby where that happens, youll end in a new, empty one in 1 minute :-D
Yep. its dumb af. But why change actual naval ec mechanics to make the rat race less punishing, give lower BR ships something to do that they arent completely outclassed against (and places where they can fight each other, even bots of their BR range would ACTUALLY be good for that, but battleships are not allowed to spawn at) and make getting bullied less punishing and bullying less rewarding? when you can just add bots lol
I think there needs to be a middle ground between a system that simply doesnt let the strongest ships spawn on repeat and that encourages some diversity in a lineup (while obviously getting rid of the blatant disbalances between teams)
and the new system that allows more players more easily to play that one ship they want to play and that doesnt force you to respawn a 5.0 destroyer over and over again once youve fallen too far behind to fight 8.7s.
Brackets are a good start to encourage that. But inside those brackets, some sort of sp system would help so the best players cant loopspawn only their best ships. together with a respawn timer, Even better a modified one like @Kweedko suggested. that puts a timer for this ship on the entire map. And that starts as soon as you died. Not the moment you spawn. In a 3 hour gamemode players should be able to play one other ship for the 10 minutes they have to wait until they can spawn their iowa/sojuz/whatever is the absolute best ship of that bracket again.
Hell, you could even establish brackets that start at, lets just pick something random (no actual thought put into if that would be a good cutoff, just an example) 7.0:
7.0 ships dont cost Spawnpoints. Then it slowly goes up till 8.7, which cost lets say 300 or 400 SP like in the old system (again, just an example for the next thing)
IF you spawn lower br ships than the minimal Free SP BR of 7.0
You get increased rewards of SL and RP for all actions
AND you get some amount of spawnpoints as soon as you played that ship for at least (random number) 5 minutes. So people could and would bring destroyers. there would be an incentive to do so. And lots of them can and would still be viable. It wouldnt be only battleships because lots of plaers still enjoy both playstyles even if you cant seriously harm a battleship in a 5.0 destroyer. But theres things you can do in a destroyer that you cant do in a battleship at all.
Those rewards for completing EC dynamic missions targets are pathetic, - one regular kill give you more reward than killing all AI ships in convoy, or capturing the port point, no wonder everyone just shooting each other, instead of completing missions and capturing port points. That’s not enough for the effort and risks, especially on low ranks, where escort ships and costal turrets pommel you hard but give almost no rewards.
Colour me not shocked the bug report team being useless, I honestly think that’s as bad as Grantaire’s bug report for the E50 type Frigate Le Brestois missing fire directors in regards to mods closing reports by their stupid standards.
Even stranger when the SS Goldenfels sink when all three compartments are blackened out.