So, im in a match with 3 players in each team. 2 players in my team have 5.3 ships at max and one has 5.7.
The enemy has 2 players with battleships. Two have a 6.3 north dakota the third i dont know.
What exactly is better about this now?
Bots start shooting at you from 17 km away. I mean kinda good that they are not completely useless and even annoying for the battleships. But of 3 salvos of them 3 take out the bridge or start fires on my moffett…
Cool that we can spawn our best ships without sp cost. Moffetts, uss atlanta and a spokoinyy.
The enemy team can spawn two north dakotas…3 torpedo hits with 4 m running depth did nothing to one of them. But good to hear that one team being pushed out of the match if one team would have amassed too much SP is a concern. Now they dont even need SP to do that. They can just respawn even if you would get them with torps. And thanks to completely uneven teams do exactly the same like it was before. But now they dont even have to play careful or good.
Youre not seriously going to try and sell me that now one team having two sojuz and one iowa vs a team with 1 gneisenau, 1 Hood and one Fuso is better because theres no more Spawnpoints???Because the hood can now respawn without sp cost in a death spiral of losing sp and doing nothing??? The enemy team can do exactly the same! And each of them can have multiple ships that are 10 times better than the best ship that the other team can spawn. And not only that, any of the enemy 8.7s can just spawn right in the losing teams face should they actually manage to get onto an objective.
As long as the team compositions can be that unbalanced (and remember they dont even need to be BR wise. Some ships at the same BR are multiple times as effective as some others) removing the SP costs does absolutely nothing to prevent a snowball effect. Now its not a snoball anymore. Now its an avalanche that starts going right at match start.
The issue here that I’ve seen so far is that players are leaving matches and joining new ones. So now matches are more empty past a short amount of time.
Normal mode is pointless now since the matches are too short to earn RP and SL points, respawns are limited, there’s no variety in objectives, and on top of that, you already have to wait 10 minutes for so little. Normal mode is the one that should have been replaced by this, not Enduring, which has a completely different gameplay style. Now we have two game modes with nearly identical gameplay, one of which is completely useless.
I’m at work now so I don’t have screenshots, but your second one shows 5 real players, two of which have left after ~15 minutes in the match. This is consistent with what I’ve seen myself and screenshots from friends. People seem to frequently leave after longer than half an hour.
I agree completly with you man, naval EC was supposed to be a rock paper scissors game where every class of ship has a role while coordinating with other classes of ships tactically. The problem? There was no paper and most matches were essentially a race to reach the rock (battleships). I feel like this is nothing but a lazy fix for a problem that could have been solved by adding more counters to the battleships, creating the paper (for example: letting people without ships spawn air so battleships would be more under the threat of getting bombed or torpedoed if they go without destroyer or cruiser escort). It’s a shame gaijin decided to straight up abandon the concept of a gamemode that had so much potential and could have been something REALLY big in the future.
This makes a little more sense and adds up a little better than what we got yesterday. I must admit I have never known anything but the old way of Naval EC, however I have always wondered why it was a David Vs Goliath, knowing that Goliath would always win. I do like that you guys did not restrict those of us that have everything from being able to bring everything. So if someone wants to use a Destroyer in 8.7 Naval they can still do that and if we ever get submarines that will be huge to continue to do so!
I assume that it will be open 7 days a week and qualify for daily, special, event vehicles and Battle Past tasks? My apologies if that has already been cleared up… I am late the party :) and someone is welcome to let me know.
The Naval Enduring Confrontation mode should be Arcade-only, regardless of which day the “event” takes place. As we can see, there are very few players who actually play Naval Realistic Battles.
After all, most players don’t want to mentally calculate the distance at which their shells will land on a specific section of an enemy ship. Personally, since I started playing Naval Realistic Battles, I don’t mind doing those mental calculations, even if only around 60% of the time I actually manage to hit the intended target with 4 out of the 16 shells I fired at the enemy.
However, if this mode were Arcade-only and lasted for at least 4 hours, with more ports available to capture, and with the possibility of having a random spawn allocated less than one grid square away from an enemy port alongside an allied defensive spawn, I think that would make the mode much more interesting.
BUT I HAVE A SLIGHTLY CONTROVERSIAL OPINION ABOUT SOME SHIPS, such as the Iowa, Soyuz, Yamato, and other top-tier ships that are currently considered META in basically every naval game mode.
They should have a separate matchmaking bracket of their own. I don’t care if that means IOWA vs. IOWA, because very few 7.3 and 7.7 ships can detonate an Iowa’s ammunition magazine before suffering the same fate themselves.
The changes are great; these few META ships just need to be reviewed. Perhaps they could even be limited by spawns throughout the entire match. For example, you could only use them 3 times per match, while all other ships could be used without limits.
Maybe I’m crazy, but perhaps something like this is actually necessary.
I still do this even in arcade with the new janky aiming mechanic… The only thing arcade has going for it is that my torpedoes never run out, and my PB4Y will never run out of Sea Mines
Where can we see that? I play naval realistic EC ONLY. I hate the arcade aiming. The automatic shell calculation sending your shells to the moon without any reference why. Almost impossible to hit maneuvering targets because of 0 control over distance and lead. Automatic aiming being unable to hit the ship where your cursor is pointing and neither me, nor the target are changing course or speed. Yeah, nah. If its easier to hit maneuvering targets while you yourself are maneuvering with rb aiming once you learned it i dont see a point in automated aiming thats not working.