Yeah, the poor map design certainly plagues Naval a lot and I’ll discuss the objectives as they occur in your breakdown below! As for super_cacti’s idea, the proposal primarily addresses the potential to futureproof the game mode as well as give the much needed breathing room to transition between Coastal->Destroyer->Cruiser->Battleship
Agreed! I think the maps are fairly adequate for Destroyers since it bridges the gap between the slower, long-range slug fest of the higher tiers and the breakneck knife fight of the PT boats quite well, but for anything larger than that, we arrive at the problem of the map being too small.
Agreed! And also I find the game mode to be uncompetitive when it’s in regards to higher BR warships since the size of the map (even with its current unsuitable size) would usually mean that once something is capped, the chance of it being decapped by the time the match timer ends is pretty much nonexistent, assuming people go for cap at all and not just just turn the round into a deathmatch until the time runs out/kill all enemies. Or it’d just have that one coastal cap contested to turn the tide.
Honestly, I don’t like this game mode at all. Aside from the fact that most of the time it’s just people turning into a brawl with no cover except for allies and hoping the shell rainstorm doesn’t wipe you out, the game doesn’t really make you feel like you are accomplishing anything. One moment you are bleeding ticket and the cap is nearly in the enemy’s favor, another it’s a sliver and you are still bleeding, then next you are actually winning. How you go about this doesn’t feel rewarding at all. Compare this to WoWs’ version of the game mode, you have concentric rings that you can cap as you get closer to the center and you can actually cap those areas, making you feel like what you do is actually making a difference.
This is certainly one of the more fun game mode since it doesn’t restrict you to caps and you have the optional cover you can use to sneak your way over to the convoy, but yeah as you said, destroying the convoys ended up being a secondary objective since they tend to just hang out behind the spawn and wouldn’t be effectively defeated until the other team is thoroughly losing anyway.
Agreed on this. Currently, the tech tree is set in an order of firepower escalation but if it was made in a more parallel process like WoWs, it could work, if objectives are given for each ship class. Otherwise, it’d be back down to bigger firepower smacking the weaker thing out of the water in a single volley. So coastal stuff navigates the shallow waters doing their objectives, while destroyers, cruisers, and battleships do their own thing. While not related to the concept, it did remind me of that combined arms game mode raised by WeBe two years ago (https://www.youtube.com/watch?v=mFbrsAj5IdA remember this?)
I vaguely remember something about this. At some point, when an armor was destroyed, all lighter calibers can go through the entire armor belt but I believe Gaijin changed it to where now lighter calibers have a chance to go through a ruined armor it otherwise cannot penetrate? But I don’t know that it also applies to HE, but yeah I hope they bring it back in some fixed form.
Thanks for the feedback and discussion!