How are they bad?
Also, you would way get faster games with faster matches, and top tier is filled with bot players anyway so.
How are they bad?
Also, you would way get faster games with faster matches, and top tier is filled with bot players anyway so.
- the game modes are fine. Perhaps make 2 cap dominations instead of 3.
- longer matches are far more enjoyable than shorter matches, I hate people asking for shorter matches. It ruins every game mode including air and tank gameplay.
Nor do I have the ADHD it seems people want to have.
- decompression is must across all game modes. Top br should be easily increased by .3 for all.
as someone who plays on controller already, rb naval is garbage to play by massive metrics. If they are going to do anything, have range auto update, it’s WHY you have a crew. I shouldn’t have to spam A like I’m in street fighter.
ammo racking shouldn’t be removed. The scharnhorst rather just needs to be nerfed. It’s accurate and well armored. It’s low caliber, but clearly that doesn’t matter to anything it shoots. That’s why it should be the first, and only 7.3 BC. There are some BBs that could be 7.3 as well, but not many.
Fire rate usually decides who wins in naval, unless you have the caliber and armor to sustain hits.
For example, the much spammed USS Helena, dishes out insane damage to WW1 BBs before they can really do much back. Via using HE-base fuse.
light cruisers or lighter should have a spawn, and anything heavier it’s own spawn, while coastal still has its own. There needs to be less volume consumed by ships spawning in, and less collisions. Creating individual spawns for all is too much.
Decompressing coastal to force fighting against BBs is insane. Coastal should be higher I agree, to perhaps 4.7, but the German coastal that can live everything but a bomb (especially the removed ones) needs a big nerf, and need to become 4.7.
PT boats as is have a tough time fighting destroyers as is.
3.3s could simply be moved lower in br, but it’s like balancing a maus. They’re super armored in a downtier. I think the better course of action is move the slower frigates closer to battle in spawn, as playing something only going 11.2 mph is so bad, that I rarely see action, and if I do, I’m usually dead.
reducing waves on areas there shouldn’t be tons? Agreed.
Reducing them in general? No. Why? Because it’s realistic. It makes sense.
as I agree with most points, one issue should also be mentioned here. The decrease of target acquisition time (only AB) which was implemented previously to last update. This resulted in a huge nerfe of coastal boats! Now one often get killed shortly after spawning by a ship from the bluewater spawn. Previously the targetting time was mostly too long to lock on a coastal boat before it got cover behind a island. Now only 1-2 s is enough to be able to get a hit. And the SKR7/1 has now nearly a laser rangefinder.
This brings me to the 2.point - the already mentioned decompression. We have 4.3 boats and frigates which never can compete with their counterparts - compare PR206 with german Pfeil or Hugin - there is no universe in which the latter win a 1:1 vs the PR206 which even kills landing crafts like Alano or Asagao in seconds. Compare Köln with SKR - the same issue.
There is also the matchmaker which often gives only one side PR206 (in a 4.3 match) and the other has only 3.3 or 3.7 coastals resulting in a slaughter. I have a screenshot from todays match where enemy team has 2 PR206 which has after a few minutes much more kills as all other players in the match together.
Only just realised this was an AB topic. I only play RB, whoops.
But I’m sure this problem is essentially the same for both AB and RB, the problem being what I’d like to call ‘The Ambulance chaser’ problem. These players are the sort that will sit there doing nothing until the team has got an enemy down to critical health and then they go all guns blazing out of nowhere to come in and take the kill - since it seems to be kills and not as much damage that determines score. At first I thought these guys were just reloading, since some guns take a while - but no, they’re purposely sniping kills.
Something like the “severe damage” mechanic on air would help. If you dealt enough damage to an enemy vessel you should be credited a kill, no matter who delivers the finishing blow.
Yeah, that’s what I would vote for as well.