I am aware that the matter is at a dead end, but, FFS!!
A SINGLE ENEMY MOTORBOAT enters the “A” coastal capture point unopposed and tickets start running out.
8 minutes pass.
Enemy fleet wins while heavies are still halfway to their first bluewater capture points “B” or “C”.
That’s 8 minutes of my life wasted trading shots between 16 to 6 km.
This is not fun (but this is War Thunder, if you’re having fun, you’re playing it wrong)
This is not a enjoyable game experience (obviously).
This is not even good game design.
Why not have maps like land maps? Each team starts with a capture point near their spawn (say, one minute at cruiser speed, two minutes at battleship speed), then they fight for a central capture point.
And then remove the “hydroplane captures” mechanic or tune it so that only works when there are more friendly ships than enemy ships closer to the point.
This way it takes something else than a single punk in a single ship to win a game after 8 agonising minutes of paint drying.
Cause at least some maps for big ships should be more like this, with home capture points and intersecting middle capture points - with sweetspots where you could defend both of CP. CP could be capturable or contestable(like in big circle maps) or combination of both(like middle one contestable home capturable or vice versa) in different maps.
On Big circle maps circle itself should be enlarged to include respawns, then it will be real “king of the hill”, not - “some bots and players run away or stayed on respawn to keep distance and some at least tried to contest the circle”.
They were eliminated from matchmaker 6.3+ BRs with “Decompression” introduced year ago, for no reason.
Honestly it wouldn’t be as bad if they just fixed the ticket drain. It drains way too quickly giving players really short matches because one player captured one point! Happens to me all the time in my current US Coastal tree grind!
Hydroplanes and boats are part of the projection of naval power. Why would a raiding party on a boat or plane not cap a point? Everyone can spawn a boat. Let people play the mission, with your design the game becomes a team deathmatch like in air RB.
I like the land map concept but still gotta plug my “capture points should be a handicap bonus, not a game winner” idea:
would it make sense change the purpose of caps from a constant, fixed ticket loss to more of a handicapping bonus system?
like being loosey goosey with the numbers:
Team 1 is wrecking Team 2 with like 6 kills a minute (-600 tickets/minute) but Team 2 caps a point while inflicting 2 kills a minute working out to -250 tickets/minute from the cap in addition to the -200 tickets/minute from kills. -600/min vs -450/min, victory for Team 1 in 25 minutes
But then if Team 1 keeps wrecking Team 2 and caps all points, the ticket loss bonus for those caps reduces to next to nothing since it doesn’t really affect the balance of the game anyways
the goal being to let matches actually stretch out to nearly the 25 minutes they should be, letting the dominating team get tons of rewards from kills but still giving the losing team some sort of chance to get their shit together.
Because not everybody can spawn hydroplanes and some of us like moving our BB asses at 40 kph for a win without a twin seat hydroplane doing “the job”. Would you like that “capping the point” required destroying a target inside it with gunfire from no less than 19 km away? “Everybody” can shoot guns at a distant target…!
Naval wars were rarely battleship vs battleship with no other ships participating. Most of the time there were ships with different roles. If a team does not field any boats (which you can see happening in the lobby when spawning!) the tactic from that team is a huge game the other team also does not patrol the small cap. That gamble can pay of due to higher firepower from the big guns. But it is a gamble you and your team seem too make very offen and it not always pays of. You seem to meet teams not taking the risk by dividing their presence over the caps with big and small ships.
“My team” as in “some random dudes who waited 3 to 8 minutes until the lobby had enough people to start a battle”, with the gamble of “let’s spawn something that won’t be obliterated in the first 30 seconds of encountering enemy fire”.
Many things are broken with naval battles because it’s impossible to have combined arms out of random players in random vehicles, and letting players make stable teams eventually ends with people quitting as soon as “Team Pro Elite” shows up in the roster. Random teams, as bad as they are, are better than the alternative of a small gang of Pro Elite dudes single handedly making it worthless to play for 30+ players at a time (both opposite team who die too fast and their own team who can’t slip a kill sideways before Team Pro Elite ends the battle).
With “who can’t slip a kill” says enough… some naval battles were won with a single shot fired but here we have players just wanting to kill things. War are won on achieving objectives, not the amount of kills one side gets.
Happened again, map was Franz Josef Land. Seriously Gaijin, remove this map, or remove the boat capture point, or do something because this situation is unacceptable.
(Meanwhile I’ve banned it, that map is a bloody embarrassment)
No admiral would send a BB to that small cap like that, way to dangerous for capital ships to be in such narrow contested waters. This is exactly why boats, corvettes and destroyers have a place in naval battles and not sending them in is neglecting the mission.
With any multicap map, main part of winning the mission is allocating the finite resources to the caps where you can make most difference. If you send one or two players with 1/3rd of their spawns in a boat or destroyer to a small cap you should have a good reward for that if the enemy ignores that cap.
its also just a bit unrealistic for a BB to even make it into a small cap given their deep draft.
with subs coming either the snail needs to put in the actual work on oceanic terrain, giving them a chance to rework cap points completely or make the entire map like 100 meters deep and we’ll have a new problem of players taking cap points from underwater.
Palau Islands, another masterfully crafted map won by the first to slip an hydroplane into a cap. Absolutely exhilarating gameplay, lost still 2 km away from the nearest capture point.
Some players asked for enlarging the maps and devs delivered it - breaking almost any gameplay on those maps. Beside that most of maps with 3 points and islands were excluded from 6.3+ matchmaker.
If I don’t spawn in a coastal torp boat, I’m stuck heading toward the point with a cruiser and spend all my match heading to action. I hate that I’m not alone in this feeling, but it’s nice to know it ain’t just me.
If you start the game by spawning a boat and capping one or two caps, send torps towards the enemy bluewater fleet and then spawn a bb or ca, you would probably enormously increase you win rate.