players cannot look like a bank of tuna at the beginning of the game
trying to move, shoot, fire a salvo of torpedoes and dodge other players while taking enemy fire from the other spawn point
ship are ten times more bigger than a tank
In other matters, some aircraft spawn in 800 meters high and only 2000 meters from a capture point and if it is occupied by enemies you are finished in only 20 seconds.
The bombers leave 1500 meters high, which takes 3 or 4 minutes to reach a certain height to survive at least one attack.
some ships have a missiles with a range of 14kms making useless any plane
addendum
The SKR-7 or SKR series vessels with radar guided gun
new exploite use AA shells to kill crew even well protected ships like cruisers and advanced destroyers
the severe inmortality crew of frigates and corvettes
On some map this is a pain in the arse and is certainly an area that could do with addressing
Spawn alt is based upon aircraft type I beleive, but the distance from objective is comprable. If your team has a let an enemy ship basically enter your spawn and shipe you upon spawning in a plane. then thats on your team not map design (Ive done this quite a bit in ships like HMS London and watching freshly spawned planes get destroyed is rather funny)
Other points have been addressed - but this one is specifically a skill issue - as has been mentioned try spawning last.
But also you can slow down and let other ships get past - few player seem aware enough to do this tbh, but it can save you a lot of hassles.
If you are in a fast ship then another “option” is simply to sail straight ahead until clear of the scrum - again too many players spawn and immediately do a 90 degree turn resulting in many collisions.
I dont know if I entirely agree with that. I think there is ample room on most maps to increase the spawn area at least to a certain degree and/or add additional spawn points (especially for larger ships).
Sitting on the vheicle selection window for a few minutes waiting for your team to move out of spawn isnt fun and being basically blocked from taking any meaningful action for the first minutes is also not that fun.
also the cap points?? a ship does not move fast enough to get 3km in 30 seconds to uncap a point even if your team is winning material wise. the cap points honestly just need to be completely reworked, or they need to tick way slower. they don’t work with ships at all
That’s why you get this thing called a “lineup” or “preset” - so you can have different vehicles to do some things that other vehicles can not… if the other guy can cap all the points with fast boats why can’t your side do it too?
See “use another type of vessel to do something you can’t do in this one”, also see “if the other guy can cap all the points with fast boats why can’t your side do it too?”
you don’t get it. it doesn’t matter what type of vessel i or anyone else uses, they can’t move 3km in 30 seconds. if someone across the map gets to a cap point and then my team has to get there, they aren’t getting across the map unless they were already there.
vessels of any kind are too slow and the ranges are too big for the “cap rush” gameplay that the game is leaning towards
There is this stupid timer that does not allow you to spawn at first. It was introduced with tanks, so people cannot cap rush, but for some stupid reason it’s in Naval as well. This results with everybody waiting and spawning at the same time, like in a can of sardines. You cannot turn, you can just go forward or try to stop and wait like a sitting duck while being shot at by half of the enemy team. A good example is Franz Josef map.
Funny thing, if you wait with spawning and then finally spawn, very often you get placed at the front of your teammates (that spawned earlier), so you then get focused by the enemy as well, as you are closer and clearly visible by them.
This is especially bad when the entire team spawns in the far corner of the map (even destroyers) and you spawn all alone in a destroyer near caps A and B and end up facing 3-4 enemies at the same time.