Naval EC should not become another version of standard Naval Battles

In my opinion, these changes are going in the wrong direction.

The problem is not simply that the old system had flaws. Of course it did. Queue times could be long, joining an ongoing battle could sometimes put you at a disadvantage, and the progression system was far from perfect.

However, instead of improving those mechanics, the solution seems to have been to remove most of what made Naval Enduring Confrontation unique.

And that is, in my opinion, the biggest problem.

Do you like the new Naval EC changes?
  • Yes
  • No
0 voters

Naval EC was supposed to be different

The entire point of Enduring Confrontation was that it was not a standard battle.

It was a long battle where your lineup evolved over time.

You started with smaller ships, earned Spawn Points through your actions, and gradually gained access to more powerful vessels. Destroyers, cruisers, battleships and aircraft could all have a role during the same battle.

That progression was not just a restriction. It was one of the core mechanics of the mode.

You had to make choices:

  • Do I spawn a cheaper ship and save my Spawn Points?
  • Do I risk bringing a more expensive vessel?
  • Should I use a destroyer to capture or attack an objective?
  • Should I bring an aircraft?
  • Should I save points for a battleship later in the battle?

This created an actual sense of progression during a long-running battle.

Now, everyone can simply spawn their strongest ship immediately and respawn it without any Spawn Point cost.

What is the reason to use a destroyer or a lower-BR cruiser if you can immediately bring your best battleship?

There is very little reason anymore.

Do you think Naval EC was better before these changes?
  • Yes
  • No
  • I haven’t played the old Naval EC
0 voters

The removal of Spawn Point costs removes an important layer of gameplay

The old Spawn Point system was not perfect, but removing it entirely does not solve the underlying problems.

It simply removes one of the mechanics that made Enduring Confrontation an Enduring Confrontation.

Before, losing your ship had consequences. Choosing when to spawn your strongest vessel mattered.

Now, a player can repeatedly spawn the same powerful ship without worrying about building up enough Spawn Points first.

This can create the opposite of strategic gameplay: repeatedly spawning the strongest available ship because there is no longer any reason not to.

A battleship becomes the obvious choice whenever it is available.

The progression between ship classes disappears.

Do you think removing Spawn Points was a good change?
  • Yes
  • No
  • I’m not sure
0 voters

The bot problem makes the situation even worse

Another major problem with the current system is the number of bots.

There is very little fun in playing an Enduring Confrontation battle that is mostly — or sometimes almost entirely — made up of AI ships.

A large part of the appeal of EC was fighting an actual opposing fleet controlled by players.

Bots can be useful to fill empty slots, especially during quiet hours.

But they should be a backup solution , not the main population of the game mode.

If I join an Enduring Confrontation battle and find myself fighting mostly AI ships, the experience becomes incredibly repetitive.

There is no real human strategy.

There is no unpredictable enemy fleet composition.

There is no real reaction to what the opposing team is doing.

And there is very little satisfaction in winning objectives against ships that are simply controlled by AI.

This creates a particularly strange situation:

EC is supposed to be a large-scale persistent multiplayer battle, but the current system can result in a large-scale battle against bots.

That does not make the mode more interesting.

It makes it feel like a PvE mode with a few players mixed in.

Do you think the current amount of AI ships makes Naval EC less interesting?
  • Yes
  • No
  • It depends on the number of players
0 voters
Should bots only be used to fill empty player slots?
  • Yes
  • Yes, and they should be low BR to allow late spawns to get SP
  • No
  • I’m not sure
0 voters

If there are not enough real players to sustain an EC battle, the answer should be to improve matchmaking and player retention — not simply fill the battlefield with bots and call it an Enduring Confrontation.

About the claimed increase in EC players

Gaijin states:

If this is the main argument for the new system, we would like to see the actual statistics and methodology behind this claim.

An increase in the number of players entering EC missions does not necessarily mean that the new system is providing a better experience.

There is an important difference between:

  • the number of players who joined an EC mission;
  • the number of players who stayed in the mission;
  • the average number of real players in a mission;
  • the average time spent in a mission;
  • and the percentage of the battle actually played by real players rather than bots.

We already have evidence suggesting that player participation and match duration can be very short in the current system.

If players join an EC mission, play for a few minutes and then leave, while the mission remains active with bots, counting those players as part of a “fourfold increase” does not tell us whether the new system is actually more successful.

We would therefore like to see the statistics behind this claim.

For example:

  • Average number of real players per EC mission.
  • Average player lifetime in an EC mission.
  • Average mission duration.
  • Average time a player remains in a mission.
  • Percentage of each mission populated by real players vs. AI.
  • Number of players who join an EC mission but leave within the first 5, 10 or 15 minutes.
  • Comparison of these statistics between the old and new systems.

The number of players who enter a mission is only one metric.

The more important question is:

Are players actually staying and enjoying the battles?

If the new system attracts four times as many players but those players leave quickly and the majority of the remaining battle is played against bots, then the raw player-count increase does not demonstrate that the new EC system is better.

We are not asking Gaijin to prove that the new system has attracted players.

We are asking Gaijin to show whether it has actually created better and more engaging EC battles .

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At this point, EC is becoming nothing more than an advanced version of standard battles

This is probably my biggest concern.

Take the current system:

  • You select your BR.
  • You bring your strongest ship.
  • You can respawn without Spawn Point limitations.
  • You fight for objectives.
  • The battle lasts longer.
  • Bots fill the empty spaces.

What is fundamentally different from a standard Naval Battle?

The map is larger.

The timer is longer.

There are more objectives.

But the actual gameplay loop is becoming extremely similar.

It feels less like Enduring Confrontation and more like:

Standard Naval Battles, but bigger, longer, and with bots.

And if that is the goal, then there is a much simpler solution.

Does the new Naval EC feel too similar to standard Naval Battles?
  • Yes, it feels almost the same
  • Somewhat
  • No, it still feels very different
0 voters

If players want this type of gameplay, just add it to standard battles

Gaijin could simply add these parameters to the existing standard Naval Battles:

  • Increase the maximum battle duration to 1 hour .
  • Allow unlimited respawns .
  • Keep the existing BR matchmaking.
  • Keep the existing objectives and maps.
  • Add more AI ships if additional activity is desired.

Then players who want a long standard battle can play it.

There would be no need to fundamentally change Naval EC.

Because the reason people played EC was precisely because it wasn’t a standard battle.

EC should offer something that standard battles cannot provide.

Otherwise, why have a separate mode at all?

Would you prefer longer standard Naval Battles with unlimited respawns instead of changing Naval EC as they did?
  • Yes
  • No
  • I would prefer both options
0 voters

The identity of Enduring Confrontation is being removed

Naval EC should be the place where players go for:

  • long battles;
  • persistent progression;
  • large maps;
  • multiple objectives;
  • different ship classes working together;
  • strategic respawn decisions;
  • evolving fleets;
  • a battle that changes over time;
  • actual large-scale player-versus-player combat.

The current direction risks removing several of these elements.

Without Spawn Points, progression disappears.

With unlimited access to the strongest ships, ship-class variety becomes less meaningful.

With large numbers of bots, the multiplayer aspect becomes weaker.

And with standard BR matchmaking and unlimited respawns, the overall gameplay becomes increasingly similar to standard Naval Battles.

At that point, the name Enduring Confrontation starts to lose its meaning.

Should Naval EC remain a separate game mode with mechanics that cannot be found in standard battles?
  • Yes
  • No
  • I’m not sure
0 voters

EC should not be made more accessible by removing its identity

Making EC permanent is a good idea.

Making it easier for players to enter is also a good idea.

Reducing unnecessary queue restrictions is reasonable.

But accessibility should not come at the cost of the mechanics that made the mode special.

The old system was not perfect.

But it had an identity.

It created a battle where your situation could evolve throughout the match.

You could start with a destroyer, earn Spawn Points, move into a cruiser, eventually bring out a battleship, lose it, adapt your strategy and fight your way back.

That is an Enduring battle.

The current system risks replacing that with:

Spawn your strongest ship → die → spawn it again → fight bots → capture objectives → repeat.

That is not the same experience.

Should Naval EC focus on progression from smaller ships to larger ships?
  • Yes
  • No
  • I’m not sure
0 voters

What should be changed instead?

Rather than removing the old mechanics, I think Gaijin should improve them.

1. Rework the spawning system

The spawning system could be divided into two fleets:

  • Forward Fleet: allows ships up to heavy cruisers.
  • Rear Fleet: allows all ships, including battleships.

Ports would follow the same logic:

  • Ports closer to the center of the map would provide lighter ships.
  • Ports further behind the frontline would provide access to heavier ships.

Heavy cruisers and battleships would still require Spawn Points when spawning from ports.

Ships that normally require Spawn Points could otherwise be spawned for free, but only from their designated fleet.

Players should also be unable to spawn at ports currently under attack.

The respawn timer is a good addition when you want to respawn at the same place with the same vessel.

The scattered spawn points around the map should be removed to make the spawning system more consistent and strategic.

This would encourage players to fight for and defend ports , while preventing a player from instantly spawning a battleship directly in the middle of an enemy assault.

2. Rework Matchmaking

For years, not only in Naval EC, matchmaking has been poorly balanced. One team can have a large number of battleships while the other has none.

Reworking the matchmaking system could solve many of these issues and make battles more balanced and enjoyable.

3. Give the battle meaningful objectives

Naval EC should revolve around three main objectives:

Destroy enemy fleets

Enemy fleets would act as the main respawn points for each team.

Destroying the supporting ships within a fleet would weaken the enemy’s ability to reinforce that area.

Once destroyed, these fleets could not simply respawn.

Capture ports

Capturing ports would provide new spawning locations closer to the enemy fleet.

Ports would also contain support ships that can be destroyed.

Destroying these support ships would increase the spawn timer associated with that port.

When a port is captured, its support ships would be restored.

Destroy convoys

Convoys would progressively move toward ports.

If a convoy reaches a port uncontested, it would automatically capture that port.

Convoys could contain both naval and ground units, providing additional objectives and rewards.

This would force players to constantly make decisions:

Attack the enemy fleet, defend a port, or intercept a convoy?

Air targets around enemy fleets could also be marked when aircraft get within a reasonable distance, helping prevent players from simply ending the battle through uncontested CAS attacks.

4. Make lower-BR ships useful

Players should be able to participate with ships as low as 1.0 BR .

Ships below 4.0 BR could receive a scouting ability that:

  • Provides Spawn Points.
  • Marks enemy units on the map.
  • Gives smaller ships a meaningful role in the battle.

This would turn lower-BR ships into useful support and reconnaissance vessels instead of simply being weaker versions of larger ships.

5. Make losing a ship less punishing

While playing EC, repair costs could be reduced by 50% .

Normal repair costs would still apply if the player voluntarily leaves their vessel.

This would make experimentation and playing weaker ships less punishing while still discouraging players from deliberately abandoning expensive ships.
6. Rework aircraft Spawn Point costs

Aircraft should have Spawn Point costs based on their actual capabilities.

For example:

  • Fighters with rockets would have a relatively low cost.
  • Strike aircraft equipped with torpedoes would cost more.
  • Bombers would require even more Spawn Points.

This would make aircraft more valuable and prevent powerful aircraft from being acquired too easily.

7. Add more missions for destroyers and smaller ships

Destroyers need more meaningful ways to earn RP and Spawn Points.

Additional missions could include:

  • Destroying enemy convoys.
  • Escorting friendly convoys.
  • Hunting enemy support ships.
  • Capturing specific objectives.
  • Destroying port facilities.
  • Attacking factories and coastal installations.
  • Reconnaissance missions.
  • Protecting transports.

This would ensure that playing a destroyer is not simply a less effective version of playing a cruiser or battleship.

Should smaller ships have more objectives and ways to earn Spawn Points?
  • Yes
  • No
  • I’m not sure
0 voters

8. Add infrastructure and port destruction missions

Ports could contain additional strategic targets such as:

  • Factories.
  • Fuel depots.
  • Warehouses.
  • Coastal installations.
  • Support vessels.

Destroying these targets would directly affect the enemy’s ability to use the port.

This would give players additional objectives instead of forcing everyone to fight in the same capture zone.

Would you like to see more convoy, port, factory and fleet destruction missions?
  • Yes
  • No
  • I’m not sure
0 voters

9. Improve AI balance

AI aircraft should be adjusted so that players are not constantly attacked by aircraft significantly above their own capabilities.

For example, the game could reduce the number of AI aircraft that are more than +1.0 BR above the player’s maximum aircraft BR .

Ground-based AI anti-aircraft weapons should also have their accuracy reduced, particularly against convoys and ground-attack objectives.

The goal should be to make these objectives dangerous, but not frustrating or impossible to complete.

10. Increase the player capacity

The maximum number of players could potentially be increased to around 100 players .

This would make the large EC maps feel much more alive and would better justify the scale of the mode.

There has also been interest in having players participate using aircraft in a more substantial way.

One possible idea would be to reserve around 10–20 additional player slots for aircraft-only players .

However, this should be considered hypothetical and would require significant testing and balancing to determine whether it actually improves Naval EC.

The same concept could potentially be explored for ground forces in the future, allowing players to participate in a broader combined-arms EC experience.

Again, this is only a possible future concept , not a requirement for Naval EC.

11. Allow ships to repair at friendly harbors

Players could be allowed to repair their ships at friendly harbors if:

  • They are not currently under attack.
  • The ship has remained in the harbor area for around 3 minutes .

This would give damaged ships another option besides simply abandoning the vessel and spawning another one.

It would also make controlling harbors strategically important throughout the battle.

12. Keep Naval EC permanent

Making Naval EC permanent is one of the changes that should stay.

It gives the mode visibility and makes it easier for players to find a game.

But permanent EC should remain Enduring Confrontation , rather than becoming a permanent copy of standard Naval Battles.


Conclusion

I don’t think Naval EC needed to be replaced.

It needed to be fixed .

The old system had problems, but those problems could have been addressed without removing the mechanics that made EC unique.

The Spawn Point system, progression, different ship classes and evolving battles were not problems to be removed. They were the foundation of the mode that needed balancing and refinement.

The current direction removes too much of that.

And when you combine:

unlimited respawns + immediate access to the strongest ships + standard BR matchmaking + large numbers of bots

you end up with something that is very difficult to distinguish from an extended standard Naval Battle.

If players want a one-hour battle with unlimited respawns, Gaijin can simply offer exactly that as an option in standard Naval Battles.

For example:

Standard Naval Battle — 1 hour — unlimited respawns

Problem solved.

There is no reason to sacrifice the identity of Naval EC to provide an experience that could simply be added as an option to the existing game mode.

Naval EC should offer something that standard Naval Battles and other gamemodes cannot.

It should be about progression, resource management, different ship classes, evolving objectives, strategic decisions and large-scale player battles.

The old system wasn’t perfect.

But it was Naval EC .

The new system risks being nothing more than Standard Naval Battles+ .

And if that is what EC becomes, then I honestly don’t see much reason to play Naval EC anymore.

41 Likes

IMO, I like the “new” EC game mode as a game mode, but I don’t like it replacing old EC. What we got should replace random battles at high tiers (please for the love of the snail, anything but the circle gamemode) and EC should stay EC as it used to be.

21 Likes

As long as one team will have 2 players with 6.3 battleships and the other team has one player with 5.7 and 2 players with 5.3 what exactly did they fix about unbalance and one team falling behind?

Now one team doesn just fall behind. It is behind and outmatched right at match start. And will be for the entire match no matter how well they play. They can sink these battleships 10 times in their destroyers. It wont do anything. They will simply respawn. While they would have run out of SP after their second death in the old system.

well, just great man. Now they dont even have to accumulate points anymore for this to happen. Now this doesnt only happen in the later stages of the game. When one team start with an average of 0.7 BR higher ships right at matchstart??? The more hopeless the position became? Man. They have several battleships and all that we have is one cruiser and destroyers. It doesnt become hopeless. It is hopeless. Right at match start.

A Comeback? As soon as they get the attacking spawns right in front of the ports it is over. I have one spawn per 5.3 destroyer to defend my ports from a team of 6.3 battleships. And the best any other player in my team (of which theres two) has is 5.7! Comeback my gluteus maximus man, id be happy to be able to defend one port alone, but the enemy battleships can just respawn endlessly. Should i go on a trip to cap one of their ports? But why???All that will do is manifest a battleship right in my face?

The bots though arent even as bad as i thought. I played 5.3 and they are actually dangerous firing back in a reasonable amount, hitting and missing, though it feels like basically any hit does critical damage from 17 km away while you cant do anything to them or struggle hitting them from that range. But they are just too many. Who tf will play 3 hour matches with only 3 players. That most likely spawn 30 km away. And are in battleships 1.0 BR higher than you. And the Bots dont spawn on the action objectives and spawns. At Dover strait they only spawn at the ports at the shores of britain or france.

And if the enemy players spawn closer, they spawn their 6.3 Battleships 10 km from your port. That you have one spawn in your way worse destroyer to defend from. Even if you manage to sink them somehow before they cap, they survived long enough and can just respawn full crew, fully repaired, full ammo. 10 km from your port again. BECAUSE NO SP SYSTEM! The Max BR and the number of players of one team that has (for example) 6.3 needs to be the same with the other team. Especially with actual player numbers this low.

As long as the team compositions are still this unbalanced and the player numbers per match this low all that these changes do is turn it into Heli EC 2.0

Can still farm though. But im sure you guys are working on fixing the economy already so you could come out with negative sl after playing three hours and doing good, like it was before…Its really a miracle to me how a mode where you could get completely outclassed and had 2 effective spawnpoints to chose but both were already camped by multiple battleships of players that were in the match an hour longer doesnt spark great interest of newer players. And then, after the 3 hour match was finished, they leave after 2 or 30 deaths after loopspawning in the same spawn BECAUSE THERE ARE NO OTHER SPAWNOPTIONS and get an end result of -60000 sl.

But, instead of coming up with a solution of giving the players that are too far behind a steady automatic sp income, increase the sp rewards for killing the convoy, adding bots with low br ships that give sp when you sink them and create areas where its not worth for battleships to go and where only the low BR ships can spawn and fight each other, they remove Spawnpoints entirely, the only “currency” you risk losing should you run into good torpedoes or get bombed in your sojuz or iowa…You Got to be kidding me man.

  • Create areas on the maps where only destroyers or the free to spawn ships are allowed to spawn.
  • Give them more missions and targets and things to do that grant SP (the bots are a good step into that direction) but why the fk did killing a carrier, tanker or convoy destroyer give only like 20 SP? its not worth the time you put into sinking one of these for 0 reward…
  • Scatter more spawn options where the low BR ships can fight each other on parts of the maps that are completely unused so far. With options to spawn far away from the nearest enemy Battleship. With an enemy destroyer spawn as well and some bots spawning there that will only attack you if you shoot at them. One at a time.
  • Create a system where people that join matches late start with a certain amount of SP: Every 10 minutes late: 100 or even 200 SP
  • Implement a system where players in the lowest free to spawn ships have an automatic increase slowly of SP but ONLY while they are in these low BR ships
  • Create areas where battleships cant enter. Either like a map border or through water depth which would even be realistic. Like coastal areas in RB. At least 2, maybe 3 close range areas which are only accessible for destroyers/light cruisers.
  • Further reduce the SP reward for killing starter ships in the highest BR ships. Only killing ships of a similar BR should grant meaningful SP income
  • @Bombe18 This is probably the wildest idea (not sure if it would work or is actually good): Players slowly lose SP over time when they are in one of the highest BR battleships, making it so if they have a good and long run with it, for the next spawn they will have to play a low/er BR ship and regain points. That could be rather easy, everyone loves to play the big botes, but at least you cant go right back into your sojuz/iowa/yamato or whatever is highest BR at that match. But having 2000 SP after one run in an Iowa/sojuz or whatever will be a thing of the past. Especially combined with reduced SP gains for killing low tier destroyers.

Its not that complicated man. How is it that hard to come up with possible solutions of this kind and implement them? You have a problem of one team falling more and more behind in SP and capability to fight back. Find options to alleviate that? If one team is accumulating too much SP and can be in ships forever that the other team cant do anything to that makes them also gain SP, while the bully ships gain more SP than they could possibly lose each life, what could you do @Stona_WT? Allowing everyone to spawn his strongest ships for free aint the solution when one team has access to way stronger ships to begin with…

How does making it possible to spawn a sojuz or an iowa for free 20 times a match help with people with lower br ships getting pushed out of the matches??? The respawn timer on the same cap might help with that/is a step in the right direction, but how long is the respawn timer for a top br ship? The same like the lowest BR ones? I can survive for 7 minutes in an iowa. But not in the hood defending my port from the same iowa…

9 Likes

definitely we will stand with you Bombe18 this time.And we are gathering more players to participate in this votation!

8 Likes

yes ,they can make new and old co-exist

4 Likes

He calls it Naval EC, so GAIJIN should add more missions: land attack, anti-submarine warfare, air defense, and even air-fleet control and bombing. There are too many things to optimize and balance, but thankfully they haven’t forgotten this model.

5 Likes

Naval EC should outright replace “Randumb Battles” for ships. The “instant action” format simply doesn’t work for ships and never has.

Meanwhile I voted the way I did because the Spawn Point System was FUBAR. If you list the top of the bracket at any given level, people will spam any “abusable” means to play the top of the bracket before everyone else. Therefore I actually support removing the idiotic spawn point feature altogether - it doesn’t work, never has, and never will.

Instead, what is needed are a much larger variety of objectives that keep all classes of ships relevant no matter how many big gun battleships are roaming around. Add objectives that reward destroyers’ generally much higher speeds compared to BBs. Add objectives that reward cruisers’ focus in many cases on massed AAA mountings. Expand the maps’ land sections so coastal vessels can infiltrate inland into river systems to do things, where DDs, Coastal Monitors, and larger ships cannot go at all.

Hell, why not also allow player ships to deploy landing crafts that when they hit the beach they create spawn points for player tanks, and thus transform this into a Full Combined Arms RB EC with no Idiotmode Red Enemy Markers? Add in the multi-building bombing objectives from the Deep Strike Event without the overly-cracked AAA surrounding it. Add in the periodic AI-vs-AI ground engagements as the front line pushes inland from captured port cities. Let player tanks take over and neutralize enemy airfields - when they run out of airfields to take off from, match ends.

Several maps such as Saipan, Denmark, and English Channel are PERFECT to test such a thing.

6 Likes

I like the new EC mode, there’s no longer people spamming the american premium PT boat with missiles and constantly J-ing out and respawning, making it impossible for anyone that just joined to get any SP while they very easily get the SP to spawn a BB

They are changing this next update. Players that will J out will give their kill to the closest.
It will be in the past soon any way.

And it still possible you know :)

2 Likes

Not as viable anymore since you can instantly spawn whatever ship you want

The timer they added is great, i’ll not say anything about this.
This was necessary.

But the bots and others ,… no.

It destroyed the naval EC essence.

8 Likes

I do kinda wish EC had rewards scaling with time played, so if for example you had a uboat wolfpack (whenever they come) and it took you an hour to do a proper attack on a convoy, you would get like 100k rp for it instead of like 50 rp and a headpat

No need, players already got 100k now every match they play … As they farm bots

6 Likes

Exactly my point about scaling with time played
You can farm bots for 100k or do a single attack on a convoy
Both take the same amount of time

You should understand that there is not only NRB EC but also NAB EC and those changes are good for NAB.

You should also understand that players at the moment not even know that EC now available on all BRs from 3.3 to 8.7, there is not even a news post on game site about that, maybe they will announce it with next major update which will bring more players in to EC after that.

That’s the main issue I had with old EC

argument that often comes back is “smaller ships had their roles too” but it was mostly just being bullied

Torpedo nets also did not help, who thought nerfing one of the less meta weaponry in naval was a good idea ?

Spawning whatever you want only makes sense if rock paper scissor logic is applied, issue is, for now we only have rock and scissors.
If submarines becomes a thing, the need for longer matches being accessible to all and the fact that you can spawn anything starts making a little more sense, but no clues leads to believe they are coming anytime soon

My point is, absolute freedom in what you spawn isn’t a bad thing per se, but every class should play a core in loss or victory, and that simply isn’t/wasn’t the case, be it in the new EC, or old EC

5 Likes

I know that there are NAB, and NAB is counted in.
But if NAB players want this bot gamemode, so you can just tell it to reverse RB EC but not AB EC ?

The next addition to launch EC is good, but not changing the core of the gameplay.
Now its just a copy+ of regular battles.

4 Likes

We know that some players likes to have PVE, and I agree that sometime its a good thing and more peacefull when you want to chill.

Why dont gaijin (@Stona_WT ), dont you make a PVE lobby only calqued on the actual EC and bring back the old one?

It could be a good compromise ?

image

7 Likes

absolutely yes, everyone gets what they want by this way

7 Likes

Core gameplay isn’t changed there is still map objectives and and variety of vehicles used. But now without rat race to the top ship to pummel everyone else.

Couple of tweaks and it will be even better - my thoughts about that.

As for me you in the first place focused on 8.7 gameplay and disappointed that now anyone could give you fight back. Yesterday i played 8.7 match on Soyz and was pommeled with torpedo boats and destroyers the whole match and that was fun. But i also played lower BRs and had so many PVP that i haven’t had in regular games for a while, and most of the kills were players not bots despite of lower player numbers, but with unlimited respawns it’s not a problem instant pvp action is always there.


1 Like