Ahah ! I can understand what you feel about all what gaijin did to WT naval
And you are right.
But I think WE (all together) can make naval great again.
All true, and figuring the amount of work coding our ideas might take is quite often not even considered when players make requests such as these.
I do not know enough about coding to even venture a guess about the time/effort involved with my ideas, one of the reasons I gave two . . . just in case one might be “labor intensive” or something.
And the numbers I tossed out are just arbitrary in nature anyway, adjusting them to make the idea work better is perfectly fine . . . nothing I put out there is carved in stone by any means.
All with the idea of these last hit “wonder shots” by bots and even players on occasion is just not working properly as far as I can tell . . some kinda “Severe Damage” mechanic is needed.
Something like in air only better functionality. The air mechanic has caused hit detection to get so bad, everything now is almost all RNG . . . the actual game and skill involved has been hammered hard. . . I wouldn’t want to see that in naval, as it has more than enough RNG to it already . … . the whole game does anymore . . .
But in the end, it is what it is . . . adjust, adapt, overcome . . . that’s what we as gamers do here
Because that system clearly does not work if despite the amont of damage done to an enemy the kill credit goes to the last guy who it the target. My proposition was to create a system where the game takes into account who did what and the player who did the most gets the kill credit regardless of who dealt the final blow.
Bots should not be getting kill credit period just because - for example - The OP as hell T22 bot ammo explodes a battleship I just set a fire in the ammo elevator just over the magazine.
Conversely, I shouldn’t be getting the kill credit when I 0%'d a ship’s crew when it was already scuttling itself because someone else knocked it to 8% or less.
The system has flaws but there probably is an easy solution to code the game on ‘this player knocked the ship to 8% or less, so he gets the kill.’ while everyone else who hit the ship beforehand for even a few % crew gets an assist.
G’day Bombe18,
I agree with this thread on the bot killsteals, I’m annoyed with it no matter the BR or TT Branch (although more annoyed with it when playing Bluewater+ ships of the Coastal TT).
I think we should have two systems in place with one for bots & another for players an I believe it should be an assist counts as kill for players that do 80% of damage resulting in both getting the kill meanwhile AI’s count as a full kill to the player that has damaged another ship the most (AI’s would then get an assist talued to their name).
Before when I mentioned Bluewater+ ships as many are but in another tree yet suffer from insane ammunition costs, often to be the best in a match yo I must expend thousands of SL to do. Often it makes me extremely mad when I expend close to 40000 sl firing SAP/APHE/HE-DF/HE-VT ammunition against foes be them enemy shipping or aircraft only for an AI to bloody nick it makes me wrathful as a result.
I already know I’m not making much SL as I sink sub Rank III machines & firing all that SL yet when the AI gets the kill it’s AAAAAAAAAARRRGHHHH.
Two ships most felt by that:
• Type 41 AD Frigate HMS Leopard F14 (50 sl shells, 4000 sl a minute)
• Ayanami class Destroyer JDS Ayanami DD-103 (6700 sl belts, should be separate shells)
“Kill credit” itself mean almost nothing in naval(just number in statistics), reward already splitting by the crew damage dealt. But there is problems in damage counting system which should be solved, and everything will be more than fair.
+1
Totally agree
Stona say the kill reward is based on who “most damaging other ship” but reality is like roll a dice
Sometime u just need to fire 1 HE to 100% crew of enemy ship but u still get the kill if your team detonated their ammorack.
Stona clearly not play a single Navalmatch.
If he do he the worst player in this game who doent know anything about how Naval situation rn.
Actually, 5% do not want a rework.
This is really … small !
When I’m playing WT naval and spend 3 minutes chipping away at another boats crew just for a boat to steal the kill:

I feel like everyone who voted no are kill thieves in Naval…
Yeah, i had the same feeling about this.
By curiosity, did you looked at their stats ? 👀
No, but I might
“Kill Stealing” in Naval EC – why it’s mostly a myth (and why we should chill) there’s same this topic talk abt
Ew… AI art
its the message not the media
As long as attributed kills, damage, score and position in your team are criteria for the completion of
tasks, events, wagers and BP challenges, “kill stealing” is going to remain an issue, at least outside of EC.
I love it when I’m abusing a battle cruiser with my Iowa all the way from freshy to critically damaged and it just dies in between volleys. No kill credit. No assist.
It’s cool though, practice is fun too, right?
That’s why it need to be changed. More vote we have, we would have more change to see this changed.
Hope with this topic, we will have a patch.
But remember, stona said that you get good reward by damaging enemies

I want to see how it will work in battle.
What will happen if you destroy shellroom and he sink and another player deal only 125 damages to him ?
Cause shell room is around 124 damage. Who will have the kill?
Shell room detonations usually result in a significant loss of crew, which should be enough to trigger the heavy damage award for depleting 30% crew in most situations (with 50% depletion needed for the severe damage credit), on top of the crew you have depleted prior to detonating the shell room. I’m guessing that instead of losing the kill credit entirely with nothing other than an assist, you would be getting heavy and/or severe damage awards more often than not.
I’m curious to see how much the heavy damage award is compared to severe damage, since the 30% crew depletion threshold will be met more often than the 50% crew depletion for severe damage.
So while this crew-focused solution may not be perfect for every situation, including fire/flooding/module damage, it seems to be a promising concept that adds a whole lot more consistency over the existing system.
