To be honest, it would be best to first severely damage the enemy and then to… leave him.
I know you risk 20% of rewards this way, but there are only two conditions for finishing that plane: killing the pilot or tearing off the tail. Both conditions are not that easy, especially when you have weak guns.
Wasting time and ammo for that 20% doesn’t really make sense, because in that time you could climb, gain some energy and attack another target for another 80% rewards.
And it’s not even guaranteed that when you leave severely damaged target, it will be finished by your teammates, as they will also have problem finishing him (they also have to meet one of these two kill conditions). So there is still a relatively high chance that this enemy will give you remaining 20% rewards, just delayed.
Because of all this, it wouldn’t even make sense to attack severely damaged planes for any other player as well. It will be much harder to finish this plane than to severely damage another plane. And for finishing you can only get 40% of rewards. So why would you waste your time, energy and ammo on severely damaged plane?
From what I see in battles, most players already ignore severely damaged planes in the current system, and they can still give you an assist (60% rewards).
The big problem is, how do you recognize severely damaged planes in the new system? In the current system it’s easy, they have grey nameplates. In the new system they will look the same as other planes.
If they end crashing or if the match ends will the one that did the severe damage receive those remaining 20% or just the “kill” in the stats?
Most people will not realize they’ve wasted their time only to get a 40% reward, instead of a 100% reward for killing an undamaged target or the previous 60% of getting an assist, simply cause they cannot tell if the target is already severely damaged or not. In their stats all will look good cause they will get the kill but not in terms of rewards.
You will receive remaining 20% and a kill. That’s exactly why they kill all severely damaged planes at the end of the battle. These planes in the current system would already be dead.
There is only one negative situation for a player that caused a severe damage. If you severely damage an enemy and he will be able to land and repair. In the current system, you would receive a frag and 100% rewards anyway (because severe damage in the new system is a destruction in the previous system). In the new system you will receive 80% of rewards, but you won’t receive a frag and remaining 20% (because your target got repaired).
But this kind of situation is very rare. Almost always a severe damage is so serious that the enemy has no chance of landing anyway. I played thousands of battles in Air Arcade and I only managed to land literally a few times in a severe damage condition.
Yeah, exactly. Like I said before, this new system will create many unclear situations, and at the same time, it won’t solve anything, it will only be more confusing. I seriously don’t understand why so many players are so happy about this new system.
After reflecting on my last comments saying to “leave the current system”, i put more thought into why this system is beneficial and how it could help the current ecosystem of kill rewards and whatnot, im personally more comfortable with the system now.
however i do want to highlight some feedback i saw here and my own thoughts on it:
gaijin i think have said that if the aircraft lands the “pending kill” as its called gets taken away from the 1+1 back to 1 for example, that way things like that dont happen
definately agree here, please find a way to make it shorter or at least ingame have it shorter than longer in the battle end summary
definitely should have this addressed as well, SPAA need their fair share too :)
anyways, thank you gaijin for your solution and im excited to see if it works :D
compared to present mechanics the reward in new mechanics is less, 80%+40% is less than killing’s 100% and Assistant’s 50%, so the severe damager should get 100% and the finisher should get 50%
So score wise, damaging a destroyer is worth 440 points total. The kill is worth 30, the assist 10. So if you did 95% of the damage, you made 428 points of score and the other player in this case made 52 from that kill. So we’re talking about 20 points of score you missed.
Except score is not used on challenges, kills are and so the points are meaningless when it comes to accomplishing tasks. Hence the need for this mechanic in Naval. Spending nearly 5 minutes swapping shells with a vessel, only for it to get sniped by a bot is not only irritating but time wasting.
The assist is 2/3rd of the kill. For example, killing a target at the same (or higher) BR is 180 score. So in the same situation, an assist will be 180 * 2 / 3 = 120.
Most players prefer to see %, which complicates things a bit. To be precise, I would have to write that the assist is 66.(6)% of the kill. But I don’t know if all countries use the same notation or not (the correct notation in my country is actually 66,(6)%, and for most players it will surely look very weird). I usually just write that assist is 60%, but this isn’t correct and it would make more sense to write it’s 66% or even 67% (because it’s actually closer to this number). But as long as you don’t do any calculations, it doesn’t really matter that much anyway.
If you want to do calculations, just use 2/3rd, because this is the only accurate way.
PS. This is just a curiosity. I’m pretty sure like 99.(9)% of the players are not interested in all this ;).
Wouldn’t color difference be more effective than specific wording?
It’s not like players are going to read it every time as taking the eyes off the battle might make them miss important things in the game.
Having:
“killed” be red.
“Kill counted” be orange.
“Assist” be yellow.
And lower scoring actions white.
(Edit: maybe “severe damage” orange and “kill counted” red?)
Would be way clearer and wording would be less important as players would read it the first times and then get an instinct reaction to the colors after a few hours of play.
Why was attacker side chosen?
can you gives more details?
As told earlier(1st post under opening post), i think that this choice of making attacker side being rewarded at end of game, is wrong on realism and in-game experience.