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.
The original message was already specific, and so is the new one… That does not excuse the fact that it is abhorrently long and detrimental to gameplay.
Specific can also be
Severely Damaged Target Hit At [insert game time] On [insert aircraft part] Destroyed By Friendly [insert name] At [insert game time]
But is this good? No?