Responding to the Severe Damage feedback & release time

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%

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ah i see now, my bad, definately want that addressed

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 ;).

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You’re joking, right? You removed 4 letters…

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Yes,… a “Confirmed kill”/“Finished Kill” would have been better ngl.

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Hell, “Assisted Kill” is just as good

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Or even just “kill counted”

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These ones were looked at, however it was decided to go with the new one mentioned today as we wanted to be specific with the wording.

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.

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I am aware, it is a joke, go ask someone for a hug.

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.

A simple “Severe Damage” would be perfect.

Are these threads for getting real feedback or just to pretend? Cause it starts to feel just that.

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I legit LOL’d when I read this part too.

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Or how about, and I’m just spitballing here, “Kill Assit”?

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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?

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Overcomplicated and non-sensical.

Solution:
Most damage done = kill
Second most damage done = assist (if applicable)

Remove pilot sniping where the pilot didn’t actually take a direct hit from a projectile.

Once kill message is declared the “dead” pilot loses ALL controls of plane - cannot maneuver or use weapons.

Done.

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Easy solution, leave it alone! It should be what it is if the match ends, I can’t think how many times I’ve been marked as killed or had a crit and made it back to base…

Exactly! And that’s without even mentioning how this affects prop gameplay, making the waste of energy/positioning for an “already dead” enemy way more possible, especially by the less experienced pilots.

I honestly can’t grasp how Gaijin came to the conclusion that a separate marker is more troublesome than complete lack of visual identification and/or separation between an “active threat” and a “severely damaged” enemy.

I find it amusing how they prioritize throwing the learning curve for 2 entire game modes (AAB, ARB) out of the window and explain it with short-term confusion by a whole one new marker.

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Another one could be just “Aircraft kill confirmed” or “… secured”

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