Youre meant to PTFO in war thunder. use a seaplane or pt boat to capture or neutralise the points
I’m sure the same people who say you should use one of your 3 spawns to run at caps so a match ends in 5 minutes and no one gets any rewards has the same opinions on BT-7s rushing caps in top tier.
If I queue in a 7.0 lobby its because I want to play 7.0, not fight over some tiny cap in a boat when I’m bound to run into some meta coastal vessel the nation I’m playing doesn’t have.
Let me hop in a hydroplane in a ship invented before those existed and spend a couple minutes flying in a 4V4 depriving my team of a quarter of their firepower while I’m doing so.
Zones don’t make sense for capital ships.
If I wanted to fight over caps I’d go play coastal.
And there’s so little rewards to be had when a match only lasts for 5 minutes because a pr206 charged and is camping those caps its just better to crew lock and move on.
When I play a battleship, battlecruiser or dreadnought, you’re really suggesting to J out, sink it? Ffinally spawn a coastal boat just to re-capture nameless circles in a coastal area?
What are 7.0 ships good for, when the match decision depends on small boats?
Solution would be to inactivate the inner cap points from a certain BR onwards. Also reduce the ticket loss rate. Extent the game time to allow re-captures. Capital ship gameplay is just slower paced and the ship spawns are very far out. Superfast coastals + capture machanics are not really compatible. Especially since they spawn literally next to the spawn points. Its already decided before my slow turrets even rotate towards these point.
Introduction of seaplanes half solved this problem but not all battleships have them. Perhaps they can introduce something similar to ground AB where players can temporarily use boats to fight with the opponent boats and to cap.
it would be a solution, but tbh: When I play capital ships, I just don’t want to roll boats. Boat gameplay is entirely different.
Seaplanes are not really working to counter this, since most boats easily shot them down. As you already said, not all bluewater ships have seaplanes.
Three-cap on a wide-open flat map would have its own problems, I suspect. The only reason it works at all (same as in WoWS and WTM) is the presence of some terrain.
Reducing terrain and further separating spawn to make the mode more like in those other games would run up against the complaints of people they couldn’t start shooting immediately. We just saw the two coastal maps with the most terrain removed this week because players complained it took too long to get into action.
So yeah, I don’t think there’s any easy fixes here. People want 12-minute games, that brings everything close, with no terrain that becomes a big-fish little-fish situation where the bottom BRs if they’re smart just ODL and hope for better, as we see in the current one-cap mode already.
My one idea would be to make the class of tech tree floatplanes first-spawn possible (no SP required), same as boats and ships. That would increase the possibilities at all BRs for creative play to deny or seize the boat cap. A lineup with three Battleships and a floatplane you can fly out first to contest the boat cap would be more fun and flexible for some people than two Battleships, a boat, and a plane you can’t spawn til end game.
(EDIT: this approach worked well in tournaments, where in 3v3/4v4/5v5 naval you could spawn one of the planes you were allowed at start (mostly floatplanes) as well as coastals, destroyers and cruisers.
The advantage there was the floatplane was more versatile as a first spawn. If the other side started with a boat, you could snap it and deny the cap. But if there’s no boat you could still go on fighter patrol or try to bomb one of the capital ships. Also you start at altitude, whereas cruiser floatplanes have to fight for height and take longer to get in position over the boat cap. Plus worst case you got a good look at the battlefield and could use that info for your second capital ship spawn.)
More Gaijin than people, because longer game means more rewad to player, which Gaijin definitely hates.
Exactly a long 25 minute match generates very high RP and SL rewards, especially since most of the action happens later on. Within the first minutes just alot positioning and long range shooting happenes.
A short, abortive match not only has low game-time modifiers, but also jut few kills and low damage done. You get almost nothing if the match bar blinks down too quickly with just 1 or 2 kills.
While vice verca you might get tenths of thousand RP and hundret++ thousand SL.
I doubt alot players want short 10 min matches, its a waste of time. Its similar in Air RB and Ground RB. Long match + decent activity result in high rewards. The same time used for several short matches gives not that much.
modify the caps so boat caps bleed at less than half the rate of blue water caps
a lot of the problems spring from some of the stupid daily tasks they set so one person getting them screws a whole game for everyone else
as a funny bitch
i just got a daily task of kill 2 player vessels … cool sounds reasonable
the match maker gives me a match against 1 real player and the rest bots … ok thats going to make it harder
and the real player is 3 full br’s above me … hahaha u useless …
With one of the the last patches they changed this. Killing these bot ‘players’ also applies for the task now
How did it do that?? sure it means some capital ships stand a small chance of capping - but not if the other side has PT boats or the equivalent - Seaplanes are just free pinata’s for any boats capping the zones.
Don’t think there are many naval players that want 10 -minute games…thats basically queue-time!
It’s just Gajin lacking the will to evolve the game into something more than the arcade-style domination maps we have now!
As it stands now, the convoy maps are the least terrible ones. The AI convoy ships toast every under BRed boat which tries to rat the match. Its usually decided by capital ship players.
The big circle maps are also at least viable. But forcing everyone in one big circle to duke it out lacks creativity. Flanking tours like on convoy maps are not an option. Also this gamemode is always won by the bigger team. If one team member is annoyed and leaves, it dunks everyone. The match is auto-lost.
Three cap matches are a no go. Boats snatching the caps and match bar blinks down before major action happens. See post #1.
Yeah, agreed!
Problem with encounter is, yet again, map spawns imo. If you are a bit unlucky once you spawn in and are focused you are basically screwed…
Thats actually a lot better in the conquest ones.
Smart players wait. Let bots spawn first.
Smart players that wait targets the biggest threats when they spawn, so thats not really any argument at all against being screwed if you get focused by more enemies!
Besides, its not like you spawn far behind everyone else when forced to spawn either.
Nor does it change the fact that spawns are way too open and too close! African Gulf is the worst offender!
Guess its personal preference, if you enjoy close spawns, good for you! I find them crappy as hell!
The problem with the big circle maps is that in the current meta ~70% of players on each team are bots, and for some reason some bots simply refuse to enter the cap. So matches are decides by whoever side’s bots feel like completing the objective.
'smart players ’ that spawn late are ah players selfish and not team players … sink them first if opposition
same for players that only play op vessels
Someone got hurt badly and isn’t taking it well… you do know that advocating hostile actions against your own team is against the rules… right??
ohh you are kidding … how sad … did they act like a child
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