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its very frustating that the matchmaker just flips a coin black and white, good and bad, purple clans vs grey clans, you can see it everyday,
battles that take the full 20 minutes getting rare and rarer
more and more the rounds are like 6-10 minute rounds, it happens way to much nowadays
YES its WASTED ECONOMICS AND FLAGS when a round was just 8~ minutes.
and even if ur team has won, nobody made enough in the 8minutes
also you see often that in the end many ships surived in one 10 vs 0 in the end it feels like
that WG just gave BOTS real names
they realy realy need overwork the matchmaker and balance the players
Economic rewards are based on your score on scoreboard, which is based mostly on percentage of victims health done in damage.
If a team has 300k health between them all, it's better that you farm that in 8 minutes and move on to the next mission quickly, rather than wasting 20 minutes to farm the same amount of damage, and thus get the same rewards over a longer period of time.
If you're not getting good rewards, despite your teammates just barnstorming the enemy for you, that means you're playing too passively and not reading the state of the match correctly.
By the same token, if you're failing to get good rewards whilst your teammates are folding like paper - that absence of battle impact on your part is probably a contributing factor in your team evaporating so quickly.
Credit rewards aren't based on Win/Loss unlike XP, so even if your team fold hard - if you're doing your part and generating battle impact, you'll still be making credits.
It's a bit rougher in Ops - where AFAIK rewards are far more contingent on completing secondary objectives in addition to completing the map - but that's somewhat made up for by how easy it is to carry Ops.
Regular (not flagship) Operations are the best place to grind out credits if you're worried about potentially losing the value of a booster (because they're more consistent than Randoms); but you are trading speed (quick 8 minute random matches vs 20 minute Ops) for that consistency - and you do need to know the operation well enough to farm a good score effectively and to potentially carry a bunch of potatoes who will just straight up ignore the secondary objectives.
it already takes 2-3 minutes to drive to position or the 1st ship getting spotted
so u have 5-6 minutes to do something, it now depends which role u take, but no one will have a "farm" here if 12 players die in that time or most possible you have all 3 caps and the enemies lose a few ships and they reach 0 points, happens alot too
you cant make enough points, not as a dd and not as a bb, how often does a yamato shot in 6 minutes ? or how often can you throw torps with a shima
you realise something ?
meanwhile me with full flags and blue eco´s, that a wasted round
Makes no difference.
The points are rewarded for damaging the enemy. Someone on your team must be damaging the enemy for the match to end quickly, and thus getting the points.
Whether they are dealing that damage in 8 minutes or twenty - the economic rewards are the same amount. The only difference is that you are getting the rewards from 2.5 matches if they only last 8 minutes each; whereas you're only getting the rewards from 1 match if it takes a full twenty minutes.
If a Yamato or a Shima can't be dealing damage in 6 minutes, they can't be killing the enemy, and thus they can't be ending the matches quickly.
For a match to end quickly it requires kills - because it is the kills that subtract victory points from one team to award them to the other team.
Even in Domination you simply don't see teams just unilaterally surrendering all of the CPs and thus managing to lose the match on points, but without any of them taking any damage; in Standard you don't see back-caps happen unless so many of the enemy team die that there's no-one left to oppose it, which means damage and thus credits; in Arms Race getting buffs and thus bonus victory points means your ships are even better at killing the enemy, and thus farming credits quicker.
BTW, Yamato's got excellent range characteristics as BBs go, along with the overmatch to dunk on bow-in ships that are trying to close the distance (or kite away) at the start of a match.
It can reach out and touch people in a way that a load of other BBs simply won't.
Here's me in a battleship scoring a High Caliber within 6 minutes by the way:
https://youtu.be/vOUafNWUB_s
You can see for yourself how much battle impact a BB can potentially generate within 6 minutes; and how an enemy team losing a quarter of its ships and a third of its total HP pool to me in that time *still doesn't cause the match to end for another 5 minutes*, and how most of the teammates on my flank achieved next to nothing in those 10 minutes and thus heavily underperformed compared to me.
And this is in Arms Race - a mode which snowballs way faster than other game modes, and yet still lasts long enough for 3 quartters of the enemy team to die before the clock ran down.
you cant be in the east and west in the same time, 1 person can have a impact yes but 11 others people can still throw it away, saying that it is a skill issue is not true in most 8 minute rounds, because its 8 others player that throw away theire ship
and yes you do a lil bit damage but that doesnt matter, in the end the round doesnt feel good even it was a win, so much potencial is wasted, like my flags and blue ecos
you can say wht you want but these coinflip rounds are just annoying and WG has to do something, the gamemodes are the same for 10 years but the ships arent. further radars, further secondaries, further hydros now 7km, subs that spot you on periscope depth, it needs big changes in game modes too, not just ships
people are right when say its a money sink
atleast for green/blue/red ecos that mostly come from paid containers ..
Why is people being Bad at a game the game devs problem ?
machtmaking, gamedesign and balance, i already described
You don't need to be. Taking 20 minutes to win your flank and get the points from your flank gives you the same rewards as taking 6 minutes to win your flank and get the points from your flank.
There's no way for the game to simultaneously give you teammates on the opposite flank so bad that they don't gobble up their XP on their side of the map or win their objective; whilst also being good enough that they can win their flank and thus save you from getting steammrolled if you accidentally lose your own flank.
The two possibilities are mutually exclusive, let alone also guaranteeing the same paradox applies equally for the players on the opposite team too.
You don't lose credits if your team lose a match. As long as you are generating battle impact (so, mostly, %age of a target's max health dealt in damage), you'll be getting rewards irrespective of how badly your teammates stuff up.
If teammates are dying without dealing meaningful damage to the enemy, that leaves more damage that you can deal. If the enemy is dying to your teammates instead of you to such an extent that there's a steamroll, then you're playing too passively.
Players dying are what cause rounds to end early; players dying (in addition to merely taking lethal amounts of damage) is what generates rewards.
There's no way to slow down one without slowing down the other, defeating the purpose.
Deal more damage then? If the match is a foregone conclusion and a steamroll, there's no reason for you to try and save your ship. HP is a resource, you trade it for battle impact. In a match that's already won, you trade it for better rewards and ending the match quicker so you can get on to the next sooner.
In a match that's about to become a guaranteed loss, you trade it for high-risk plays that could potentially save the match before the loss becomes impossible to avoid.
That is totally different from saying it's a waste of economic boosters.
Rewards are skill indexed. If your performance is inconsistent, you will not get consistent benefit from the boosters.
Good players enable and facilitate their teammates, which - while not foolproof - is how they convert losses to wins and thus maintain substantially positive winrates. It also limits the effect of the opposing team snowballing.
The opposite of this is when negative winrate players make poor in-game decisions which start shutting down the various paths-to-victory that their team had available to them. Eventually there comes a point in a match where a player has personally shut down their final path-to-victory and their decisions can no longer have a bearing on whether a match is won or lost. If sufficiently terminal, shutting down those last paths to victory can also mean that you have made it impossible for your teammates' decisions to determine whether the match is won or lost too.
Really, if you're killing the enemy effectively - which is a prerequisite of getting any rewards irrespective of match duration - then they're not alive to kill teammates and thus snowball.
If you're killing the enemy effectively, you're getting all the rewards you could reasonably expect to get from the match, quickly and efficiently.
What you're describing is having your teammates be so ineffectual at killing the enemy that you have time to go traipse across the map and steal their damage, and thus rewards, from them.
Which isn't possible from a game balance perspective - because you'd have to have your flank nerfed to equally ineffectual levels for it to be fair, at which point you won't be killing the enemy quick enough to reach the opposite side of the map within those 20 minutes either.
You're also describing robbing good players of their battle impact, and reducing skill indexing, just so that bad players don't have to suffer the consequences of their misplays.
when a round end after 8minutes, one team reached 0 points, doesnt matter how much healthpoint are still on the map when the game is over !? dude stop cherry picking, there is wasteful games and thats a money sink !!
over and out
Doubtloons if you get new ships, anyway each roll is 750 and you will get 31% off if you pay for 50 rolls in one go
imo the most mandatory and costly thing in this game is premium time. The game feels grindy even with premium time, can't imagine playing without it.
Honestly I'd be interested in seeing these "Experimental ship" numbers after everything's said in done.
anecdotal evidence but losing half your hp or a heal at the very start doesn't seem over powered and I personally haven't noticed them being too much of a trouble.
I think the real problem is that people *Think* their OP, especially people who are new or bad at the game, they're going to get them and throw them into a dumpster because they don't know how to conserve HP and think the coal is super needed.