
To be honest, I rejected the name when I first saw it. I always felt that naval battle games were either about trying to figure out the values or fighting each other by rubbing the screen. But after playing it in depth for a while, I found that this game really has something to offer on a competitive level. It is not like skill combos like traditional MOBA, nor is it like hand speed reaction like shooting games. Instead, the focus of the battlefield is on "decision-making game".
What impressed me the most was its offensive and defensive system. Over-the-horizon strikes sound cool, right? But in actual combat, you will find that you have to calculate the flight time of the missile, predict the window period of the interceptor on the opposite side, and carefully calculate the loading CD of the vertical launch system. The whole rhythm is actually very close to the "system confrontation" idea in real naval battles. The aircraft carrier is the core, and the output position must occupy the field of view of teammates. The destroyer must block a position for the air defense shield, and the submarine must move around to find opportunities to hunt high-value targets. This division of labor logic really feels a bit like four-guarantee-one or split-band operations in e-sports competitions.
Let's talk about competitive potential. There is already a ranked confrontation mode in the current version. The 5v5 lineup is already very particular. For example, whether to bring two aircraft carriers for early suppression or two destroyers for defensive counterattack. This decision-making process itself is very strategic. Moreover, ships from different countries have unique technology trees. The American ship focuses on radar guidance, the Russian ship focuses on saturated firepower, and the Chinese ship develops in a balanced way. This means that there are many things to do in the BP stage. If the ban system can be launched in the future, it will definitely transform into an art of war conference.
At present, the balance seems to be done carefully. Although the Zero Krypton Party has limited resources at the beginning, as long as it can operate, it can still delay the comeback in the later stage with a defensive lineup. The missile interception system has a strong sense of presence, which gives the weak side a strong upper limit of operation, unlike some games that fail when the wind goes against them. Sometimes a wave of precise terminal interceptions can really turn the tide of the battle.
Of course, this game is not without its shortcomings. The current player base has not yet reached the level of popularity of national e-sports, and the matching mechanism occasionally encounters idle teammates. It is recommended that the official organize more team events in the future to stimulate ecological construction.
Anyway, as a naval battle enthusiast and sports observer, I think "Modern Naval Warfare" is the kind of strategic sports seedling that "people who understand will naturally understand". If there are brothers who are also playing, please come to the post to chat about tactical ideas, or leave your ID. We can form a fleet to play black and try to increase the score. 🏴☠️⚡
(I feel like an alien after posting this, but it doesn't matter, the soul of e-sports will never die. I'm gone.)