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SkywhaleExpress #21 Posted 16 May 2016 - 10:51 PM

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Separate question:


 

What is the reason that Wargaming has made the RNG so heavy in WoWS, that when you're firing dual/triple barreled turrets, one barrel falls short, another goes over the target, one hits, and one goes off to the left or right? Isn't that counterintuitive to the fact that these turrets' barrels are all by design cambered to the same elevation of the barrel to its left and right?


 

I mean, I can understand different turrets splitting shells, but one single triple barreled turret should either all miss or all hit, right?  Or am I wrong in this thinking? Perhaps real life turrets can aim each barrel at different elevations?



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Pendragon1951 #22 Posted 16 May 2016 - 10:52 PM

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I see you have absolutely nothing about the TKers and a possible solution, here is my question-Why don't you remove friendly fire but retain the same collision physics thus removing the TKers weapon?

iEaTDaGrudge #23 Posted 16 May 2016 - 10:53 PM

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:hmm:Can we have someday able to control our premium time pls.

FallenZulu #24 Posted 16 May 2016 - 10:55 PM

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Would it be probable to adjust the CV mechanics in which allowing CV captains launch whatever plane type within the match itself and balance around that instead of having the plane modules(having a set limit of each squad type you can have in the air at one time can be a balancing factor)?

 

 Are you considering making smoke for DD's more useful, making it last longer or having a skill/perk/module to increase the duration? 

 

Will Radar be an exclusive VMF/USN ability or will you add it to other nations later on?

 


Edited by FallenZulu, 16 May 2016 - 10:59 PM.


StranaMechty #25 Posted 16 May 2016 - 10:55 PM

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Do please bother them about truly unified premium accounts.


MJPIA #26 Posted 16 May 2016 - 10:58 PM

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Why do the 152 mm/50 41st Year Type secondaries used on the Ishizuchi, Kongo and Fuso fire AP type 4 shells when those shells never existed as far as I can find and the gun used HE type 4 shells?

At whatever point the training room is officially released for use without going through files or using mods will it be possible to select premium ships to go against for testing?

On the Dreadnought when the RN's line finally comes out will it get the AP type VI, VIa or VIIa shells for its 12/45 Mark X guns?


 

 



Lord_Zath #27 Posted 16 May 2016 - 10:58 PM

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What's going on with Ranked Battles?

 

Where is the Season 2 Ranked Battles Rank 1 reward ship promised by AlsoRobots?

 

When will we catch up to the other servers with Arpeggio content?

 

Are there more collaborations planned with other series?

 

Will there be more premium aircraft carriers?

 

What are the lines currently in development?

 

Will there ever be cross-server competitions?

 

Will premium ships like Gremy, Nikolai, Tirpitz, Warspite be on sale again?  Soon or SoonTM?

 

How many Corgis is NikoPower allowed to have?

 

What are the results of the lower repair cost experiment?  What is the analysis of these results?

 

Are there any opportunities to become supertesters in the near future?

 

Where would the developers like to see the game going two years down the line?  Five years?

 

What are the issues with each community?  I wonder if they are the same or different...

 

Thanks for offering to take the forum with you to St. Petersburg!


Edited by Lord_Zath, 16 May 2016 - 11:11 PM.


INoCU #28 Posted 16 May 2016 - 11:06 PM

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Will formulas for mechanics ever be released in the near future? Namely for module incapacitation, module destruction, detonation, and flooding chance.

 

Will additional weapons/ship information be available in port in the future? Specifically, torpedo flood chance, dive bomber fire chance (can't remember if fire chance for dive bombers is in game) and average armor penatration values for most weapons. 


 

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BURN_Miner #29 Posted 16 May 2016 - 11:08 PM

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Citadel Sound was taken care off pre 5.5, then it was magically brought back with the new sound track... Why? I love the sound track/sounds, but am unable to listen to them due to the possibility of being citadeled. (Please people spare the "don't ever turn", "it's not that bad", "turn your speakers down" remarks). I've covered the issue a few times over a couple of different threads, one started by me and some I have replied in.

 


 

 

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jSteele8 #30 Posted 16 May 2016 - 11:09 PM

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Will we get Tirpitz and Warspite as permanent additions to the Premium shop, similar to the RU servers?

Why do detonations happen so frequently? Out of all of the naval battles, only 40 detonations ever actually happened.

Speaking of naval battles, will we get the Grand Naval Battles event over here in the NA servers?



Captain_F22ACE #31 Posted 16 May 2016 - 11:18 PM

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Do the devs. ever plan on returning shallows on maps?

 

Do the devs. ever plan on returning controllable scouts? 

 

Will there be more clarification with regards to the Fire, Spotting, and AA mechanics? Do the devs. feel that any of these mechanics need serious changes?

 

Are the devs. currently happy with how the radar mechanics are implemented? If not, do they plan any changes for them?

 

The the devs. have any ideas or plans regarding PvE, or 12v12 Fleet Battles?

 

I recall in a past dev. dariy video that the devs. intend to put the armor models of the ships in port, do they plan on including any additional parameters regarding shell penetration over gun ranges and other information to give players an idea of what ranges work best for AP and HE? I'd at least like to see what the max (point-blank) shell penetration is, and the min (max range) as well.

 



Kookaburras #32 Posted 16 May 2016 - 11:20 PM

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Looks like multiple flags is already on the list. I'd like to second that one. 

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Big_Spud #33 Posted 16 May 2016 - 11:22 PM

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Any plans for giving other ships their historical AA armament?

 

Any word on the manual secondary skill bug that causes them to shoot far too low and hit the water?


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mofton #34 Posted 16 May 2016 - 11:23 PM

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Is there any update on the in-port armor layout viewer?

 

Will any oddities in the torpedo defense modifier be reviewed?

 

Is the low abundance of high tier carriers a concern?


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Crucis #35 Posted 16 May 2016 - 11:25 PM

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Here's a simple request/suggestion.

 

How about updating the 3rd page of the after-action report to include a total damage done entry?  There's a mod that does this, plus it also includes the total damage done on the line to the left of all the ribbons won in the battle. 

 

Honestly, it seems really dumb to have all that damage info broken down, but not have a TOTAL damage done entry on the report.

 

 



Colber #36 Posted 16 May 2016 - 11:29 PM

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3 questions :::

 

1.  Any chance of a map editor for the community to make some basic maps that the developers could then use as a template to create an ingame for play version.

 

2.  If question 1 is possible and even if not -- any chance of a map submission contest where the developers would pick upto three submissions to create for ingame play.

 

3.  Not related to first 2 questions --

     A. Could flight squadrons on the carriers have a captain and get skills to be created to help them in either offensively or defensively ingame -- to help counter AA on cruisers or other enemy squadrons or better accuracy for DBs or tighter torpedoe spreads -- as examples -- these skills would be possible with amount of flights the squadrons flew per match. -- again like ship captains the skills could be retrained using dabloons.

 

Questions 1 and 2 are designed to help give the map developers a head start or ease for them in creating new maps  -- and in turn they could create a map test room where players can get in is specific tiers and a forum section to post comments thoughts and any issues they came across.



OgreMkV #37 Posted 16 May 2016 - 11:29 PM

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Different game modes??

 

Like escort the transports, beach assault, specialty games (for weekend specials) like "can three Iowas beat 12 isokazes" and other fun, but different stuff. 

What about shore batteries and destructable shore buildings? 



Final_Spark #38 Posted 16 May 2016 - 11:33 PM

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Any updates on the US Cruiser split with its full CL branch? Nobody seems to be asking anymore.

 

Are you pleased with how weather is implemented both as aesthetics and the game changer on North?

 

Will that bug with firing over landmasses (that's been around since forever) be squashed soon? It's quite annoying, but hasn't seemed to have garnered much attention like the penetration issue around the beginning of the year or the icon issue when 5.5 was originally released.

 

Will replays be improved in the near future? Will it ever be possible to play them with the client already running on any World of title?

 

Are there ideas for more customization with the game? The new crosshairs are a step in the right direction. Could there be room for editing the colors of different UI elements or things like shell tracers? Without modding of course.

 

What are you currently unhappy about? What accomplishment are you most proud of?



1nv4d3rZ1m #39 Posted 16 May 2016 - 11:33 PM

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Any plans to introduce customization options for ships or achievements like suggested in: http://forum.worldof...shell-splashes/

 

Any plans to introduce a mission pve system similar to armored warfare? 



Special_Kay #40 Posted 16 May 2016 - 11:40 PM

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Here are a few of my questions/requests which I feel are still pertinent:

 

1. Why not provide in-game previews for ships sold through the premium shop?

2. Glitching squadrons outside the map edge: is this exploit permitted so I can go ahead and start using it myself? Or is it not permitted, and I should both avoid using it and submit replays when I see it happen (and also then why haven't you fixed this, it's been around forever)?

3. Backend chat messages should be received prior to entering battles. You give us useful intel in the form of enemy ship ratings, and then make it temporary and also penalize us by making us miss out on pre-match planning. While you're at it: (from the same thread, via Imperium_Titan_Roma) a chat box during the load-screen would be a useful feature to have, and (from the same thread, via Zampy) improve the chat system such that chat windows in port do not get cleared after returning from a battle.


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