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About Kuriour

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  1. Kuriour

    why is detonation a mechanic

    Um... yes it is?
  2. Kuriour

    why is detonation a mechanic

    Those flags aren't free... and if there's a mechanic to allow people that can spare the extra credits to op out of detonating, it probably feels a bit unfair to new players / one's that don't have the extra credits sitting around to not randomly explode.
  3. Kuriour

    Update 0.8.7 Feedback

    I think the real point is that there are whales, and then there are... something... bigger than whales? Giant whales? Wait wait... Space whales.
  4. Kuriour

    The New Autopilot is Great!

    So... its been making my DDs wiggle at full speed, constantly shifting the rudder 5 degrees either direction. Anyone else getting that?
  5. Kuriour

    OOOHHH BOY SUBS (added more videos)

    Kill Joy? I hardly know her.
  6. Kuriour

    ASW is no counter to Subs

    Eh, that's fair. I was thinking that if they were happy, they'd shut up, but... this is the internet. Point taken.
  7. Kuriour

    ASW is no counter to Subs

    Yep. Which means the distrust is creating a divide between players. Symptom of the same root cause.
  8. Kuriour

    Submarine Gameplay Suggestions by Public Tester Bigs

    When you put (draw?) it like that, this seems like a good proposal for how to address forward/aft weapons. My question is still... what about weapons that could be fired sideways?
  9. Kuriour

    ASW is no counter to Subs

    I completely agree with you, but that doesn't negate the point. Players don't trust WG. WG doesn't seem to be making an overt effort to fix that problem. Sure, they're promising to take the submarine rollout slowly and responsibly, but that doesn't help if you're already not trusted. More than in game glitches, more than CV balancing, more than submarine developing, this is the thing that WG really needs to work on.... (I'm personally not sure where I fall on the whole trust vs not trust thing.)
  10. Kuriour

    Submarine Gameplay Suggestions by Public Tester Bigs

    The range is kind of immaterial to me, but the ability to launch a somewhat stand off pattern would help negate the submarine's ability to bait DDs in to traps. There isn't much logic to restricting weapons that could be fired in a 360 degree (ish) arc around a destroyer to only be fired forwards and backwards. Or to making a DD drive through a circle. The whole idea of Hedgehog, Mousetrap, Squid, etc was simply to saturate a contact point with weapons, wait to see if they worked, and then saturate it again until the submarine died.
  11. Kuriour

    Submarine Gameplay Suggestions by Public Tester Bigs

    Pretty much all the Tier X DDs should have them. Friesland, Daring, Yueyang and Gearing all did have them. They also weren't just forward facing, they were trainable. Specifically this meant that a DD could through depth charges up to 1 km at a destroyer, without coming close to having to sail over the contact. This should probably work like artillary does in WoT, where you get to pick a circle away from the ship to drop them in to.
  12. Kuriour

    ASW is no counter to Subs

    I think the real problem is that a seamingly large number of players just outright do not trust Wargaming.
  13. Kuriour

    ASW is no counter to Subs

    Plus... Are depth charges going to be the only ASW weapon? They were already out of date by '45 and were being replaced by things like Weapon Alpha, which could throw an ASW bomb 800 meters in any direction. Things like that would make ASW work a bit better.
  14. Kuriour

    Opress To Set Priority AA Sector

    It's also not just 'o'. You can also press the much easier to reach `