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About Zoot21

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  1. THE PROBLEM In game, the islands in each map look the same. It's visually boring. SOLUTION Make the islands appear different from each other, both in the battle screen and on the mini-map. Tropical differences: Temperate differences: Polar differences: Thank you. Zoot21
  2. Zoot21

    Getting uptiered every match

    Adding my $.02 here... I just played and recorded 200 games in my T8 Cleveland and got this: TOP TIER = 51 games -- 25.5% MID TIER = 62 games -- 31% BOTTOM TIER = 87 games -- 43.5% (You would halve these numbers to yield percentages in considering 200 games played.) This somewhat makes sense in that Matchmaking probably has to work with Tier X ships every time it deals with "ships in your range(T8)" when actually putting a team together, and so of course will "fill out" said games with ships of sub-10 tier in order to properly create a game in that 30-second match-creation window. So if you feel like you are playing lots of games where you are bottom tier, well, you're actually being quite perceptive. At least this appears to be so playing Tier 8s, where you may be approaching 40-50% of your games as a bottom-tiered ship. Zoot21 (As an FYI I played and recorded 110 games in a Tier 10 ship and got 59 Top Tier games, and 51 Mid Tier games -- nearly a 50/50 split.)
  3. Zoot21

    Two humans and seven bots

    It's still occurring as of 4/28/21. I also don't really mind it, but it can get tedious after a while. My first 15 games today -- in a row -- were 2x7 games... However, I _wanted_ them to be so, and actually "forced" the game to give me that exact matchmaking -- under very specific circumstances. If you just think about it a bit, you too can "force" the game to give you this matchmaking, time and again -- under certain, specific, circumstances. Why do this at all? Well, you may want to test something, or achieve some personal goal, or ... you may be up to no good. (I'll take the Fifth here, thank you very much.) But Customer Support says this is normal MM behavior, so you're covered.
  4. Zoot21

    PTS 0.10.3 BUG REPORTS

    1. Description There is a bug/error with the FREE LOOK option at start of the battle (occurs before the battle actually begins). 2. How to reproduce i.) On Battle Screen (after the "Map Introduction" screen) watch the countdown to actual gameplay. Any time during this countdown, move cursor to Starboard (or Port) side of ship and right-click mouse. FREE LOOK notice appears on starboard side of ship. ii.) Continue to hold down right mouse button as countdown continues. When countdown is finished and game begins, move cursor (with right mouse button still depressed) to the Port side of your ship. 3. Result The ships turrets/guns track to the port side of the ship! (And vice-versa is of course true.) If you continue to hold the right mouse button and move the cursor back to the starboard side of the ship, ship's turrets/guns track to starboard. Continue to hold the right mouse button down and move cursor to port side again, and turrets/guns track to port side again. If you release the right mouse button after game starts, ships guns/turrets track to whatever side the cursor is presently on, and you may now activate FREE LOOK and it works properly. It's as if the game doesn't recognize that you are trying to use the FREE LOOK option -- setting it up before the battle actually begins -- before the countdown reaches 0. If the FREE LOOK notice appears onscreen before the game starts when you right-click your mouse during the countdown, then the FREE LOOK option should properly function afterwards. It does not.
  5. Did someone say, New Toy Wish List? I want the IJN Kumano as originally constructed (15 x 6 inch guns in five turrets; 4 sets of 3 torps). Sounds like Japan's answer to the USS Atlanta! They've already got the Mogami (sister ship) in the game, so rendering this ship's hull/dimensions is pretty much already done. She'd be a beast!
  6. Here are three suggested auditory enhancements to World of Warships. *************** #1. While in a Division, if someone other than the Division Leader chooses his/her ship and clicks "Ready," there should be a strong auditory metallic "ka-chonk!" -- the same sound that occurs when the Division Leader clicks "Ready" himself. Reason: I'm usually in two-player Divisions, and at some point in gameplay my partner types in "bathroom break, brb" and leaves. I'll pull up a nearby book to read rather than stare at an unchanging screen, waiting. When my gaming partner returns, often he simply clicks in a ship to join my ship already "ready" in the Division. However, when he does this, this action makes no sound. So, since I've got my nose in my book, we both wait until at some point he types in an actual message ("u there?"), which makes an electronic "chirrup" sound when he posts it. I hear the sound, put down my book, and click "Battle," and off we go. So, could you please add an auditory effect for when a partner in the Division "readies" a ship for battle? #2. When a carrier's planes attack a ship that is defended both by its antiaircraft array AND the enemy ship's/carrier's fighters, could you make the sound of the enemy fighters attacking be the dominant sound effect heard? Reason: In the present configuration in the game (0.10.1), when a plane attacks a ship that is defended _both_ by the ship's antiaircraft AND the enemy ship's/carrier's fighters, the only sound effect heard is the ship's AA (Boom! Boom! Boom!), not the sound (Chugga-chugga-chugga!) of the fighter planes attacking. Since a player already knows that he's going to be facing AA fire when attacking a ship, but DOESN'T know if/when fighters are going to be present, it's devastating to be trying to maneuver your squadron for another attack, only to have it be eliminated by the enemy fighters that you didn't even realize were dropped there during your attack run. If you heard the fighters' Chugga sound, you could take more violent evasive action, or simply recall your bombers and save them from being shot down. So, can you either make the enemy fighter sound (Chugga-chugga-chugga!) be the dominant/sole sound when both AA and Fighters are present, OR make BOTH sounds play simultaneously? #3. Can you replace the present "torpedo reload completed" sound effect? Suggestion: grab some sound/recording equipment and go to any nearby major public pool, spa, or recreation center that a.) has a large swimming facility, and b.) uses gaseous chlorine as its disinfectant method. (You could call the facility beforehand to ask what water disinfection process they use and save yourself a fruitless trip.) There are four major means by which pool water is disinfected for the most part (that I'm familiar with): chlorination, bromination, salt/sea water, and UV (UV-C) radiation. Chlorination is by far the most common technique used by most commercial facilities, at least here in the US. So -- sound gear at the ready -- ask the aquatics director of the facility if you can record the sounds of the chlorine tanks -- each weighing over 45 kilograms! -- being moved to bring a fresh chlorine tank online when the active one has become empty and requires changing. Heck, they don't even have to do an actual change them -- just have them move around the tanks some -- shift the empty ones to one area, bring the full tanks to the front of the group. By law the tanks are supposed to be restrained by lock and sturdy chain (in most establishments) -- ask them to work with those chains, too. Or simply be present when a facility has to unload new chlorine tanks from a delivery truck to replace their empty ones -- most places work with a half dozen tanks or more at a time when changing/bringing in new tanks. You should get a nice, deep, reverberating "PONG>>PONG>>PONG" sound as the tanks are moved and bump against each other, highlighted by the "clankety-clank" of the chains being moved around them and dragged across them at the same time. This would be a MUCH more immersive sound suggesting the changing of torpedoes! Reason: The present auditory effect of torpedoes being changed in-game sounds like moderate slabs of wet cardboard being slapped against each other. Really isn't even close to what the reality of the sound should be, and affects the auditory immersion strived for by the game. Please make the changing of the torpedoes (completion) be a more accurate, satisfying sound. *************** Hope you will consider these suggestions. Thanks. Zoot 21
  7. Zoot21

    How to karma - a guide

    How can you view _someone else's_ karma? I've seen my own karma by clicking my own profile. I've looked at other player's profiles and seen: player name, when registered, clan they're in, rank they hold in clan, achievements, battles played, victories, experience, ships per battle, destruction ratio, warships destroyed, average score per battle, nations, types, tiers, AND their complete warship-played list including nationality, ship type, ship tier, ship name, battles, victories, and XP. But no karma. How do you view someone _else's_ karma? (In game karma, not forum reputation.)
  8. So be it. Since there would be additional programming needed to randomize the initial setup, just tack that on the "to do" programming list.
  9. Right, so having them relatively symmetrical would eliminate/mitigate this. As for happening repeatedly, since the map generation changes each game instance it would happen less often than it does presently for most tiers/maps (looking at _you_ Polar and Islands).
  10. An Idea for a New Map for World of Warships In a World of Warships map, the game map itself is divided into a 10 x 10 grid, with the columns being labelled 1 through 10 and the rows being labelled A through J. Now imagine sub-dividing this grid into four equal Sections: Section A will be from columns 1-5 and rows A through E, Section B will be from columns 6-10 and rows A through E, Section C will be from columns 1-5 and rows F through J, Section D will be from columns 6-10 and rows F through J. Now give each Section have a unique architecture/filling. For example: Section A might have the circular islands group seen in one the west side of "Sleeping Giant." Section B might have the "starburst" formation seen in the center of the map "Shatter." Section C might have an "X" shaped configuration of islands, as somewhat seen in the center of the map "Estuary." Finally Section D might have a "+" shaped configuration of islands, as somewhat seen in the map "Ice Islands." So a game might have a "typical" setup (as defined by this thread introduction above) where Section A is in the top left of the map grid, Section B is in the top right, Section C is in the bottom left, and Section D is in the bottom right. So, in this case, the four Sections would appear in setup A-B-C-D in the game. Now imagine programming the map creation algorithm so that it randomly scrambles the set up order of these Sections for every game! So it might be A-B-C-D, or it might be A-C-B-D, or it might be D-C-B-A, or B-D-C-A, or.... There would be 24 permutations that could be randomly presented. So instead of designing ONE new map, you'd actually be creating 24 variant maps! I'm not sure if this would actually work or not; of course it would require a lot of playtesting. (Note: it would probably work best as a map created for Tier 5 games and lower; don't know exactly why, just a feeling.) But hey, it's an idea!
  11. Small "bug" regarding maneuvering after repairing from having your rudder knocked out. Setting the scene: you're in your DD (or other ship) with Last Stand and have the "a" key mashed down continuously to make a hard port turn, when suddenly you notice that your ship seems unresponsive to your command -- rudder disabled! So you simply use your left index finger to hit the "r" key -- repair -- to get your ship back online at 100% capabilities, and you do this _without_ releasing the "a" key as you already know you want to be in that hard port turn when you ship gets repaired. Yet afterwards a number of seconds go by and you still aren't making that port turn! You wait a few more seconds -- fast approaching the enemy battle force! -- and your ship STILL isn't making that port turn! You check your ring-finger on your left hand -- yep, still mashing down that "a" key. What gives??? Finally you lift your left finger OFF the "a" key, and then immediately mash it back down onto the "a" key. And immediately the ship responds with a hard port turn. Shouldn't the ship, once repaired, recognize the order for a hard port (or starboard) turn, WITHOUT you having to release the key and then press it a second/further time? Or is this a case of the game functioning as intended?
  12. A Plea to Wargaming: consider having carriers score more XP for their successful aerial attacks I'm finding carriers a pretty severe grind, especially seeing that the game has you skip a level to get to the next Tier-up carrier in many/most cases (so, instead of needing around 65,000 XP to go from T4 to T5, you need around 161,000 XP to go from T4 to T6 as there is no T5 carrier, for example). It's difficult/time-consuming to get that XP -- both for the ship and for the captain -- due to numerous reasons. Right off the bat: 1.) You have to have the right "load out" when your plane leaves the carrier. Want to hit that destroyer? Probably need to have missiles ready. The CA or BB? Either torps or bombs will work. CV? I'd try torps or missiles -- you don't have to brave the AA for as long as with bombs, since you can drop the torps/missiles at a distance. BUT.... What if the ship gets sunk before you reach it? Or it dodges into smoke? Or it ends up inside a group of ships with terrific AA? Then you're stuck with using the sub-optimal ordinance for another ship, OR you can simply return to the ship and try again. Meanwhile, the game may END before you get back into the "optimal" ordinance attack. 2.) You have to (safely) "approach" the target. This may mean you have to brave the AA fire of one or more other ships along your flight path. Or, you have to endure or dodge the fighter patrol the enemy carrier has laid down. Or your target may get sunk before you reach it, end up in smoke, end up inside a group of ships with good AA, or the game may end first. 3.) There's an optimal "attack run" you are trying to achieve with each ordinance you are carrying, and you want to try to get it to maximize damage. It's best -- scoring most number of hits and getting most damage -- to attack with torps and missiles from the perpendicular (side). But with bombs, it's best to attack along the longitudinal axis (length) of the ship to score the most hits. While you fly about trying to get into that attack run, again your target may get sunk before you reach it, end up in smoke, end up inside a group of ships with good AA, or you may run into other ships' AA, or the game may end first. 4.) Once in your optimal attack run, you have to survive your intended victim's AA fire. True for all attacks (surface vessels and planes), but planes have miniscule health, and die like flies. Not so much surface ships. 5.) After having survived the defensive AA, you need to have an accurate attack. Admittedly I've only worked with carriers up to T6, but missiles, torps and bombs all seem to have a bit of a "spread" or "dispersion" no matter how accurately I feel (or it appears) I've dropped them. PLUS you only have a VERY LIMITED AMOUNT OF TIME to drop off your ordinance once you are in your attack run, something VERY different from standard surface vessel attacks (where you can hold fire to watch a foe come out of its turn and present a broadside or "bow on" profile to you). 6.) Finally, your air attacks get weaker/worse as the game progresses and more of your aircraft get shot down (VERY different from surface vessels!). This is a real heartbreaker, as once you get 1-2 planes in your attack groups, AA usually shreds them before you can complete ANY attack. Plus, there's no way to "repair" the planes/air groups to bring them back to "full strength" -- something you CAN do to guns and torps when they get disabled/destroyed on a surface vessel. So your air attacks end up becoming weaker and weaker as the game wears on -- something that really doesn't happen to surface vessels. With a surface vessels you simply fire your ordinance (artillery or torps), wait for the reload, and repeat this action, again and again. For aircraft, to make ONE attack you must: a. select the correct ordinance for a future attack; b. fly to the target without getting shot down; c. get into your optimal attack run without getting shot down; d. survive the defender's AA fire; e. have an accurate attack (may RNGesus be with you); f. still have a decent number of attacking aircraft to get a decent amount of damage. Since all these things work (in combination!) to limit carriers' planes offensive abilities, I think WoWs should consider _doubling_ the amount of XP given to aircraft attacks (not carriers firing their secondaries, or ramming). This would reduce the grind of playing carriers, and might encourage more people use them (out of curiosity, just what percentage people in WoWs DO play carriers versus other ship types?). Plus, this would not make carriers "overpowered" in that I'm not saying increase the damage they do in any way, nor am I calling for improved flight/attack mechanics. Nope, leave it all the same, just increase the amount of XP awarded for plane-on-ship attacks/damage. Yes, I am a noob, and I am probably a fairly unskilled CV commander, Be that as it may, I've never EVER seen -- in 7 months of WoWs gameplay now -- a Carrier be top scorer in ANY game. Nor second highest scorer. (I have seen them appear as third-highest scorer, however. Maybe twice, or three times?) Just a suggestion for consideration.
  13. I'm encountering a small bug in Naval battles this weekend (9/18/20-9/19/20) that I've never encountered before. Setting the scene: on my third Naval battle fought on 9/18/20 I was using a French DD (Aigle) and trying to get the "30 Main Battery hits" ribbon/recognition. Did so. Left the game, went back to port, and then selected a different ship and went back into the Naval Battle screen to see what level I'd be fighting for. Funny thing, though -- according to the game, I was still fighting (In battle now) my French DD for the 30 main battery hits! Huh; ok. So I figure the game needed some time to update. So I left Naval battles, went and played a quick co-op game, and returned to Naval battles again. And... I was still registered as fighting my French DD for the 30 main battery hits. Ok. So it's night, I'm tired; I figure the game needs more time to update, and I turn in. Next morning (Saturday, 9/19), eight hours later, I pop into WoWs and Naval battles again. And I'm STILL registered as fighting my French DD for the 30 main battery hits. So now I figure maybe I need to _force_ the game to recognize the French battle is done, so I load up the Furutaka, play a Naval battle (lose), and.... I'm STILL registered as fighting my French DD for the 30 main battery hits. So next I load up my French DD (Aigle) and play it a second time in Naval battles -- and get 54 main battery hits. And afterwards the game registers me as still in the battle with my French DD, but now trying to get 75 main battery hits! So I finish off my remaining 10 Naval battles, and... I'm STILL registered as fighting my French DD, but for the 75 main battery hits. I ask some of my clan-mates -- they too see me actively fighting the battle (and thus denying them the chance to earn more Stars in the French DD line? None of them tried to enter that specific battle though...) So now it's Sunday, 9/20/20, about 9PM or so, and I took this screenshot: This screenshot is from 9/20/2020, it shows me STILL in the French DD Naval battle for the 75 hits Star, yet if you look down at the bottom of the screen, I'm also listed as having finished 10/10 attempts (and actually I've had to complete 11 games due to the extra "30 hits" attempt). So the game lists me as having completed all 10 of my attempts, yet also lists me as being "In battle now." I've been continuously "In battle now" with my French DD for over 48 hours! My concerns with this minor bug are 2-fold: #1. Suppose a teammate wanted to get the next Star in that specific line -- would my being "In battle now" block him/her from making the attempt? (I'm new to the game and don't want to tick-off my clan-mates.) #2. Suppose, in re-playing that same Naval battle, that I had LOST instead of won. Would the attempt now be listed as a "failure", even though I had succeeded the first time I played it, but the game would not register the previous win, only the more recent loss? FYI, I started playing in late March 2020, so I don't know if this is a known/previously reported bug or not. I use no Mods whatsoever. Hope you get a chance to look into this, Wargaming. Thanks. Zoot21
  14. A semi-permanent signal would be be "permanent" unless the player doesn't fulfill the requirements needed to keep the signal/flag. Otherwise, he loses it. They could be auto-enabled for resupply. HOTEL QUEBEC Boosts the amount of XP earned in battle by 5% and the signal is permanent as long as the player does not damage an ally (player or bot) via artillery, torpedo, or ramming. Reasoning: this would encourage players to play a more careful, considered game, one with less team damage or team kills. WHISKEY WHISKEY By mounting this set of signals on your ship, your repair costs after the battle will be 3% lower, and the signal is permanent as long as the player is not sunk during battle. Reasoning: this would encourage players to win the battle through superior seamanship, and might reduce suicidal tactics and ramming attacks. X-RAY TANGO By mounting this set of signals on your ship, damage from allies is reduced by 1/2, and the signal is permanent as long as the player does not damage an ally (player or bot) via artillery, torpedo, or ramming. Reasoning: this would be a way players could avoid taking serious damage from allies, and it would encourage them to be careful not to damage their allies themselves. These are the only three I can think of at the moment; I'm sure there's more that could be invented/suggested. Just a thought...
  15. Zoot21


    Since I don't have any higher tier ships (new-ish player here), I can't access the higher tier maps, really. Is there a way to do so without having the ships, just taking a free cam and investigating the maps? For the maps I can access, it's difficult to explore the "nooks and crannies" of the maps during the heat of combat. Again, any way to access and explore the maps with a free cam but _not_ during battle?