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mushmouthmorton

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    [SS238]

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About mushmouthmorton

  • Rank
    Chief Petty Officer
  • Insignia
    [SS238]

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  1. CV Rework Feedback

    I see 2 problems with these proposed changes 1. The probability of damage per strike is increased by the new system, resulting in an even more unbalanced game. Torpedo attacks are already far too accurate and damaging. With the new system this just gets worse. 2. This game is called World of Warships. It is not World of Airplanes! Spending all this effort to change what was a poorly thought out concept of putting carrier into what should have been a purely surface warfare game is a total waste when there are so many things that need improvement in the basic game. Putting the same effort into fixing the mathematical model so that ships armor works as actually intended, rather than a having to play your ships as if they were floating tanks, would be far more productive
  2. The Case For ARP Ships

    With the mod to change the captains voices, I have no problem with the ARP ships. The Kongo and Myoko clones are all moneymakers at their tiers, As long as I don't feel like a [edited] playing with little girl captains, I have no problems with these ships. Leave them alone
  3. Intermittent ultra-lag

    had it happen 3 times since the update. Lasted 15 to 30 seconds each time, then returned to the normal 70 FPS. Not sure if it is related, but was unable to play the operation of the week tonight with a full team. Each time (3 attempts) , we all crashed out and had to reconnect to the server. We played other operations and they ran normally. Something is going on on the server side of the game. Hope they fix it soon.
  4. Operations Torpedo-dodging AI

    Here is another bot "feature" that has been around for a long time. The bots will begin evasive actions as soon as you lock onto them and hit the "3" key. They will take more extreme evasion maneuvers once you click the mouse button and actually fire the torps. There are 2 counters for this: 1. Get close - the closer the better. A bot Yammy can easily dodge torps at 5K, where one driven by a human would be dead meat. 2. Fire blind - I have a fair amount of success doing this with the Long Lance torps on the Japanese cruisers. I will fire shots into known approach paths before the bot show up, and they often walk right into them. On maps like Two Brothers, you can fire torps at the lead ship in the column, knowing they will dodge them. But if you line up the shot right, then the ships behind them just blunder into them. Watching the bots screw up is one of the more satisfying things about coop.
  5. Death by Ghostly Torpedoes

    For those of us that play mainly PVP, magical "death torps" are a "game feature" we just have to deal with. I have had torps appear after a bot dies many times, often appearing even though the bot never reached the angle he needed to fire those torps at me. I have been torped after executing a 90 degree turn, with said torps appearing on my broadside, not my stern. (and no, they were not from another bot. that dd was the last torp carrying ship on their side). Not much we can do but rant a bit and then go out and slaughter the next set of bots. It's not worth yelling about.
  6. In general - redo the spotting rules entirely. This game represents ships in the period of 1900 to 1945. There was no NTDS (Naval Tactical Data System) in those days. If you were spotted by a destroyer, the BB division over the horizon or behind an island could not target you. The fire control systems required that on board systems (usually visual but sometimes radar) had to be able to see the target. Just knowing that a cruiser was "over there" did not instantly generate a firing solution. Right now in the game - when there is a cyclone - these rules are in effect. A red ship may be spotted, but you have no firing solution unless the ship is within your visual range. So the excuse "the game engine can't do it" is bogus. It already does it. You want a game where BB's push and dd's can scout and have a reasonable chance of survival? FIX THE SPOTTING RULES!
  7. Your not alone - see the other threads
  8. Server Issues

    lovely - Clan battles has ended - but I am still in battle with a full division. Just as I have been since we were booted from the server hours ago! Getting somewhat annoying!
  9. Server Issues

    Oddly enough - not everyone. Out of the 7 only myself and one other player are stuck in limbo. The rest have been able to rejoin and and play.
  10. Server Issues

    YUP
  11. Server Issues

    Same problem - booted at the end of the game, now locked into a division that has been dissolved. Cannot join my canmates
  12. Possible Solution to Radar

    I agree with the suggestion, but wish to expand on it. In the time period this game simulates, there is no such thing as NTDS (Naval Tactical Data System). There was no way to send data from one ship or sensor to the entire fleet. A destroyer could spot an enemy ship, and radio it's location (ship bearing 135 range 15K), but the BB over the horizon cannot use that rough data to fire and hit a target. A cruiser with hydro capability might accurately spot a DD in smoke, but it cannot pass that data to the fleet with such precision that focus fire fire can rain down on the said ship from ships far beyond visual range. A fighter plane is not a spotter, let alone a fleet wide spotter, Yet in this game a fighter from a cruiser or carrier can reveal enemy ships in such detail another ship can fire over an island and hit the target, repeatedly, without ever spotting the target itself. The entire spotting representation is totally due to poor programming, where it's just easier to display a detected target to the entire fleet, rather than calculating the ability for each ship to actually spot the target individually. The spotting system needs a complete revamp. Just nerfing radar is not a solution, just a bandaid
  13. Possible Solution to Radar

    What is totally incorrect is Wargame's implementation of radar (and spotting in general). In 1945 there was no NTDS (Naval Tactical Data System) that allowed all the sensor data to be shared between ships of a task force. In 1945, if in a night engagement (or any other type of restricted visibility) cruiser A detected a target on it's radar system, then cruiser A could track it and shoot at it. But that firing solution and exact target location/firing solution could NOT be passed to any other ship in the task force. The best that could happen was a TBS transmission "target bearing 175 range 18000 yards from cruiser A". The other ships gunnery control would have to do the rest of the work themselves. Having one ship (a destroyer, a radar equipped cruiser, or whatever) spotting an enemy ship, and having that ship suddenly revealed to the entire fleet in such detail that it can be targeted and fired at by ANY ship up to it's maximum range is the greatest error in this game. It creates situations that should not exist and causes most of the problems we see, such as BB camping, DD's being deleted from across the map and so forth. The spotting rules and displays need a major rework, if this game is to progress to a really great game.
  14. Proximity Ammunitions

    What is totally incorrect is Wargame's implementation of radar (and spotting in general). In 1945 there was no NTDS (Naval Tactical Data System) that allowed all the sensor data to be shared between ships of a task force. In 1945, if in a night engagement (or any other type of restricted visibility) cruiser A detected a target on it's radar system, then cruiser A could track it and shoot at it. But that firing solution and exact target location/firing solution could NOT be passed to any other ship in the task force. The best that could happen was a TBS transmission "target bearing 175 range 18000 yards from cruiser A". The other ships gunnery control would have to do the rest of the work themselves. Having one ship (a destroyer, a radar equipped cruiser, or whatever) spotting an enemy ship, and having that ship suddenly revealed to the entire fleet in such detail that it can be targeted and fired at by ANY ship up to it's maximum range is the greatest error in this game. It creates situations that should not exist and causes most of the problems we see, such as BB camping, DD's being deleted from across the map and so forth. The spotting rules and displays need a major rework, if this game is to progress to a really great game.
  15. Update 0.7.6 Bug Report

    Playing clan wars tonight, our clan fought a total of 12 battles. During the course of the evening, the following problem occurred twice the team would ready up and the commander would try to hit the battle button. The button would not light up or respond. Nothing he could do would send us into the que. We fixed the problem by all players un-readying their ships and then going back to ready. Then the battle button operated normally. Have not seen this behavior in the first 2 seasons
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