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Lucerious

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About Lucerious

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  1. Hey, I haven't played in a while, and it looks like they changed some skills around. Is the Outnumbered cruiser skill any good now? I was thinking of putting it on something like Graf Spee or Alaska, but I don't want to spec it, find out it's still garbage, then have to pay to respec. What's the jury's decision on this one now?
  2. I'm not talking about the glow from the shell — white, yellow, red etc. The smoke trails or whatever behind them.
  3. Please add an option in game to remove those silly smoke trails, colored and otherwise. There was a mod that got rid of them, and now with the recent patch it does not work, and a modder said there's probably nothing to be done about it. Please? They look really, really dumb. Edit for clarification: The smoke trails behind the glowing, tracer projectile. (White, yellow, red.)
  4. Seems kind of silly it's the same amount of HP from Destroyers to Cruisers. And I'm pretty sure very few if any have taken it on their captains. Maybe +350/tier for DD's (as it is now) and +450 for cruisers? Thoughts? Also, Change the damn 10% secondary reload buff on Top Grade Gunner to -20% dispersion. There's nothing top grade about gunners missing their targets by a kilometer or more.
  5. Lucerious

    Turn off Colored Tracers

    There's a way to turn off all the silly space camos and stuff. You'll see a gear icon in the lower right port screen. I highly recommend it.
  6. Lucerious

    Turn off Colored Tracers

    In Aslain's mod pack? That'll be my next download. It's nice because you can turn off all the fantasy ship nonsense but it would be nice if they added an option to remove colored tracers as well.
  7. It's obnoxious that every third player seems to have some dumb blue/red/green whatever — yadda yadda — color trailing behind their projectiles and it makes it hard to tell if someone is shooting HE/AP/SAP at you. Please add an option for other players to turn them off so we can position our ships accordingly like the original tracers are intended.
  8. Lucerious

    Change to Top Grade Gunner

    You know what I mean man, I didn't go searching through the hundreds of ships in the game for the most ideal secondary batteries out ther. Cruisers captains, like BB's, should have the option of secondary batteries that at least land somewhere near the target. It breaks immersion for those of us who like to get in there and brawl only to see little shells flying every which way, landing hundreds of meters away from the target. sometimes the damn things come out of the damn barrel in a freaking diagonal line. It's absurd. The point is the skill rework is supposed to be increasing player choice and options, and it's just frustrating because they straight up just removed an option that players had before, however niche some people think it is. Both BB Captains and CA/CL captains should be able to invest to various degrees of captain skills/upgrades in their secondary batteries.
  9. I think the 10% boost to secondary firing rate from this skill should be swapped out in favor of a -10 or -20 percent dispersion boost. Maybe WG will consider it after they get their "data" together and take a second look at their commander skill revamp... It would add some quality of life for those of us who enjoy cruisers with workable secondary batteries like the Baltimore, Hipper or Des Moines, to name a few. Bottom line is that it just looks dumb having hundreds of shells fly every which way -- except for the target -- even at point blank range in these ships.
  10. I think the 10% boost to secondary firing rate from this skill should be swapped out in favor of a -10 or -20 percent dispersion boost. Maybe WG will consider it after they get their "data together" and take a second look at their commander skill revamp... It would add some quality of life for those of us who enjoy cruisers with workable secondary batteries like the Baltimore, Hipper or Des Moines, to name a few. Bottom line is that it just looks dumb having hundreds of shells fly every which way -- except for the target -- even at point blank range in these ships.
  11. No, the module still does, but for some reason the captain range +20 percent skill, also appropriately gave a +20% dispersion buff to compensate the range buff was was somehow nixed. along with the other manual fire control change (the 4 pointer.) Goodness only knows why. Almost seems like mathematically blind oversight somewhere. The skill was the exact same as the module, doubled up with manual fire control.
  12. My question is what happened to the simultaneous boost to dispersion with the range skill? Is it an oversight? I like running secondary builds, even on ships you wouldn't expect them on. Gives people a bit of a jump, though not clearly as effective as the dedicated ones. I think adding that 20 dispersion buff back into the additional range skill would keep everyone happy. It's not that huge of a jump, but would universally make a difference.
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