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TexasViking1955

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  • Clan

    [EASY]

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About TexasViking1955

  • Rank
    Seaman
  • Birthday 10/07/1955
  • Insignia
    [EASY]

Profile Information

  • Gender
    Male
  • Location
    Somewhere, USA
  • Interests
    Science fiction, military history, and strategy games.

Recent Profile Visitors

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  1. TexasViking1955

    Public Test - 0.8.7 - Feedback

    all my ships from my regular account are in port... so yes... I think this was intentional so you could go to the tech tree and reset lines... as part of the test
  2. TexasViking1955

    Public Test 0.8.0 - Bugs Report

    CV AutoPilot... Seems to work better in the PTS Part 2... but the ship speed will only go FULL. You cannot go any other speed but FULL when CV autopilot is selected. This means if you are trying to set a course between islands, you will beach yourself using autopilot. Full speed is a BAD choice for default, when you cannot change the default.
  3. TexasViking1955

    Public Test 0.8.0 - Feedback

    PTS Match-Maker does not provide a mirror match in Co-op matches. Out of 60 matches that I played as a CV in PTS Co-op, there were zero bot CVs, including three occasions where there were two human CV players with zero bot CVs. Implementation of this MM in 8.0.0.0 will alienate an entire community that play almost exclusively PVE matches on the NA Live Server.
  4. TexasViking1955

    Public Test 0.8.0 - Feedback

    This is suppose to be World of Warships... not World of Warplanes in a naval setting. Relying on the autopilot to avoid incoming torps and nearby islands is NOT working. The ship frequently goes in reverse and still manages to run aground or collide with ally ships. Just like bot ships, the autopilot activates damage control upon the first fire or flooding, making the ship extremely vulnerable to the next incoming salvo. If you implement this on CV, then you MUST implement this on ALL ship classes uniformly. Attack squadrons need to attack as a squadron, not 2 or 3 planes out of a squadron. If we have a 6 plane squadron, all six planes need to attack together. The analogy is a BB player can only fire one turret at a time, and they cannot fire another turret until the shells either hit the target or the water. This is ludicrous. I would prefer having total control of my CV and rely on bot planes piloted by bot ensigns to attack the targets that I designated from C&C. No commander would allow a bot ensign to command of his ship... he wold be court marshaled immediately, if he did. Please reconsider implementation of the CV re-work in 8.0.0.0.0.0 in January.... or delay 8.0.0.0.0.0. for another 6 months until you have fixed the huge disparity you are introducing among ship classes.
  5. TexasViking1955

    Battle of Jutland Event Fri Nov 30th

    Any thoughts of recording the Battle for Youtube?
  6. TexasViking1955

    Battle of Jutland Event Fri Nov 30th

    12 boat limit per side is the main constraint in the training room, isn't it?
  7. TexasViking1955

    Battle of Jutland Event Fri Nov 30th

    I'll be online in a German/Japanese ship, Sir!... if needed. Awesome concept
  8. Awesome concept. Would love to watch if not participate. Planning on streaming this?

    Good luck with this endeavor!   o7

     

  9. TexasViking1955

    Clan Battles EU Crossover

    Same here... I started a trouble ticket, as if that will solve anything.
  10. TexasViking1955

    Feedback and Thoughts Directly to Pigeon_of_War

    M'Lord Pigeon Why can't radar (especially the radar antenna) be incapacitated or destroyed. We all know that main batteries, secondary batteries, AA guns, engines, and rudder can be incapacitated by artillery hits and bombs. Many of these are even well armored, and can also be destroyed for the remainder of the game. The radar antennae are unarmored, fully exposed, and in very vulnerable locations. This seems like a reasonable expectation if (1) the antenna has a direct hit be AP shells/bombs, (2) the superstructure is hit by multiple HE shells/bombs, or (3) a superstructure fire near the antenna lasts more than 60sec. It should not be that difficult for RNG to make the calculation/prediction. Thank you for listening, sire
  11. M'Lord

    I see that you CLOSED the Clan Battles thread to further discussion, even though the WoW portal still links to the Forum thread.. 

    Any word on the Clan Battle schedule for today? I saw one posting on the EU Forum that they still could not join an SEA Clan Battle. Nothing has yet been posted on Reddit.

     

    Thank you for all that you do!

    1. TexasViking1955
    2. TexasViking1955

      TexasViking1955

      Look like Crysantos (the EU Moderator) has told the EU Clans to stand down today.

      Quote

      Hey guys,


      I forwarded your problems but for today we won't be able to fix this - we'll see tomorrow what kind of issue you ran into. Please provide me with WGChecks in a PM and I will make sure our Devs are going to look into this. Sorry for this, our tests ran without issues before :(

       

      Greetings, Crysantos

       

  12. M'Lord Gneise Two things regarding the Clan Battle Test. I believe EU Daylight Savings Time ended in TODAY. It doesn't end in NA until "next" weekend. Not sure when it ends in SEA. Please adjust the "prime time" to correspond. Have they resolved the problem for tomorrow's CB test? Do we need to have people online or not? Thank you, Sire
  13. I see that the News header says Clan Battles are now scheduled Oct 25 (Thursday), Oct 27 (Saturday), and Oct 29 (Sunday). Have they discovered and resolved the software/server problems? We are waiting with bated breath (or is the baited breath?). NEVER MIND... you answered.
  14. M'Lord

    What is happening with the Clan Battle Test...  that has ALREADY started in some realms?  There has been nothing from WG about it since the 0.7.10 update notes, which were sketchy at best. Reddit has several unanswered questions from the SEA community which are having problems.

    Has the test of cross-Realm Clan Battles been cancelled?

    TexasViking1955 

  15. TexasViking1955

    Wisdom Wednesdays - Commander Air Group

    My go to weapon is the Torpedo Bomber... with manual drop. I will usually take torpedo acceleration as a captain skill, because range is not that important. I get a high percentage (70-90%) of hits on CV/BB/CA without DFAA... and at least two hits with DFAA. Against a DD, I'll usually get one hit (enough to kill or cripple him). Dive bombers are a mixed bag. Needs to be HE against a DD, and AP against the capital ships... but you have to select the bomb type BEFORE the game starts (wish you could select during the game when the planes are re-arming). The BIG problem is that the bombs utilize RNG to determine hits, location of hits, and damage. THAT makes the damage from dive bombs to be very unpredictable, unlike torpedoes. Even my IJN Kaga gets unpredictable results, even with the micro drop ellipse. When I have the choice, I will take HE dive bombs and deep water torps. The HE allows the dive bombs to be a potential problem for DD's that are getting too close to my ship. I can also use the HE to set fires to the capital ships that have just stopped flooding from the torpedoes.
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