Jump to content

SaucyHollandaise

Members
  • Content Сount

    59
  • Joined

  • Last visited

  • Battles

    10791
  • Clan

    [_WOW_]

Community Reputation

24 Neutral

About SaucyHollandaise

Recent Profile Visitors

758 profile views
  1. SaucyHollandaise

    USEFUL Submarine Feedback Thread (Phase 3: T8 Ranked)

    I second Cirran's observations and find them useful and germane. Also: I want this game to succeed and I want to be a fan of subs. However, given the current state of subs, I'm afraid I cannot yet cheer their addition. Here are my own thoughts on subs and I hope you also find them useful and germane (and if I've not characterized something accurately, please correct): a) Subs seem to be rather indestructible when underwater: - I've hit subs 10 - 12 times w/depth charges per game with nothing sunk - Currently my average depth charge damage = 500/hit b) Damage recorded by subs seems to be too simplistic: it's a one-dimensional damage "counter" that doesn't appear to affect any system/module on the sub - which is counter to any other ship's experience: - Damage to ship engines = lack of maneuverability and speed - Damage to subs = stay below surface w/no effect to maneuverability and speed - Damage to ship guns/torp tubes = lack of offensive capabilities - Damage to subs = no decline in offensive capabilities c) Subs seem to be impervious to certain weapons: - Unlike Cirran's experience, I have yet to land any secondary fire despite identifying the subs for focused secondary fire. d) The required time that subs must be on the surface is too short: - As Cirran described it: subs "porpoise" so the time spent on the surface is too short essentially giving them a pass for poor ship management decisions. No other ship in the game forgives poor ship management decisions on this scale. e) Subs seem to be immune to hydro & radar: - Re: Radar - it's always been a little weird to "see" surface ships on the other side of islands, but that's been part of the game's mechanics until now since subs seem to not be picked up by radar. - Re: Hydro - if we can see submerged torps, we *should* be able to see submerged subs - at least down to a certain depth - let's say 300 meters. - SaucyHollandaise
  2. Sadly my file attachments are not being accepted by this server...not sure how to convey images to you @Mademoisail

    Please suggest an alternate method of file conveyance.

    Thank you,

    SaucyHollandaise

  3. Hello @Mademoisail

    Following up to the below:

    Another game in Co_Op: hit a sub 12 times w/depth charges for an average damage of just + 500 per charge.  Attached a post-battle screen shot for you.  The sub that I did sink was via guns.  

    Please convey the following to those @ WOW  that making subs this impenetrable doesn't make the game better.

    Thank you,

    SaucyHollandaise

  4. Hello @Mademoisail

    I was going to send this to @Hapa_Fodder, but I understand that you are now receiving input.

    Let me first say I love playing World of Warships.  I'm a fan!  I contribute money when I can.  And I'd like to think that my input to @Hapa_Fodder a year + ago led to how the current captain skills organization interface came about.  (Or not, I'm fine with that.)

    Today I'd like to point out a concern w/subs: that being that they seem to be rather indestructible.  I've file-attached a recent game where I hit a bot sub 10 times w/depth charges and it still had plenty of health so I had to ram it for a kill.  

    The fact that that many hits...under water:
    a) didn't result in immediate suface-ing by the sub
    b) didn't outright sink the sub

    doesn't make sense.  

    I play this game not for exact accuracy but at least some semblance of reality.  OK, CV's get a pass...fine.  But now Subs get a pass, too?  Just NO.

    After you review this file, please let me know how I could have:
    a) better countered the sub play
    b) better identified a better attack on a sub

    I greatly appreciate your time and input and look forward to hearing from you,

    SaucyHollandaise

  5. Hello @Mademoisail

    I was going to send this to @Hapa_Fodder, but I understand that you are now receiving input.

    Let me first say I love playing World of Warships.  I'm a fan!  I contribute money when I can.  And I'd like to think that my input to @Hapa_Fodder a year + ago led to how the current captain skills organization interface came about.  (Or not, I'm fine with that.)

    Today I'd like to point out a concern w/subs: that being that they seem to be rather indestructible.  I've file-attached a recent game where I hit a bot sub 10 times w/depth charges and it still had plenty of health so I had to ram it for a kill.  

    The fact that that many hits...under water:
    a) didn't result in immediate suface-ing by the sub
    b) didn't outright sink the sub

    doesn't make sense.  

    I play this game not for exact accuracy but at least some semblance of reality.  OK, CV's get a pass...fine.  But now Subs get a pass, too?  Just NO.

    After you review this file, please let me know how I could have:
    a) better countered the sub play
    b) better identified a better attack on a sub

    I greatly appreciate your time and input and look forward to hearing from you,

    SaucyHollandaise

  6. You bet! It's been on my mind for a little while as well and after checking in with Hapa, he suggested I post this idea in this forum. Hopefully we'll see the folks @ Wargaming adopt some (or all?) of this notion for future (but not too far out) implementation in WoWs. Fingers crossed...
  7. Greetings! I propose to have an "Officers' Club" developed in order to better organize multiple ships' Captains. Not sure if this idea had already been discussed, but what does everyone think of the following: How about creating an "Officers' Club" (or "Officers' Mess" or??) to better see one's Captains, focus on/change/update their skills, assign/re-assign them to ships or to the reserves, etc. Yes, you can sort of see this information in the current "Personal File" section, but you are forced to scroll along in the bar at the bottom for each Captain and it's clunky if you have more than a few Captains per a given country's/region's navy. Also, when you're in this current mode, you can't see what ships currently don't have a captain assigned to them. Instead, I envision the "Officers' Club" to list the Captains similarly to the way the Tech Tree displays ships, (instead of ships, display Captains based on "Currently Assigned" - by rank? by ship type? or both? -, "In Reserve", or "Recruitable" columns) and then you can have a bar of respective "un-captained" ships displayed to one side or on the bottom of the screen. To find a particular Captain's Skill Set w/in the Officers' Club, you can double click on a particular Captain and their respective Skill Set will display accordingly. Alternately, perhaps a filter for one's Captains could address this issue, but a filter would not quite have the visual "punch" that a fully developed "Officers' Club" tree would have. A filter approach would be similar to what collisionSpace recently posted in: What do you think? And Mahalo to Hapa_Fodder for suggesting I post this idea here!
×