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ByrosOnline

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  1. ByrosOnline

    reserch after 5 ships is bias

    Sadly the game is becoming a monkey cash grab losing players left & right, instead of adding valuable content like more realistic gameplay mechanics, real ships and decent performance upgrades & scenarios, we get stupid things like fantasy ships & resetting the tech tree to regrind what has already been beaten to death, rinse & repeat to get access to mediocre "legendary upgrades". The prevalent high horse mindset keeps degrading the overall gameplay experience, the only way to make the devs rethink their choices is to stop buying any content from Wargaming, play for free, have patience & try to enjoy whatever they're offering, but don't spend any real money. I remember how Steel Ocean died with stubborn devs that wouldn't listen to their player base...
  2. Russian ships in this game are truly broken, no offense but during WWII the Soviet Navy was a non factor. Devs keep trying to rewrite history with broken fantasy ships portraying Soviet Naval Technology as state of the art, when in reality they had nothing to show against British, German, Japanese & American forces.
  3. Hey Wargaming just some thoughts, feel free to spam with HE comments. It seems that a sizable part of the player base are annoyed one way or the other with the re-balanced gameplay mechanics, ever since the CV rework I see more dissatisfaction & less players each day, yesterday I even got a 2 vs 2 random match, we were all surprised as we entered the match with only 4 cruisers. Anyway, since the game balance is already whacked, why not try different things to really refresh things. Automation - Auto-aiming, auto-steering, keep auto-everything for those who enjoy it, but enable an optional manual mode for those of us who really want to take control of our ships. DDs Torpedo flexibility & customization - Lets us manually launch torps in series of 1x, 2x, 3x, 4x, 5x as a user selectable option on the fly, for those who still prefer automation leave the narrow/wide spread angles available. Lets us choose the type of torpedoes we want to use on the fly (deep water / normal ) just as BBs & CAs can switch HE / AP between salvos. Allow all DDs to choose between, fast torpedoes with reduced damage / normal torpedoes with average damage / slow torpedoes with increased damage. Tone down the module incapacitation when receiving HE shells, it's excessive. Fix the broken radar that reveals ships behind islands, or just remove it for good. CAs & BBs - Player controlled secondaries (Optional) - Let us aim the secondaries just like we aim our main guns. ( The captain skill with the same name is still semi-automated with aimbot) Firing solution - Let us choose the type of shell that's going to be fired independently for each turret/gun If we want the front turret to fire HE & the rest AP allow us to do just that. Shell types - Use consistent caliber & mass values to assign shell velocity, penetration capacity, range, damage & reload, not the biased & broken arbitrary parameters that are assigned to each ship. Dispersion - It's way too accurate, as caliber increases so should dispersion & critical damage all the way to the biggest guns. Reload time - Waiting half a minute or more to fire a single salvo on an arcade game gets boring, halve the reload times and halve the damage as well to compensate. CVs - Do we really need unlimited & expendable planes that get shot down and magically regenerate time after time? SSs - Incorporate submarines as soon as possible, make sure to balance out the necessity to surface for oxygen, DDs & CLs should own submarines, while subs should own BBs & CVs. All ship classes - Repair party work should be conducted gradually and not instantly, crews should not be able to magically put a fire down with a single button press, it should take some time & crews should also be able to conduct sequential repairs during the whole match by choosing what to prioritize to repair (fire/flooding/guns/engine.) Flags should only be available for economic bonuses. Ship customization - Ditch the magic flags for ship performance, use real hardware to alter ship parameters and specialization with better armor / speed / rudder / range / reload) Allow full module access to all tier levels, a Tier 8 ship that gets matched against Tier 10 is at a serious disadvantage, but if it all tiers had unrestricted access to all upgrade modules it would help put to balance things a bit, after all modules are quite generic. Match making & Tiers should be adjusted by year the ships entered service, matching a Tier 8 ship that entered service in 1940 vs a fantasy ship that was designed in 1950 and should have entered service in 1954 (but never did) is not good match making, how about a 5 year spread for tiers,: (1936-1940 Tier 9) - (1941-1945) Tier 10, etc. Revamp module diversity, there's too little to choose from and lots of Collisions - Same damage from friendly or hostile collisions, if a team has lost awareness of their surroundings there should be consequences. Fix RNG mechanics - A single shell can still magically cause a citadel hit versus a full salvo that ends up causing 50% torpedo protection hits + 50% overpenetration hits for 0 damage. Other: Historical PvP Scenarios Mode - Restrict axis nations & vessels to take on allied forces, not the current we're all friends mashup where all teams get vessels from all nations. Historical development - We know the dev team is mostly Russian based, but please stop breaking the game with fantasy Soviet Ships that never existed and turn out to be armor fortresses with super guns that eat British, German, American & Japanese battleships , no offense but the Soviet Navy was a non factor in WWII, at that time their engineering & design was inferior to the aforementioned nations, just get a bit closer to what really happened and not what Stalin would have wanted it to be, if the fantasy trend continues next thing we know we'll get the Mexican Navy charging up the Pan-American fleet with re-branded & revamped Fletchers, Gearings, Baltimores & Iowas that outperform their American counterparts...
  4. ByrosOnline

    Code: HEROESOFWAR. 250K credits

    Thanks a lot, it still works.
  5. It is a great video, thank you for posting, It is impressive how as gamers we can be so easily stimulated / manipulated to bring out our wallets to try and reduce the grinding time, get the latest overpowered fantasy ship or just play lottery with containers. I agree with the last part of the video, game ratings should reflect when games marketed to kids have micro-transaction based models that could potentially condition our own children like rats to keep them spending for the latest upgrade or fashion item.
  6. This is wargaming's matchmaker algorithm fixing the match, trying to persuade you to buy new premium ships so you can win again. How about buying some overpowered russian fantasy ships to ease your pain.
  7. ByrosOnline

    Real Manual Fire Control for Secondary Guns

    CV gameplay has changed, whether you like or not development time cannot be spent 100% only on one issue, things have to move forward. Providing the option of having real manual secondary gun control can really enhance gameplay and spice things up, if it needs to be adjusted then it can be evaluated during trials.
  8. ByrosOnline

    Real Manual Fire Control for Secondary Guns

    Perhaps the minimap could show a yellow area to show the range and angle of the secondaries whenever they are selected.
  9. ByrosOnline

    Real Manual Fire Control for Secondary Guns

    Its not a buff, by having the option to use real manual control of the secondaries, a player can only shoot in one direction and he has to aim and fire, whereas the automatic option fires all secondaries whenever a target is in range. This can also work if a cruiser has a rather long reloading time for it's main battery. In the end it should be optional, if players like automatic control they can keep it, but for others that enjoy pulling the triggers this can improve the gameplay experience.
  10. Since Wargaming is experimenting with all gameplay aspects of WoW, here's another thing for them to consider: Give players the option to have real manual fire control for secondary guns, that means actually pressing a button to select secondaries, choosing AP or HE, manually aiming at any given target, and pressing the mouse button to fire, just like we do with main battery guns. Make it optional for those who prefer the current automatic setup, while providing a gameplay improvement for those who want to have some micro-management fun by aiming & firing, instead of watching the automation. The so called manual control for secondaries captain skill, only let's you choose a single target while the guns still aim & fire automatically while reducing dispersion, so that's a different thing.
  11. ByrosOnline

    Yamato Stealth Nerf is Not Cool

    Wargaming watering down the Yamato, an iconic and real battleship so they can introduce the paperware fake russian battleships to make them overpowered & rule the game.
  12. ByrosOnline

    The Hatred for CV's needs to stop.

    Carriers = airborne gonorrhea.
  13. ByrosOnline

    Worst higher tier ship in the game?

    The Izumo at Tier 9, it is so big, elephantine, and ineffective that it gets burned and torped from outer space. The strategy with the Izumo, is to pick the red team's best battleship, and ram it for mutual destruction. Your team will thank you for it...and the ordeal on the grinding quest to reach Yamato will at least serve a purpose.
  14. If Wargaming wants to keep Izumo as a paywall ship at tier 9, then perhaps there is a way to accomodate all interests... What if once you unlock & purchase Yamato at T10, you are allowed to go back & refine Tier 9 technology to unlock 2 additional prototype hulls for the Tier 9 Super Izumo, these hulls should be drastically better in performance and aesthetics than Hull C, to actually have a tremendously fun & competitive ship to play with. Since you still have to go through the original paywall, and WG gets their money, they could really open up to superior design choices, this could work as a final prize or "token of good will" so to speak, for those resilient beings who actually went through the ordeal. The best variants shown in this thread could be really fun to play with:
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