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Tikonderoga17

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About Tikonderoga17

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  1. Tikonderoga17

    Italian premium crate heads up

    Russian BBs - t5, t6 from crates. French DDs - t5. Italian CAs - t5, t6. Small sample size, but works as anecdotal evidence. Also, in one year I only got T5 and T6 ships from super containers Including those from NY sale. Monoghan, Okhotnik, Krasny Krym, Perth, Warspite, premium Omaha-class. Not a single ship T7 or above or single mission for one.
  2. Well... Silver, doubloons and FXP are all being sold and make money for WG.
  3. It's nice to see different people having same ideas about it!
  4. I understand it's probably too late to make another rework of Research Bureau, but what I WG would directly asked players how they want to see thing like NTC / RB implemented? That's my attempt to be "lead game designer for a day". Task: Design a new feature which: Won't be really hard in implementation, won't require major code changes and re-balancing of in-game parameters; Will motivate players to play more, using existing content (so no new game modes, no new ships, etc); Will provide a reason to play low and middle-tier ships (which is important for game's health); Will work as effective sink for silver, doubloon and FXP; Will be mostly if not completely optional (i.e. won't be mandatory for competitive players); Will provide "sense of achievement" for participants; Won't cause no major inconveniences for players; Should allow expansion in the future (seasons). Solution: For lack of the better word, we'll call it "Paragon system". In this system, as soon as player researched T10 ship in a branch, he can assign "Paragon status" for the whole line. For premium ships it can be done anytime for 20%* of ship's price in doubloons. * All coefficients and numbers, like 20% here, are for illustrative purposes only. Real values can vary. As soon as ship get Paragon status, it can be enhanced multiple times, earning Paragon levels, or Stars. Each star requires some resources (we'll stick to term Research Point or RP for simplicity's sake) to unlock and brings certain non-performance benefits to a ship. Example of such rewards for stars earned for a ship: 1 star: Pennant with number of stars, indicating current Paragon level of the ship, -5% cost to repair service 2 stars: +20% commander XP 3 stars: pseudo-premium status - an ability to assign any commander without retraining 4 stars: paying price of reqular permanent camo, player can add new customized permanent camo with same bonuses as regular one has, but with any camo pattern existing in a game 5 stars: custom shell traces can be bought for doubloons 6 stars: free premium consumables etc. Not all tiers of rewards will be open at the start of Paragon system. We'll start with only first 3 stars available and will add one more for each new season. We can also add stars 7, 8, etc. later. So how these rewards can be earned? Here comes re-grind. As soon as player assigned Paragon status for a branch, it can buy combat missions for this branch in the Paragon store. These missions are available for T5-T9 ships only and need to be purchased and completed in sequence: i.e. you can buy mission for T6 ship only when you completed mission for T5 ship, and so on. Price for each mission equal to cost of the ship in silver. Mission requires earning certain amount of XP on the ship, so it will require player to use middle-tier ships. At any time after first win on the ship, player can spend FXP equal to remaining amount of XP needed and complete mission. That will give a reward for a mission and will allow to move to next level mission. The higher the mission level, the better the reward. As soon as T9 mission is completed, T5 mission became available again, so player can start second round of re-grinding. And so on, and so on, paying silver and spending XP or FXP in process. Completing such missions will give Research Points, which can be used for open Paragon levels or Stars for any ship with Paragon status. See example of rewards above. That's pretty much it. Let's see did we managed to meet our requirements: Won't be really hard in implementation, won't require major code changes and re-balancing of in-game parameters - complete. We will need one new store, one new currency and some UI changes. Will motivate players to play more, using existing content - complete. No major content development required. Will provide a reason to play low and middle-tier ships - complete. By playing T5-T9 ships player will be rewarded and if he needs better rewards, he needs to play whole branch, not just one favorite ship. Will work as effective silver, doubloon and FXP sink - complete. Silver will need to be spent to buy combat missions. Doubloons will need to spent to unlock paragon status for premium ships and to purchase custom camo (or other things). FPX can be spent in order to finish combat mission without actually playing the ship again. Will be mostly if not completely optional - complete. Won't give performance benefits such as ship upgrades or OP ships. Will provide "sense of achievement" for participants - complete. Having pennant with 5 stars on it will mean you really love that ship and you spent time on it. Same as showing up pink permanent camo and lightning tracers on your Leander. Won't cause no major inconveniences for players - complete. Players won't need to loose their favorite ships just in time for next Ranked Season, won't need to loose access to any ships at all. Should allow expansion in the future - complete. We can add new seasons with new rewards for 4-5-6, etc. stars. The biggest problem will be finding good balance between efforts and rewards. I didn't think much about it, but it can be done. I'm pretty sure that's not the only one "alternative to NTC/RB" we can have and some other ideas can be much better and easier to balance. It's just an example of "being nice and provide constructive feedback" and I hope it will be heard by developers.
  5. Registering every time, never being picked. :/
  6. What's so magical about 20 seconds? Are you afraid CV players will leave the game if they'll be forced to wait OMG 20 seconds?
  7. I posted it on reddit few days ago. Monthly trends for all years: EU: NA: RU: Monthly numbers shows 2019 is as good as any other year for all markets, but RU. However, online recovering even there (May 2019 is better than May 2018 was, but it could be due the incomplete data for May 2019 so far... beginning of May is really long week-end in Russia). Trends for weekly and daily averages: "Pictures" aka "I did screen from Wow.api" EU: NA: RU: Weekly averages plus trends: EU: NA: RU: Daily averages plus trends: EU: NA: RU:
  8. She has catapult on one of the turrets and crane to pick aircraft from the water, but there's no fighter or spotter plane consumable for the ship in-game. What gives?
  9. Tikonderoga17

    AA needs to be seriosly rebalanced

    So you played AA specced DD plus extra AA mod plus great awareness and managed to kill less than 3 planes in a game on average. Do you, like seriously, consider that good performance against CV? With all the investments?
  10. Tikonderoga17

    AA needs to be seriosly rebalanced

    You are playing CV almost exclusively for the last month. 87%. You are essentially "CV main", playing single T10 CV. What can you add to conversation about poor AA balance on T4-T8 tiers, honestly? Also, why would you be interested in having better AA on surface ships, being CV main? That was not my question. You told us all: Show me, how you are influencing 11 people in random to do what you say. Replay, maybe. I'm sure there are true admirals between us, but I yet to see anybody to coordinate whole game for his random team members.
  11. Tikonderoga17

    AA needs to be seriosly rebalanced

    I don't think it's a solution. What is the purpose of having multiple nations and multiple classes, if we want to "balance" CV by playing only AA ships?
  12. Tikonderoga17

    AA needs to be seriosly rebalanced

    According to your profile you are playing CVs in 81% of your games during the last week and in 87% during the last month. You definitely know how AA balance looks from surface ship perspective. Also, would you share please how you affecting your teammates decisions?
  13. Tikonderoga17

    AA needs to be seriosly rebalanced

    We can't expect to have only T10 games to be balanced. Especially considering the fact that many T8 ships are facing T10 half of the time (at least). Do you want to have new players to play WoW? They need to go though low and middle tiers, and if balance is no there to be found on T4-T8, how many will survive it?
  14. Of all things, related to CV rework, AA balance was touched the least, at least it appears so. One particular thing I will complain today is balance of AA in random games. Being tier 6 ship in tier 8 games (or any tier N ship in tier N+2 game, but for illustrative reasons I will use my recent game in Aoba) is a challenge most of the time and often is not fun, however, being t6 with two t8 CVs is absolute nightmare and exercise in futility. No matter how long CV will attack you, you can't do anything against its planes. In one particular game I was attacked by Enterprise and Implacable 11 times, got 6 torpedo hits, did 26k damage to planes and managed to kill just one single aircraft. Surface ship can be effective against ship two tiers above. Maybe it will loose in 1 on 1 battle, but it still can damage the opponent and make him vulnerable. Surface ship, unless it has exceptional AA, can do noting against CV two tiers above. In current meta, where most of middle tier games have 2 CVs on each side, it's unacceptable. Having role of moving targeting dummy for certain class of ships is not fun at all. Here's what needs to be done: AA tier to tier should be rebalanced from scratch, there should be no situation when T8 CL can eat all planes of T6 CV without having single bomb hit, or, like I described above, T6 CA can't do anything against T8 CV. Non-AA skills should have AA component in them. For example, Adrenaline Rush could increase AA damage as well. Having AA-only skills is all right, but there should be other options to make ship more effective against planes, especially for ships which are not designated anti-AA. I don't have a good proposal, but something needs to be done about balance in last five or so minutes of the game. Typically, CVs are still alive and well, but number of surface ships (and AA) is greatly reduced. Group of 2-3 ships with good AA staying close can be effective against planes in first 2-5 minutes, but the longer game lasts the more balance changes in favor of CVs. Damage to aircrafts should be directly translated into plane kills. Period. If AA damage planes, they should stay damaged, they can't magically replenish their HP just by staying on the deck. Ships can't do it, planes should not as well. (Unless they will have cool down ability with limited number of charges). I think it will also help with 3 as well! Anti-AA consumables in general should be more effective. Using limited charge of DFAA or fighter plane should have meaningful impact. Right now you can use all fighters and have zero plane kills. Anti-AA ships should be CV nemesis, not just annoyance. To the point of "I won't go that flank until Atlanta is dead". CV need to have hard counter-ships, like every other class in the game. (Manually controlled AA is really bad idea, don't even think about it, please.) Again, I'm talking only about AA balance, it's not about CV rework in general. Pic: Ship can be effective being uptiered against other surface ships. It can't to anything being uptiered by CVs.
  15. Tikonderoga17

    How do I distribute 4 radar cruisers across 2 teams?

    All right. Add one little step: * we have total 12 cruisers: 8 type A (Zaya), 4 type B (Norma), 4 type C (Galaxy) * split it so each team will have 4 type A, 2 type B, 2 type C.
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