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EXIT_TO_PORT

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About EXIT_TO_PORT

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  1. My observation about this...and I specifically thought this when the Puerto Rico debacle occurred...is that WG needs better English technical writing. For instance "Increases the firing accuracy of the main battery, if there are no visible hostile ships within the ships standard detectability radius." Huh? I'm guessing at: "Increases the firing accuracy of your main battery when your are undetected and there are no detected enemy ships within your ship's standard detectability radius. (I.e. a detected enemy within your ship's standard detectabily radius, but which cannot detect your ship, for whatever reason.) Huh?
  2. EXIT_TO_PORT

    Tampa Bay Buc's

    If the Bucs can find a solution to either Kelce or Hill, they have a good chance. Brady will need play a lot cleaner than he has the last couple of games. The Bucs absolutely cannot afford to give the ball to Mahomes with turnovers. And a little toe stomping will help also.
  3. EXIT_TO_PORT

    Is this a bug?

    it sure was a lot of fun
  4. EXIT_TO_PORT

    Is this a bug?

    My last match: T10, 2 dds, a cruiser, a bb, and TWO carriers per team. 4v4 plus two carriers per team. Is that on purpose or a matchmaker bug?
  5. That is a brilliant effing idea! How about this...whenever we are put in a game with 2 carriers per team I feel like going backward in protest. Lets all go park on the back barrier and let the carriers play by themselves.
  6. EXIT_TO_PORT

    Rear turret control

    For sure. It would be fun as hell too. You could fight the BB ahead at 30 degrees starboard and the cruiser at 205 degrees port, simultaneously! That would be a great skill element to add. (Don't know if that is the right way to express the ship positions but thought i'd take a stab at it.) Simple keyboard command, just like priority aa, to "lock rear turret on target". When activated the front turrets follow the mouse while the rear turrets stay locked on the chosen target. If you maintain aim on the rear target for very long, however, your front turrets will rotate too far toward that target and the effectiveness of the strategy would be reduced. Thus the skill element needed, to optimally be go back and forth during the reload cycle, functionally doubling your DPM potential and effectively repelling the enemy attacking your flank, during that unique battle scenario. The function would be canceled by pressing X and the rear turret would return to normal. Sounds good!
  7. EXIT_TO_PORT

    Rear turret control

    Up-vote dude, thanks for that response.
  8. EXIT_TO_PORT

    Rear turret control

    There must be a good reason why not. Was that a feature of the actual ships? (asked the monkey) I wonder if it has ever been developed tested and rejected.
  9. EXIT_TO_PORT

    Skill rework - the unread FAQ

    So our 19 point captains will resume 100% ECXP once we get them up to 21, but in the mean-time it will 5% ECXP?
  10. Me thinks one doth protest too much. Do we really believe Flamu doesn't know his HE will have no effect on that armor plated deck? Hm?
  11. I heard just the opposite: one streamer and advanced player analyzing game aspects while carefully NOT saying anything about the other streamers' content or opinions. It was obvious from the beginning that he was being cautious about that. I, on the other hand, find it hard to sympathize with the top scoring player on the winning team who just killed almost fifty planes while ranting non-stop about the unfairness of his weak AA protection.
  12. I heard just the opposite: one streamer and advanced player analyzing game aspects while carefully NOT saying anything about the other streamers' content or opinions. It was obvious from the beginning that he was being cautious about that. I, on the other hand, find it hard to sympathize with the top scoring player on the winning team who just killed almost fifty planes while ranting non-stop about the unfairness of his weak AA protection.
  13. I thought it was a Russian company. Wait, isn't it?
  14. I wouldn't mind waiting a couple of minutes xtra if it produced a good result. But that is a valve that the dev can place wherever it wants: %matchmaking sophistication improvement v. %wait-time increase.
  15. EXIT_TO_PORT

    Mine-layers, Mine fields.

    What might the counter play be? There would have to be a counter play. A signal perhaps? Making ones ship impervious to mines. And maybe it takes 30 seconds + normal reload times to switch from laying mines to main battery so mine laying makes you completely vulnerable during the process, unable to defend, and your top speed while laying mines is obviously much slower, so don't get caught, or you might have to abort and lose the mine field, and perhaps you only get two or three mine-laying consumables per match. There are plenty of variables to make it an interesting and semi-realistic (?) gameplay element, imo.
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