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Alloh

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About Alloh

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    Master Chief Petty Officer
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  1. Alloh

    Sub's Torpedos Tech Evolution

    Thanks for NOT bursting my bubble, but instead confirming all that I said and proposed... The major difference is that I proposed a SIMPLIFIED mechanic to represent this historic evolution, adding complexity to subs while keeping it similar to other weapons already in game. Start with DUMB torpedos, then add MECHANIC TARGET COMPUTERS (just like the ones in surface ships) that pre-program a path, option to add magnetic fuses, then PASSIVE acoustic torpedos - easily fooled - and finally we reach fully guided torpedos in T10 and late T8. Guided torpedos were both radio and wire controlled, but that's not relevant... Anyway, anything below T8 (late WWII) should only have dumb torpedos, with upgrade to pre-programmed route.
  2. Alloh

    Sub's Torpedos Tech Evolution

    So, it's not a radical change. One of proposed approaches? At tier 6, you start with same dumb torpedos as regular, surface ships. Then can research an improvement - Target Computer - that uses Sonar BEFORE launch, to improve aim and spread launch cone. At tier 8, you start with TC that you had in T6, then can research the current Active Acoustic Torpedos. At tier 10, you start with current Active Acoustic Torpedos, then can research Passive Acoustic Torpedos. Another Approach, using other "branch" Tier 6, start with dumb torpedos, then magnetic torpedos (proximity fuse) Tier 8, start with magnetic torpedos, then Target Computer (wider launch code, pre-launch lock) Tier 10 start with Target Computer, then get Active Acoustic Torpedos (post-launch ping lock/guiding) The result I aim is that early war submarines only have dumb, unguided torpedos, in Tier 6, then Tier 8 can research guided torpedos and finally, only at Tier 10, subs start with guided torpedos. When dealing with GUNS, there's not much to alter: Caliber, range, speed, ordnance type and mass, but from T1 to T10, you aim and shoot and that's all. But for TORPEDOS, there's a whole historic development that started in century XIX, that created many different technologies for torpedos, varying not only the "caliber", speed and range for torpedos, but they go from straight-line swimmers to fully guided weapons, both in passive and active modes, remote wired or wireless control, self-guided ...
  3. I have proposed this a long ago, during PTS test with subs. And this issue raised again in recent post https://forum.worldofwarships.com/topic/244964-homing-mechanic-theory-why/ So, I really liked the "homing torpedos" mechanism, reminds the real "acoustic Torpedos". But I have a big TECH HISTORY ISSUE with ALL subs having them. For me, they should be absent at tier 6, researchable at T8 and default in T10. And we should have at least 2, preferably 3 torpedo types: Dumb, Magnetic, Acoustic. Tier 6 starts with dumb torpedos, just like surface ships, and can research Magnetic torpedos, capable of explode also near the target, for minor damage. Option, some can research TARGET COMPUTER FOR TORPEDOS. while others can research magnetic fuse. Tier 8 starts with dumb torpedos, but can research magnetic, then Acoustic Torpedos, the ones we currently have. Option: Start with TARGET COMPUTER FOR TORPEDOS, then can research Acoustic torpedos Tier 10 starts with Acoustic torpedos and also Magnetic Torpedos, selectable by user. Option: Start with Active Sonar Acoustic Torpedos, can research Passive Acoustic Torpedos - max stealth! as compensation, Dumb torpedos should reload faster. Another VISUAL change I'd like to see is that torpedos are always fired direct forward/backward, then to a "programmed" turn into target, few meters ahead. That would be closer to what real torpedos did. I.e. they would behave like "inherit rudder torpedo bug", but as a planned behaviour. Basically, instead of a direct line up to Xº from heading, torpedos launch in same heading direction, but does a fixed, programmed turn to Xº from heading, to reach aimed spot/target. Torpedo types to consider, to add DIVERSITY to subs, while providing some TECH TREE PROGRESSION also for sub's main weapon! At each tier, start with a simpler torpedo, then can research a better one. Like, the improved T6 type is the default for T8, that can research a better torp, that will be default for T10. And different nations can vary "improved" torp typr Dumb torpedos (contact fuse) Simple torpedos just like the ones used in surface ships. Narrow launch cone. Add two user selectable torpedo modes: (slower but longer) or (faster but shorter range) Magnetic Torpedos (proximity fuse) This was an improved torpedo, able to explode even without a direct hit to target. It was not great, but turns near-miss into minor damage to target. Just another step in torpedo research. One no longer can glide between two torps... Target Computer Aimed Torpedos (Pattern-run torpedo) If the user achieve a PING LOCK with Sonar BEFORE the launch, the torpedos will be able to turn and intercept target at much wider angle - regular torpedo launch angle increases from regular Xº, to 3Xº, by changing torpedo's rudder, thus its path becomes a semi-circle. Once launched, the path is fixed, no corrections. Basically, it increases launch angle This is a realistic feature, as torpedos had programmable rudder and depth, and their path rarely was a straight line ahead of the submarine. Instead of a route like / , the route is becomes a ) or ( ... Passive Acoustic Torpedo (Passive Signature Guidance) A new type of homing torpedo, should be able to lock a target engine/propellers sound. Player must achieve passive lock by keeping the aim over torpedo for given time. Then it should be able to track the target for given time. IF the target shut engines off, gets shaded by another ship or turn and "hide" its propellers by heading to torpedo direction, they lose target lock, and simply becomes a dumb torp. Active Acoustic Torpedos (Active Sonar Guidance) Exactly what we have now, torpedos will guide themselves towards a reflected sonar ping / marked sector, actively correcting its trajectory, until near the target. This is the ONLY torpedo that can be guided AFTER launched. Player can even shoot in dumb mode, and later provide a sonar target lock. Unrelated, but another missing feature is to make submarines DECK GUN become PRIMARY ARMAMENT, i.e. user can aim and shoot it while in surface... even kill that enemy in very low HP broadside to the sub, right on its side, unreachable to torpedos! During WWi and early WWII, most submarine sinking was using deck gun! https://en.wikipedia.org/wiki/Torpedo_Data_Computer
  4. Alloh

    Homing mechanic theory. Why?

    So, I really liked the "homing torpedos" mechanism, reminds the real "acoustic Torpedos". But I have a big TECH HISTORY ISSUE with ALL subs having them. For me, they should be absent at tier 6, researchable at T8 and default in T10. And we should have at least 2, preferably 3 torpedo types: Dumb, Magnetic, Acoustic. Tier 6 starts with dumb torpedos, just like surface ships, and can research Magnetic torpedos, capable of explode also near the target, for minor damage. Tier 8 starts with dumb torpedos, but can research magnetic, then Acoustic Torpedos, the ones we currently have. Tier 10 starts with Acoustic torpedos and also Magnetic Torpedos, selectable by user. as compensation, Dumb torpedos should reload faster. Another VISUAL change I'd like to see is that torpedos are always fired direct forward/backward, then to a "programmed" turn into target, few meters ahead. That would be closer to what real torpedos did. I.e. they would behave like "inherit rudder torpedo bug", but as a planned behaviour. Basically, instead of a direct line up to Xº from heading, torpedos launch in same heading direction, but does a fixed, programmed turn to Xº from heading, to reach aimed spot/target.
  5. Alloh

    Choose the Look of a New Map!

    Seems that VOTING SYSTEM was not properly implemented... Instead of voting (yes/no) for each map - and I expect that nearly everybody said yes to all - there should be a RADIO button, to choone one out of three. Another good way to implement was score, each user rank the maps - 1,2,3 - and map with lowest score (+Firsts) wins...
  6. Can we have DEADLY SMOKE COLUMN over the active Vulcano, so any planes flying there die like a FLAK barrage.?.?.? That's what I proposed for EASTERN EGGS contest for "LAND OF FIRE"... and bright colored lakes in HOTSPOT... But why LAND OF FIRE? Image from wiki shows it all, red sunset, red lava...
  7. Alloh

    Update 0.10.7 - Bug Reports

    ZOMBIE FORTs - patch 0.10.7.2 In OPERATIONS, the GROUND TARGETS, as Forts and buildings, refuse to DIE and remain there, with Zero HP, burning but still visible / "target-able". Started today, seems server-sided, and other players in same match reported to see the same, even someone without any mod. Here we can see in MINIMAP all the ground targets, dead but in ZOMBIE mode:
  8. Alloh

    PTS 0.10.8

    It was said in PTS rules, and even in the Shipyard itself: instead of 7prov, you get 100K coal... But it's really dumb to test the shipyard, and not build the ship... then joint the Imagined Soviet CVs, without any soviet CV... On the Bright side, CONVOYS was a GREAT experience, that's really near to be ready... just a few changes, like, add subs and remove CV, restrict to 1 BB , allow asymmetric teams, create multiple convoy routes, with 3 exit points and bi-directional, make the routes longer, from one edge of map to opposing side or some island... Finally, PTS0108-R2 for me meant no visible change. I had to read the release notes to find anything... and too bad they just ignored Convoys improvements!
  9. Alloh

    PTS 0.10.8

    Remember "TORPEDO TURNING BUG"? I ran the tests in TRAINING ROOM, against static targets, and confirmed that torpedos were inheriting rudder position from ship. Until 0.10.7, when Center Rudder = hit, while Left/Right Rudder = left/right miss. Hooray, PTS 0.10.8 brings the FIX for this. Just tried in PTS, and all my 16 torps hit the two yamatos, irrelevant of my rudder position/speed/turning/straight.
  10. Alloh

    Torpedo firing shift bug

    HOW did you test? Because I ran the tests in TRAINING ROOM, against static targets, and confirmed that Torpedos were inheriting rudder position from ship. Center rudder = hit. Left/Right Rudder = left/right miss. BUT, on the BRIGHT SIDE, Hooray, PTS 0.10.8 brings the FIX for this. Just tried in PTS, and all my 16 torps hit the two yamatos, irrelevant of my rudder position/speed/turning/straight.
  11. Alloh

    PTS 0.10.8

    I just proposed a simple fix: Convoy Ships AI already do USE SMOKE when attacked. Make them ALSO SLOW DOWN TO 1/4, and adopt a simple evasive ZIG-ZAG pattern. Regular bots from Coop already respond to avoid torpedos and ordnance changing both speed and direction. I.e. When freighters use smoke, add (slow down+zigzag OR stop-wait-change course-go) Also would be better to have MULTIPLE ROUTES, like "left->right" or "right->left" in given map, towards one of two randomized exit points. That would also bring surprise and diversity to game mode! Some Operations are already like that, and it's better! Then randomize attackers' spawn point, from two opposing positions. And also vary the amount of ships on each side, as (0x7, 3x4, 4x3, 7x0). ,
  12. Alloh

    PTS 0.10.8

    So, first impressions on CONVOYS PRO We have a NEW GAME TYPE, and it's not "circles again" Good improvement, played few games and all were FUN Good first implementation Convoy ships DO have SMOKE, and use it when attacked. To improve it and make closer to reality, MAKE CONVOY SLOW DOWN to 1/4 while in smoke. CON TOO MANY BBs. Probably a single BB per team would be fine. CONVOYS ARE TOO SMALL. Just add more ships and diverse ship types. Refer to Operation Raptor Rescue SINGLE STATIC ROUTE: There must be at least 2, maybe 3 EXIT POINTS, randomized at mission start. Refer to Operation Raptor Rescue. NO SUBS? Why no subs? Bring them subs!!! Indeed, replace BBs with subs, up to 3 subs per team. NO CHOICE OF SIDE: I would prefer to choose either DEFEND or ATTACK, so I can choose the best suited ship for the task! CVs ARE BAD (in this mode). The maps are too small for CVs, They spot too early. The matches without CVs were more fun! Can we try without CVs? EXIT NOWHERE: Why all exits are a circle in the middle of nowhere? Make the exit to be meaningfull, near somewhere or the edge of the map... Add a strong AIR ATTACK when convoy reaches there, or coastal defense... even make a BOT FLEET to spawn and come to assist... IMPROVE DIVERSITY +VARIATIONS: RANDOMIZE ROUTE: Randomize Convoy route DIRECTION, like (NE=>SW),(SW=>NE). It's the same map/route, going or returning... Randomize exit point from two nearby options, like "Y" forking; Refer to Operation Raptor Rescue. It will bring surprise and variation to games. Operations are great, but we already know where each bot will spawn next. So using the same pre-plotted route, we can have convoy ships coming from "left" or "right". And they also can leave towards two spots... Remember that cargo ships did each route both ways, it's not an one-way journey... unless it's to the bottom... RANDOMIZE ATTACKERS SPAWN: So attack comes from either, or even both sides. Even better if randomize how many ships spawn on each side, including all attackers spawning at one side only. ADD BOT/AI ESCORTS: That always stay with convoy, to provide another challenge, increase convoy size and balance better the forces. Seems to me that attackers do have a good advantage currently CLIMATIC FINALE: When the convoy reach the exit area, either a fleet of AI ships, or many bomber squadrons, come out from outside of map, then match end... you have to (protect/destroy) the convoy until/before it reaches its target, where reinforcements are incoming. Exit NEAR LAND, add a lot of fortifications... their guns open fire and match ends Exit near map border, either SOME SHIPS or MANY AIRPLANES spawn outside map... when their guns open fire, or drop first bombs, match ends CAN BE A VIDEO... For escorts, a welcome sight to save the day, for hunters, a sore sight that enforces to retreat or die fast to a stronger foe. UNEVEN SHIP TYPE TEAMS: Do NOT enforce teams to have mirrored ship types. Make possible that only one team have CV, or one team has way more DDs than the other. You can even balance out with BOT ESCORT. Another variation would be MANY SUBS vs FEWER DDs/CLs. ADD SUBS, preferably only to hunters. RESTRICT CV: Allow only a single CV with escort teams. When Escort team gets a CV, Hunter team CAN have a 2nd BB. RESTRICT BB: One per team. Convoy operations were carried mostly by smaller ships, DD, CL, CA. SCENARIOS would be fun, like ( 4x SUB, 3x DD, 2x CA, BB ) vs ( CV, BB, 4x DD, 3x CA ) MAKE MM PREFER AXIS vs ALLIES: It's not to enforce, but use an algorithm that first TRIES to distribute ships per nation alignment. First level sort, Axis//Allies, complete with "mercs", then complete with any ship. Consider as a step towards next game mode...
  13. Alloh

    PTS 0.10.8

    Yeah, finally, CONVOYS!!! You really should improve the MatchMaker to PREFER allocating teams based on Axis or Allies (or neutral/occupied). AXIS: DE, JP, IT ALLIES: US, UK, RU, Commonwealth Others: all other nations shall be considered Neutral or Occupied, so can be used to complete both teams. SO, at first the MM tries to assemble teams purely with Axis and Allies. Then spread remaining nations to complete teams. No big issue to have French, European, etc ships on both sides, as some ships from those nations really fought for both sides, as "Free Navy" or taken by force when nation was occupied.
  14. Alloh

    Torpedo firing shift bug

    Trying to make it simple: Currenty, TORPEDOS INHERIT RUDDER POSITION from the ship launching it. If your rudder is centered, torpedos go straight. If you are turning, torpedos will also turn to the side you're turning. Easy to reproduce in Training Room, against static ships. Get a RN DD, fire two torps while moving straight, then turn left, shoot 2, turn right, shoot 2, center rudder and launch the remaining ones. 2 will pass right, two pass left, and the others will hit, thus demonstrating that they inherit rudder position.
  15. Started when the WGC/Gaming Center did the download for 0.10.7. And now it's fixed, after patch 0.10.7 is active also in server! @ShipXforXBrains also got a fix? I checked with both my accounts, and the problem seems isolated in EARLY INSTALLATION OF PATCH 0.10.7.
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