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Alloh

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About Alloh

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  1. Alloh

    New Operation Wolfpack

    THANKS!! One more of my insistent suggestions was accepted! We can't have U-BOATS without having a WOLFPACK scenario. But that objective for one sub NOT BEING DAMAGED only foster NON-COMBAT behavior. Please erase that !
  2. Alloh

    Nova Operação Matilha

    Que beleza, mais uma sugestão minha foi aceita pelos DEVs... foram anos repetindo a sugestão, SUBS / U-boats precisam de uma "operação wolfpack" !! Mas achei péssimo os objetivos de manter 4 subs na superfície, e principalmente um sub não ser danificado... isso apenas incentiva SE ESCONDER E NÃO LUTAR.
  3. Alloh

    PTS 0.11.8 pt 2

    Repeating from previous topic: More operations is GREAT. Kudos! AXIS vs ALLIES OPERATION: Since all operations have BOTS that are either single-nation, or AXIS/ALLIES, why not enforce players to respond to that? Make Operations limited to ships opposing the bots alignment, i.e., when bots are IJN, players cannot use Japanese ships, when they are "Axis", only "allied" ships are allowed. Display what "nation" will be the bots for each operation on description screen, and which ones players can use HOURLY OPERATION: Random Operation isn't good! It is important to know WHICH operation will be next in queue, so we select a better suited ship, equipment, etc. Alternative: Make it HOURLY operation, and let us know which operation we'll be playing at very least, show us the next operation, then give us time to select a better suited ship - and if we want to do that mission Minigames sucks. It's fun on first two or 3 times, then it's boring. If I wanted to play minigames, I would not load WoWs! Ordnance type change makes no sense as is, From what I've researched, no warship can "unload" a loaded gun and change shell type. Ordnance and propellant enter from one side, leave from the muzzle. And it would be extremely dangerous to have all that explosive hanging around as sailors unload, change shell then load again. Instead, change to "NEXT LOAD" so you have to fire the loaded guns to change shell type. The Gun Feeder skill would no longer make sense in this context, make it become "faster type switch", resulting in ONE quicker reload after swapping type.
  4. Alloh

    PTS 0.11.8 pt 2

    Problem is to have Tier 6 players against Tier 10 bot ships ... and since players can take T[6,7,8], then it easily becomes unbalanced. Another problem is that ALL OPERATIONS BECAME TIER 8 for players, with an occasional T7 and rarely some T6 ... For me, makes more sense that some operations are Tier[7,8], while others become Tier[6,7], thus facing bots respectively at tiers [7..10] xOR [5..8] ...
  5. Alloh

    PTS 0.11.8 pt 2

    My second visit to new operations: TIER SPREAD became too wide!! It makes no sense that I am proposed to use a Tier VI ship - took my premium pocket BB Graf Spee - against "balanced" enemies... then having to face a whole lotta Tiers X and IX ...( T6 ) x ( T9,T10 ) definitly ins't my concept of "balanced" nor fun! And those were premium T10/9 as Siegfried CA and a Max Immelmann CV! Restrict the tiers and spread the missions into two "ranges": Tier ( 6+7 ) for players, facing bots raging from ( T5 - T8 ) Tier ( 7+8 ) for players, facing bots raging from ( T7 - T10 ) BAN T6 vs T10, T9 .... since I was the only T6 in player team, that became unfair for me, as 1936-tech CA facing imagined and unrestricted 1947-age ships Make missions PREDICTABLE, and HOURLY: I.e., The next mission is XXX, mission changes in T minutes Cherry Blossom Improve the bots' TYPEs, there are way too many DDs, few CA's then saw no BBs ... add more BBs, replace some DDs with light cruisers ... Can we have our own illumination? Maybe a mission-specific, limited resource that launches some flares ? Hermes Tier 6 vs Tiers 9+10 wasn't good. Get rid of Tier 6 for players, or restrict "bot's max tier" to 8. OR restrict players to T6,T7 and balance bots accordingly. Had a hard time finding the healing area... then the Magic Healer Bot was sunk... while I was on a T6 facing T10 ...
  6. Alloh

    PTS 0.11.8 pt 1

    My second impressions: More operations is GREAT. But since all operations have BOTS that are either single-nation, or AXIS/ALLIES, why not enforce players to respond to that? Make Operations limited to ships opposing the bots alignment, i.e., when bots are IJN, players cannot use Japanese ships, when they are "Axis", only "allied" ships are allowed. Display what "nation" will be the bots for each operation on description screen, and which ones players can use Random Operation isn't good! It is important to know WHICH operation will be next in queue, so we select a better suited ship, equipment, etc. Alternative: Make it HOURLY operation, and let us know which operation we'll be playing at very least, show us the next operation, then give us time to select a better suited ship - and if we want to do that mission Minigames sucks. It's fun on first two or 3 times, then it's boring. If I wanted to play minigames, I would not load WoWs! Ordnance type change makes no sense as is, From what I've researched, no warship can "unload" a loaded gun and change shell type. Ordnance and propellant enter from one side, leave from the muzzle. And it would be extremely dangerous to have all that explosive hanging around as sailors unload, change shell then load again. Instead, change to "NEXT LOAD" so you have to fire the loaded guns to change shell type. The Gun Feeder skill would no longer make sense in this context, make it become "faster type switch", resulting in ONE quicker reload after swapping type.
  7. Alloh

    PTS 0.11.8 pt 1

    First, THANKS for finally giving us more operations, and faster rotation instead of weekly. Your heard my posts! So far I found the issues reported above, that the old T6/T7 operations became too easy. And the new ones aren't that hard neither!
  8. Alloh

    PTS 0.11.8 pt 1

    Rewards will come a few weeks ather this release go live... relax that it will take another PTS interaction, maybe a 3rd, then the new release goes GA, then we get the prizes on a monday morning...
  9. Alloh

    Update 0.11.7 - Bug Reports

    Issue: Bots stop moving in OperationsExpected Result: The FUSO bot that spawns after we re-capture the convoy will always STOP around same spot in A9/B9. . . . . Other bots do the same, but randomly, in both Operations and COOP How to Replicate: Play current operation, AEGIS. After convoy is re-captured, 3 BBs will spawn. The one spawning at A9 only moves to B9 .Screenshots/Replay/Supporting Info: All Operation matches I played since last release have resulted in Fuso laying anchor in B9 ... Purely SERVER-SIDE, it's bot's movement. Note that the FUSO bot named KOUSOTSU haven't moved between two screencaps, while the other 2 BBs moved and were sunk!
  10. So, since we have seaplanes called land-based airplanes, that comes from a magic base that every single nation has around, but outside the map. and magically spawn out of nowhere and vanishes into nowhere... Since in real life, an "air support bomber" would avoid dropping changes near an allied ship... And we already have seaplanes on the ships that COULD be used for same purposed, without creating more assets - just reuse models and animations... And the remaining "weapon specs" would remain the same And it's more logical WHY "air support" is limited around you: your ship launches a short-range, max load plane with depth charges, instead of magic-puff-seaplanes And why some ships have air support, and other ships have depth charges instead - becomes "can launch airplane" And Fighters/Spotter planes aren't historically accurate already, as seaplanes were bad interceptors (fighters) and could not launch in harsh/combat conditions, and that's irrelevant as they currently are in game. Finally, if it's not historically accurate, this isn't a simulation either. My seaplanes could carry Bombs, launch from my deck, bomb a target and either leave or return, just like spotter and fighters already can! Ships that do not have a visible airplane model can just spawn a floatplane on camera's side of ship, that takes off, attacks and goes away, Otherwise, it's just the spotter/fighter adapted with depth charges and a mechanical release for pilot... Floatplanes with Bombs, depth charges, guns...
  11. Maybe you should check the WIKI, and the game you play... I don't have a list of names of airplanes used for ASW Airstrikes, but someone as smart as you can research that, now that you learned what ships do have land-based airplanes... Or maybe you can teach WG how do you call those planes that drop depth charges over subs, that WG calls "land-based airplanes"
  12. All BBs and all cruisers without depth charges do have LAND-BASED ASW PLANES. And that's what makes no sense! Check Ships_with_anti-submarine_weapons
  13. All airplanes used as ASW or Airstrike must become catapult-launched, instead of land-based. Reasoning AGAINST land-based airplanes: The majority of ships that has ASW/Airstrikes also has a catapult-launched hydroplane. Except high-tier They only can strike a limited circle around my own ship. If they were land-based airplanes, they could hit anywhere in map, as they already ! There are no active airfields in the maps. The airplanes come out of nowhere, and vanishes in a cloud of pixels. This breaks immersion! If there were airfields, they should NOT serve all ships from all nations, only allies of that owner. Logic demands that an air force does not help the enemy! Thus, instead of "land-based airplanes", change it to "ship-based airplane(s) with ASW/Airstrike capabilities", because: The majority of ships, or probably all ships that has ASW/Airstrikes also has a catapult-launched hydroplane. The ones that do not have a visible plane, like high-tier Netherlands cruisers, do have cranes and can have a stored float plane, the crate places it in water and it go attack... It becomes one visible resource in ship, instead of "magic planes from outside" (for most ships) Maybe only Netherlands cruisers remain using "land-based planes from no-land" They only can strike a limited circle around my own ship. A heavily loaded plane cannot launch too far! Airfields and a faction owner for that airfield again become non-required, as they do not exist All stats for ASW/Airstrike planes shall remain the same, as damage, reload time, etc. EXCEPT that using AWS/Airstrike airplanes should deplete the Fighter/Spotter plane... Fighter/Spotter plane is the same plane, that can fly a long time around the ship without bombs, and have a short range / flight time when loaded with bombs or depth charges, take off, attack and return.
  14. Alloh

    PTS 0.11.7 pt 2 - Bug Reports

    Description: Some bots are never moving, or does move then stop nowhere. How to Reproduce: Server-side. Seems random. In this match, only this bot did not moved at all. Result: Some bots are NEVER MOVING. This issue is also happening in current release, both in Coop and Operations.
  15. Alloh

    Update 0.11.6 - Bug Reports

    Issue: Bots NOT moving. For all players, during whole match, while playing COOP and also in OPERATIONS, some bots just refuse to leave its spawn point!Expected Result: Bots should be moving once the match starts. But some - not only the CV - are simply static all the match How to Replicate: Randomic, and totally SERVER-SIDE ... nothing in my game client can change BOT'S BEHAVIOR , so forget mods, etc.Screenshots/Replay/Supporting Info: Operation NARAI also got its share of STATIC BOTS: US Server, BRT - Brasilia TZ GMT-3 I had to go all the way where the DD and transports spawn, cause the 2 transports from there were NOT MOVING. The next two cargo ships also made a full stop when they should turn left and proceed to their exit, making them a pair of sitting ducks that I had to go there to kill This image clearly show where i was, and that this freighter is just NOT MOVING, never left its spawn position in I-4. We also can see the freigthers in H-4 that were supposed to turn SW and sail to J-1 exit...
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