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Found 9 results

  1. Looking for thoughts on this. For instance does it boil down to who can cajole their FB friends to vote in a random poll, bribing others with promises of juicy bacon, or using a giant bot net to sway the outcome? How does one derive meaning from this?
  2. This is a more or less a copy from my reddit post on the subject; With WG's permission I decided to post it here as well. To prove it is indeed me and I haven't stolen someone's thread, here is a picture I haven't posted on the reddit thread, when I had Nicholas unlocked. DISCLAIMERS: · The purpose of this challenge has been simply to satisfy my curiosity and help a bit with fighting my boredom. I was inspired by this thread below and wanted to see for myself whether it’s possible for someone to manage hitting Tier VI under 24 hours in a brand new account with as few battles as possible, without botting and for free. The whole challenge run was completed in about 10-11 hours with breaks and lunches, between 06.19-06.20. https://forum.worldofwarships.com/topic/193937-wanna-win-10000-recruitment-rumble/ · I don’t recommend to anyone without a lot of free time to try something similar. · Don’t force yourself to this challenge unless you find this stuff fun or want to see how a newbie experiences the game nowadays. No need to put a time constraint. · Results may vary; RNG plays quite a role as expected. · Stay hydrated and take breaks between certain amounts of battles. Don’t stay on your chair all the time, stretch and in general move around for a bit. These are my stats at the completion of the challenge if anyone is interested. Notice date of account creation and last battle, as well as the single battle at tier VI to signify the completion of the challenge With that out of the way, let’s get to methodology. METHODOLOGY The hurdles First of all, you have to understand what you will be facing. Battle modes are locked, you have no access to Free XP, Camouflage, Commanders, Signals or Upgrades. You unlock them in the following order: Free XP>Upgrades>Commanders>Signals>Camouflage. In my case I finished my run as I got Signals unlocked so they didn’t play a role. Commander was at 5 points as well when I was done. So, with a possible exception, you will never be able to use skills like Concealment Expert that are basically must haves. Add to that the CV rework as well as Tier V Matchmaker being almost torturous, and this can get pretty bad, pretty quickly. Things to consider before starting In this specific run I decided on using a referral AND an invite code. This decision was godsend, otherwise I would be eating my shoes right now. While referral codes are standard among all players, there are lots of invite codes. The best I was able to find (and the one I used) was one giving 200 doubloons, Premium Ship Emden, St. Louis, 7 days Premium, 2.5 million credits and 20 camouflages (which were sadly not used). So from the get go you get 2 premium ships; Diana Lima and Emden. In addition 200 doubloons are 5000 Free XP, and the game gives you a few more as well. They are literally worth their weight in gold in helping you be properly kitted out when you set out in Random battles. Pick your poison The game has a huge variety of ships and a varied array of classes. In the case of choosing a tier VI ship as your speedrunning goal you have to consider not the tier VI itself, but rather it’s previous tiers and how well they can fit your playstyle. In my case I decided on the Farragut; I mostly play DDs, I have a lot of experience with USN and the Tier IV and V, Clemson and Nicholas are both excellent ships. In addition Nicholas only has one hull upgrade and nothing else, and is just 35,5k XP away from Farragut. I could have also gone the Omaha route since I would get a headstart by being immediately at tier III (due to the St.Louis) but decided against it due to Tier V Matchmaking and the lack of appropriate Commander Skills (mainly IFHE). There is an argument to be made for VMF DDs as well. Diana Lima comes with a 9 point Commander, so when you unlock Commander Skills you can have a pretty capable commander at the helm of your ship. BBs I wouldn’t recommend since most are slow and often not suited for quickly doing a lot of damage in Co-op. Setting off; tiers II-III First of all, getting the daily bonus on your premiums is a must. You will have to do it in Co-op but later on you will be able to convert their XP. Other than that, pretty straightforward stuff. You play, you unlock things. Don’t bother with unlocking modules, just straight to the next ship. In my opinion the rewards are still good in Co-op (especially with Premium Account), so you should be getting to tier II-III without much trouble. By that point you will have reached tier IV soon enough, without any Random Battles yet. You should have Free XP unlocked by then; unlock Clemson, then convert 1750 Free XP to put on the Hull upgrade and more importantly the Artillery one. The latter doubles your firepower obviously. Now it’s time to dive into Random Battles, and oh boy is it an interesting experience. Clemson or I am become death, destroyer of worlds. First of all, let me say that tier IV at the moment is pretty weird and somewhat crazy as an environment. In the little time I have spent there I have encountered 6 CV battles, other Clemsons and DDs with 19 Point Commanders (seriously, some guy had even RPF), I even saw some guy in a Nikolai rocking Kuznetsov… but let’s get to the point. Clemson is really an apex predator, a sealclubber favorite for as long as the game has existed with a well deserved reputation. In addition, something bizzare happens. Because the game still considers you a newbie it gives you a weird form of Matchmaker in Random Battles. Most of the teams are comprised of bots, with 1-3 human players on each side. Know what this means? HOW CO-OP BATTLES WOULD LOOK IF YOU HAD RANDOM BATTLE REWARDS AND ACHIEVEMENTS. Observe how it's only 2 human players per side, in Random, with bots.... Seriously, this s**t is hilarious. Take a look at these battle results, no wonder I ended up with ~89k average damage in Clemson. With such battles it is so so easy to hit Tier V and Nicholas. By the point you unlock Nicholas you should have also unlocked Commander Skills and Upgrades. You will have ability to earn Containers by then too. What you need before jumping into your Tier V are the following: · 4300 Free XP to unlock the single upgraded Hull · Upgrades, Magazine Mod, Propulsion Mod and Aiming Systems. · All your consumables must be premium, I chose DFAA because lots of CVs are at that tier spread. In addition, it pisses them off. · When you get a container, I think try your luck is the better option. There is a chance for 750 Free XP to drop which is pretty valuable. · 25 doubloons to “buy” a 3 Point Commander. You then put Priority Target and Last Stand to at least have a chance. When you get to 5 points get Adrenaline Rush, chances are you won’t get another point by the time you are done. · The rest of the doubloons can be safely blown to get more Free XP and give you a small boost. My nude, lewd Nickie Nicholas and the final stretch If things sounded easy so far, it’s because the toughest part is reserved for last. Now you pay back with interest for all your sins in Clemson. · Constant uptiering? Check. · People with more common sense than you having 10 Point+ Commanders? Check. · CVs, CVs, and more CVs? Check. · You having glorious 6.7km Concealment with the rest of the competition outspotting you by 1km+ ? Check. · Being unable to mount Signals or Camouflage? Check. Now consider that this is the average experience for someone just starting the game and reaching his first proper ship. Here’s a screen from my first battle, with few exceptions this would be the norm. Victory to the underdog! And a battle with CV torture too! The only pieces of advice I can give regarding this experience is to be patient, support your team, and try to get absolutely 110% out of your smokescreens, they are one of the few things you got going for you. Try putting your DPM to good use when fighting other DDs and don’t forget you got potent AP and your torps have quantity to compensate for their shortcomings. When facing CVs try to make yourself as difficult a target as possible, run around with AA off, switch sectors as much as you can with the DFAA on; you won’t do much versus tier VI CVs but you will give tier IVs a bloody nose. If you feel you can’t take it anymore, play with your premium ships in Randoms or Co-op to convert some more Free XP, it will be put to good use. You should have Campaigns as well unlocked at that point. From the 1st part pick only the ones rewarding you with Free XP, you won’t need the rest of the rewards. And with this and that, after 13 Random Battles in Nicholas I finally got enough XP to unlock and buy Farragut, completing my challenge far beyond my expectations. Success screen, Warspite being credited after my one and only Farragut battle. Conclusions, observations: 1. Since this has been just more of a introductory try, there should be even faster routes to reaching tier VI. Abandoning Co-op completely when the option appears to play Randoms could be a way. That said, Co-op was effective as my “cooldown” mode. 2. What tier V matchmaking is going through at the moment is a big factor in turning new players away. When you face things like Scharnhorst or Sinop or Belfast or Helena in ships like New York or Omaha, you get the same feeling of helplessness as when being the only tier VIII in a tier X battle. You are just fodder for the big boys to enjoy. 3. All in all I had quite a bit of fun, and while I forced myself a bit at the end I don’t really regret it. I don’t know if I will be trying my hand at another run anytime soon but it was refreshing witnessing once more how it is to just have started the game, both with the good and the bad. 4. I would really like to see at some point WG considering a “race” event with specific rewards and limited time constraints. Still, there are bigger fish to fry. Well, that’s about it from me! Thanks for hanging there with me till the end, hope it spawns some interest.
  3. It's been barely a week, yet with the amount that the CV rework has been discussed, it feels much longer. A common theme in many threads is how the game is bleeding players and how many people abstain from it. Others suggest a more patient path of giving WG some time to see the outcome of the rework, based on the reasoning that game balance will normalize in time and stop being in a state of flux. A question however remains. Provided WG is able to complete and present a satisfactory product that conforms to the aims they themselves set when starting with the rework, how long would you be willing to wait? While there is no guarantee that the final product will be necessarily good, in the end the playerbase is the lifeblood of the game so it should at least be acceptable by the majority. In this case and for the sake of simplicity time will be measured in monthly patches since this is where most of the changes will be located. Personally one part of me is pretty impatient and pessimistic. Another however wants to give WG some more time to develop their product and see where it goes from there. Looking forward to your opinions and a civil discussion .
  4. DISCLAIMER: THIS IS PURELY CONJECTURE AND THEORY, TRY IT AT YOUR OWN RISK. Since the CV rework is fast approaching I wanted to check if there can be any obscure way to profit from it, thanks to the compensations you may get on your CVs. So while looking at the rules on this link something caught my eye: https://worldofwarships.com/en/news/public-test/carrier-underwood/ This makes sense since odd tiers will be removed; what makes this very interesting is the current 50% discount we get on permanent camos of Tier V-IX. This leaves 2 odd tiers, VII and IX with permanent camos. The tier VII ones cost 1k doubloons, the tier IX ones 2k doubloons. What does this mean? If the rules do not change in the meantime, you can spend up to 6000 doubloons on the permanent camouflages at a 50% discount, to get back after the rework 12.000 doubloons back. And because the XP spent on the ships can be refunded you don't even need to play them, just Free XP to them, buy the perma camos and then get your double doubloons and Free XP back. Personally I am considering trying it out on the Hiryu. I would like to point out again that this is purely theoretical and that you won't know for sure until the rework happens and all the rules are finalized. As with any investment, there is risk involved.
  5. DocWalker

    OSU Bacon ???

    There's now a bacon vending machine at Ohio State University
  6. Hey all, [SSI] Illuminati Gaming Group is looking for a few mature players to join us. We are a super casual, age +25, working stiff/parent clan who enjoy division up and fighting as a coordinated team in all the games we play (Time/Family/Job allowing). We don't have time for childish behaviour, griefing, man-drama or douchbaggery. Extreme right-wing, solo grind and/or cyber athletes need not apply. You can find us most active online GMT +5, but welcome international players as well. We are on mumble and Facebook. We ask that all members be active and contribute positively to the best of their ability to the community. If you are an active, mature, and casual player who is looking for teamwork and backup you can rely on, you're most welcome to join us. SSI was founded in 2008 in Navy Field, we jumped to World of Tanks and have been doing multiple games ever since. Contact me for the list of other games we currently play as well. Here is an old skool video promo video for SSI Fleet made by our "mascot" junior member. Please contact "rolly" in-game for details or apply to SSI.
  7. From Developer Bulletin 0.7.11 https://worldofwarships.com/en/news/public-test/bulletin-0711/ Changes in the Damage Mechanics The testing of changes to the damage mechanics of AP shells continues, allowing the exclusion of rare cases when large caliber shells inflicted excessive damage on destroyers. This happened when a shell hit destroyers’ armor at an acute angle. The thickness of the armor allowed the shell to arm and cause considerable damage inside of the ship's hull. To avoid such cases, we have introduced a limit on the maximum damage caused by an AP shell to all destroyers, with the exceptions of Khabarovsk and Harugumo. The loss of ships’ HP from an AP shell with a caliber of 280 mm and higher will no longer exceed 10% of the maximum possible damage caused by such a shell. Although 10% might seem like a rather small value, hits will still inflict significant damage to destroyers. This change will also affect the interaction of destroyers with battleships and some heavy cruisers. Ships carrying a caliber of 280 mm and more will have to be more careful when choosing the type of shells to be fired, depending on the game situation. A close-range salvo with AP shells will still cause considerable damage to a destroyer, which will not allow her to "fly in" at an enemy ship and launch her torpedoes without much risk. Considering the new mechanics, destroyers’ Commanders will be less troubled by the situations when an occasional volley threatens half of their HP, which would bring the ship out of active combat. Besides that, there are certain changes to the mechanics of causing damage to bulges, secondary battery/AA defense, and fully destroyed parts of a ship. Now, when these areas are hit, the ship will receive guaranteed damage of 10% of the maximum damage that can be caused by such a projectile or torpedo. The new mechanics will reduce the number of cases when, despite receiving the "Penetration" ribbon, no damage to the ship’s HP was inflicted. Seems like these changes will at least make it on the test server. I don't know if this will be a good solution or open a whole new can of worms, especially the part about causing damage to bulges and mounts. As for the DDs, as a DD enthusiast I would just be happy with the removal of double dipping. That said, all this info is preliminary and could change any time. Just thought it would be interesting to at least try and have a civil discussion on these changes instead of picking our "mafias".
  8. Thought we could toss around the possibility of everyone starting a match fully armed. No two minute load times for torpedoes, nothing, nobody, everyone is fully armed to the teeth. Thought this would speed up matches for one. Secondly, it could really spice up capping action, as DD might try to boost into caps, toss torps then stay/fight or jet out of cap. The game has been around long enough as is... do you think it might be a possible tweak for the good, the bad or the ugly? tiafyc
  9. So, fresh from the oven Dev Bulletin for 0.7.9 https://worldofwarships.com/en/news/development/bulletin-079/ We got the following info: Seems like this is part of an effort of WG to provide a better experience to Tier VIII ships, by introducing a mode exclusive to Tiers IX and X. Personally I don't feel this will change much, and to be honest I dislike game modes that give bonuses to ship parameters. However it is what it is, (and still in testing), let's get some discussion going! .
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