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Found 2 results

  1. Here are three suggested auditory enhancements to World of Warships. *************** #1. While in a Division, if someone other than the Division Leader chooses his/her ship and clicks "Ready," there should be a strong auditory metallic "ka-chonk!" -- the same sound that occurs when the Division Leader clicks "Ready" himself. Reason: I'm usually in two-player Divisions, and at some point in gameplay my partner types in "bathroom break, brb" and leaves. I'll pull up a nearby book to read rather than stare at an unchanging screen, waiting. When my gaming partner returns, often he simply clicks in a ship to join my ship already "ready" in the Division. However, when he does this, this action makes no sound. So, since I've got my nose in my book, we both wait until at some point he types in an actual message ("u there?"), which makes an electronic "chirrup" sound when he posts it. I hear the sound, put down my book, and click "Battle," and off we go. So, could you please add an auditory effect for when a partner in the Division "readies" a ship for battle? #2. When a carrier's planes attack a ship that is defended both by its antiaircraft array AND the enemy ship's/carrier's fighters, could you make the sound of the enemy fighters attacking be the dominant sound effect heard? Reason: In the present configuration in the game (0.10.1), when a plane attacks a ship that is defended _both_ by the ship's antiaircraft AND the enemy ship's/carrier's fighters, the only sound effect heard is the ship's AA (Boom! Boom! Boom!), not the sound (Chugga-chugga-chugga!) of the fighter planes attacking. Since a player already knows that he's going to be facing AA fire when attacking a ship, but DOESN'T know if/when fighters are going to be present, it's devastating to be trying to maneuver your squadron for another attack, only to have it be eliminated by the enemy fighters that you didn't even realize were dropped there during your attack run. If you heard the fighters' Chugga sound, you could take more violent evasive action, or simply recall your bombers and save them from being shot down. So, can you either make the enemy fighter sound (Chugga-chugga-chugga!) be the dominant/sole sound when both AA and Fighters are present, OR make BOTH sounds play simultaneously? #3. Can you replace the present "torpedo reload completed" sound effect? Suggestion: grab some sound/recording equipment and go to any nearby major public pool, spa, or recreation center that a.) has a large swimming facility, and b.) uses gaseous chlorine as its disinfectant method. (You could call the facility beforehand to ask what water disinfection process they use and save yourself a fruitless trip.) There are four major means by which pool water is disinfected for the most part (that I'm familiar with): chlorination, bromination, salt/sea water, and UV (UV-C) radiation. Chlorination is by far the most common technique used by most commercial facilities, at least here in the US. So -- sound gear at the ready -- ask the aquatics director of the facility if you can record the sounds of the chlorine tanks -- each weighing over 45 kilograms! -- being moved to bring a fresh chlorine tank online when the active one has become empty and requires changing. Heck, they don't even have to do an actual change them -- just have them move around the tanks some -- shift the empty ones to one area, bring the full tanks to the front of the group. By law the tanks are supposed to be restrained by lock and sturdy chain (in most establishments) -- ask them to work with those chains, too. Or simply be present when a facility has to unload new chlorine tanks from a delivery truck to replace their empty ones -- most places work with a half dozen tanks or more at a time when changing/bringing in new tanks. You should get a nice, deep, reverberating "PONG>>PONG>>PONG" sound as the tanks are moved and bump against each other, highlighted by the "clankety-clank" of the chains being moved around them and dragged across them at the same time. This would be a MUCH more immersive sound suggesting the changing of torpedoes! Reason: The present auditory effect of torpedoes being changed in-game sounds like moderate slabs of wet cardboard being slapped against each other. Really isn't even close to what the reality of the sound should be, and affects the auditory immersion strived for by the game. Please make the changing of the torpedoes (completion) be a more accurate, satisfying sound. *************** Hope you will consider these suggestions. Thanks. Zoot 21
  2. I mainly use Cunningham on Audacious and Ark Royal, but I was planning on putting him into the Cossack as well to take advantage of his unique consumables skills. I assumed that his Master of All Trades skill (a very useful buffed skill, it was twice as good as the stock JoAT) would be replaced by a buff to both Consumables Specialist and Consumables Enhancements like the Dunkirk brothers get (who also came with MoAT. As it turns out, Cunningham only gets a buff to Consumables Specialist. The only thing I can figure is the Dunkirks got both skills since the crappy buffed smoke screen skill they had went away. I'd be okay with this if MoAT was replaced by the useful Consumables Enhancements while the far less useful buff to the smoke screen diameter was replaced by far less useful (at least for UK ships) Consumables Specialist.
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