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Showing results for tags 'gameplay'.
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Keyboard not responding since update.
little_bacon_tree posted a topic in Game Support and Bug Reporting
Hi Can anyone help Since the last update, when in game it either does not respond or on accepts one key press and then locks that in place for wasd and shift keys. as such i either go in a straight line or in circles, the scope either does not zoom in or refuses to zoom out. i thought at first it might be sticky keys. but they are turned off, and then i thought it might be something wrong with my keyboard, however the keyboard works fine with any other application. I have however bought a new wired usb keyboard and the same issue continues even though a different make and have reinstalled drivers, plus in all other programmes the keyboard works fine. I have remapped the keys in settings. does anyone have any ideas -
Stone the Crows... What does that even mean? Out of all the possible in-game quick curses... we get "Stone the Crows." Seriously, WG, we can do better than this. Anyone out of boot camp can tell you that they were sent to the quartermaster at least once for a bucket of billets, or to ask the Senior Chief for a quart of insert-naval-term-here ... Naval slang is some of the funniest stuff on the planet... I hereby humbly request more (way more) and better sea curses in an upcoming patch. Maybe even a Salty and Salt-Free option in the settings... Here are some suggestions, just off the top of my head (reply with your best): You dropped your gig line. Go ask the Master Chief for some funnel oil Send em down with th' tide Give 'em blizzards Aw Posideon's $#%@@ Holy whale farts Go drink bilge water Seriously... anything with "Scurvy Dogs" in it Is your bosun drunk again? Not on my watch Klingons ... Starboard Bow Put yer backs into it you dogs anything with "Davey Jones" Thar be dragons, lads Damn the torpedoes All ahead full Put 'im in the longboat 'till he's sober Make a hole Gangway Cap't on Deck What do you do with a drunken sailor FIRE ALL Sailing is hard, even harder if yer stupid! Hoist the Bull$^%$# Flag Smoking lamp is off mates Make em sharkbait, lads Send my regards to your wife and my kids anything with "Sea Monkeys" Clap em in irons, lads Cut anchor you bilgerats You're in for it now, you spilled the chief's coffee ALL AHEAD STERN HARD TA LARBOARD "Scratch one flattop" 'TENTION ON DECK! 50 lashes Put 'im in bed with the Capt's daugter Stick him in the scupper with a hosepipe on him Swing 'em from th' yardarm The line's not cut and the whale's not gone - FIGHTS STILL ON LADS I can only imagine what I am going to see from the scallywags in the replies to this...
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CV Gameplay Depth Guide for the CV players here!
Merc_R_Us posted a topic in General Game Discussion
This is an updated version of the one I posted on Reddit. Hopefully helps you better reflect and analyze your CV gameplay! As always feel free to share your thoughts and ask questions, and check out my channel for more content! https://www.youtube.com/@mercRus -
Caffeinicus' WoWS YouTube channel - 11/25/22 video features the Smolensk (gameplay double feature)
Caffeinicus posted a topic in Creative Content
Hey all, Recently started up a YouTube channel (https://www.youtube.com/channel/UCKRhs69P1wojb-JKVz7jLPg) which features weekly videos with my opinion on the ships I'm playing and some commentary (both the good and bad) of my gameplay. I'll add a post with each new video, so please scroll to the end for the latest iteration. This week's video features a game in the Tier V Hawkins. So come on over to watch me make some boneheaded plays and talk out of my aft porthole! Thanks and happy sailing! Caffeinicus- 34 replies
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Talking through Manfred von Richthofen gameplay!
Merc_R_Us posted a topic in General Game Discussion
Talking about different things to help ya get a little better! 0:00 Intro 1:56 Using AP Bomber Heal 3:32 Switching Operating Zone and waiting for heal 4:34 Positioning for the Endgame considering the situation 5:23 Angling the AP Bomb Drop 8:43 IJN BBs, the snake to my MvR Mongoose, or Mongoose to my snake.. idk Animals.. 10:33 Think about next target 11:35 Using fighter for better line-ups 12:55 Torps, 1st to position enemy, 2nd to kill enemy 13:59 Mistake was made. 16:03 Mistakes were made... 16:48 End Screens -
Is there a way to buy more than one expendable camouflage at a time?
TheHamOfAllHams posted a topic in Game Support and Bug Reporting
I just ran out of my tiles camouflage and it's getting a little annoying to have to purchase a new one every match. It there a way to purchase a bunch at a time? -
I want to ask a few questions - does anyone else notice that the "splitting" strategy (if you can call it a "strategy") - seems to nearly always fail, especially when the caps are far from each other with little opportunity for mutual fire support. In my view splitting up the team, especially in the haphazard way most ranked teams seem to do it (based solely on where each player wants to go) usually ends up in a big lopsided butt-whooping. It seems when the team chooses to fight together with massed firepower taking one cap and moving together to take a 2nd (usually adjacent cap), then digging in to defend, the result is usually a win. This might not always be the case, but it seems to happen more often than not. Another issue is the "rush" to determine what caps to take before seeing what the enemy has planned and adjusting to best counter their strategy. Maybe it is the military vet in me that sees this as totally insane. You never commit to battle before you know what the enemy disposition is... you may as well attack with a blindfold on. The only ships going forward at the start of the match should be the DDs acting as the team's reconnaissance assets. Then once enough of the enemy is spotted and an their objectives are determined, should the cruisers and battleships determine their courses-of-action and commit. So why do so many teams play the questionable split cap strategy? Is it simply a knee-jerk reaction to the way Random battles are generally played with the expectation you go for the cap you spawned at? Ranked is a totally different mode that needs to be played very differently than Random to win. Regardless of the player, the goal in ranked is to win and advance, so why is it that it seems few recognize the pattern of failure in the splitting strategy?
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Talking about Aquila, the design of recent carriers, and if this is recommended! https://youtu.be/FuFSl1I1HrY
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FPS drop for seemingly no reason, can't seem to resolve
Viperkey97 posted a topic in Game Support and Bug Reporting
I have this issue that has happened to me on 2 different computers, where the FPS will go from a solid 74-76 to the 40s-50s often in game. The drops happen in game at random times, and can last 5 seconds to the end of the game. On my laptop, it started last year after an update earlier in the year. I thought maybe it was just the pc getting older. I just upgraded to my new desktop, Intel I5-11600 Geforce RTX 3060 and 16 GB Ram, and there was no FPS drops for the first few days, and then it came back. It does not matter what I do, I have researched and tried different things. My temps are always good, I have dropped the graphics to lowest settings, re-installed the game, and nothing has helped. Came on here to see if anyone has had any similar problems. -
I noticed an increasing number of newer players in the game (or so it appears). That's great to see! I also found a lot of players that are not too familiar with the higher level gameplay or standard tactics in random battles...so I decided to start making and sharing videos with commentary of decent games, my thought process and positioning, etc. I'll preface it all by saying I'm only a semi-competitive player (typically Storm league in CBs), and the target audience for these is newer players. The games themselves are good and entertaining, but nothing insane. Each one will feature the game, comments, and a quick review of the ship and captain used. Hope it helps! And let me know if you have suggestions or requests for future videos/games. Here's the first one, U.S. BBs (Montana game) Link: https://www.youtube.com/watch?v=DAQY22u3qqY&t=2s
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https://youtu.be/TN-xSjyMy2Y
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How to give BBs, CAs, and CVs a fighting chance against subs: Hedgehogs
Altrunchen posted a topic in Player Feature and Gameplay Suggestions
They existed during the period of time and they can be mounted on all kinds of ships. Seriously, forget the immersion-breaking planes that instantly take off and drop depth charges, give us hedgehogs to counterplay submarines with.- 1 reply
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Hello, good day to everyone. I was playing some co-op to test out the subs, and I've noticed a pattern; CV(s) have no way to kill a sub unless the subs resurface, which is just awful. CV(s) historically had depth charge bombers to sink subs that felt bold enough to attack near them. There is nothing to stop a sub that wants to tunnel a cv at the start of the game; the sub would like deep dive, and if the cv noticed, he wouldn't be able to bomb the sub to oblivion for doing such a brazen strategy. CV(s) need a way to make subs treat them like they were a minefield, meaning not worth getting close to and not worth the risk. Not to mention CV(s) don't have a way to dodge those homing torps unless they use their repair function, which is a temporary solution to the problem. Still, the sub will ping again, and the CV will spend the entire map trying to hide behind mountains and trying to avoid subs, which is bad gameplay. Finally, to rebut all the future people who will say, "What about my class? They still don't all have counter ways to deal with subs?" Well, I'm not a dev, so I can't answer those questions; all I can do is call attention to its problems for CV(s). Also, the addition of sonobuoys to locate the subs that want to hide would be a great addition to counter the subs. TLDR: CV(s) need their historical depth-charge loadout to counter subs and prevent sub tunneling. Main Points: Historical Loadout for CV(s). This post primarily concerns CV(s), not the other classes. Subs need a reason to treat CV(s) as a threat, not as if they were a free kill. Auto repair isn't a proper counter to sub pings; they are a temporary solution to a single ping salvo(The double ping). Sonobuoys to locate subs that want to hide and prevent early game rushes in case they try to deep dive at the start. Disclaimer: I'm heavily biased toward the usage of CV(s). I'm primarily a CV player, and these suggestions are toward the benefit of CV(s), which may potentially make subs a weaker class as a whole if a CV is participating during said matches. This wouldn't be unrealistic, but it may harm the experience of sub players. Still, it will give them a reason to be careful instead of overly brazen and bold because they can quickly sink a Yamato and escape nearly Scott-free. My mindset is primarily on tier X gameplay. However, the devs should consider the other tiers for what the CV(s) can bring historically to counter the enemy subs. Thank you for reading, and have a wonderful day.
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The submarines, as they are currently on the TST server, are still a very below average experience on all sides of the interaction. The battery length is good, the no limit to the ping is good, the ability for ships to target and fire at submarines with main guns is reasonable. But there are several things that could be done to help the situation. The battery length is good, but it should recharge while on the surface very slowly. So, say if you were surfaced for the entire game, the amount it recharged would be enough to fill the battery anywhere from a 1/2 to 2/3 of the full amount. This gives it a bit of flexibility to be managed without making it so hard line that it can ruin the experience. The Alpha damage of depth charges is far too high, resulting in easy skill less free kills for ships that have them and with areal strikes also being able to be used at long range both need their alpha damaged reduced significantly. Lastly Ping. This system of ping does not reflect what ping was actually for, and the homing torpedoes are far too much for this type of game. The ping mechanic needs to be changed from using it for homing torpedoes to using it for target acquisition. The submarine at periscope depth should be unable to see ships further away than 8 to 10 km (or maybe 5 to 6 km at lower tiers). To spot and render those targets in, the submarine should have to use its ping in the direction of a possible targets location which shows up as a directional marker similar to Radio Position Finding except this would be a hydrophone located contact which gives only a general direction. The submarine has 2 options, wide and narrow directed pings, the wide one will be wide enough to cover the area the marker shows and will show the target, but this is a short range ping that will only show the target if it is in the range, and it will only do so for a very short time. The narrow ping shows the target for much longer and also has a longer range due to its focus, but it does not cover the entire width of the location marker. If a surface friendly ship is also spotting the same target then either the direction marker narrows to the same width as the narrow ping, so you still need to use the ping, or if you are at periscope depth the target renders without the ping, but at greater depths you would still need to ping. This spotting system would also change depending on depth with maximum depth reducing the ability to see to only 500 m away, so you are not left completely blind to make decisions and making things still look awesome. Homing torpedoes should be reduced to only a small change in direction to the target since torpedoes are the only weapon a submarine has (they should still be able to be dodged by nimble targets), but they should not manoeuvre as far as they do atm and taking away battleship torpedo defences is just silly as tanking damage and hitting back hard is what battleships were built for. Changing ping might be more involved, but it needs to be done. ATM the system is far too broken.
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To diversify the number of what can be called "viable" builds in the current state the game is in, I would like to see the base accuracy of all cruiser secondary battery greatly improved! Also, I would like to see the base accuracy of all non-german battleships Improved as well by lets say 15% to 25%. Even if these builds are not overly popular, they would increase quality of life for those (like myself) who want to play these builds and add something new and fun to the game. On top of this, ships like Agir and Siegfried would regain a way to play them that was "lost" with the implementation of the commander skill rework (IE secondary build) creating a new wave of interest in the game and ways to play it. Yours truly, A dude on the internet who wants nothing but success for WoWs. Please like and share this post around and we just might be able to get this done! I look forward to any responses.
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If wargaming wants to keep its Russian bias, the tech tree Russian ships need buffed ASAP! With the changes to the commander skill tree, and the game meta now being shifted to torp boats, A/J line BB sniping and FDRs, short range specialized ships that are can tank a lot of damage a straight up bad. The only viable ship from the Russian navy is well.... Slava, and maybe Slava, oh and Slava. Even Smolensk doesn't really make sense when everything is already outside of 19 kilometers. So WG, if you care so much about your Russian ships, then you probably should buff them, or else there will be no reason to play them... even on the RU servers.
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Constructive'ish Criticism
Soylent_Red_Is_Tomato posted a topic in Player Feature and Gameplay Suggestions
Hello WG, I downloaded this (quite big; really, 60 gigs?) game to play over the late WInter after being gone for about three plus years. Most all of what I have to say can best be summed up as; expecting folks to somehow enjoy NPE (negative play experience) being the norm for matches rather than the exception is completely unrealistic on your collective part. Yes, it's still possible to have a good match win or lose, with the latter being more typical & far too frequent. It should never be a possibility in the first place to experience a map empty of visible ships (and that further shrouded in multiple clouds of smoke) minutes at a time for one, if not both, teams in a match between real players. However, camping & farming to the exclusion of other productive gameplay was bad before except now it seems little more than try to compete with gimmick ships, Russian BBs, double CVs, or just not play. Your matchmaking is abysmal, to the point of making me only play BBs in random battle after just two nights of play and trying to get what I can out of Coop for the CAs & DDs, simply for the survivability of a battleship or battlecruiser. Making it the common experience for your merely average skill playerbase to be ineffective beyond queuing one type of ship cannot possibly be a good thing, nor hopefully what you intended to be how the game is best played. There are still ten tiers in this game, with multiple lines of ships of various types - yet you folks at corporate clearly still expect everyone to want tier X all day every day. Plus, carriers killed off the very ships this title allows playing, in case any of you didn't know - I understand you're trying anything and everything to attract folks willing to do at least one micro-transaction or else splurge into a high tier Premium or Free XP ship but it would be nice if they wanted to stick around as well, preferably long enough to maybe learn more effective ways to play so everyone else isn't at the mercy of your business approach. And, speaking of micro-transactions, when neither Amazon Pay (keeps trying to log me into Amazon UK) or Paypal will work as the go to you've hindered micro-transactions on my part to the point of 'Why bother'. Farewell Hizen, we never knew ye; our paths shall never cross again. You had an interesting game with little real competition, but once you finish milking ever more churn players will it take this game being as dead as Warplanes before you bother to take notice of anything at all with your approach being wrong? -
World of Warships 2020-12-04 20-30-01.mp4
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7 vs 7 Randoms, 3 vs 3 Randoms, 1 vs 1 Same Ship battles. Realistic battles without any caps (in ocean format) would also be nice. The effect of good players in this game on randoms in this current state is minimized by players who suicide/afk. Add more game modes but smaller sized battles. There is too much emphasis on adding more ships for more $$$ rather than focusing on the actual game, itself.
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Hi Wargaming, (First of all, sorry about my poor english, is not my native idiom). I have been playing since 2015, and I come here to demonstrate my total dissatisfaction with the current state of the game. When I started playing, one of the things that caught my attention was the team activity that this game requires, and I learned a lot to how communicate with other players, whether obeying or calling other players, regardless of winning or losing, the strategy was made. There are several topics to be covered, one of which is that the best feature of the game (described above) has been lost. It is each one by itself, as if it were an FPS game, players are only interested in "shooting ships" regardless of victory or defeat, then follow a call or even think! [edited] everyone, and don't interfere with my way of playing. Worst of all is hearing typical phrases from players with negative Winrate "I'm here to have fun" or "I don't care for statistics". I even understand these players, but from the moment you put both types in the same game, this is terrible because it destroys the game of those who are developing a strategy, trying to win the battle. I have friends who plays in a division with me and even then it is impossible to keep 50% of Winrate. Is that really what you want Wargaming? Train players who "shoot at ships" regardless of victory or defeat? Do we play in life to lose or not care about defeat? Is it okay if you lose on the stock exchange, or if your heart team loses too, is that it? Is it just a game? I know that WarGaming is a company that aims to profit, wants to make players consume in the premium store, but unfortunately you have been making changes that make it easier for new inexperienced players every day, to obtain high tier ships without the minimum experience to play. I do my part, I buy ships when I think they are good, I use premium account, etc. This is the game I spent the most in my life. Why don't you follow the ones that "Community Contributors and Youtubers talk about? Guys like Notser, NoZoup4you and others know all of this, they've talked about this subject in countless videos, but the tips are simply ignored, you do the opposite of what the community I often see new players asking on Facebook groups if there are no other ways to play with Tier X ships less than 1 month old ... I don't really remember, but my first Tier VIII (Benson) took me months to conquer ... MONTHS, and even getting tier IX and X ships, I continued (and continue) to play low tiers. Another thing: What is the reason for so many events at the same time ??? It's Azur Lane, it's the German CV, it's the shipyard, ranked, the collections all at the same time, do you want me to spend 24 hours playing ??? I like to get the game itens to do the missions, win the prizes, but a lot is happening at the same time! I need to work, I need to crap, eat, etc. It is impossible to play in tier VI, as you have been stimulating the growth of CV players and practically every battle has 2 CVs on each side when not 2 tier VIII CVs. Have you guys at Wargaming ever tried to play DD in such a battle? Being sunk is just a matter of time, or the CVs will chase you and sink you with 2 drops or their spot will cause the other ships to sink you. It can be in the first or last minute. Congratulations Wargaming! You destroyed the battles in tier VI! Throwing DD from tier VIII upwards is another suffering, the number of ships with radar is very high, apart from the hydroacoustics that make torpedo attacks useless. When we don't add tier X CVs to that. Play a DD 12Km from cruisers doesn't worth. For these and other reasons, World of Warships has become a secondary game for me. I've been playing another game for a few days now, and I probably shouldn't invest any more here, lately I just do the daily missions, redeem my containers and stop playing. This game has been making me angry and nervous, I've never been toxic in the chat and I've been cursing other players, being rude, it's interfering with my family's well-being, it's already showing signs that it's time to stop.
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As title goes, Slava is out of NDA and here's a video with her release version. Should give an idea on what to expect as a potential buyer, and as someone opposing one. Seems to be along the lines of Champagne, conforming to passive playstyle. There's a section by the end showing the armor as well, 25mm extremities.
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general gameplay General comments and gameplay suggestions
FoxHoundGhost posted a topic in Player Feature and Gameplay Suggestions
In order to further improve the game I would like to suggest some adjustments and/or improvements. User interface in port. Issue 1: Camera panning in port when selecting the exterior setup on a ship. I don't know about other players but the camera panning in port when configuring a ship with camouflage, signals and flags getting it ready for battle is enough to put me off playing a battle, as I get sick of the camera moving around all the time. I also believe that for people who are sensitive to this, it can be a trigger for epileptic issues. Is there a way to disable this? Issue 2: The Exterior Camouflage page. Although the camouflage page has been optimized to make it more convenient to use. I have issues with various elements on the page. For example, the resupply option is only available for "Expendable" camo. Not for "Permanent" camo. I found it very convenient to be able to see the effects of permanent camo on various ships and being able to use when needed. Or sometimes just being able to use it once in a determined battle. However the continuously on function negates various scenarios and makes the game less intuitive. The intended improvement perceived actually creates the opposite effect. Issue 3: Ships consumables. As I have been playing WoWs for quite some time I adapted to the use of consumables and has gathered quite a few over the years playing on various accounts on various servers globally. I found premium consumables were a convenient replacement for the standard consumables giving you that extra charge in battle when needed. Even when combined with Superintendent skill a low amount of consumables could be improved to make a ship more resilient and playable in game or enabling a more daring or aggressive play style. 2) Submarine addition. I am fully aware that various elements need to be further optimized or improved. Issue1: Launching torpedoes from submarines. When submerged there is some discrepancy with the distances from launched torpedoes and the distance relative to the targeted ship. In effect once your torpedoes are launched it is very difficult to estimate if the torpedoes have passed the targeted ship or are still moving towards the targeted ship. Even with pinging this is not clear if a torpedo has already passed it's target or is still able to be directed towards the target. Maybe it would be possible to make an addition to the user interface that displays the distance to the target from the torpedo in relation to the distance to the target from the submarine. So you know if it is pointless to ping the target because the torpedo has missed the target already. Strangely I was able to hit submarines more easily than surface ships. Should that not be the other way around?? Issue 2: Periscope depth. Diving to the ideal "Periscope Depth" can be rather tedious as the decent seems very random. I would appreciate a fixed setting to avoid bobbing up and down to reach the correct or ideal Periscope Depth. Currently this is ideal at 5,9 M depth, diving to 6 M will cause your view to change to underwater even while your periscopes are sill up. Have fun and stay safe. -
Hola gente! Soy Augustm del clan -BN- les paso a invitar a que se sumen a nuestro canal de Youtube donde vamos a estar publicando mas activamente videos de todo tipo, manuales de ayuda para diferentes barcos, gameplays de partidas, CWs Ranked y un poco de todo. Link del canal: https://www.youtube.com/channel/UC30IxUwCN3QFbfCllR5ZfoA Les dejo un par de videos para que se vayan entreteniendo mientras y viendo el contenido! Saludosss!!!
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ok, the new autopilot is horrendous, it's gotten me killed in CVs over and over again because it doesn't want to go where I want instead of going behind or between islands it wants to go in a circle round it or if I want to take a 90-degree angle turn it wants to go in a big [edited]circle revealing to the whole world where I am. this system is worse than the last. anyone else having this problem?
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- auto pilot
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