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Found 38 results

  1. 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.
  2. 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.
  3. Maybe it is just my bad luck, but there are an awful amount of cyclones lately (perhaps the tornado season in the US struck a cord with developers). Like the open ocean map, it may keep things interesting if a cyclone show up now and then (at most once a day), but really not every 3rd game. In the last game, i suddenly found myself being surrounded by 5 ships after being spotted by enemy planes, with 2 destroyers, one on each side. The outcome for a battleship is predictable. If this is an occasional event, the losses can be accepted, but when trying to accumulate enough credits to upgrade to a higher tier, this is totally annoying. There is no skill involved when a "blinded" battleship without hygroscopic search is stalked and attacked from all sides during a cyclone, and no skill whatsoever will save the commander under such circumstances. So please tune down on the frequency of cyclones during games. BTW, with my luck, I am mostly on the side where half the team is swimming with the fishes within the first 5 minutes anyway, so the balance of power is already unfavourable when cyclones move in to sour the deal.
  4. Hello. To those who don't know me, I spent a lot of time trying to get WGs attention about CV problems, during their release, to get them to improve the balance of the game. Some of those things were successful, and others were not. With Subs on the horizon, and my opinion of their inclusion in their current state being questionable at best, I will do the same with them. If you're looking for a guide with no opinions, this isn't for you. Most of this is not numbers, but an opinion on the workings of the class. As we deep dive into how this class interacts with others, you will learn how to become better at them. It is my hope that with this knowledge you will improve, and shed further light on their issues, in the hopes that a better product is given. I will provide highlights of matches when discussing each sub type below (2 for each). These were taken from a 2-hour stream. I do not think this is indicative of what each battle would look like, as there are bots in the midst and players are still adjusting. Despite that, I don't think the evidence of sub strength is any less meaningful as it is displayed. I pulled the best game I had, and an average game I had for each nations sub. If any Wargaming people read this, I want to say I disagree with whatever decisions led to not allowing subs to be brought into training room. I think this makes it harder for people to test the limits and interactions with other ships, which would have best been done in a closed environment. The Battle mode already has bots in them anyway, and you allowed carriers to be used in the training room during their PTS session last year. I am happy about your reserved pace in introducing subs to us, but it would be nice to try these in other modes as well. A podcast I was in talking about submarines. https://anchor.fm/the-new-guys/episodes/Episode-024-Making-Sense-of-Submarines-with-07s-Pulicat-ef1vrc I have spoiler'd everything below so you can find quickly and read only what you are interested in, or tackle the read in chunks. This is about 4000 words. Submarine Gameplay Submarine Consumables Nation Submarine Strength & Weaknesses Subs Interacting With Subs Destroyers Interacting With Subs Cruisers With Charges Interacting With Subs Cruisers, Battleships and Carriers Interacting With Subs Mechanics that should be added for this class to function better. General thoughts
  5. 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.
  6. 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!!!
  7. saintsfanx05

    Auto Pilot

    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?
  8. Okay so love it or hate it, it seems that WG is bent on bringing submarines into the game. If that is the case then here are my thoughts on how they could handle the implementation possibly. Please don't burn me at the stake for this, I just want to help. Here's a summary of ideas that include (but are not limited to) the following: For Submarines: Artillery: Functional Deck Guns Mobility: Speeds: Slower underwater speeds (no more nuclear sub levels of submerged speeds) Faster surface speeds (to compensate for the slower underwater speeds) Depths: Surface: Most visible Fastest speed Can use deck guns Base/Zone capture speed = 100% Periscope Depth: Semi visible Moderate speed Incoming artillery accuracy and efficacy mitigated slightly Base/Zone capture speed = 50% Deep: Least visible Slowest speed Immune to artillery Base/Zone capture speed = 0% If you start to flood or catch on fire, you take extra damage when you're deeper and it takes even longer to fix. Minimap data only updates when your own sonar detects something Match score and kill statuses of ships remains the same as it was when you went deep. Updates when you go back to at least periscope depth Torpedoes Historically accurate torpedo tube count and placement Since the torpedo tubes are fixed to the hull, their aiming arc is limited substantially No more homing torpedoes or their pinging mechanic Firing a torpedo can reveal your sub's location (would need to be tweaked) Choice of torpedo ammunition Normal: Only work properly when surfaced or at periscope depth but load faster and go further than deep-water torpedoes. Deep-Water: Meant to work when deeper than periscope depth and deal more damage than normal torpedoes, but they move slower and have shorter range. Blitz: Smaller, faster torpedoes that are quicker to load, except they do less damage and only work properly when launched from the surface or at periscope depth while only going a short distance. Cruise: Torpedoes that go much farther than normal torpedoes but take a longer time to load. Only work properly at periscope depth or at the surface. Detection Sonar Passive sonar is always active around a submarine, similar to hydro-acoustic search. Good for supporting roles. Detects friendly and enemy ships within a certain radius Detects all torpedoes within a certain radius for all ships in that radius. Active sonar is a repeatable ability (with cooldown) that when used sends out a ping that reveals both your own location and the location of any and all ships in a certain radius. Ship Positions The ship positions on the minimap for submarines is only updated when They are surfaced or at periscope depth (as normal) They detect ships using passive or active sonar For Other Ships: Depth Charges (Duh) Standard for all destroyers. Equippable for all ships that carried them or were at least designed to carry them. AOE damage to all submarines. Affected areas show up on the minimap after they explode. Interferes with sonar by flooding the nearby water with noise. Can destroy incoming torpedoes if the torpedoes enter the threatened area. Can tweak variables like damage, quantity of charges, threat range, cooldown, etc. between countries Different fuse settings: Shallow Detonation: Affects subs and torpedoes closer to the surface Deep Detonation: Affects deeper subs and torpedoes Passive and/or active sonar for ships that historically had it or were designed to have it in order to compensate for the new abundance of underwater combat.
  9. Please note before reading: I understand that this idea may be a but controversial, and I understand that this mechanic will most likely not be implemented. It is just a proposal, so please do not go typing how “this will never be implemented, and cvs are cancer and should be removed.” If you agree to the notice then feel free to move on, if not then I can’t help you. Context: In world war 2, bombs of all kinds were made and used during the many battles both at sea and on land. In WOWS, bombs can ONLY cause damage if they directly hit the target ship. In real life however, in the case of such ships as Yamato and Musashi, bombs could cause damage to a ship even if they didn’t directly hit the vessel. (Even on the wrecks of both ships there is evidence of damage cause by “near misses” where bombs exploded in the water and still caused damage to the ship below the waterline.) What I want to propose is a mechanic where when a carrier’s planes bomb a ship or shoot missiles at a ship, then they have a 1 in 8 chance to cause damage to a ship through near misses. Also, the near miss has a 1 in 20 chance to cause flooding to a ship if the damage is enough. (These numbers are just a temporary value and can be changed if needed, which they most likely will.) As for missiles, they could have a lesser chance to cause damage from near misses. For example, a bomb would have a 1 in 8 chance with a 1 in 20 percent chance for a near miss to cause flooding, while a missile would have a 1 in 10 chance with no chance of the near miss to cause flooding. (Again these values can be changed if they aren’t random enough or could occur too often.) Another thing, each bomb that doesn’t hit the target has its own individual change to cause a near miss, and if needed, the chance of causing damage from a near miss can decrease the further from the target ship a bomb hits. What do you think of my proposal? Do you like it or hate it? Check Yay if you agree, Nay if you don’t, and Meh if you think that there are some changes that could make it better! I’d also love to see a comment explaining why you agree, disagree, or stating what changes you’d like to see! (ALSO please be kind! Remember, Fish are Friends, Not Food!!! 😉)
  10. A new map that has like the Halloween filfth , the map "starts shrinking" till a point they have to be no farther than 13 km away from the enemy and whoever it's out of the zone gets damaged slowly Kinda like fortnite fog whoever watched videos or played it Forcing team and enemy to engage and not be sitting at the back/max range or out of range relaxed while others carry the team out
  11. O7 captains and WG Staff Personal opinion and point of view , Destroyers are one of the ships that have most impact in the game and thinking about the future with submarines coming too , the pressure and the things they have to do on each battle becomes too heavy , they have to spot for the team , capture key areas and future the job of hunt submarines and drop depth charges, and they have so little reward or recognition for their effort at the end of the match My opinion or suggestions with so many ships containing Radar and Hydroacoustics now days , destroyers shouldn't be detected if they are completely full stopped in smoke by Hydroacoustics and yes detected by radars regardless smoke or full stopped Also a total rework or change mechanics getting some more retribution at the end of the battle on team score , from xp by shooting down planes any ship, spotting and capturing areas regardless the damage , they can have low damage but they were spotting the enemy for the entire team and there's so little recognition from that from the games and teammates , same with battleships and potential damage they receive , instead playing as a team it makes the game more like a solo player game , ",Why risk my ship for capture or whatever if I won't get support from my team or I won't get recognized for that or "x" action" battleships sniping from max range when they are the ones should be front lines getting the heat for cruisers on the team deal damage to the enemy ships Just per say an example at the end of the battle , the battle report/team score 1 battleship got top scored because he dealt 30k damage and received 500k potential damage Other battleship got deal 2k damage was at the bottom of the list but he got potential damage received of 3.5million Destroyers the same they can capture key areas and spot for the team but it's so little recognized at the end of the battle under team score and again is the ship with one of most impact in the game by capturing,spotting,torpedo or set on fire, best ship for flank because concealment they will have even more job in future for hunting submarines
  12. Hello Warships, Playing ships without the human element to man the battle stations is getting boring. Can you not add in sailors moving around on the decks of our warships or manning the AA guns and turrets. I do believe this would make it more exciting to drive the warships, rather than them looking like robots on the sea. Also, are you thinking of adding bigger and more colorful explosions when ships sink? Some oil slicks with fire on them would also add to the realism. Just my post Christmas wish list!! Cheers, Jones
  13. Why do all squadrons fly directly over a target as they drop ordnance? AA is already really effective, to the point where 8 aircraft will be reduced to 2 aircraft in the span of one bombing/torpedoing run, just because the entire squadron is exposed to AA fire the whole time. Carrier gameplay would be great if: Custom formations were allowed. Generating the ability to attack with all bombers at the same time. Or maybe attack from multiple directions simultaneously like in an Anvil formation. Complexity and the requisite skills goes up as a result creating more dynamic gameplay as opposed to what's available right now. Of course with the current MM these carrier players would dominate, so carriers would have to be limited to 1 or 2 per team depending on their resulting potency. Also the number of planes in a squadron could be reduced, AA could be rebalanced, etc... I can't be the first one to suggest this, nor the only one who thinks this way. But based on the fact that I don't really see CV's playing at tiers 8 and 10 makes me think that people get bored of the same un-intensive, low-skill gameplay that CV play currently gives.
  14. MassiveSalvo

    Save a Star Good, Bad, Ugly?

    I am at about 46-47% WR, but at about rank 6. Why, saved about 20-25 stars. . . I notice a lot of passive Damage Play when you are about to lose a star. Only one game I was pretty sad about losing a star 197k damage and a cap. Is there a better way? Reddit has opinions because say a Daring doesn't save a star over say for instance a Conq/Smol/Thunderer. Due to the Ranged Fire Damage.
  15. As between the 2 systems below, is one noticeably superior? Are both sufficient? 1) 2.8 GHz Pentium processor; 4 G ram. 2) 3.4 GHz i5 processor; 8 G memory; Obviously, 8G is more than 4. But as between the processors, is one noticeably better? Computer 1) has other features I like, but I don't want to be at a systematic disadvantage for WOWS (I bring my own deficiencies). Thanks geeks, lol. Update:. Last Question. I have another computer option. If I knew what these things meant, I wouldn't be asking: Intel Core i-7 2600 (4 cores, 8 threads). Gtx 1050ti 16 GB ram (DDR 3) 500 GB Western Caviar Blue HDD Stock Motherboard 80 PLUS GOLD Power supply.
  16. I want to know, if these feature could be added to the game, which of these would you choose? You can choose as many as you want! If Wargaming sees this post I want you to listen to what the people want!!! Please note: many if not most of these option will most likely not be added to WOWS. Some options are theoretical and are most likely incapable of being added due to the way the game is designed, the fact that some options might unbalance/ruin the gameplay aspect of the game, and some options (if implemented) would completely change the overall design of the game. Please do not take these options as if they are going to be added to the game!
  17. Well, I think everyone with a Mass and everyone who doesn't have a Mass will be queuing for this if she is released in that iteration. She seems to take this type of gameplay to the next level. I don't know if the Engine Boost is needed though; maybe toning it down a bit duration or extra speed wise, especially if you consider how many cruisers and DDs can get caught up by Georgia. As with all CC content, take it with a grain of salt, it's WiP content.
  18. Jumarka

    Coming back

    Well, after letting the game rest for some time I have come back. And I feel, should have waited for the relesase of subs A few battles in, and every thing that chased me out of the game is still present: Radar still goes trought solid rock. Fire chance and damage continue to be some major [edited] Ships sniping you from inside smoke screens with perfect aim. Ships sitting in the smoke screen while their AAA wipe out planes. NO GERMAN SHIP FOR COAL Thera are things I like: CVs rework, MM balance, all the containers collection on the arsenal and the new autopilot, I think I am going to stay a little longer to see if the introduction of subs forces WG to make other changes (nice to see that you apparently cant Sonar Ping ships trought islands)
  19. Big’s Suggestions to Wargaming Developers Subject: Submarines and surface ship reactions to submarines. I’ve been a play tester on multiple parts of the game and want to continue seeing World of Warships thrive over the course of the years. I offered various suggestions to the RTS version of the carrier gameplay, as well as the rework 8.0+ carrier gameplay, and want to add to the list of suggestions to the submarine gameplay in the future. These are suggestions, not decrees or slated in stone comments. Please take them for what they are, and please be constructive in commenting on the subject and in response to these suggestions. 1. Submarine detection gameplay a. Currently, as per the work in progress gameplay, submarines are detected at various intervals by a series of “rings”. These rings indicate the approximate location of a submarine in the nearby area. As a surface ship enters the ring, the ring shrinks in size, and shifts to a new location, continuing this process until it centers above the submerged sub location. b. Outside of this, submarines are incredibly hard to detect when submerged, but relatively easy to spot when surfaced, both features I believe should stay in the game. However, this “ring” is a rather simple concept for what could be boiled down to a more, “skill based” concept. c. I would change the ring to become a “ping” system. Essentially a passive ability that all ships are equipped with, including submarines. This passive ability would work like the Radio Location skill, however it would only point towards a submarine when a submarine enters a certain distance to the ship. d. In a submarine, When “located” or “pinged” a submarine would receive a “pinged!” icon similar to that of the “located” warning. e. If in a surface ship, when you have “pinged” a enemy submarine, you should be warned that you have detected a submarine in the nearby area via a visual “Sub Detected!” warning sign, and a audio commentary, “Submarine on scope!” f. As a surface ship, a simple bar will appear on the screen, much like the visual representation of “Radio Location”. Where it indicates a slightly opaque bar with the word “Sub detected” in the center. This bar will track the center location of the enemy submarine model. As the surface ship gets closer to the enemy submarine, the bar will change colors from (white) “meaning far away” to (yellow) “close to you” to (red) “right below us!”. 2. In regard to depth charges. This should become a consumable that is usable by any surface ship equipped with it. a. Depth charging would act similar to how torpedoes are deployed in the game, by selection the X button, you switch to a depth charge view facing rearward of the ship. By taping the X button again, you can switch from a “narrow” deploy zone or a “wide” deploy zone. Mouse 1 to throw the depth charges. b. It should be noted that the number of depthcharges thrown is the same regardless if you choose a tight or wide spread. A wide spread allows a higher chance to hit the submarine, where as a tight spread has a higher chance to sink one if the player is confident they are able to strike the sub with a tight spread. c. Once the depth charges are thrown, the depth charges will begin launching for X seconds until the area is saturated. After that a cooldown timer of X seconds begins which will leave a surface ship unable to deploy more depth charges until the timer is completed. d. When depth charging is activated, the surface ship and submarine player will both visually see depth charges jettied from the sides and rear of the ship. e. Depending on the distance to the depth charge, a sub marine will take X amount of damage when they explode. f. Depth charges do not damage against surface ship, only submarines. If a surface ship is struck by depth charges, hits will count as “shattered” hits and have 0% fire chance, similar to how torpedoes striking objects while unarmed do no damage and break. g. If a submarine is hit, an auditory “thump” will be heard by the submarine and surface ship. h. A Surface ship should get an additional auditory notice of a successful hit by a voice line stating, “Depth charges hit the target!” i. A submarine that is hit by a depth charge will have a high chance of flooding. In the case of a submarine flooding, the submarine will visually have air bubbles erupting out of it from all sides, flashing red flood lights will pulse to visually indicate to close and far ships that the submarine is flooding. The submarine player will receive the same flooding screen animation as they do on a surface ship. In addition, if the submarine is submerged, a bubble trail will fizzle on the water surface to indicate the submarine’s location and that it is flooding underwater. 3. Ships that have Hydroacoustic will work as they currently do in game against submarines both submerged and surfaced. A Ship that activates its Hydroacoustic ability will visually see a submarine that is surfaced, but will see only a outline of the submarine when it is submerged which requires the player to have to determine orientation of the submarine to its current location in order to ascertain if it is moving towards it, away from it, or side to side of the hydroacoustic user. a. When a hydroacoustic system is over, the ship will have the normal passive “ping!” ability like any other ship. 4. Battleships and carriers will differentiate from any other ship in the game regarding submarine gameplay. Battleships unfortunately didn’t get much in the way of anti-submarine warfare during WW2. However that isn’t to say they didn’t have anything at all. My suggestion is that a battleship gets a alternative catapult plane called, “sub hunter”. When launched, the submarine hunter will automatically take off, and start flying low circles around the approximate area of the submarine. It will then drop anti-submarine bombs in the area for x amount of seconds before returning to the battleship. 5. Carriers had a lot of abilities to attack submarines, but to make things balanced, carriers should be given another type of squadron. It would be called the “sub hunter” squadron. This could compose of a wing size of X and they are armed with anti-submarine bombs. These bombs are dropped much like that of the Royal Navy Level Bombers. They saturate a small, precise area when dropped. The bombs however shatter against any surfaced ship, and produce 0% fire chance. However, against a submarine, they do a marginal amount of damage per bomb with a high flood/fire chance. This way, the bombs are kept to anti-submarine only and cannot be used for other purposes. This also forces the carrier player to either actively hunt the submarine, or not. A choice that they will have to make during the game. 6. There is a lot of commotion about the speed at which submarines travel in game, specifically underwater. I believe this is something that will be tweaked overtime to create balance between surface ship and submarine gameplay, but my initial suggestions are as follows. a. Submarines should travel slowly whenever at periscope depth. b. A submarine can lose the "Ping!" of a enemy ship if it is traveling at 1/2 speed or less. c. A submarine should get a special consumable called, "silent running", which allows a submarine to temporarily move at full speed without being detected by a "ping!" from a surface ship. This would last for 10-15s tops. d. A submarine could be given access to a engine boost ability, but only when it is on the surface. 7. Submarine versus submarine warfare is going to be a tricky element to tackle, which i believe Wargaming will solve. Initial thoughts on this are as follows. a. Submarines can engage eachother with torpedoes or with their main battery guns when surfaced. b. When on the surface, submarines can be struck by normal torpedoes and torpedoes fired from submarines on the surface. c. Submarines that are submerged can be struck by deep water torpedoes, or by torpedoes fired from submarines at submerged levels. Torpedoes fired by subs at this submerged depth cannot hit surface ships of any kind in order to maintain balance. d. A additional depth called, "deep dive" should be added, which allows a submarine to evade deep water and normal torpedoes, along with depth charges or sub hunter bombs, but consumes oxygen supplies at double the rate while remaining at this depth. E. When submerged, a sub has a limited oxygen supply timer. This gradually counts down to zero, where upon reaching zero, a submarine is forced to surface to regenerate oxygen and reset its timer. It would remain on the surface the same length of time it can stay underwater. I.e. if it has a 2min oxygen tank, to refill, it must remain on the surface for 2 mins.
  20. Gosto de gravar algumas partidas em meu canal, mas sem tanto recurso nem pretensão de fazer tutoriais elaborados. Apenas gameplays. Vou começar um tópico para quem também gosta publicar as suas aqui!
  21. regopark

    WoW Legends

    I just acquired Legends on my PS4, and I like it. I do really like the PC version and have put in (or wasted, whichever) enough money on the game for ships and supplies, so I am in no way prepared to toss out the PC version. But my main reason for writing this is as eager as I am to play Legends, there are certain things that need improvement, in my opinion. The first is the mini-map. It is located in the upper left corner of the screen, is semi-transparent, and very difficult to see. Unless I haven't discovered it yet, there are no settings for this map as in the PC version. I think the map should be made non-transparent, a little bigger and relocated to the lower right of the screen. But, that's my opinion. The next is the after-battle screen. The Personal Score comes up only. There is no Detailed Report as in the PC version. I feel this does need to be added as it tells you what ships you sank or damaged, and how. Now, this game, unlike other PS4 games, has no ability to make changes to the viewing screen, e.g. the gamma, which will lighten or darken the playing screen. Right now the playing screen is very light, and unless I go into my TV settings and adjust them, it will stay that way. The only screen segment in the game's settings is for those who are colorblind. Others elements need to be added as well to the game. These seem to be the only "complaints" I have about Legends. I played it for four days without even touching the PC version! If I find anymore things to report I will make another post.
  22. You know when i first heard of the impending CV rework this last fall after I had pretty much switched all of my gaming to WOWS instead of about 50/50 with WOT, something in the back of my mind was prompting me to be concerned that somehow WG would find a way to take this superior game and trash it the same way that had happened to World of Tanks. Between the artillery rework, the matchmaking changes, and the introduction of more abundant totally OP premiums and nerfing of the light tank class, to go along with the already prevalent meta of giant guns hiding in bushes all game; for me at least, the finer art of armored breakthru took a backseat to standoff weapons that just sat and waited to punish any kind of offense. Of course unicums and good players will say that offense is still possible in that game, but it stopped being fun to me outside of Frontline mode. But surely WG would have no reason to spoil the excellent WOWS with a completely balanced gameplay whereas the smallest and most lightly armored ships could still have a major influence in the fighting, where the overwhelming power of CV's was offset by a higher degree of difficulty therefore ensuring a limited amount of people have access to it, allowing Cruiser's and BB's to still be the primary focus of the game. After all this game was somewhat more complicated and complex than WOT, so people tended to be more knowledgeable at mid tiers as far as tactics, and save for a few cv's, the majority of premiums were capable but not ridiculously OP as in WOT.. So to make a long story short, now any arcade player can can ruin gameplay for dd's, force teams into ridiculous lemming balls that are afraid to advance anywhere near caps often enough, and produce more 15 to 3 routings than I have ever seen before. Battleships seem way more eager to just sit back and "snipe" all game, turning many more matches into stagnant half TD like matches from WOT. So here is the point where people will people will call me a whiner, say dd's should spend the entire game effectively dodging CV attacks if they are good' and that my stats shouldn't allow me to have an opinion worth anything. And you know what; you are right. Yeah..i am an average player , but a player that can effectively help a decent team and have fun doing it. But not good enough to save moron teams that seem to be all i encounter these days. And with even occasionally being on the winning side of a 15-3 rout, the game is not as fun as it was, IMO. And I can't understand why this company now wants to negatively alter gameplay with 4 CV's in about 2/3's the games now, many of them Graf Zepps and Saipans... So you're right, the game is what it is now, have fun with it, I'm gonna check out what this MK11 is all about ...later
  23. Folks, love the job you did on announcing "So in So: is using Radar or Sonar. That helps the folks around them, when used correctly. BUT PLEASE!! CHANGE THAT STUPID CURSE FUNTION TO " So and So" Torpedo Launch. By the time you type that you launched, you end up dead or near dead. Or attach it to the Torp Launch upon actual launch. Save us time and maybe our ships. The most annoying thing is to listen to the juvenile constant use of that idiot button. Just MY OPINION so if you are one of the people who love that button, keep it to yourself. I want the Developers to hear what I've been hearing from players on its use and I've been playing 3 years. One small add on: consider changing the COOP Division size to at least 4. I got 3 Vet buddies that would like to play but they want to get the basics down BEFORE they consider joining a Clan. I just joined one and it's a different mindset than just shooting BOTs. You have to figure out how exactly to help the group in base/battle tactics. Newbies will take some training and the "Training Room" isn't good because there's no ship progression. COOP is against BOTs, not people, so there's no harm/no foul in it.
  24. hammer_1

    Poll on new CV squadron play

    I am interested in your opinion of the new cv squadron attack format and aircraft losses.
  25. Spiderlife77

    Torpedo aiming alert

    Do I understand it right that now there’s no warning when a DD is aiming her torps to your ship? Maybe I’m wrong, but before, in 7.12 when a DD was aiming by torp's launcher to your ship and your captain had the skill: “Priority Target” then you saw a warning (yellow circle with a number inside). For example, if you’d run a BBs and DD just spotted you, then you’d got a warning “detected”, but if she started aiming at your ship by torps/guns (and your captain had “Priority Target” skill), then you got “Priority Target” warning - yellow circle with number 1 inside. Was this option removed?
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