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I would like to point out that WoW's statistics regarding actual hits on enemy warships are not entirely accurate and are skewed to downgrade the true accuracy rate of the player. It happens in this way: When a BB or CA, for example, fires shells at a ship from long range, if that ship blows up for whatever reason before the shells land on it, they are all counted as misses. This is not really fair to the player or even accurate with respect to hit rates and statistics on accuracy given under the summaries for Co-op or Random battles. Another example, (which also applies to some shells), is the firing of torpedoes at a target and having all four hit the target but only one counts as a "hit" because the ship only had X amount of HP left. This is a humongous way to distort the accuracy of torpedo hits in this game. If 4 hit, all s4 hould be counted and not just one or two. That is not fair to the player, who appears to have a small hit rate in his or her statistics. Not every DD is like the RN DDs, which can fire a single torpedo, so they must fire all at once even if all 4 are not necessary to kill the enemy ship. Firing 5 torpedoes at a BB with only 5,000 HP left results in a hit ratio of 20% instead of 100% if all hit the ship. Torpedoes and shells are flying around everywhere and missing anyway, so why should this be a problem for WoW? WoW has the ability to correct this and count any shells or torpedoes that hit a ship that blows up if the shells or torpedoes were fired, say within 6-10 seconds of the ship dying. Any shells or torpedoes fired after the ship is destroyed don't count, obviously, or players would just fire at dead ships. If WoW can assign damage rates to each shell or torpedo, even zero damage, it can certainly count actual hits that occur if they are fired before the ship dies. I think this is only fair and right. I'd be interested in hearing how other people feel about this problem and whether they think WoW will change the way it counts actual hits.
ADM_Zakk_Zero posted a topic in Game Support and Bug ReportingI don't know exactly when it happened, but recently there must have been a change from an update regarding the volume in the game. Roughly a few months ago I found myself having to fight with the the audio settings for the first time in years. The music at the battle results screen, explosions when my ship or a nearby ship is sunk, and torpedo hits are disproportionately loud compared to all other sounds. When I set the sound effects volume to just above zero, yet have all my other settings (other than in battle music) set much higher, the explosions, torp hits, and battle results music are still easily 4 to 5 times louder than even when firing main artillery. Despite fiddling with all possible setting combinations I no longer can find a balance that fixes this. Seasoned players have even come over to help get the settings straight and they, too, were mystified at the volume disparity and found no solution. In order to make sure my neighbors whose house is 30 feet away from mine (literally- they laugh and text me every time I blow up, take a torp hit, or a battle ends)I have to turn the sound so low I can't hear engine sounds, in-battle voice messages from my captain or other players, and ambient sounds. I've been using the same sound system for over 2 years and never once needed to adjust it until recently. I can only assume that a more recent update something was changed. Regardless of why, in the end it seems like it would be wise to add additional volume controls specifically for the battle results music, explosions, and torp hits just as there is for gunfire and voice announcements. Either that, or turn down all three volumes compared to the other sounds.