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Found 9 results

  1. Map borders are annoying, they feel artificial and constricting yet are a necessity... I really despise map border so this got me thinking, how can we have functional boundless map? My answer is this, let's have a dynamic "gravity center" calculated in a 2D plot average distribution of ship "tonnage" (or just maybe ship numbers). Measured from the "gravity center" there is an "Action Radius" of X km, ships must remain within that radius when playing, going outside the "Action Radius" (+X km from gravity center) will land ships inside the "Warning Zone" (some sort of performance penalty can be applied to ships within the warning zone) if ships go further away or don't return in time within the Action Radius, they are considered disengaged from combat... they are expelled from battle (considered sunk), and for them the battle is considered a Defeat even if their team wins. My idea is using this system in Open boundless maps, Ocean-like. So fleets can move freely without being constricted by the map, yet all the players must remain within reasonable distance of each other or risk being left out of the battle. This would also help getting rid of bots/afks as they would be surely left out once the Battle starts flowing and moving. More importantly, this could shift the meta from one of map control to one more resembling fleet action, where fighting as a cohesive unit would give the advantage. Game play probably would be a lot more dynamic as there'll always be open flanks to exploit. I think this could be a major shift in how the game is played with just only very minor tweaks required to implement the new mode.
  2. Navalpride33

    Some Comedic WOWS (Replay),

    If anyone would like to use this replay in their youtube channel, please forward me the link as well ... TY. 20210730_225524_PRSC107-Schors_20_NE_two_brothers.wowsreplay intermittently, the game was over at the 14 min mark.. But, it was the must boring up the middle charge I've seen on two brothers... Those who love a laugh, will love this short feature... I would like to thank Popcorn from TNG for the comedy along with, the other 22 players in the match. We all need a chuckle or a belly laugh... So enjoy...
  3. Maddau

    Autopilot Astern

    It has seemed more difficult to back up using the autopilot on the map overlap. I have to click very close to the back of the carrier icon, otherwise the autopilot tries to swing me around. This is what it was several months ago, but a few patches ago it was made much easier to plot a course backwards using autopilot, and you could go a reasonable distance before the map tried to swing you around. Is anyone else noticing this? If I'm not just imagining it, I'd like it to go back to being easier to back up and keep your bow toward the incoming ordinance.
  4. A couple suggestions to improve the way the world border works: 1. World Border Warning: Small quality of life improvement; make an option for a little warning alarm akin to the terrain collision one to tell you if you're about to hit the border. 2. Harsher/Different Penalty: Border humping is a pretty viable tactic to abuse in game (which is probably not intended in this "realistic" game), especially for little nimble ships which are already hard enough to hit as it is. A few ideas (these are independent, not all combined): Have the border "bounce back" ships (turn them around hard) like it does with planes. Take away health at about the rate of a single fire with a 30% speed reduction instead of [50%]? Allow ships to leave the area, but after 1 or 1 an a half minutes they abandon the match (aka "destroyed"). The time limit lowers every time you leave the border.
  5. 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
  6. How can I make my map larger, like I see the big dudes do? And what key(s) do I hit to chat with the others? I see their comments, but can't respond. And, finally, where can I pick up another dozen I.Q. points? (Premium shop?) Desperately trying to get to 80. THANK YOU ALL. GOT IT.
  7. What was wrong with the old one? It was one of my favorite maps. Firstly I must say that the old map even looked better, the current islands seem all the same... But was the cut off A point the reason for the change? I think that gave the map its "face". It brought some variable into decision making and possible twist afterwards = excitement. Now it is just plain shooting all over the map. It is basically just ocean map but with some cover for DDs. Not that i would say that ocean map is bad. It is good for what it is (but thankfully you dont see it much often). Same as maze-like designs with interesting plot twists are also needed. But this new map just has no "personality"
  8. Hello everyone, recently I produced a YouTube video featuring replays of the USS Montana at tier 10. If you are bored and can use a distraction today, feel free to check it out. But rather than a typical ship review video, I've kind of noticed that the footage in the video showcases various issues and things that can be improved with game play at tier 10. Among the things I noticed (and suggestions for improvement): #1 Most maps features a Littoral environment with close by shorelines, islands, shallow water, and straits. I think although ships did fight in environments that fall into this category in history, it did not happen nearly as frequently as it has in game. Arguably it's probably not a good idea to sail capital ships in such confined waters in real life due to various asymmetrical threats that they cannot sufficiently defend against. Mines, attacks from much smaller units like torpedo boats that thrive in the environment, shore batteries, air attacks, arguably even sabotage largely renders heavy ships vulnerable in a littoral environment. For example, in the Battle of Surigao strait, the IJN Fuso and Yamashiro fought a futile suicidal action in such confined and unsuitable environment. Meanwhile, the attack on Pearl Harbor, the British raid on Taranto, and the Italian raid of Alexandria were extreme examples of what happened to capital ships when they can't maneuver while attacked. Obviously the game cannot be completely realistic or faithful to history, but maybe it wouldn't be a bad thing to look into this and come up with maps that features different types of environment. #2 The roles caps play in game aren't always good nor are they always conducive of good game play action. I think winning a fight in terms of damages, kills, and spots while losing because the enemy has more points is not an ideal situation. When there are more than two caps (i.e. WOT style set up) in game, the presence of the caps alone often promotes passive game play. It takes away the focus of the fight from engaging and annihilating the enemy. Rather camo, capping, spotting, and area denial become important. I think it is rare to have a situation in the history of modern naval warfare where it was key to control or contain a small patch of the ocean like a cap on WOWS. Sure if there's an amphibious or combined arms operation at play, it could happen. But then that's not a factor in WOWS. When a team's stealthier ships are not up to par or incidentally get taken out early, the team will watch victory slipping away due to having a major disadvantage to contest the caps. At this point, the team with the points lead often farm damage and/or hide and milk the caps, while the losing team becomes either passive or reckless: either way it often ends badly. What if we try to set up games that has no caps at all? Not even 2? This will bring the focus of the fight back onto engaging the enemy. The points count could be determined by the number and types of surviving ships, like the way historians look at the tonnage sunk and human casualty after the Battle of Jutland? What if as an alternative to having caps, the game offer an option for damaged ships to withdraw by offering them a chance to limp away to a designated part of the map's edge? I think this is also a game play mechanic faithful to history as the withdrawing of damaged ships often have strategic implications. For example, the USS Enterprise was seriously damaged in the Pacific multiple times but its survival proven crucial. Meanwhile the survival and withdraw of the German High Sea's fleet's capital ships after the Battle of Jutland was key to the strategic situation then. I think it would be good to make people fight eagerly and then withdraw. It's a better situation than the passiveness or recklessness found in game now. #3 Some maps by design forces a team to split up into multiple sub fleets to contest different areas of the map. This seems like a forced gamble, and it often was in history. Sometimes a smaller or weaker subfleet's demise in the hands of a stronger opponent often snowballs quickly and makes the team's success elsewhere irrelevant. Some maps also kind of isolate the subfleets by the design of their geography so that once the team has been split, it's hard to once again combined forces for cooperative play: distance is too far for effective engagement or timely relocation and line of sight is blocked... This often means doing your part isn't enough for a win just cause the team kind of went the wrong way or ran into the wrong enemies. #4 Ships, battleships in particular tend to not move much but rather try to function as bow tanking artillery barges. I would say that usually the Yamatos are probably the worse offenders of this. In a sense I don't blame them cause they have the guns that can go through bow plating, their citadels are exposed on the side, they aren't particularly fast, nor do their turrets turn quickly enough for shooting while turning. But ultimately this situation is kind of odd and not fun. It penalizes ships that don't have most of its firepower concentrated in the front and devolves games into a strange naval version of trench warfare where ships try to hide while bow on behind islands and mountains and take pot shots at each other like soldiers in neighboring trenches tossing grenades over the top. Although nobody likes to eat citadels, I still think this situation is not good for the game. #5 Destroyers' playerbase seems to have the highest skill floor and ceiling in game at tier 10. As a BB player, it seems that sometimes the cap situation is already a done deal due to the DDs even before I get to engage anyone. A good DD player can take out a not so good DD player extremely quickly. How good your DD is often puts a hard limit on how the rest of your team will fare. If the friendly DDs die early or are less skilled, the BBs often suffer tremendously due to not being able to anticipate enemy intention or have sufficient situational awareness. #6 I in particular dislike having torpedo boat style Japanese DDs (Shimakaze line) on either teams. As enemies they often come in divisions and can torp spam and/or snipe in ways that's almost impossible to counter in a BB. Ever been targeted by 45 torps at once? I have. It was not pretty. As allies, the Japanese DDs often do not counter enemy DDs. They might spot and cap. But when they run into the enemy DDs they will often run away while dumping their torps which aren't always good for attacking DDs. I've noticed that many of them almost never fire their guns. An enemy's on 500hp at 6km? They fire torps but their guns stay silent. They are also often so obsessed and tunnel-visioned that they will try to saturate an area where friendly BBs are engaged in a brawl with the enemy with torps. I've lost count how many times I've been torpedoed by friendly DDs while brawling. (my video shows this happening 3 times...) #7 Ironically, at tier 10 cruisers seem to play very differently versus at mid tiers, especially from a BB player's perspective. Maybe due to their vulnerabilities to big guns, they'll often play 2nd line at most. This often means they aren't close enough to the action to counter DDs or close enough to the BBs to provide AA. So much so that DDs and BBs often fight their own fight without help. The cruiser at tier 10 seem to focus on farming damage and opportunistic moves, on a good day they usually chime in and engage enemies that are already being engaged, distracted, or has overextended. But them as a defensive screen and support against enemies BBs can't see or maneuver against, often don't exist... Just some of my observations thus far. I'm obviously a fan of the game and I want it to improve and fulfill its potential. Feel free to discuss share your thoughts on the points I brought up and how things could be improved.
  9. WG releasing new ships/premiums like there is no tomorrow!! But no sign of any new map yet. So how much does it cost? Since maps don't generate remuneration for WG and if it so worthless effort to even talk about - I have an idea, WG should open a donation link where players could donate money to them for developing new maps. Even as low as $1 to as high as $100. And when the donation amount becomes enough to start working on new maps, they should do it while giving some updates and feedback from players. (like night mode, less island/more island, new map mode). I would definitely donate some money. Would love to see new maps. (And don't think this is a troll/joke post).
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