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Found 15 results

  1. As it says on the tin. I don't care if players have different tier ships in a division in Co-Op, but they shouldn't be allowed in Random Battles. Barring that, enforce mirroring in the matchmaker (as with CVs).
  2. Since I love the idea of a support carrier focused more on protecting my teammates than dealing damage, I tried a full interceptor build (all four of the support skills along with Squadron Consumables Mod 1) on Audacious in random battles during 10.0. I ended up switching back to a more standard (for me) damage mitigation and accuracy skills before the end of the free skill resets with 10.1. I've kept an American 19 point captain with the full interceptor build, however, for use in ranked and eventually clan battles. I made good use of this full interceptor captain in this last ranked season, and I saw on YouTube that @Ahskance (a much better CV player than me ) preferred this as well for ranked. With the smaller number of friendly ships to protect, you can make it work, and it is very powerful against FDRs, which are fairly common in competitive. What cripples the use of the full interceptor build in random is the -25% patrol times that is the penalty of the 4 point Enhanced Reaction skill. With the Squadron Consumables Mod 1 in slot 5, the longest you can keep the Interceptors on station is 67 seconds, the first ~7 seconds of which are warm up time, where they won't shoot anything down. Without the SCM1 in slot 5, you are limited to 45 seconds patrol time, with, again 7 seconds of that for warm up when you first call them to patrol. I've found that I'm more effective in random battles using SCM1 along with the 1 point Search and Destroy skill as well as the 2 point Patrol Group Leader skill at preventing strikes against my teammates due to the 90 s patrol times this allows. I've shot down more planes on average using this configuration as well, since the red CV is less likely to wait out the patrol fighters, and more willing to hazard sending his planes into the fighters for a strike in the hopes of recalling his surviving planes before my fighters shoot them down. Unless Wargaming wants the full interceptor/support CV to be limited to competitive modes, they need to eliminate or significantly reduce the -25% action time of the fighter/interceptor consumable that is attached to Enhanced Reactions. A 25% penalty is a high price to pay for any 4 point skill. Alternatively, they could leave ER as is and move it down to a 3 point skill, while moving Interceptors back up to the 4 point skill where it started and adding a buff that prolongs the patrol time if you select interceptors, effectively cancelling the -25% penalty on ER. ER is a great skill, and makes fighters work they way I always wanted them to, but the negatives outweigh the power of the skill except in ranked and (I'm assuming) clan battles.
  3. I know many others have expressed their dissatisfaction with the way gameplay has developed in Random, especially in the higher tiers. One words can describe random Battles nowadays: BORING. Not much fun being forced to play the whole game from 20km out because any attempt to push in and play bold and aggressive only results in getting HE spammed to death from behind rocks or smoke, being targeted by multiple ships focused on just you (because your teammates just play safe and don't come in and support), being pummeled by ships with insane concealment to where you cant see them the whole game, long range stealth torpedoes swarms that come from out of nowhere, and overpowered CV aircraft you can't defend against or outmaneuver. T9 and T10 ships should just play themselves. There is too much difference in capabilities when T7 and T8 ships are forced to play against T9/T10 ships far more powerful in firepower, stealth, and health. How does a Colorado do against a Pommern or a Richelieu stack up against a Thunderer? And no T7 or T8 battleship or anything else has a chance in hell against a Shimakaze or T9/T10 super HE spammers hiding behind rocks. Thanks to this matchmaking for T7 and above ships I find it is actually more fun and interesting to play against Bots in Coop than it is against other players who have steered the gameplay to shite, and WG who created the monstrosities ruining the game. I'm fine with just playing Coop, but the only problem I have is how Coop battles grant less credits and XP than random. How about making both formats co-equal to allow players to choose the type of play they want - those who like boring predictable battles and are only looking to rake in DP, by hiding their Smolensk or Des Moines behind the same rock all game, by all means play Random, it's all yours. But those of us who want to play interesting unpredictable and fun matches against Bots (who actually play more realistically than many human players), shouldn't have to get penalized for it by getting less rewards.
  4. Random Battles are broken. There are too many blowout games in the upper tiers. The blowout games are making the game boring no matter which team you are on. Another issue with the game is T9 and T10 ships are now way to overpowering to play T8 ship. The link is to a video from Sea Lord Mountbatten that explains the issue really well.
  5. Has anyone else noticed the mission in German directives next week that have the lownenhart, for 300,000 damaged in ranked and random? Is this a mistake shouldn't it be co-op? @Hapa_Fodder
  6. Hello, everyone. Started playing WoW around May (2.5 months ago). Enjoy the game immensely. The historicity of ship designs is AMAZING! Started playing Random Battles about 3 weeks ago. Have read some of the available documentation regarding this game mode, but there are a few things that are still not clear to me... Are ALL the ships in Random games operated by human players? If not, does anyone know the typical ratio of humans to bots in these games? I sail a tier VII Japanese heavy cruiser - the Myoko. Primary armament is 8" artillery (10 barrels). Range of these guns in 15.6 km. Am frequently faced with situations where an opponent (a battleship, typically) has weapons with greater range than I have. My Myoko is about as upgraded as I can make her. Other than waiting for opportunity - i.e., friendly BBs to engage the enemy and draw their fire or, alternatively, running furtively between islands for cover or fog for concealment - is there any way to get off at least one shot that might hit the opponent with longer range weapons? Have noticed more than once, more than twice, that opponents will typically concentrate fire on vessels that are already damaged, hoping to sink them. I do so all the time. However, there have been usual cases where opponent fire seems to be concentrated on fresh targets that are further away and not as damaged as targets that are much closer. Am I imaging this? Or, could this be a case of bots (if they play in Random battles) prioritizing human over bot targets. Just a crazy thought. My survival rate in Random is low - about 9%. Doesn't matter. The payoff for Random battles is quite handsome, let's me keep playing for free. It'd be nice if the designers of WoW, for some kinds of matches, allowed individuals ships and/or entire teams to withdraw. But, they didn't. Them's the rules. So what? Play, have fun. It's a GAME! One last question: does anyone else besides me get fuzzy image rendition near the bottom of their screen? I keep thinking that it's because my PC was brought over on the Santa Maria. 8=)
  7. Hello, I was doing a mission on directive 5 and i have reach its goal of making over 70.000 damage with main battery guns: Mission still there without completion.
  8. Only five games and you can tell its going to be a bad night, my analogy of both Modes so far , what's wrong with these pictures ? Coop Random
  9. Sergeant_0ddball

    Random chat ban

    For some reason, I have been banned from typing in chat until the 16th. I can't remember saying anything that would result in a ban, or having received any warnings about my conduct in chat either. Has this happened to anyone else? I saw the notification after I logged in this morning, as I didn't play yesterday after the update had finished.
  10. I don't play Coop often but I played a bit to deal with snowflakes till I got to tier 5 I think when I found too many players had no idea how to play and stopped. The last 2 weeks teams have been really bad in Randoms (far worse than I have had in the past 2 years), Players watching the other team take all 3 caps and one - when I said to move into the cap because we had an overwhelming force and I was told - "There is a Cleveland there". And then I said "You have 3 BBs - delete him" - we lost of course. Sp yesterday I went into the high tier Coop just to see what it was like to win - Coop has always been - especailly the higher tiers - easy button win. Till yesterday when I lost 2 high tier coop games - one when half the team was taken out in the first 5 minutes. Could not believe it. Players with 120 base XP.... Not saying all players were but by god - losing a high tier Coop game is unbelievable.
  11. Exeter, I'm taking back everything negative about you that I've said with one exception: your 8.4-second rudder shift is still horrendous. Note: I accidentally used my 10-point Bert Dunkirk with DCF, LS, BFT, and CE rather than my 19-point Jack Dunkirk. Oops. 20190331_212705_PBSC505-Exeter_04_Archipelago.wowsreplay
  12. Title of my stream on twitch that you can answer if you would be kind enough to watch and chat. Or... if you are not inclined to watch feel free to post your thoughts below.
  13. Soylent_Red_Isnt_People

    No ''fun'' to be had anymore?

    Queue a [Random]: - Team may push in small groups to a cap or position of advantage, only to flee when the shooting starts. Slowest and/or least maneuverable ship(s) is (are) left holding the bag of Bravo Sierra. - Massive skill mismatch between team lineups, with at times up to half a dozen mid- to high-50% WR players on one side versus one or none on the other. - Whomever hangs back the longest yet is still able to cause enough damage while losing gets rewarded; playing to the match type usually does not. - Ships firing in open water may remain invisible due to random geometry, regardless of the presence of fog banks worth of smoke. - Possible to be low tier on poorly performing teams a significant number of back to back matches during multiple sessions. - Absurd number of 2x CV matches versus ships with little or no AA potential in low to mid tiers. Queue a [Coop]: - Bring a torpedo equipped ship, or high RoF spammer; otherwise get nothing for even the few minutes a match may last. Queue an [Arms Race] (yeah, right....) - May be a good match, but still subject to all of the vagaries of a normal [Random], only with tier IX & X ships to really thrust home the penalties of a defeat or early sink. Queue a [Scenario of the Week]: - Hope it's a relatively simple example not requiring a well coordinated team already knowing the exact timing and sequence of the scripted events. - Wrong ships brought in or too many DDs equal probable failure or few stars no matter the coordination. - No stars equates to no anything for the time spent playing. Got enough sovereigns to only pay about half the cost of a Warspite using premium RN crates in the store, but forget it WG - maybe if your game was still fun more than once, possibly twice, a week (if that!) I'd consider it. As is, [edited] for what your ''decisions'' and ''vision'' turned the game into.
  14. TheGreatBlasto

    Single Greatest Random Ever

    MM put just two (2) ships into battle knowing that only one would come out alive! Who will it be? t be? Has anyone else found themselves in a two ship Random?
  15. anonym_YuREudLsADhh

    Omaha B or C Hull for Random?

    Moving up the US cruiser line, I was wondering how people configure their Omahas. My gut feeling is that the C hull gives up too much offense in favor of a slight padding of AA that looks to be pretty awful even in a full AA build. We're talking a Commander with only 6 points right now. I'm thinking of what works best for supporting the DD's up front- giving them a bit of AA cover or bringing extra firepower against red DD's? Your thoughts? How do you run your Omaha?