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Found 16 results

  1. Wargaming doesn't care whether or not you are good at the game. You are no longer rewarded for how you play but rather rewarded for the amount of grind and ultimately the amount of money you are willing to throw at the game. It is a sad reality that pushes the community away from skill and more towards the in-game shop. It is a practice that was started by League and EA and, it should be despised. However as a community we have accepted it and are letting WG dictate to us that money is more important than the player and the community as a whole.
  2. Darkshadow86

    United CV Community

    Anecdote: I've been silently looking around the forum for a bit, and I've noticed a pattern. That a lot of boisterous players see the CVs and either scream boogyman or a grim reaper. Which, to me, was confusing. I would look onto the cv forum to see what this "boogeyman" player base was, and it was a bunch of people who're are along the lines of "wargaming changed strafing planes by 1.3% this means that..." that isn't the warmongering tribe, I was lead to believe exists. That had made me ponder a genius idea. The Idea: We as a small CV community should come together, and find out what makes people so scared and distrustful of CVs, analyze, maximize whatever is the cause for such a legendary folktale and use it to prop up CV players. Let's find what people hate, maybe its a certain strike strategy, or a specific form of attack that is always successful, or it could even be a certain time frame to where a CV becomes 80% safe yet still a gigantic threat to the enemy team, by maybe rushing close to an island for a quick plane recovery and fast strike time. I don't know, but that is what we're all here to find out. So let's share common stories, most known rants about CVs, complaints and turn them to our advantage. Let this be the forum hub that becomes a hive of information and helpful advice for fellow CV players. Together, we can become the threat that they all perceive us to be. Rebuttal: Some people may say, "what do you know? You only have 1,000 battles. You will learn more through playing the game." That's the beauty of this post, this isn't about me sharing what I know with others, but the CV community coming together to share everything they know to become a more compacted and stronger community. Less every CV player for themselves, and instead every CV player, let's make this work together. Entirely unrelated Rebuttal: My battles are also low since I'm focusing on getting my degree in a few months, graduating, and hopefully joining the airforce OTS. Why do I care: Cause I get tired of seeing unneeded hate on a community that doesn't even deserve it. So, we may as well make what they hate our strengths. Key Points: Let's work as a community. Use their anger to make our community stronger. Grow as a community. Share as a community. Combat hate as a community by using knowledge instead of flinging it back. Most people who dislike CVs don't even play them.
  3. Just starting to use my new TONE, brought my Yamamoto to it, and did this build, but noticed the INCONSISTNECY: SWIFT FISH provides +5% speed to ship's torpedos, but NOT TO AIRPLANES' TORPEDOS Enhanced Torpedo Explosive Charge provides +15% damage to ship's torpedos and also to airplanes' torpedos! Since they are similar skills, in same column, applying to the same ship and airplanes, both skills must behave the same way. It's fair to make SWITFT FISH provide %5% speed to both ship's and airplanes' torpedo speed. Since those torps are so slow, the increase is minor, 1,75kt, raising from 35 to 37 knots.
  4. A_Horde_of_Sharks

    So long Deadeye

  5. Hi everyone, I would like to ask a question about myself as a solo wows player. How am I doing as a solo player in wows? You can search my name: Lzky_Wai in NA server, and tell me how am I doing? You can tell me what are my weaknesses, I'll take everyone opinion. But please don't just look at my totally WR or exp and straight up making a conclusion based on that. Check the tier I'm playing in the most or maybe some of my most play ship statistics. Thankyou for your time to read this. I'll be really appreciated if you analysis my statistics and comment below. P.s. I hope I can have some top 5% or 10% player or maybe even some unicum players to give me a opinion, and maybe some suggestions on how to be better.
  6. Two weeks ago: Today: First of all I will admit that in general I'm critical of Zoup, sometimes overly so. But when I saw his latest video I had to cut him some slack as it's obvious the rework has been somewhat hard on him and his opinions on the game. Still, a complete 180 degree turn in 2 weeks was entirely unexpected, and hey, props to him for having an open mind in that case. Also the contrast in titles with a difference of just 2 weeks is pretty hilarious.
  7. https://docs.google.com/spreadsheets/d/13-zk78OnrypTId8QR4dE4BuN28lenluXpbdl1lkVHCg/edit#gid=0 Here I looked at all of the problems of the current skills for surface ships and changed several of them to fit the problems that plague each ship type. The major points I want to emphasize are: "Deadeye" changed so that it only works when you are the one spotting the target. Forces BB players to move closer to the fight. Secondary builds buffed, +1 consumables rolled into "brawler" skill that also enhances your secondary rate of fire, at the cost of concealment. Cruisers will have access to a new skill called "incendiary tracers," which will increase the target's detection range if it catches on fire (in addition to the existing fire penalty), giving your enemy a severe penalty and a boon to your teammates trying to hit that pesky DD. (perfect support tool for any cruiser, great way to light up BBs hiding in the back line) The new "Parthian tactics" skill (formerly outnumbered) will make a kiting cruiser a very difficult target. Destroyers have improved protection to damage thanks to the buffed "dazzle" skill, as well as a new skill that reduces detonation damage from 100% to 33%. Players that opt for stealthy DD play can pick "overboost" (formerly swift-in-silence) to increase their ship's speed when they hold their fire for 20s. Benefits any DD overall, but will not work when you are already a speed-demon boosting to over 50 knots while machine-gunning down hapless targets (Smaland, ehem). Battleships get improved defensive skills against fires and flooding, extinguishing a fire causes a 1-time main battery reload buff (regardless of how the fire is put out, can activate multiple times in a battle). Battleships and cruisers get actually meaningful AA skills Let's actually put diversity into our builds, WG.
  8. Lose_dudes

    Rework the Yamato!

    It's reference day!
  9. Roy_Batty_Nexus6

    Improved Captain Skills

    Hi Foro ! I'm happy with the new changes to the Captain's abilities. I think some boats improve a lot. GREETINGS AND CONGRATULATIONS TO THE DEVELOPERS
  10. Hukom

    Grind to 2.4M

    Change will come again tomorrow, and what is probably the most frustrating aspect of this is the cost to bring one commander from 19 points to 21 points. I don't have a deep bench of 19 point captains, so to have at least 1 or 2 promoted to 21 points when Update 0.10.0 arrives, I've been playing battles using my 19-point commander to stockpile commander XP ever since the cost of promoting to 21 points—an astronomical 1,200,000 XP for every captain—was announced way back. After what seemed like a second job already, I finally reached 2,411,000. The battles were equally fun and frustrating (AFKs, DDs who hide behind battleships, etc.), but this one, this battle that breached the 2.4M mark, was the highlight of that grind. I can now relax, and perhaps go back to the stress-free fun that is Co-op. Hope you enjoy it! Stay safe!
  11. I have been pondering the coming skill rework and trying to figure out how to approach this change with what I have now. Seems the "special" captains will be far more valuable than the run of the mill 19 pointers. I have most of these special commanders although they are not all 19 point captains so am thinking I should buy the ones I am missing and when the rework hits, sell all my regular 19 pointers to boost them up instead. I also got to thinking of all my other captains in the mid tiers who are at least 11 pointers but since I don't play all the ships except if needed by a mission or for flake events, sell them as well. Also sell all the riff raff captains I have collected over time and just replace them with zero point captains. Keep those who are in charge of ships I still enjoy to play now and then, but basically just clean house. I figure I can use this xp to boost the special captains up and then grind it out in all my premium ships. The sheer amount of captains should give me quite a bit of xp for the specials. With my credit balance hovering around the half billion mark and over 30k of doubloons, I probably could go full "whale" and just buy my 21 point special captains. At first I thought only of selling my 19 and 15 point carrier captains but now that I think about it, do I really need a 14 point captain on my tier 8/9/10 ships that I only play once/twice a year for snowflake events? It has just occurred to me that many of my low tier stuff that I used to love to play have pretty good captains on them even though I haven't played them in a long time. With the constant barrage of events that need tier 5+ ships, it really does not give you much free time to play for the sheer joy of playing. I figure if I want some low tier play, I can use those special captains in my low tier premium ships and just sell my beloved St Louis, Kohlberg, etc. BTW what counts as a special captain? I know that Yamamato and Halsey are, but is that Russian hockey player captain special? How about the Dunkirks or those you can buy for doubloons? Often I have the one that you can earn but not the twin that you can buy, do those count? Is there a list of all the "special" captains?
  12. The idea of limiting the total number of battle attempts a person can get per season in ranked play came up with some guys I play regularly with. As people go deep into ranked season, there tends to still be a population of players who are just playing a numbers game, hitting start and yoloing in so that they die quickly and then just start another battle immediately. The high limit for number of battles to rank out is 1,311 with a 48.67% win rate. Those had to be very short battles to get that many in during that compact a period of time. The second person on the list had 1,153 battles - and only made it to Rank 8. The amount of people who played over >350 battles totaled 247, and only 5 of them had a 52% or better win rate in ranked. The quickest rank out in NA was Peregrinas, who took only 46 battles to hit rank 1 at an 84.78% win rate - congrats to him. Looking at the people who ranked out, about 250 battles is the range for people with a 52-54% win rate to hit rank 1. I am proposing that WG simply put a countdown limiter on the number of ranked attempts people can take in the mode. That seems to be the simplest way to limit people spamming battles and counting on the other six players to carry them to victory. 250 seems to be a solid number to start with, and perhaps it will discourage people who aren't going to give their best effort playing the mode, to reconsider playing past rank 10 and the easy to gain initial rewards. I personally never go past rank 9 because the rewards are not aligned with the amount of frustration I feel at having to win 4 and then 5 stars to advance one level. Not when there are afk's or yolo bots in every other battle. Hopefully others have ideas on things WG could do to improve the experience of those playing ranked battles, I kept mine simple because simplicity is easier to install then some multi-conditional set of rules. I look forward to hearing what ranked players think about this situation. EDIT: Here is an alternative idea mentioned by someone in my clan family that would work around the issue of "limiting" people who want unrestricted play to rank out. If it's difficult to read, the gist is that only 7 players would get a star, based on their xp alone. Players that played superbly on the losing team would get a star while people on the winning team who didn't contribnute to the win would get passed over.
  13. It's far, far worse than I thought. Bad, Bad, Bad, Bad Dog. The upside is that my CV play is Super Unicum. Maybe the Big Doggie In The Sky is trying to tell me something. Now that I know that truly suck, I can move on to acceptance, and greatly reduce grind. I have a ten-point captain for my upcoming Ranger.
  14. Final8ty

    Just WOW.

    The lack of intelligent play is getting ever larger. So half the team don't leave spawn the other half lemming behind me to one cap. Game Over. So i fire up MMM to see why. EDIT: This version of MMM does not see my shima stats because of the amount of battles i have in it. My battle count under my avatar and my sig would not work if i hid my stats. New MMM thats show my shima just fine because. It's getting near impossible to find good players that i know to div with so at least i know got one other person in battle that has a clue on my team.
  15. Here's a money maker for WG: In addition to being able to pay doubloons for resetting all skills, add the ability to pay for a single skill. 25 doubloons per skill point. IOW 25 doubloons to change 1 point skill and 100 skill points for a 4 point skill. WG gets additional revenue when you move up the tech tree and really need to modify skills. Players pay less to switch from skill X to skill Y. What made me think of this was a friend asking me about my Udaloi and Grozovoi builds. Those are pretty different ships and use different skills.
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