Quemapueblos

QueNA 0.6.0 - Super Ultra Remix Hyper Edition EX+ w/ 2 Devs: Sub_Octavian + Welldone Friday 10am PST

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Hello Quemapueblos, Sub_Octavian, WellDone as well as any other WG producer/dev that may be listening or reading/answering.

 

I would first like to say thank you for continuing to do these as they are helpful to everyone to some degree. Even if all the questions don't get answered, it's still great that the community is able to throw questions at you guys and you toss us the answers. :honoring:

 

With that said, I may as well throw my hat into the mix here.

 

 

Question: Over the past year WarGaming has been pushing for Battleships to be more engaging (closer to the battle, pushing caps, etc.) through various changes. I love this idea as it has brought forth more brawls both in and out of capture points. Through the changes that have come about with Battleships, it has allowed players to engage either from afar or at close range, but promotes closer range engagements through rewards. With respect to the changes that we have started seeing in the stealth DD meta, more specifically in higher Tiers, is this something that we can expect to see more of down the road? For instance, another escape route for IJN DD's perhaps, larger health pool, etc.?

 

Note: This is mainly addressing the new RPF mechanic concerns that some people have. While the Gunboats seem to be having a decent time using it or even dealing with it as they have the range to avoid it and/or fire their main batteries, the IJN DD's (torpedo) ships seem to be hamstrung by it or so some claim. I can see a couple of options for IJN DD's (torpedo) ships here, A) they have to take RPF in order for avoidance or B) they remain tethered to another ship to use as a decoy just in case someone on the other team has RPF.

 

While true the RPF mechanic has just come out and the preliminary data is just that, preliminary, as you can see the sky has been falling for a week or so. Personally, I don't have an issue with the mechanic at all and have only taken it on one ship (Moskva) to see what it was like (this is out of 55 ships in my port). I can see where it would have its uses to newer players, those that may not be overly situationally aware or as I said above in the case of the IJN DD if no changes are coming in the future for them.

 

Again, thank you for putting on the stream event and I look forward to watching it.

 

Miner


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Hi, I'm wondering about the Russian DD line changes. If we already have the Kiev will we be given a new ship (of that tier) or will it be moved up to tier 9? Thanks!


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I'm VERY unhappy the Santa missions ended mid-day on the NA server. They were advertised to expire Jan 18th. Wouldn't it be reasonable to have them be available through the end of day, say midnight Pacific time?? I had time budgeted to complete those missions and was denied my chance to get the reward for the campaign level I was at. Very very frustrating.

 

I like the new commander skills and experience, except of course RPF. Is it not hard enough to play a fragile DD already? Let's put a ship with no armor and few hitpoints out there with inferior guns to the bigger ships...and then give those bigger ships an arrow that points to your location. Have fun with that. Just take the smoke away why don't you. I guess we'll finally stop seeing MM with five and six DD's per side in them at least.

 

After the update you should warn that the commander for the selected ship (when clicking Battle) has no skills selected. My 18 point commander was useless and didn't realize why until after the battle.

 

 


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hey, when will you stop nerfing stealth ships and buff IJN DD?

they are doing HORRIBLE atm

save for T8 with tashkent, IJN high tier DDs are doing the worst in both win rate and average damage in the 2 week data

also, when will the stealth fire nerf hit all DDs? it's really unfair to only nerf german DD's firing penalty without adjusting the values for other lines. 


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Here is my questions

1. RDF was created to kill DDs because DDs tend to last the longest. Have you ever thought to reduce their armor to what they should be? since at around T6 DDs have more armor then cruisers? and reduce armor on ALL DDs since they can handle more damage than a cruiser.

2. Why have a Q & A at such an early time? don't you know everyone works then in US?

3. This affects all ships, when a ship is either going forward then straight to reverse (it's speed drops as if you hit stop, once at stop then accelerates as if going reverse) or going reverse and you go straight to full forward ( it slows as if you hit stop then when you hit 0 knots it accelerates as normal). This is very troublesome, as a british CA and GREAT acceleration if I am in revese like -6 knots and then forward at full speed takes forever! Where is the acceleration. I did test this therory with a few friends and the it ships time is the same as 2 Leanders are at full speed. when I slammed it to revese and my friend put it on  stop. the time it took to reach 0 knots where the same..  Will you fix this? please send me a answer. I will be working at 1 pm est!! I get out at 2:30pm...

 

please answer thank you.


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My questions require a bit of a lead in.

 

Sub_Octavian, in a Reddit Q&A, you stated that the IJN destroyers were performing fine, but if the stats were turning out poorly it was because the captains of the ship were trying stay at maximum range and spam torpedoes.

 

My first question is, what is the "correct" style of play that this line is supposed to encourage after these recent buffs, nerfs, and reworks? All of the other destroyer lines are fairly intuitive, USN destroyers are the knife fighters, VMF are the mid-range sluggers, KMS are utility and sit somewhere in between the USN and VMF in terms of playstyle. Not so with the IJN.

 

And second, what was the reason behind lowering torpedo ranges at higher tiers while also keeping the detectability of the torpedoes as high as they are? It forces the destroyers in closer yes, but the statistics of the guns (rotation, shell alpha, ect.) and the fragility of the modules don't support the "up close and personal" role that the line has more or less suddenly been forced into.

 

Also, thanks for doing these Q&A's, even if we don't like the answer we get, at least we get an answer.

Edited by PzkwVIB

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Oh boy, time to crack open a huge can of worms:

 

1) What is the justification for moving BFT and BoS up to 3-point skills?  They're both fairly crucial starting skills, and are extremely important for any destroyer, cruiser, or battleship build, and are even pretty useful for carriers.  By making them more expensive, doesn't that severely hurt the starting platform for all classes of ship?

 

2) I don't really see a point to RPF.  It seems extremely niched, and I wouldn't even consider it an option for all but the most anti-destroyer focused builds, and even then, it still seems dubious compared to other options.  So, considering how much controversy it has caused, what's the reason for not scrapping it entirely?  Couldn't it at least have been put on hold for a later skill tree revision?

 

3) Was there ever any consideration of introducing a class-specific skill set?  Not an entire tree, just a special progression line unique to every class, similar to the focus groups (Endurance, Attack, etc.) introduced in 6.0.  Many of the complaints recently have been with the fact that the skill tree, both pre- and post-revision, isn't particularly flexible and quite a number of skills are specific to traits which not all ships have.  Wouldn't it improve matters if different classes had access to unique skills designed specifically for them, rather than making skills that are only useful to one class but putting them in a tree common to all classes?


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U.S battleships are in terrible state. will they be buffed.


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U.S battleships are in terrible state. will they be buffed.

 

Not to hijack your question, but it's kind of vague. Which ship, tier, why do you feel they are in a terrible state, what buffs do you think should be imposed? That would probably be helpful to them.

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Here's a few questions I have that are more ship related.

 

1. Regarding the removal of the Nagato A hull to make Mutsu (after some modifications) and the adding of 4 torpedo tubes to it. I was curios about this because the Nagato as built had 8 torpedo tubes 2 above the water and 2 submerged per side... Is this why you chose to not Include them? Following this logic Is this why you chose to remove the A hull from Amagi as it's original does not have submerged torpedoes and thus could make a unique premium?

 

2. Are the only future plans for carriers UI related or is there something more?

 

3. Is the IJN Premium CV candidate something we can expect to have a different style of game play kinda like what you guys did with the Saipan? Any chance you can give us a hint at what tier?

 

4. Do you plan to add any Freemiums (AKA Free exp ships) like this Missouri in the future?

 

Thanks!

Edited by OOM911

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I have a question about the Skill Adrenaline rush.  Are AA guns affected?  In other words, does my AA get more and more nasty the more I get hit?


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So far I have loved the choices that come with the new commander skills.  I have found them to change the way I play the game, and mostly in a  good way, so thank you for talking to time to improve the game.  The question I have is with regards to Clans and why there is no visible clan "Tag" on the ship like there is in Tanks, and that other one that shall not be mentioned (Planes).  An additional flag (That doesn't take up a slot) would be really cool.


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When will there be a Haifuri event? I saw in the news of the Asian server that had a collaboration of the WG with the study that made the anime of Haifuri
And why the game doesn't have the ARP I-401? If Iona and Gunzou are commanders of a ship that is not in the game

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dear sir

is there a way to have a shooting gallery to practice and home the guns and torpedoes  in before battle or changes to xp

 


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Greeting!
Really thanks have opportunity to ask question!!!
​Q1: Will you add German Premium CV in 2017? I remember there is a word from WG that German tech line will have Premium CV, will it come out this year? if yes, is there any info about it?

​Q2: Is there any new info about how to rebalance CVs this year? how about the data of Saipan? we know that the flight control of US CV is a problem, and the CVs are have really huge affect in the game, what will happen to them next. Saipan is a really powerful premium CV, and is there any idea about how to balance it?

Q3: Is there any idea about buff IJN DD? they are not really helpful to cap point, and they also have less chance to hit battleship by trop now because the well protection of battleship.

​Q4: Is there any big balance change in plan? to rebalance the relation between each type of ships, and may be submarine will be added into game?

​Q5: Do you have any idea to change the problem that battleship shell hit destroyers but only cause little damage? if yes, what change will happen?

​Q6: I know that German DD have different way to play compare with any other DD, but I still want to ask what the data about German DD? especially high tier German DD. Currently, the most important job for DD is cap point, but German DD is not really good at this. Is there any change will happen on them in future?

​thanks for your patience and really hope you can answer my question.
​Hope WOWS will be better and better in the future!

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The Dunkerque is one of my favorite ships. However, in real life, she had a turtleback armor layout similar to that of German BBs. This is not the case in game, as practically everybody is aware of her fragility. Is WG suppressing the French?


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Why the game doesn't have cruiser "Varyag"?

When it will appear in the game?


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My questions:

 

1)  Is there a plan to fix the fact that the 'direction of user' part of RDF / "RPF" does not work as of current Live?

(ie,  when RDF picks up a player, they are given the signal they are spotted along with the user's general direction back)

 

2) Plans to merge the "Priority Target" skill with the "Incoming Fire" skill, such that "Basics of Survival can be put at Lv.1

with perhaps an "Advanced Survivalist" skill at Lv.3 in it's place?  (akin to Basic/Advanced Firing Training)

 

3) As of current in Live, the function that while a ship is in the Main Base cap they have 0% detection avoidance does not work, such that in the Main Base/Cap a DD can be on the other side of a cap from a ship in plain view of it yet not be seen.

At the least ,

  (A) a capping ship can be seen 300~3k% further away than normal when capping a Main Base, or

  (B) a ship when in a Main Base/Cap is always seen at least on the map even if in smoke if there is LoS.

  © a Main Base when capped does NOT give a starting bonus of 1000pts ending a match then but rather gives points while being capped along with a higher rate of points while a ship is In the cap of 10pts/sec.


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Question1. Current Data shows that on average per tier premium ships are out performing tech tree ships. Do you agree or disagree? Is this a concern for Wargaming? .

Question2.  Is Wargaming pleased with the activity on the test server? Is it a satisfactory sample size? Is the balance and Meta same or different on the public test server in comparison to live server? 

Question3.  It has been my experience that carriers are typically a lower tier then cruisers and destroyers are lower then battleships. Is there any mention of changes to matchmaker that would better pair carriers to cruiser levels ,and destroyers to battleship levels? 


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I'd like to ask a question regarding the new captain skill levels.

 

If you devs receive enough feedbacks for certain skills that could change place with one another (ex. swap Basics of Survivability with Preventive Maintenance), is that something devs would consider doing it? 

 

Because especially for level 1 skills, while there are many good choices for CVs, BBs are left with less attractive skills, maybe for DDs too. I'd like to see some skills get shuffled around so that each classes will  have, not mandatory, but fun and useful skills in every levels to choose from.

 

Thank you.

 


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OH, RPF must be killed! I should have the choice if my radio is even on to be located. Its pure stupidity to use a radio on a stealth platform at critical times. Give us a switch.
 

 

 
Edited by Dah_Bears268

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Can we get an "Auto Captain Select" feature in the game. Something similar to a mod available in WOT with regards to automatically putting a commander back in a tank instead of having to go look for him and take him out of another tank. He then goes back to that tank when you select it (providing it is not already in battle). I've got 142 ships and it is a bit cumbersome looking for them all the time. Cheers!... 


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