Jump to content
You need to play a total of 10 battles to post in this section.
Gneisenau013

0.7.10 - Public Test Feedback

85 comments in this topic

Recommended Posts

1,119
[WGA]
Administrator, Developers
906 posts
6,016 battles

Ahoy Public Testers!

Please provide feedback on the following items on this session of the Public Test!

Royal Navy and British Destroyers

The Halloween Event

Ranked Battles

Torpedo Warning

Matchmaker (DDs and BBs)

Supply

If you have any reports of bugs or strange happenings, please report them here.

 

#anchorsaweigh

  • Cool 1

Share this post


Link to post
Share on other sites
[APCR]
Members
34 posts
7,346 battles

May I have Halloween 2017 port back? 

And, as I can see, disallowing rudder shift by QE is not confortable. Can we have another set of keys to control depth and have QE back for rudder shifting?

  • Cool 3

Share this post


Link to post
Share on other sites
Members
4 posts
1,781 battles

Halloween event, Barracuda 

Experience as a player: Horror of the Deep (normal and hard difficulties) are unreasonably difficult. The problem stems from both a lack of consistency in damage per minute and a difficulty in breaking off of engagement/exiting surface detection range. 
 

Issues:

  • Rudder slew rate is too slow.
  • Maximum/minimum radius of turn is too great.
  • Damage per minute is subject to an extreme variable- the alpha strike for torpedoes are appreciated however the reload rate is unreasonable for the amount of damage that must be dealt to equal the sum total of all bots' health within the time limit to complete primary and secondary objectives. Missing just a handful of torpedoes could make it mathematically impossible for your team to deal enough damage within the time limit. (It is my personal speculation that this problem may only be a result of the number of bots/health pool. In a hypothetical PvP match the reload rates are reasonable.) 
  • Cool 5
  • Bad 1

Share this post


Link to post
Share on other sites
0
[-KMS-]
Members
11 posts
1,993 battles

I noticed the graphics I'm seeing are not crisp like usual and another player in-game asked which client I had downloaded. I have no idea and it's the same client I've had since joining the PTS a year or so ago. basically what's going on with the graphics?

Share this post


Link to post
Share on other sites
8
[LLAMA]
Members
16 posts
1,123 battles

Subs are a lot of fun, I only wish that the ones that have a low O2 supply have a snorkel consumable or something similar. 

  • Cool 1

Share this post


Link to post
Share on other sites
8
[LLAMA]
Members
16 posts
1,123 battles
1 hour ago, Azerkeux said:

Halloween event, Barracuda 

Experience as a player: Horror of the Deep (normal and hard difficulties) are unreasonably difficult. The problem stems from both a lack of consistency in damage per minute and a difficulty in breaking off of engagement/exiting surface detection range. 
 

Issues:

  • Rudder slew rate is too slow.
  • Maximum/minimum radius of turn is too great.
  • Damage per minute is subject to an extreme variable- the alpha strike for torpedoes are appreciated however the reload rate is unreasonable for the amount of damage that must be dealt to equal the sum total of all bots' health within the time limit to complete primary and secondary objectives. Missing just a handful of torpedoes could make it mathematically impossible for your team to deal enough damage within the time limit. (It is my personal speculation that this problem may only be a result of the number of bots/health pool. In a hypothetical PvP match the reload rates are reasonable.) 

Horror of the Deep on normal is of medium difficulty, not too hard and not too easy. I have no problems with the rudder and turn rate, after all these are subs, not DDs that can dive. You do have a point with the DPM, but I'm not sure how they could change that. like you said it probably wouldn't matter much in a regular battle. 

  • Bad 1

Share this post


Link to post
Share on other sites
2
[SAMPS]
Members
3 posts
1,358 battles

Why do we have to be in a division to play Horror of the Deep Blue Sea? My friends are lame and won't get on the test server...

Okay, I don't know what's going on, but there are apparently a couple of the Horror of the Deep options, and one of them lets me play not in a division.

Edited by smashedapples
  • Cool 1

Share this post


Link to post
Share on other sites
2
[CS7]
Members
11 posts
14,288 battles

Off to a good start - then computer blinking and finally freezing. It was good while it lasted. 

The  new ships and missions are a wonderful addition to our games. 

Share this post


Link to post
Share on other sites
Members
1 post
1,052 battles

The dive time on the subs is way too low.  Might I suggest about 3 minutes submerged (before you are forced to surface), one minute surfaced to fully replenish oxygen.  As it stands right now, the subs are far too weak.  They are like inebriated Humpback Whales, with about the same DPM.  Speaking of DPM, lower reload times on sub torpedoes, or increased Damage Per Shot.

  • Cool 1

Share this post


Link to post
Share on other sites
2
[SAMPS]
Members
3 posts
1,358 battles

With no div to allow me to always choose to play the sub mission, I've only been able to play a couple.

So far, I'd say they're fun but still need work (obviously that's what testing is for!)

There were a lot of times I got caught with less oxygen than I expected because I thought I had been surfaced when I actually hadn't. It seems like it takes a long time to go that last couple ticks of depth in order to actually start replenishing oxygen.

I'm really not a fan of Operations, so I'm trying not to let that color my opinion on subs. I'd be really interested in seeing how they play in a Random Battle scenario. I think they'd feel way more potent in that type of situation instead of one where you're being swarmed by ships at really close range.

I've also noticed that Primary Target is essentially useless in the operations. I never get notified of the catapults or ballistae focusing me.

  • Cool 1

Share this post


Link to post
Share on other sites
3
[ECCHI]
Beta Testers
4 posts
1,788 battles
8 hours ago, Azerkeux said:

Halloween event, Barracuda 

Experience as a player: Horror of the Deep (normal and hard difficulties) are unreasonably difficult. The problem stems from both a lack of consistency in damage per minute and a difficulty in breaking off of engagement/exiting surface detection range. 
 

Issues:

  • Rudder slew rate is too slow.
  • Maximum/minimum radius of turn is too great.
  • Damage per minute is subject to an extreme variable- the alpha strike for torpedoes are appreciated however the reload rate is unreasonable for the amount of damage that must be dealt to equal the sum total of all bots' health within the time limit to complete primary and secondary objectives. Missing just a handful of torpedoes could make it mathematically impossible for your team to deal enough damage within the time limit. (It is my personal speculation that this problem may only be a result of the number of bots/health pool. In a hypothetical PvP match the reload rates are reasonable.) 

I agree I've yet been in a group that can sink the Rasputin with it's INSANE 500 hp a second regen, there is just too much to do.

  • Cool 1

Share this post


Link to post
Share on other sites
3
[-DTS-]
Members
34 posts
2,215 battles

the submarines are a nice thing to have but not being able to stay under water that part is a joke that you need to come up for oxygen. Among other things the subs dont have much HP so living isnt very long when fighting 15 ships against what is 6 or something like that. But been threw that mode and havent finished it because every player ended up dying quick.

Share this post


Link to post
Share on other sites
1
[STW-A]
[STW-A]
Members
3 posts
12,991 battles
On 9/26/2018 at 5:40 AM, Gneisenau013 said:

Ahoy Public Testers!

Please provide feedback on the following items on this session of the Public Test!

 

Royal Navy and British Destroyers

Royal navy event works just fine like normal server.  However no British destroyers was given to player, or could be purchased on tech tree, so unable do any testing so unalbe to give any feedbacks.

 

The Halloween Event

2016 and 2017 old operations are the same, and if not mistaken the graphics for 2017, the filthy circle were better. 

As for the 2018 sub event, played few and following are some early thought:

  1. E key to surface, Q key to dive is ok, but as personal habit of use those key to turn left or right on fixed half or full rudder in normal games with ships.  This means rather than turning left and right I get surface or dive mixed up.
  2. 2 minute oxygen supply when dive is too short for me.  As facing bot DD and cruiser means if then turns to you or charge you then dive will be the only way to escape.  With narrow torp angel and turn angel you won't be able to turn back (U turn) to get attack on same target, made worse when you fight Resputin and was surrounded then there is just not much you can do.
  3. Not sure there is a safe depth to dive and avoid depth charge or there isn't a totally safe depth?
  4. Normal captain skill not really suited for sub class, as those were designed for SHIPS with guns / torps for surface play, so when apply to sub it doesn't really add too much.  Say skill like, "better sub knowledge" to increase dive or surface speed, "carbon filter" increase X% of oxygen duration, just a quick thought for sub captains, even it's too much to make in such short time.
  5. T7 set for sub so maybe add 2 more upgrade module slot, say normal 2nd so the guns can get 2ndary buffer, or use normal game's slot 6's faster torp reload module, just for events sake.

 

Ranked Battles

Didn't notice any difference to normal server, so no command.

 

Torpedo Warning

Didn't remember come across any new change on any of the update, that being said I'm not a good reader so chance of missing new change is totally possible, but torp warning was the same with normal server.

 

Matchmaker (DDs and BBs)

Only thing I would say need to be improved on MM will be cruisers, especially radar cruisers.  As have situations that I was playing games in DD with 5 BBs 5 CA/CLs 2DDs setup, and other than Missouri BB radar all 5 of our cruiser were none radar cruiser, while all 5 red cruisers are radar capable.  So yea GG for the team with 5 none radar cruiser side.

 

Supply

Not sure for this one as to supply feedback or any specific supply function in game XD.

 

If you have any reports of bugs or strange happenings, please report them here.

#anchorsaweigh1

 

Edited by Wise_Dragon
  • Cool 1

Share this post


Link to post
Share on other sites
339
[TOG]
Members
2,496 posts
15,062 battles

My feed back with the Barracuda...the ability to control  depth is too sensitive. I end up purposing trying to correct it. I recommend the following:

1. Slow down the rate of ascent/descent.

2. Have a "dive" and "periscope" key that'll allow the sub to dive at a predetermined dive/persicope depth.

  • Bad 2

Share this post


Link to post
Share on other sites
2
[YOGI]
Members
6 posts
1,653 battles

i agree with the other players way to difficult to win way to many bots and not enough time to reload and o2 is a problem  i watched a really good player last night and he had a very hard time but he also knew what he was doing!!! me well still learning how to use this sub. controls are not the greatest  would like to have control of the deck guns!instead of them going off themselves! yes it needs work but thats why we are here!

  • Cool 2
  • Bad 1

Share this post


Link to post
Share on other sites
Members
322 posts
6,075 battles
On 9/25/2018 at 1:40 PM, Gneisenau013 said:

Ahoy Public Testers!

Please provide feedback on the following items on this session of the Public Test!

Royal Navy and British Destroyers

The Halloween Event

Ranked Battles

Torpedo Warning

Matchmaker (DDs and BBs)

Supply

If you have any reports of bugs or strange happenings, please report them here.

 

#anchorsaweigh

RN Navy/Brit DD's did not get to test, other than receiving rewards for the directives.

The Halloween Event, the original two are still fun.  I don't remember the Transylvania having a repair aura, so if that's new, that's great. 

The Submarines scenario is terrible.  The controls are terrible. As someone else mentioned, the Q/E are hard wired into many of us as rudder locks.  Also, why can we only remain submerged for 60 seconds before being forced to the surface? This needs to be longer, by another 30-60 seconds at least. The subs should be able to snorkel at periscope depth. Perhaps have subs maintain the status quo on their oxygen while at periscope depth, but not reset their timer. IE, if you dive, lose 15 seconds of air, then come back up to periscope depth, you would have 45 secs on your timer if you dove again, and reset to 60 if you fully surface.  Other than that, tried it and really didn't find it as fun to play, as it looked in the video. The old scenarios are still a blast though.

Deck guns on the subs are utterly useless.  Sitting 1 km from a catapult, and 90% of the shells, flew into the rocks below it. Apparently the gunners are incapable of any kind of gun elevation, or accuracy.

Some players seem to think Subs are coming to Random Battles, this needs to be quashed or commented upon by Wargaming. There are websites reporting, that Wargaming people, have told them they are coming.  PC World was one of them.  I chalk it up to a miscommunication, but others I have seen in the forums here, and elsewhere, seem to be taking this stuff as gospel, that subs are coming to Randoms. This needs to be clarified, one way or another.

Tried Ranked Sprint for a few hours today, made it to Rank 3.  As with any tier, certain ships seem to shine.  Tier 5 CV's somewhat tough to deal with, when you consider nothing has Defensive AA. I tried both the Zuiho and the Bogue, and both did pretty well. I would give the edge to the Zuiho though, just for the pair of TB squads and enough planes to replenish them fully at least once. Being able to cross drop on targets with a pair of TB squads was pretty strong.  Of course, yet again, we cannot test anything with premium ships.  You guys need to allow us to use premium ships to properly test new game modes.  The entire time I was playing Ranked Sprint, all I could think about was, how Tier 5 Ranked would affected by multiple 19 pt captain'd Kamikaze cousins, Gremyashchy, the Texas, the Giulio Cesare,  etc. operating in divisions. I know if I was playing my Fujin, against a team with no CV and no comparable DD,  they would be hard pressed to compete with the damage output and stealth of one.  I'd limit it to tech tree ships only, or allow us to purchase tier 5 premium ships on the test server, so you get a better sense of what will likely be happening. Taking into consideration the premium tier 5's I own,  the only tech tree ships I think I would use, are the Zuiho and Kirov. Otherwise, it will be, Fujin, Gremy, Murmansk, and my Cesare for sure.

I did not get into any torpedo heavy matches, so cannot report on the Torpedo Warning change.

Not enough players for me to get a full random battle, so never saw more than a couple DD's on either side.

Supply seems good.

Will update as needed.

Edited by Valas1

Share this post


Link to post
Share on other sites
0
[EMD]
[EMD]
Members
2 posts
3,033 battles

 

Very fun to play with the submarines but maybe it would be cool to add some secondary mission eg leave commands at some point and give cover sinking ships.

Share this post


Link to post
Share on other sites
9
[ALS]
Members
66 posts
6,942 battles

End divisions on the test server.  If you can't PUG it how are you going to test it out?  Recall generally there is less than 1,000 on the test server at any given time.

  • Cool 1

Share this post


Link to post
Share on other sites
44
[TIAR]
[TIAR]
Beta Testers
446 posts
10,156 battles
23 hours ago, Azerkeux said:
  • Rudder slew rate is too slow.
  • Maximum/minimum radius of turn is too great.

Support this

Also using Q & E feels awkward. but understandable

Not having a preset on depths adds not necessary complexity. (in other ships they work as presets, full left, 1/2 left, 1/2 right, full right)

  • Should be something as using the keys in other ships
    • While surfaced
      • 2 Qs  Full Depth
      • 1 Q    Periscope depth
    • While submerged
      • 2 Es  Fully surfaced
      • 1 E    Periscope depth

My humble .002

  • Cool 1

Share this post


Link to post
Share on other sites
3
[SMI-1]
[SMI-1]
Members
9 posts

ranked battles:   Can not test anything once you make rank 3! seems not many players are testing this part of the pt.

 

  • Cool 1

Share this post


Link to post
Share on other sites
14
[-BMV-]
Members
113 posts
19,207 battles

The Halloween event needs to add a timer that tells the player how long they have submerged before they have to surface. This should be a permanent feature for submarines also in the regular game play.

  • Cool 1

Share this post


Link to post
Share on other sites
4
[WOLF8]
[WOLF8]
Members
21 posts
6,338 battles

just tried the Halloween   barracuda  was fun I can see how it can work  but only in missions .

so barricuda  like a midget sub   oxygen level drops  when your submerged giving you a short time under water yeah I didn't notice that I drowned first time lol

nice concept but I think  only usable for a mission/s  like if you were sneeking into a harbour  to sink ships at night or something ( an idea)

nice idea but correct me if am wrong  I could see one in my ship list but only as a fun factor .

and barricuda being the only one  how can you have a concept as a tier for the different nations . after all most countried had a 1 or two man sub where they sat on top with scuba gear on . you would have to design different types on mini subs like barricuda for the country it reflects . 

the idea  of those schnell boats was a nice touch  in the Dunkirk mission  again different countries had them .

back to the sub  a bigger choice than just the one would be nice

Share this post


Link to post
Share on other sites
1
[KOTC]
Members
12 posts
2,172 battles

The new submarine mission is really hard. The controls are a little lacking, i think someone mentioned that it takes longer to surface and actually take in air than I often expect, and I get heavily punished for this. I also think that either the rudder should be more precise or the angle of fire should be a little wider. The torp reload times/DPM is also a little bit unreasonable, especially against like ten Mogamis and however many DDs. I find it literally impossible to kill Rasputin, I usually make it to the fight but none of my teammates do. The Zipper Sub I also find to have no DPM capability whatsoever. Even three of them cannot out DPM a Rasputin, let alone all of his escorts. I think the escorts (Mogamis), should be a little bit nerfed both in the sense of their capability and number. They each have fifteen guns, and I have less health and armor than a destroyer. 

 

Someone also mentioned snorkels! They're not ingame. I reccomend implementing it where at periscope depth in appropriate-tier subs with snorkels, your meter won't dip but won't refill, but you also won't be able to really spot far. This should make it a balance where you can't sit in that position forever, because you have to spot, and you can still be spotted by Sonar. 

Finally, the mission's boss fight is actually stupid. The Rasputin can pull some amazing torpedo beats, and most likely because the 16,000 escorts he spawns spot everything and take all the hits for it. Please for the love of god, somehow change the boss battle. Also, I've gotten whithin 4km of that grey target, and still not found the castle objective. I don't really know where else to look. 

It may sound negative but I love the new submarines, I just hope that Wargaming will balance them and other ship classes correctly. 

  • Cool 1

Share this post


Link to post
Share on other sites
4
[TOGO]
Beta Testers
23 posts
1,383 battles

On top of all the other issues with the subs.  Their speed is either lacking, or the timer is to short for the objective.  I did nothing but dive/run straight to the castle, however, when I actually got within 8km of it I was killed.  There was less than 30 seconds left on the clock at that point.  The amount of bot ships on this map is massively unreasonable given the time restraints.

There is no medium or hard difficulty on this mission, just impossible.

Share this post


Link to post
Share on other sites
1
[GGDG]
[GGDG]
Members
1 post
7,455 battles

I agree with the other testers concerning limited oxygen time. Not being able to submerge for at least a few minutes = NO FUN. Thumbs down in present configuration.

  • Cool 1

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

×