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Everything posted by Spuggy
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The title of this thread is incorrect. He is "The Best" team killer I've seen. He managed to kill 5 team members! Sounds like a challenge. How to kill more than 5 people on your own team before the system punishes you
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Separate front and aft guns lock
Spuggy replied to RenamedUser_92906789's topic in General Discussion
I know it's going off on a tangent but I'd like the feature of being able to separately assign targets to my secondaries. Currently with the skill for Secondary Manual Control you can only assign a single target. I's like to be able to assign my port battery to one and my starboard battery to the other. -
[sugestion] shell bounce ribbon to discourage camping
Spuggy replied to PuchForLife's topic in General Discussion
I think these ribbons/medals would work nice in game. They would cover what you're asking for and some of them can be achieved with smaller ships! They're simply the same things in WoT's but I've edited them slightly to reflect the difference between a tank and a warship -
[sugestion] shell bounce ribbon to discourage camping
Spuggy replied to PuchForLife's topic in General Discussion
To be fair, these already exist in World of Tanks so why can't we have them too? Just slightly different with different names. Cool-Headed Survive at least 10 ricochets and non-penetrations in a row from enemy players. Lucky Witness the destruction of an enemy vehicle by an enemy a friendly team player. You must be within 10 250 meters or less from the enemy vehicle at the moment of its destruction. Spartan Survive a ricochet or non-penetrating shot from an enemy player. Your vehicle must have less than 10% of its hit points (HP) left and you must survive the battle. Steel Wall Receive more potential damage than any player on your team, at least 1,000 HP 200% ship HP , and survive. Receive at least 11 hits 200 hits. If two or more players receive an equal amount of potential damage, the achievement is granted to to the player who received the greatest amount of hits. If two or more players receive an equal amount of potential damage and equal number of hits, the achievement is granted to the player who earned more XP for the battle, including additional XP provided to premium account users. -
[sugestion] shell bounce ribbon to discourage camping
Spuggy replied to PuchForLife's topic in General Discussion
Just give BB's hideous dispersion of shells beyond optimal range. Then they will not hit much and be totally ineffective at max range. That's the only way to encourage BB's with extreme range to close in. Last night, I was in my Warspite. I chucked up my spotter plane right at the start of the match and lobbed a volley at absolute extreme boosted range at an Omaha. This was pretty much the first volley of the game. I One shotted him. 1st Blood, Devastating Strike. Most of my shells hit him and I scored two citadels. This kind of shell grouping at that range is bonkers. Extremely satisfying but bonkers. If my accuracy wasn't so great after an "Optimal Range" then I would be forced to close to my Optimal. The carrot is nice but the whip works far better in this game. -
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Why not do something really crazy. Make the "Secondaries" the primary weapon controlled by the player and give them a balanced range (14km ish). Make the "Primaries" (silly big guns) AI controlled with the same range as the now player controlled Secondaries. Their poor turret rotation speed and hideous accuracy will mean you only get the odd direct hit from them. This way, pre-dreadnoughts could actually work up to about tier 5 as extremely heavy cruisers. But slow. They'd also be "different" from the other ships in game and I'm guessing this could be done very, very easily. Then we'd have loads of pre-dreads to choose from in a splinter tech tree that bottoms out at tier 5. Also, as has been mentioned several time, pre-dreads actually used their secondaries as the primaries and the big guns as "additional". This would make their game play more accurate to the actual ships themselves. More ships. More ways to play. Always better
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Gaffa tape the holes up, sack the obviously useless captains and sail the ship properly. or sell for scrap (SILVER COINS)
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As an ex - Eve: Online player the obligatory answer to a forum thread like this is: Can I haz your stuff plox?
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There is a UI which presents the current ship status with regards to primary weapon systems (Main battery guns and torpedo tubes) However there is no feed back on the state of your secondary batteries and AA. I would like to see a second ship status UI that mirrors the primary one presenting the infomation on ship secondary battery and AA status. I believe this info would be useful as it would gauge the current condition of your ships ability which currently is not provided. The only way to know if these guns are operational is to zoom in on them. It can be frustrating when a squadron of aircraft fly over you and you're wondering why they aren't being shot down by your "Powerful AA". When the possibility is that your AA has been incapacitated or destroyed. I've attached a mock up of this UI below. Donuts are secondaries and diamonds are AA batteries
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FEATURE REQUEST - Secondary and AA battery UI
Spuggy replied to Spuggy's topic in General Discussion
The ability to see the status of an enemy ship's modules should be a commander skill and not a default ability. -
Easy implementation of a Klein Field defensive system to these Kongo class ARP BB's is this: Remove the ARP Kongo class ships the "Repair Party" ability Add the Klein Field ability Klein Field would work like this: Same number of uses as repair party and cool down timers Activation takes 5 seconds from button press (The field takes 5 seconds to actually work) When fully active the Klein Field will mitigate all damage (except ramming damage) from torps and shells Lasts for 5 seconds after "Warm up" This means that the user sacrifices the ability to repair damage for the ability to mitigate damage but only if timed correctly.
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8th of March free premium ship for a female player
Spuggy replied to 22cm's topic in General Discussion
wait.... what. There is a "Woman's Day"? When is it "Men's Day"? Or is it what I tell my children on "Father's Day" when they ask me when it's "Child's Day"? -
Alpha-flag gives 5% boost in ship- & captain experience
Spuggy replied to MrFingers's topic in General Discussion
DAMN YOU... BEAT ME TO IT -
Alpha-flag gives 5% boost in ship- & captain experience
Spuggy replied to MrFingers's topic in General Discussion
Well I hope WG don't do any Arabic localisation for this flag or they redesign it cause a black flag with white Arabic writing on it looks a little hhhmmmmmmm in today's political climate. -
I haven't played ranked yet but in my mind, if ranked battles are plagued by DD spam, wouldn't sailing a ship that wrecks DD's easily not be the solution? You'd be cleaning up kills all day long if you just changed your attitude to "How do we kill all these DD scrubs?"
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I'd love to see a Bounty system applied to WoWs. Even to WoT's! How it would work: Right click a player's name and select an option called "Apply Bounty" A box appears asking how much silver you would like to apply. All bounties are cumulative so they create a big pot for anyone to claim. When you kill someone, and only when you get the kill shot, with a bounty you receive a portion of the bounty on that player. The amount of the bounty you get will be based on this formula: (Ship Value * % of damage you caused)*10% This way a bounty is only paid in portions and also rewards those who deal the most damage to a ship and destroy them. For example: example (1) A DD captain finds a Bogue captain who has a 1 million credit bounty. He destroys the Bogue with a salvo of torps taking him from 100% health. The DD captain would receive a bounty of: Bogue value: 2,060,000 credits 100% damage caused means full value used 10% of 2,060,000 = 206,000 credit bonus for killing him. example (2) A Pensacola captain is getting wrecked by three different players. A fourth player takes the kill but only causes the last 4% of damage Pensacola value: 5,570,000 4% damage caused means 4% of 5,570,000 = 220,280. 10% of 220,280 = 22,280 credit bonus for the fourth player who stole the kill. Setting a bounty would have a minimum amount of 50,000 credits. Anyone can set a bounty on anyone WG can set a bounty on people that are annoying them Effects of a bounty: People with high bounty's become attractive targets. People who play "unfairly" will find their lives become a little harder. Teamwork and objective play may have a little negative impact as people will "chase the bounty" Sound like fun? To prevent lemming like behavior, in order to claim a bounty you must: A) Survive the battle B) Win the battle
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I totally understand peoples apprehension and the idea that this would destroy team play. However, if I was to add a caveat that in order to claim your bounty pay you must: A) Survive the battle B) Your team must win the battle This would prevent lemming like behavior and if you have a bounty to claim you would try your hardest to win the battle too!
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Thing is though, in this game a bounty wouldn't have a long life unless it was a very large bounty. Most people have a low survivabilty rate. Good players may get into the 60% survival rate but will die in a battle often. This bounty system would, in the end, allow you to make another players game difficult for one or two battles. It's a way of punishing people who you feel play unfairly instead of the useless reporting system. Or if someone has bad behavior in chat, slap them with a bounty that lasts, what, one or two matches at best? There would be very few cases of "harassment". Maybe it's cause I'm an ex "Eve: Online" player. But you can also create rewards for helping a player with a bounty survive. example: A match has 4 players on the same team who have bounties posted on them. For every one of them who survive their team members receive a "bonus". A way to encourage protecting your team mates. That kind of stuff.
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The problem is that THIS exists and is damaging to the game. It's hard to distinguish between an experienced and good player and a cheater.
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First things first. I am British so saying this is weird I know. However, I am ex-army so, you know, rivalry and all that..... Anyway....... Being a little bored I thought I would start doing some low level research into the Marine Nationale (French Navy for you uninitiated among us) and I started to see some really interesting stuff about their battleship line. Check this stuff out: The République class battleship was a "pre-dreadnought" type. One dual 305mm in the front and another in the back. 19kts speed. Nothing special yeah? Well it also had a rather superb secondary armament of 18 164mm guns. That's pretty epic for an entry level BB. The Liberté class battleship, another "pre-dreadnought" type is similar to it's predecessor. One dual 305mm in the front and again in the back. 19kts which is slow but meh. So again, nothing special. But! Secondary armament consisted of ten 194mm, yes, 10 x 194mm guns. That is some powerful secondary that I imagine would have some pretty epic range. The Danton class battleship. Again, considered a "pre-dreadnought" type. Again it's a slow 19kts. It's main armament is again a single dual 305mm at the front and back but, secondary armament; 6 dual 240mm guns and 16 x 75mm guns and AA looks like 10 x 47mm hotchkiss guns. Again, that's some epic secondary battery firepower and those 240mm guns would have some insane range. There seems to be a pattern to these Marine Nationale BB's eh? Slow with a strange focus on secondary armament. The Courbet class. The first "dreadnought" type. A slight move away from the current form and closer to "standard" BB design. Only 21 kts so still slow. 6 x dual 305mm guns with two fore (superfiring), two aft (superfiring) and two in the centre side by side. Not the best arrangement but it's okay. The secondary armament guns are only 138mm. However, there are 22 of them. The Bretagne class battleship. Similar to the Courbet class the Bregtagne class appears to be a simple upgrade. It sports 10 x 340mm guns mounted in 5 dual turrets down the centre line of the ship with the two fore and the two aft in superfiring setups. 22 x 138mm guns as the secondary. Still slow at 21 kts. The Dunkerque class is where things get a little weird but in a good way. A fast battleship. It could do 31kts. and it has 8 x 330mm guns. These are places in two quad turrets, both in the front of the ship in superfiring setup. Now I think this is interesting. It means you can place all of your firepower onto the target whilst showing the smallest profile. This is pretty unique in this game at the moment. The secondary armament is also pretty bonkers. it's mostly at the rear with 3 quad and two dual 130mm dual purpose guns. Plus 5x dual 37mm and 8 x 13.2 mm AA guns this thing will eat aircraft. The Richelieu class is essentially an upgrade to the Dunkerque class. Same setup but with 380mm main battery guns and 152mm secondary instead of 130mm. Still an interesting ship. The Alsace class (paper ship) is possibly the top tier BB of the Marine Nationale. Similar to the Richelieu class but sporting a third quad 380mm gun in the rear. Again, secondaries are 3 x triple 152mm DP turrets and a metric tonne of AA too. So, why do I like these better than the Royal Navy ships? Well I think that they are far more interesting. I really believe that the Royal Navy BB line will be a little dull with their ships focusing on survivability for the most part. Whereas these ships are quirky. The earlier BB's have silly powerful secondary armament. The mid BB's are fairly standard but then the late BB's are a little strange themselves. What do you think?
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To be honest, there are far too many times I take a perfect volley as the first opening salvo from an enemy without any "fire for effect" going on. Just full broadside at maximum range slapping me even when doing all I can to be a hard target (zigging and zagging and fast and slow). I do raise my eyebrows when it happens. I do believe that many more people are using this than people think.
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Couldn't find any reference to the redeem code in the digital mag. Sent an email requesting it to the email above... will keep you posted EDIT: Got my code and redeemed it in less than 10 minutes. £0.99p for a mag that I will read and a premium ship to mess about in... Super
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Captain Skills are kind of bad. Complaints and proposals:
Spuggy replied to Andreevson's topic in General Discussion
Hey Andreevson, I think you've pointed it out in the first post of the the thread but I would like to re-iterate the problems with the current commander skill system. 1st problem is that the skills are very much pigeon holed to ship types. A DD captain will always want to use skill set A, B, C, D and E and never any others. A BB captain a different but similar setup of only a certain 5 skills are useful and a CV captain will want all of the aircraft skills and not much else. This complete removes the idea of choosing a skill set and basically puts you into a simple "grind" to next skill level where you only intend on getting that skill and ignore all other options. 2nd problem is a component of the 1st problem in that there is hardly any choice as the skill sets are still incomplete. This means that the problem of there being no choice is compounded by the fact that there is little choice to begin with. So what would I like to see? I would like to see the commander skill system redesigned into a more focused and complete system where there aren't "useless" skills which offer meaningless bonuses and you actually have to make a choice. My draft of a skill system would look like this: First skill would be ship type specialization. This would be low cost and simply inserted at 500 XP. Selecting your ship type specialization will unlock that particular skill tree. Destroyer Specialization Tree: Level 1 Level 2 level 3 Level 4 Level 5 Skill Group Basic Firing Training -10% reload time of guns up to 155mm caliber Aiming Expert +2.5 deg/s turning speed of turrets Incendiary Expert +3% chance of fire on target caused by a shell hit Demolition_Expert +10% chance to damage/destroy modules on shell hit Last Chance -10% to reload time of all guns when ship HP is less than 20% Main Artillery Precision Torpedo Salvo Narrow spred torpedo aim unlocked Torpedo Armamen_Expertise -10% to reload time of torpedoes Torpedo Aiming Expert +2.5 deg/s turning speed of torpedo launchers Overcharged Torpedo Propulsion +5 knots to torpedo speed Lucky Shot +10% chance of magazine hit causing a detonation Torpedoes Situational_Awareness Indicator displayed when detected Incoming Torpedo Alert 20% to detection range of torpedos Expert_Observation Indicator to show damaged/destroyed modules on targeted ship Incoming_Fire_Alert Indication of what ships have a targeting lock on you Concealment_Expert -10% to detectability Concealment & acquisition Basic Survivability -15% to repair / fire extinguish / flooding recovery time Fire Prevention -50% to chance of fire from shell/bomb hits Hard To Hit -3% to accuracy of enemy ships firing at you Evasive Maneuvers -1.5 seconds to rudder shift time Last Stand Ship remains able to maneuver with critical engine steering damage Ship_Survivability High Alert -20% reload time of damage control part Recon Expert Spotted ships remain visible for an extra 5 seconds after leaving view range / line of site Superintendent +1 additional charge to all consumables Jack of All Trades -10% reload time of all mounted consumables Preventative Maintenance -34% chance of mudule incapacitiation Special Skills Cruiser Skill Tree Level 1 Level 2 level 3 Level 4 Level 5 Skill Group Expert Loader -50% to reload time when shell type is switched Aiming Expert +1.5 deg/s turning speed of turrets Demolition_Expert +10% chance to damage/destroy modules on shell hit Long Range Expertise +20% range to guns less than 130mm +15% range to guns 130mm-155mm +10% range to guns 155mm- 215mm Last Chance -10% to reload time of all guns when ship HP is less than 20% Main Artillery Focus Fire Ability Unlocks ability to focus secondary & AA guns Basic_Firing_Training -10% reload time of secondary guns +10% to AA efficiency Small Caliber Marksman +15% accuracy of secondary guns High Explosive Expert +5% chance of fire on target caused by a secondary battery shell Advanced Firing Training +20% to range of secondary and AA guns Secondary & AA guns Situational_Awareness Indicator displayed when detected Incoming Torpedo Alert 20% to detection range of torpedos Expert_Observation Indicator to show damaged/destroyed modules on targeted ship Incoming_Fire_Alert Indication of what ships have a targeting lock on you Concealment_Expert -12% to detectability Concealment & acquisition Basic Survivability -15% to repair / fire extinguish / flooding recovery time Fire Prevention -50% to chance of fire from shell/bomb hits Flooding_Prevention -50% to chance of flooding from torpedo hits Evasive Maneuvers -1.5 seconds to rudder shift time Last Stand Ship remains able to maneuver with critical engine steering damage Ship_Survivability High Alert -20% reload time of damage control part Aviation Expert +1 minute of ship launched aircraft endurance Lucky 1 in 4 chance of a magazine detonation only destroying the turret Jack of All Trades -10% reload time of all mounted consumables Preventative Maintenance -34% chance of mudule incapacitiation Special Skills Battleship Skill tree Level 1 Level 2 level 3 Level 4 Level 5 Skill Group Expert Loader -50% to reload time when shell type is switched Aiming Expert +0.7 deg/s turning speed of turrets Demolition_Expert +10% chance to damage/destroy modules on shell hit Accuracy Expert -5% shell dispersion Last Chance -15% to reload time of all guns when ship HP is less than 20% Main Artillery Focus Fire Ability Unlocks ability to focus secondary & AA guns Basic_Firing_Training -10% reload time of secondary guns +10% to AA efficiency Small Caliber Marksman +15% accuracy of secondary guns High Explosive Expert +5% chance of fire on target caused by a secondary battery shell Advanced Firing Training +20% to range of secondary and AA guns Secondary & AA guns Situational_Awareness Indicator displayed when detected Incoming Torpedo Alert 20% to detection range of torpedos Expert_Observation Indicator to show damaged/destroyed modules on targeted ship Incoming_Fire_Alert Indication of what ships have a targeting lock on you Concealment_Expert -14% to detectability Concealment & acquisition Basic Survivability -15% to repair / fire extinguish / flooding recovery time Fire Prevention -50% to chance of fire from shell/bomb hits Flooding_Prevention -50% to chance of flooding from torpedo hits Damage Prevention -25% damage per second of fire & flooding Battle Damage Recovery +10% to HP gain from repair party Ship_Survivability High Alert -20% reload time of damage control part Aviation Expert +1 minute of ship launched aircraft endurance Superinterdent +1 additional charge to all consumables Jack of All Trades -10% reload time of all mounted consumables Preventative Maintenance -34% chance of mudule incapacitiation Special Skills Aircraft Carrier Skill Tree Level 1 Level 2 level 3 Level 4 Level 5 Skill Group Expert Rear Gunners +10% efficiency of self defence for aircraft with rear gunners Dogfighting Expert Increased DPM of fighters Aircraft Servicing Expert +5% to aircraft HP & -10% aircraft servicing time Precision Bombing +25% chance of fire and module damage or destruction (DB only) Air Supremacy +1 Fighter +1 Bomber Aircraft Focus Fire Ability Unlocks ability to focus secondary & AA guns Basic_Firing_Training -10% reload time of secondary guns +10% to AA efficiency Small Caliber Marksman +15% accuracy of secondary guns High Explosive Expert +5% chance of fire on target caused by a secondary battery shell Advanced Firing Training +20% to range of secondary and AA guns Secondary & AA guns Situational_Awareness Indicator displayed when detected Incoming Torpedo Alert 20% to detection range of torpedos Aircraft Recon Expert +1km spotting range for aircraft Incoming_Fire_Alert Indication of what ships have a targeting lock on you Concealment_Expert -16% to detectability Concealment & acquisition Basic Survivability -15% to repair / fire extinguish / flooding recovery time Fire Prevention -50% to chance of fire from shell/bomb hits Flooding_Prevention -50% to chance of flooding from torpedo hits Damage Prevention -25% damage per second of fire & flooding Last Stand Ship remains able to maneuver with engine & steering damaged Ship_Survivability High Alert -20% reload time of damage control part Aircraft Maneuvers Expert -10% damage received by bombers from AA fire Aircraft Quartermaster +2 reserve aircraft of each type in hanger Jack of All Trades -10% reload time of all mounted consumables Preventative Maintenance -34% chance of mudule incapacitiation Special Skills -
Will 0.5.1 "Advanced Firing Training" no longer apply to main battery guns up to 155 mm?
Spuggy replied to Leo_Apollo11's topic in General Discussion
After playing a little while and really looking into commander skills I find that the depth to the set of commander skills and their actual effect of some the skills to be extremely lacking. There is essentially one set of skills you would pick for each ship type which removes any kind of real choice. A really good break down can be seen here. Personally I would like the whole skill tree reworked into something like this below: **cruiser 3rd tier special skill = "Lucky" - 1/4 chance of a magazine detonation only destroying the turret and not the ship.
