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EGF_Classic

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    31
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About EGF_Classic

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    Able Seaman
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  1. EGF_Classic

    Mines - A consumable for Cruisers?

    So instead of the YES/NO concept of replying how about discussing a concept that would work in the game, ie. how could this be made to work? how could it be balanced and countered by the opposition? If it were in game it needs to stand both reasonable chance for successful action and reasonable chance of being overcome by the opposition ie. some sort of minesweeper function or skill that will spot the mines and flag them to the team mates. Its not like if this was enabled the battles would suddenly be littered with mines and no one could move. If for example they were implemented as a premium only costing consumable the fact that its premium cost would push some players away, the fact that you'd have to manually pick them would keep the window lickers away who are so dim witted they don't even realise what's in game (those sort of idiots that take RU DD's and fire 3km range torpedos blindly into channels 7km away) or as a cruiser armament it would replace one of the other available consumables Hydro, AA, Spotter/Scout plane Game content is good and anything that adds variety to a game is good.
  2. EGF_Classic

    Lag Spikes since latest patch

    Suggest all suffering this spam support with tickets at least until one of the 'WG Customer Service' agents posts something in here!
  3. EGF_Classic

    Mines - A consumable for Cruisers?

    Mines set in CAP circle automatically sink?
  4. EGF_Classic

    Mines - A consumable for Cruisers?

    Its not about encouraging passive play its a method of passive hunting and would not encourage passive play. If cruisers had this ability with a 5min recharge time it would encourage a well thought out position and perhaps rush by cruisers to mine the most likely areas. Once the mines are deployed cruisers return to normal ops even laying a string near the start cap could be used by a clever aircraft carrier captain recharge times would have to be weighed carefully but one or two deployments per CA per battle could add just a little interest maybe countered slightly by the Captain skill to alert when spotted perhaps with that skill a 20% chance to detect minefields? If you think mines would encourage DD's to be passive then I shall not argue with your logic
  5. EGF_Classic

    Mines - A consumable for Cruisers?

    Just putting an idea out there for discussion (yeah yeah I searched first) seen as in higher tier gameplay (I’m only going off what I read in the forum as I’ve only reached T6) Cruisers seem to not be able to effectively hunt and destroy DD’s which is failing the rock, paper, scissor concept. With that in mind I think it may add a little interest for cruisers to be able to deploy mines, these mines would add a passive way to knock out enemy destroyers. In use I would propose that they are added as a premium consumable this would to a certain extent stop an accidental abuse of the system (no noobs dropping mines at game spawn etc etc) as they would have to choose to equip them or perhaps even add mines as a purchasable module. However they are used they should have to be optional equipment that requires effort to mount. Once mounted I’d propose they can either be deployed in a string (short and long options) or a field of say 7 mines arranged in a circular pattern around a central mine. These mines would be invisible to the enemy team but both visually indicated (surface buoys) to allies and appear on the mini-map so that the presence is of some use to CV and BB captains, showing on the mini-map will help situational awareness. They should be triggered in battle by proximity fuse and all mines should be linked so if one goes they all go up simultaneously, perhaps a short delay between proximity detection and detonation to ensure the target vessel has moved sufficiently close enough to feel the full effect of the linked explosion. To further prevent abuse (ie. a friendly ship has a bad game and gets wrecked with little damage put out so to reduce his post battle costs he decides to throw himself onto friendly mines) when a friendly ship approaches mines an alert should be triggered (much like the terrain collision) only more audible and more aggressive perhaps even knocking the ship to ‘full stop’ automatically if the friendly vessel decides to carry on and triggers the mines regardless then the fail-safe option is that friendly damage by mines does not count as friendly damage. The last measure to prevent abuse is that every friendly ship needs a method to clear minefields ie. some wise guy see's a BB sailing through a channel so races ahead and blocks the end thereby forcing the BB to run through or turn around in this instance friendly ships should be able to clear mines by shooting at the markers or sending torpedoes through, even better if they can be manually targeted by secondary's. I think this could add an interesting and novel feature to cruiser play. Apologies for the wall of text but its an idea andas such requires a level of explanation to get the point across.
  6. EGF_Classic

    Lag Spikes since latest patch

    I know a good joke..... WG Customer Service! Seriously, any word from the hamster division on a likely fix for this, even an acknowledgement of the problem would be a good start don'd leave your customers in the dark so much
  7. EGF_Classic

    Lag Spikes since latest patch

    Micro stutters here too since that mini-patch from yesterday! Any fix for this yet?
  8. EGF_Classic

    Ingame chat, PEGI 7? I think not!

    Thanks, I've got Aslains for my own game I'll set it for my son.
  9. EGF_Classic

    Ingame chat, PEGI 7? I think not!

    I'm sure there was a mod around somewhere to disable the chat? This game is PEGI 7 and quite frankly the stuff I have seen on the chat bar is not appropriate for my son to be reading so I'd like to disable the chat much like WoT but that's not possible in game, I need to find that mod. Anyone have a link please. I'd really question if this game should be allowed PEGI 7 with the toxic in game chat permanently on with no means of hiding it.
  10. EGF_Classic

    People Complaining About Losing - Solution!

    I don't think it would hurt to see the top 3 players on the losing team rewarded as if they were on the winning team, likewise those bottom 3 on the winning team should be rewarded as though they are on the losing team, might put off a few of the frequent AFK players
  11. EGF_Classic

    Update on Project R in Europe

    I reckon we will hit the target around late morning Saturday
  12. EGF_Classic

    Update on Project R in Europe

    I can assure you they reset at 00:00 UK time this week. My brother and I played through midnight and completed all weekly missions this morning, we're noobs so it took till 02:00hrs UTC time (UK time)
  13. EGF_Classic

    Update on Project R in Europe

    The reset seems to happen at midnight UK time! But I'm not convinced we will see the next reset BTW I read it that if the community do not get the 10mil then no-one gets a Kamikaze. If we reach that target then all with 260+ get the Kamikaze and all with 150+ but less than 260 get in the lottery draw.
  14. EGF_Classic

    Update on Project R in Europe

    Ninja, you reckon we'll make 10 mil easily? I was not convinced but am changing my mind..... Since the reset today we have secured approx. 250,000 pearls in the first 12hrs, I'd expect that to double or even triple by the end of the day as I'm sure most people will not of stayed up to complete as soon as the reset happened? Perhaps as suggested will not even make the next reset.
  15. EGF_Classic

    Update on Project R in Europe

    All those with 260+ pearls, I suggest you complete all available missions then go and create an account for your kid/brother/sister/mother/father/grandfather and get them some weekly missions as well
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