Mad_Dog_Dante
Players-
Content Сount
6,636 -
Joined
-
Last visited
-
Battles
Content Type
Profiles
Forums
Calendar
Everything posted by Mad_Dog_Dante
-
The MEGA Thread for Screenshots and Stories nobody asked for
Mad_Dog_Dante replied to ThePurpleSmurf's topic in General Discussion
Doing a wheelie in mah Daring -
Just what this game needed: A COAL CV!
Mad_Dog_Dante replied to FixCVs_Nautical_Metaphor's topic in General Discussion
Fireduration 5 s doesn't flood and doesn't detonate -
[Info from WG on RU Forum] Russian WG developer answers to recently posted "Correcting misinformation regarding secondary accuracy"
Mad_Dog_Dante replied to Leo_Apollo11's topic in General Discussion
Ofc there is more to brawling then secondairy guns, but the builds are called secondary builds for a reason, that is where they are completely missing the point of MEME secondairy builds. Screwing the dispersion ruined secondary damage so much they actually had to up the primary guns to get around the same damage output in those situations. That is a pointer to how much worse the secondaries perform in the current iteration. Thing is, it is a deliberate design decision because it is not the only workable solution to adding the other side guns firing, which is what the feature request was about. They could have easily not lowered the focused side dispersion, keep the other side dispersion as abysmal and lower the rate of fire of the secondaries (and or primaries) when the skill is selected to the point where the damage output would be simular. I've never seen anyone here talk about their awesome 'melee build'. Melee? That is either a very weird translation or the people building this game have no actual affinity with naval combat whatsoever, but build generic game systems applied to whatever game they happen to work on. -
With sub-50% players flooding ranked, the game mode is officially dead.
Mad_Dog_Dante replied to Cippalippus's topic in General Discussion
Seriously? Wargaming specifically designed it like this This entire game is designed around accessibility for the lowest denominator and wallets, it has nothing to do with pvp competitive play except for clan battles perhaps -
CV:s in the Social Dimension - a Look to the Future
Mad_Dog_Dante replied to Procrastes's topic in General Discussion
Almost all carriers are broken, did you check what carriers have as exemptions by design lately? Take this little gem for example: carriers punish lone targets except lone carriers, even when those almost always sit somewhere alone away from their team You can spot planes incoming in your BB, the whole unavoidable lot of them. Planes that are way too fast and manouverable to avoid damage completely when piloted with anyone with half a brain. No accidental steering will get you away from the incoming damage. And by the way, in case you see ship launched torps you can't avoid in your BB you already failed long before that. The - carriers can be killed the same as DD's at round start - has almost completely vanished by now. I'm back to facepalm status again, so I'll leave you to it. ^^ Back on topic: I see no changes in our near future as far as the social dimension of carriers is concerned.- 94 replies
-
- 1
-
-
Max immelman seems pretty wea- i mean balanced
Mad_Dog_Dante replied to leonport's topic in General Discussion
Looks like the same boring monotone gameplay but worse. Carriers are so spammy in the PanzerKnacker vid we don't even get to see the ordonnance hit the surface, move and connect. He's already back at his ship launching the next wave before the bombs or torps hit the water -
[Info from WG on RU Forum] Russian WG developer answers to recently posted "Correcting misinformation regarding secondary accuracy"
Mad_Dog_Dante replied to Leo_Apollo11's topic in General Discussion
A lot of games pre free2play era used to follow that model. The original Battlefield 1942 had hilarious and addictive gameplay where players could easily switch roles by having their soldier hop into a ship, airplane, vehicle or tank and tackle tactical problems that way, or simply have a blast by abusing specific gameplay hiatuses. It's stimulated creativity. Dark souls or Cuphead for instance had a loyal following purely because of it's unforgiving gameplay. These games reward persistance through practice. There are plenty of examples where exciting gameplay was the main reason for commitment or addiction. -
[Info from WG on RU Forum] Russian WG developer answers to recently posted "Correcting misinformation regarding secondary accuracy"
Mad_Dog_Dante replied to Leo_Apollo11's topic in General Discussion
TL;DR: developers change metas, players folow them. Metas dont change because players magically collectively decide to play differently, they react to developed changes. As much as we are used to thinking we individually operate through free will, as a former dev, I have seen that a majority of any playerbase show behavior normally associated with a herd or flok. That majority of players follow a set of gameplay paths of 'least resistance', and thus simply follow the designed goals and paths the game has set. That is why games like these get the public they 'deserve': their meta dictates the way the majority of players approach the game. WG followed a very specific design path where the main goal was ease of play and accesibility, not goodwill and loyalty based on great or challenging gameplay design. The game has been on a steady path of more camping, and the developer has actively pushed the game into that direction over the last years, dead eye being the latest installement. This game is not about pvp competition. The battles and modes serve two main purposes: a social construct (social pressure) and a field to harvest 'progress' (to farm all the numerous currencies available). Progress, not in skill per se mind you, but in assets. We can easily spot all the loyalty programs currently rolled out, designed around fear of missing out, sunk cost fallacy, gambling addiction, rewards for promotion and other means of commitment. Progressing here is a matter of commitment, not of skill, we see that in every mode available, even the 'competive' ones like ranked (lol). This simple way of progressing triggers parts of our brain sensitive to rewards, simular to social media triggering dopamine release our brains love so much. I myself have a hard time letting go of this POS game. I'm disgusted by it's current state, the nature of it's business model and the appaling behavior of it's developers and publishers, constantly looking for ways to exploit human weaknesses of even 7 year+ kids, and sacrificing fun and gameplay design over anything that serves the formentioned marketing goals. Yet I'm still here rambling on, while playing other games currently. Please, brain, make it stop ^^.- 58 replies
-
- 25
-
-
-
Why is this happening ? Why is this even possible?
Mad_Dog_Dante replied to xSudden's topic in General Discussion
Super popular, carriers these days. Half the playerbase! -
CV:s in the Social Dimension - a Look to the Future
Mad_Dog_Dante replied to Procrastes's topic in General Discussion
The counter of a dev stating that the total amount of damage by 'melee' battleships has not changed since they added primary gun bonuses when in secondairy range, so reducing secondairy accuracy didn't hurt the MEME secondairy builds at all- 94 replies
-
CV:s in the Social Dimension - a Look to the Future
Mad_Dog_Dante replied to Procrastes's topic in General Discussion
In b4 spreadsheet trolls come in here saying 'fun is subjective duuuh'. Reading the dev answer to 'misconceptions' around the changed secondairy workings show clearly that this team is not creating a fun and engaging experience but an Excel balance sheet. The fun in this game has been smothered to death.- 94 replies
-
- 1
-
-
[Info from WG on RU Forum] Russian WG developer answers to recently posted "Correcting misinformation regarding secondary accuracy"
Mad_Dog_Dante replied to Leo_Apollo11's topic in General Discussion
"Statistics show that despite the decrease in secondary battery accuracy for all battleships, the total damage of melee battleships has not undergone significant changes and remains within the normal range." Got to love spreadsheet mongers that don't understand the MEME part of secondairy builds. The game is designed by an accountant i guess. It's a lost cause.- 58 replies
-
- 25
-
-
CV:s in the Social Dimension - a Look to the Future
Mad_Dog_Dante replied to Procrastes's topic in General Discussion
Again, I don't think you understand DD play very well by looking at your statements. I use my guns on Asasshio a lot for example, and good gunboat captains should not be dead in any stage of the battle. I agree on the Benham, that thing is broken. Shima torps can be spotted from the moon. EU torps are not that dangerous by themselves. You found 1. As a frequent DD player I can tell you most ships coincidentally steer away from torpedoes more then accidentally steer into them. Light cruisers also evade ship launched torpedoes way easier then BB's do, so what's your point exactly? This is what you said: 'You can shoot and sink enemy CV if your CV spots him (even in first minute of battle) the same way you can shoot at spotted DD.' I think you are defenitely talking nonsense here, more then you think. Survival rates do matter after all.- 94 replies
-
CV:s in the Social Dimension - a Look to the Future
Mad_Dog_Dante replied to Procrastes's topic in General Discussion
Sure. Happy to oblige. DD's played like you described aren't playing 'moderatly well', most will perform poor when played like that. I'm guessing you don't understand DD gameplay very well when you make statements like this. Only very few DD's can be played sucessfully as torpedo soup spammers. Ship launched torpedoes have the lowest hitrate of all weapon systems. They are often evaded by sheer coincidence. With only a little bit of map awareness and when detected average BB players can succesfully evade a lot of them. Try that when being shot in the face by carriers with any of it's payloads. Sure, you can, I bet you do it all the time- 94 replies
-
CV:s in the Social Dimension - a Look to the Future
Mad_Dog_Dante replied to Procrastes's topic in General Discussion
So much facepalm my forehead is red and swollen.- 94 replies
-
- 2
-
-
-
CV:s in the Social Dimension - a Look to the Future
Mad_Dog_Dante replied to Procrastes's topic in General Discussion
No, this can not be said about sealclubbers or people who play belfast. It is a specific design anomaly with carriers, even more so with FDR's massive plane healthpool.- 94 replies
-
CV:s in the Social Dimension - a Look to the Future
Mad_Dog_Dante replied to Procrastes's topic in General Discussion
The type of fun you're having belongs in a singleplayer mode or coop against bots, not in a PVP enviroment.- 94 replies
-
- 2
-
-
CV:s in the Social Dimension - a Look to the Future
Mad_Dog_Dante replied to Procrastes's topic in General Discussion
I've put my specific carrier counter to your arguments in the spoiler. For me OP is spot on: my dislike for carriers is phsychological/social and not because I can't handle them. They operate outside the realm the surface ships operate in and that is why I dislike the reworked design.- 94 replies
-
- 6
-
-
CV:s in the Social Dimension - a Look to the Future
Mad_Dog_Dante replied to Procrastes's topic in General Discussion
Griefing is part of WG's DNA.- 94 replies
-
- 1
-
-
To be fair, most of your posts are often theoretical excursions in what you want to be true. ^^
-
Did you use a marker on your monitorscreen to black out the names?
- 20 replies
-
- 34
-
-
-
Honestly, the most annoying thing is this developer/publisher messing up perfectly good shooter games with gambling and other nonsense instead of creating an awesome fighting game.
-
ROFL
-
Time to remove stealth torpedo launch
Mad_Dog_Dante replied to EnacheV's topic in General Discussion
Sure, because DD's that get spotted when firing torpedoes will do so close up and surely will not start launching only at max range when implemented, right? @EnacheV said, staring into the mirror.
