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Everything posted by Nechrom
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Meanwhile you can still "see" ships that you have no actual line of sight to as long as anyone in your team does. Yeah, it's not about realism, it's about having a fun game with loose ties to real ship combat.
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In WoT they completely removed cross-team chat. That game is such a dumpster fire.
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He's not, though. The whole team is. ^ This And also if the punishment results in the player being more careful going forward, then that also affects his future teammates.
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People might make more of an effort not to "err" if they know that they always get punished.
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All team damage is bad, whether intentional or not. It shouldn't be up to individual players to decide if bad behavior should be punished or not. While being more lenient in cases of teamkilling might be appropriate in other games where banning is the only punishment available, for WoWs they can be more liberal with the punishment since it has very mild consequences.
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Getting warning points without doing something wrong
Nechrom replied to PaxMaggie's topic in General Discussion
Might be intentional or a bug. Since there is more granularity in the punishment system now, WG might have decided to broaden the definition of "unsportsmanlike conduct" to include getting killed without "proving yourself" (no damage done, planes shot down, points capped etc). Maybe including additional requirements like time spent in battle or distance traveled. I wouldn't sweat it too much. This isn't something which happens often, unless you're a complete potato. A single warning does essentially nothing. -
At or below radar range the shell flight times are completely fine, so hunting DDs is no problem as long as you're not running into a couple of BBs while doing so. But there's really not much that can keep the Worcester spotted for long. DDs just die, CL/CA just die, BBs can't surprise it and planes of any type just vanish inside of the AA umbrella. A Worcester captain who knows when to shoot and when to cloak will have no actual counter short of losing his entire team and being completely outnumbered. The Atlanta comparison fits pretty well in regards to gun behavior and gameplay style, only scaled up to tier 10 and with 152mm guns. What separates it from the Atlanta though, and makes it better, is the survivability. The Atlanta gets lol-penned (overmatched) by even CA AP and has pretty much the lowest HP pool of all tier VII cruisers. While the Worcester has okay armor only overmatched by BB AP (380mm and up), a pretty decent armor belt and average HP pool.
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PSA: Some nice deals in the premium shops right now
Nechrom replied to tamagotchi's topic in General Discussion
Nice deals. Picked up the Anshan and Graf Spee packs for the doubloon value. So all in all I got 10400 doubloons for 15.5€. So roughly half-off. Not bad at all. -
Please make sure that you check your "Resupply using in-game currency if unavailable" because flags are now Doubloon chargeable!
Nechrom replied to Leo_Apollo11's topic in General Discussion
Evil WG out to steal the doubloons of hard working idiots. -
Please make sure that you check your "Resupply using in-game currency if unavailable" because flags are now Doubloon chargeable!
Nechrom replied to Leo_Apollo11's topic in General Discussion
Not even "a step towards". You could always buy economy signal flags in the premium shop. The only new thing is that you can now get them one by one for doubloons in the client. It's convenience, and arguably for EU and SEA servers a money saving change because we couldn't get individual signal flag types before. -
Please make sure that you check your "Resupply using in-game currency if unavailable" because flags are now Doubloon chargeable!
Nechrom replied to Leo_Apollo11's topic in General Discussion
Except you can only buy economy signals. Please try again. For those people I will play the worlds smallest violin. -
Please make sure that you check your "Resupply using in-game currency if unavailable" because flags are now Doubloon chargeable!
Nechrom replied to Leo_Apollo11's topic in General Discussion
It's hard to call it "fine print" when it's right underneath the toggle option you have to activate to even get the signals to auto-mount. If you only had to mount the individual signals for both options to enable automatically, you'd have a point. It's on the same level as switching to credits when buying premium consumables. -
Please make sure that you check your "Resupply using in-game currency if unavailable" because flags are now Doubloon chargeable!
Nechrom replied to Leo_Apollo11's topic in General Discussion
I've yet to find a ship where this is enabled by default. If you go and mount signal flags on a ship then you should of course make sure the resupply options are to your liking, as with every consumable. -
I find it interesting that UTC and UTC+1 is 2 hours apart according to WG.
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WG is as consistent as ever: "We are happy to announce the release of the 0.7.4 update for World of Warships. The World of Warships server will be unavailable on the 26/04/2018 from 05:00 to 07:30 UTC due to this update."
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Not often, but I did manage to glue my King George to an island that the game just refused to let me back away from.
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I thought: "What a wholesome post." Then I got to the above sentence... I don't think either game needs arty/carriers. WoWs for sure should have carriers just because it's a warship game, of course there should be carriers. But I don't think the game needs carriers for gameplay reasons. WoT neither should have or need arty. They have no reason to exist in a tank game. They are both detrimental to the gameplay and illogical for the setting.
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Class/tier symmetry is a good thing imo. At the very least it's the first step before we can start talking about radar/smoke balance. Personally I don't think I would want a ±1 tier MM. That would be boring and severely limit the different ships you could see in a battle. A lot of the time I don't mind being the bottom tier ship because it also lifts some pressure off of my shoulders compared to if I'm top tier. What they need to solve is just the frequency at which you end up in the 3 different tier positions. When I pick a tier 5, 6 or 8 ship I shouldn't have to first ask myself if I really want to be the bottom tier with 80% certainty.
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I don't think the new concept works the way you imagine it. But none of us really know, I just assume that WG wouldn't make it require MORE micro than what we have now. Hearing what they see as issues that they are trying to overcome with the new design, it seems to me that plane management will be easier but the actual moment of action (dogfighting, bombing etc) will be more involved. Also, excluding Ise/Hyuga, a hybrid CV/tender could just stay stealthed while managing planes without having to completely disengage from battle.
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If you can swap between controlling the planes and your ship I don't see the issue. It's not like you need to babysit the planes en route to the target. Given some ease of use functionality like getting warnings when planes get close to enemy ships or fighters, I could see planes working as something you don't have to focus on 100% of the time. Also if we do some assuming, I think that WG will make sure to add as much training wheel functionality as possible to plane controls just so that even extremely scatterbrained players have some basic ability to handle the controls and not get wrecked while they are busy tunnel-visioning on something else. I'm talking about hybrids here: Tone, Ise, Mogami (late) etc.
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I'm saying you could give ships single plane squads on long cooldowns so they don't need to focus on managing planes for most of the battle.
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Of course I immediately imagine what this could mean for the hybrid carriers/tenders. Having planes as weapon systems like advanced controllable torpedoes opens up options for non-dedicated CV gameplay.
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Everything is underpowered if the team knows what they are doing. But it's random battles so you need to balance accordingly. The biggest problem with CVs isn't even 1 v 1 balance. They have too big of an impact on the outcome of the battle due to spotting and being the best class by far to shift focus and counter enemy movement. There is a huge difference between a bad and an average CV player and it compounds the other issues. There are way too few CV players and that's due to a number of reasons: simply very uninteresting gameplay to the average person looking for naval combat, very unresponsive and clunky interface for those used to RTS controls and a steep learning curve and very little in the way of help on how to play CV. Then there's also the issue of how AA works. Not a lot the CV can do when there's a ton of AA and not a lot anyone else can do when there's not. Very binary and boring. Either you have the numerical values or you don't.
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Except they're not.
