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Weekend Tester
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About Drokk

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  1. I haven't changed a thing in any setting since I bought the computer in 2018. It just stopped working most of the time since a patch a while back. My drivers have NOTHING to do with the applications crappy code. And the only driver that is changed since years back is the nvidia gfx driver. Antivirus is the same Norton that I've had for 5 years. So this is 100% WGs end.
  2. I don't know how many weeks this been going on now but my guess is at least 4 months. I log on to the game, start it up. I can play my ships, I can collect 1-.3 containers from xp a day, but getting news read to register and worse news with missions or reward buttons to work is near impossible. Collecting free boxes from armory is impossible, and I guess buying them would also not work since the game claims I'm not logged on when trying to click anything. Also the dockyard says I'm not logged in, so that doesn't give a big incentive to buy the "combat missions" or whatever it is called. This has been ongoing for the last 4 months if not more. I'm starting to lose hope it will ever be fixed. Maybe it's time to call this game abandonware and give it up?
  3. Drokk

    Seriously! what did WeeGee Eff Up now?!

    I have had the same problem for 4 weeks or more now. Maybe 1/10 days I can collect the free container. As for you it asks for login or just blinks back to the armory. Doing the login if that comes up doesn't help either.
  4. Regarding control of the CV (the ship). Implement some way so we can change the speed of the CV without returning the squadron. The AI is to stupid to know when to reverse. Make a reverse modifier key for the autopilot so if u want to reverse you can manually. This way, if you just want to turn real hard, the AI wont stop the CV and try to reverse.
  5. Isles hiding your planes is a good feature. It's hard to attack when you pop over an island if the target is close to the island. Impossible to attack with torpedoes since they will drop in the mountain and hard with bombs and rockets since you can't see where you aim and the sight moving depending on altitude. However somehow other ships spotting my planes can give detailed shooting resolutions so the ship behind the isle can shoot (through the isle) with AA. Make it so only ships spotting the squadron themselves can shoot at it. And that isles block AA shells and bullets even if they somehow see the squadron.
  6. From tier 8 CV experience. I attack a ship with medium AA capabilities, like a Tirpitz, with a squadron of 9 dive bombers. I lose 2 planes on the attack run, 2 more planes get yellow damage, and 2 planes red damage. I try to run out of AA range to make a new attack run. I lose the 2 red planes, the yellow planes get red, and the three undamaged planes get yellow damage. I can now do a new attack run. It's never meaningful to make second attack, unless the target is isolated and have bad AA, since it's 98% sure I will lose all 5 planes I have left (since all start the attack run damaged now) so I F recall them so they can be repaired and used when they get back to the ship and hopefully keeping up with replacements. If there are other ships in my attack direction, which it probably is since it would be suicide to go over the other ships AA zones first and then attack the tirpitz, I will lose all the planes trying to turn away. Same example again but as soon as I dropped the bombs I just click F. I will lose maybe 2-3 of the damaged planes. End result will be the same 5 planes saved except I save the time trying to get away. However, if there are other ships behind the target, as it probably is (since it would be suicide to go over the other ships AA zones first and then attack the tirpitz) I will actually lose fewer planes by clicking F. So in all scenarios except an isolated bad AA target it's best to just "F-spam" after an attack. So I don't see this change adressing F-spam. Plus if it's the only way to not sit idle and wait for planes to "respawn" after 10 minutes game, trying to hinder F-spam and not give any alternative to not lose all your planes to the buffed AA, it will not make CVs popular to use. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A catch 22 with the AA explosions. They do enormous damage so we are told to maneuver to avoid them. We're also told to not manouever to make an attack or the aim will be all over. So we have to chose from losing lots of planes and hitting the target or a small chance to lose a plane or two less and probably miss the target. And the avoidance is hard since the planes have quite a turning circle and the AA will follow you anyway so will be new explosions on the new vector. The AA AI is actually so good that trying to trick them by flying S's is moot. So mostly I ignore the explosions after starting the attack run since I rather lose many planes and at least do some damage instead of loosing MAYBE a plane or two less and missing. So why have the explosions as a game mechanic instead of just as graphic to show you are in AA range? ps Most good AA ships actually paint a nice wall in a 120 degree cone in front of you again making maneuvers moot (unless we get an immelman turn maneuver). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Another critic is the changed rocket planes preparation time and attack time. Both are now so short it's very hard to attack DD's since you spot them so close. But I understand why this change was made, to not nuke capping DD's, and I don't have a better suggestion yet so...
  7. Got the same problem. After a few hours it starts stuttering until I restart. Memory leak?
  8. Drokk

    Suggestions thread

    Radar destroying gameplay/meta for destroyers: Why? DD steaming along going for a cap and to do some spotting. Spots a BB. Sees no DD or CAs... PING! found by radar. Now sees the four CA's raining down doom of death. Smoke and escape? No use. Turn 180 degrees back, full speed, trying to zig zag and hope they "only" do 95% damage before the 30 seconds is up or you get out of 12 km radar range. Why2? Trying to get to 8km range to do a torpedo run on a BB with a small chance of hitting. PING! a CA 12 km away radar detects you and 4 cruisers rain down doom of death on you until you hopefully increased range or 30 secs is up (most often the radar time long before you can outrun radar). Suggestion. Double radar range. Double or tripple charges and lower cooldown to 20-30 secs. Lower activation time to 5 seconds. It would then work more like a ping, so your team can see approximately where enemies (especially those sneaky DD's) are, and maybe get off a quick shot at it. Thus cruisers and friendly DDs can move towards the pinged location to do something about the enemy DD, instead of give 30 seconds of assured crippling or even sinking the DD.