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SlavicNoOb

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About SlavicNoOb

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  1. SlavicNoOb

    Update 0.11.9: Submarines

    Finally...
  2. SlavicNoOb

    Waterline: Development Plan Updates – Fall 2022

    So USSR submarine tech tree line will be added in spring 2023. No info on Japanese submarine tech tree unless I have missed it. What I am interested in, is the following: are the premium submarines from the respective nations to be expected before we get the tech tree branches from these nations, i.e. are we going to get the s189 and/or I-56 subs this year? I know I will probably not get an answer, but doesn't hurt to try.
  3. SlavicNoOb

    Premium Submarines

    Is there any information available when the premium submarines (i-56 & S-189) will be available for purchase? Submarines are pretty much my favorite class right now (heresy I know), and I would much prefer to grind credits with a premium submarine than with any other premium ship class. It is understandable if you need more time to test and fine tune the submarines before their final official addition to the tech tree WG, but at least give us a rough estimate as to when this would happen, as not knowing if it's going to be 3 months or 3 years is sort of frustrating.
  4. SlavicNoOb

    Public Test 0.11.7 - Submarine improvements

    I played several games during this public test, and what I can tell you is that I think submarines have never been this well balanced. The disabled guaranteed detection is a fantastic change. As far as I am concealed they're ready to be added to tech tree. I also played them extensively last year when they were allowed in ranked, and back then they definitely were OP, and a lot, which fact I exploited for fun and profit as it got me a lot of steel and gold, and got me to rank one in gold league once or twice. But as fun as that was, it was not good for the game in general, as one class being OP is obviously bad for the other classes. I know that many that don't like CV's or submarines instantly think one is a CV or submarine main, this is definitely not true for me. I like playing all classes, so I submarines being OP was not good for me either when I played other classes. But now the situation is changed. I no longer feel that submarines have a bigger impact on an average battle than any other class of ships. Yes they can be dangerous depending on how a particular battle plays out, but that is, and should be, true for any ship. Just like any ship, submarines can be played right, or played wrong. They're great as area denial ships. They're good at distracting the enemy fleet. They're obviously good at countering enemy submarines, just as destroyers are good at countering enemy destroyers. And the surface ships have ways to counter. More of then than not if a destroyer is allowed to get close to a submarine, the submarine is on the loosing end of the encounter. And air-dropped depth-charges are quite lethal as well, especially if a few ships attack with them at once. One thing that contributed to submarines not being OP is the lowering of the dive time. But it causes a problem as the submarine doesn't feel right anymore, as the dive time is very limited. Obviously this cannot be completely reverted as it was before.. But perhaps there is a way to have it both ways. Maybe if the submarine is underwater but it stops moving completely it stops depleting it's dive time, i.e. the battery. I think this would increase the tactical gameplay as it would allow submarines to survive and not feel completely controlled and their survival depending on dive time. And since the submarine is not moving at all, it is a balance in-itself, i.e. yes you're surviving, but you're not moving and you're at maximum depth so you cannot do much, such as firing torpedoes or detecting ships etc. We could extend this logic further. Perhaps instead of the submarine surfacing in order to recharge, which does not make much sense, a constant slow recharge at all depths, as some sort of a generator would provide, but if you're going full speed you deplete the battery faster than you recharge it. On the other hand if you go half speed or lower, you recharge faster than you spend energy. In addition, moving at a given speed at surface level should deplete less charge than moving the same speed while submerged. Ofc these changes would require further testing, but I believe they would enhance the playabitly of submarines and reduce the frustration of having to surface once the time is up. Often the submarine is the last standing, and its team is winning by points, but they end up losing just because the sub had to surface due to dive time being depleted.
  5. SlavicNoOb

    Streaming/vide making rules

    Hello, I have a couple of questions regarding streaming and making gaming video content. First question is regarding in-game music. Is streaming and making videos (that can be monetized) allowed, or should I mute the game music? Second question is about streaming ranked battles. is it allowed, and if so is there a need for a stream delay. If it is allowed with a stream delay, how much delay is required as a bare minimum? I would appreciate answers from anyone that has knowledge/experience with this. Of course it would be best if Wargaming staff clarifies. Thanks in advance!
  6. SlavicNoOb

    CV Autopilot ISSUE

    It's a sloppy design feature Actually it is not even sloppy design. The terrain avoidance is fine, the sloppy thing here is the implementation.
  7. SlavicNoOb

    CV Autopilot ISSUE

    At least I didn't say Wargaming do this or I quit... :P And I don't rly have an issue with AA guns automation.
  8. SlavicNoOb

    CV Autopilot ISSUE

    The CV has clear path in front of it, it does not need bow thrusters. The issue is that the autopilot is too cautious, it tries to have too much clearance to the sides in order to move forward. As I said, if you were to not fly the planes and drive the CV manually, all you would have to do is give a command to move forward, and it will, not hitting anything. But if you tell the autopilot to do it it will reverse in most cases because the way it is set it wants more clearance to the sides that it actually needs.
  9. SlavicNoOb

    CV Autopilot ISSUE

    This is something that Wargaming needs to fix. It is simply stupid (I don't want to use another word starting with r). The problem is the following. You're playing a CV, and you park the CV next to an island and all is good, you play the game. But then you get detected, someone is flanking you, and you give the CV an order via the autopilot to move to another place via the autopilot. And instead of moving forward and running away from the threat, while you're busy flying the planes and trying to kill whatever is chasing you, the autopilot has figured out that there is not enough space for the CV to move forward, so it has to REVERSE STRAIGHT INTO THE LINE OF FIRE OF THE SAID SHIP THAT IS ATTACKING YOU!!! All of this while there is actually enough space for the CV to actually move forward, i.e. were you to drive the CV manually it would move forward perfectly fine and not crash in any land. PLEASE WARGAMING FIX THIS. You're a big corporation/company and you SHOULD have the resources to not have fails like this in the game. THANK YOU!!
  10. SlavicNoOb

    Suggestions thread

    New battle type with more than two teams (like 3 or 4 teams per battle). This could be even done with random battles where some of the battles would be like this, with 3 or 4 teams per battle. I got the inspiration for this idea from 4 player chess...
  11. SlavicNoOb

    The Pointlessness of Team Blaming

    1. Watch some youtube vids where they give tips. 2. After every lost battle evaluate your own performance by asking the following questions: did I make a mistake and could have I played better moves/made better decisions. That mistake can be anything, from positioning yourself badly, rushing, not using terrain to your advantage, relying too much on team, not taking into account the composition of ships on each team etc. If you do this consistently you will get to become better gradually, and even may end up being a great player after few thousand battles. One more tip: play all classes of ships, even if some don't seem to be your favorite. That is the best way to learn how to counter them, and it is very likely that you will like them once you figure out how to be good in them.
  12. SlavicNoOb

    Player Statistics and API

    Going on external websites to check player stats like win rate, average damage, performance in past 7 days, 21 days was very important for a player that was trying to improve performance and skill, because without feedback how can you know if you're improving or not? And this is the case in other mmo games I have played, not just Wargaming games. However since I started playing Warships again in the past few months, I noticed that the external sites I used to visit are all broken now, and they do not display accurate up to date data. And they claim that this is due to Wargaming not maintaining the API. So this is an appeal to Wargaming to fix this issue if possible.
  13. SlavicNoOb

    Thanks, WG. Subs now are officially TRASH!

    A good CV player is your best friend in a match with subs, as that CV will keep the sub spotted and deplete its dive capacity fast.
  14. The soviet t8 s-189 (с-189) premium sub is announced, and I can't wait for it. Although I play all other classes, subs are my main now, and the s-189 will be my t8 credit grinder, which makes sense for me since I love playing them. I think/hope it will be added in 0.10.11
  15. Even as it is ASW is often (often enough) devastating for subs, so no changes needed imo.
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