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SlavicNoOb

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Everything posted by SlavicNoOb

  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

    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!!
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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...
  12. 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.
  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.
  16. SlavicNoOb

    Thanks, WG. Subs now are officially TRASH!

    I think the changes are fine. While I have seen a lower win rate and number of times when I'm at the top of the post battle results list, this is OK, because the subs were kinda OP before, which I did enjoy while it lasted, but it was not good for the game in the long run. I mean since subs were a novelty and I played them almost exclusively in 0.10.09 I didn't mind at all that hey were OP, but since I still do want and do play all other classes, this change is welcome. :)
  17. SlavicNoOb

    Suggestions thread

    First of all, sorry if this has been suggested already, I haven't read everything in this thread. Why not utilize random generated unique maps for every battle? They can even be optional, so a player can choose to only use the standard hand crafted maps or have the randomly generated ones or both. Because having this kind of random map generation would add a lot of variety to the battles. And the technology has existed for a long time where entire galaxies would be generated from a seed. Another thing that can go along with these maps or just with the regular maps we have is icebergs. I mean actual icebergs that for instance a submarine can sail under. They can and should be drifting too, carried by the current. Finally, maybe having some sort of a "world map" that clans and players can play on and compete in would be interesting. It wouldn't be 1:1 scale of course, and it doesn't even have to be the real world map.
  18. SlavicNoOb

    Submarines in Random Battles

    All of this is just empty talk. It seems as if you have not played subs much (sry I haven't actually checked your stats) and you're talking purely from your experience with them as a surface ship player. Because from my perspective as a sub player all you said is wrong. Subs being these amazing spotters is just false. Subs stay on the surface before they spot the first enemy ship in a battle, and this makes them vulnerable. Sure they can spot battleships and cruisers from far away and not be spotted themselves, but then again those ships will get spotted by anything because of their spotting radius. But when a submarine that's on the surface and moving toward or is inside a cap spots a dd, it usually means it has been spotted itself, or it is about to be within a couple of seconds. That means you ping or try to ping the dd and you dive. I would say half of the time that dd has time to react and fire at you where you sustain some damage. But the danger doesn't end there, because now the other surface ships send ASW planes at your last know location, and you sustain more damage usually because underwater your maneuverability and speed are drastically lower (with the exception of the U-2501 which is faster under water). So yes, subs can spot just like a dd, but they are vulnerable just like a dd. And just like with a dd, it is a combination of good/bad luck and player skill that determines if they survive and how long they survive in a particular battle. When I say luck, I mean how lucky or unlucky they are with support from their own team and how good the other team is at countering them. Bottom line is, I have a very different experience with submarines than you. I do not feel invulnerable or invincible while playing a sub. Rather I feel this constant pressure to do damage, spot, sink ships, help my team win, and not get sunk myself, and it doesn't feel OP at all. Sometimes I have a great match and come up on top, other times I get sunk early. And I have a feeling that as more and more people learn the ropes and get good at playing submarines and against submarines, it will just get harder and harder for me as a sub player to do well in a battle.
  19. SlavicNoOb

    Submarines in Random Battles

    Yes exactly. The splash damage is basically the shock-wave of HE shells hitting and exploding in the water near the submarine. The submarine shell is not very thick, so this shock-wave has a very easy time damaging the sub. It's the same way depth charges work, they're just bigger so they have a bigger effective radius.
  20. SlavicNoOb

    Submarines in Random Battles

    Because I have fun in warships. I like all ship classes, but I like torpedoes the most. It doesn't matter if it is destroyer torps, or aircraft carrier plane torps, or submarine torps. But submarine torps are the best because the submarine specializes in torps. And I like the stealth game-play, the underwater world (although it needs a lot of work just as the rest of the maps), etc. And I like the fast paced arcade style of warships. Realistic games can get boring sometimes.
  21. SlavicNoOb

    Submarines in Random Battles

    Well I am not buying any premium submarines if I cannot play them in random battles, and I bet pretty much no one will.
  22. SlavicNoOb

    Submarines in Random Battles

    Well, we disagree on some key points, that's for sure. And doesn't matter that you have un-installled, as long as you remain a constructive contributor at the forums.
  23. SlavicNoOb

    Submarines in Random Battles

    You do realize that the submarine has abysmally small health poll right? And that it doesn't take much secondary fire from a battleship to kill it... And you do realize that a submarine is supposed to do damage and sink ships, just like any other class... What exactly are you suggesting? Make subs useless?
  24. SlavicNoOb

    Submarines in Random Battles

    Torpedoes stop homing when they get within 2.1km of a battleship, meaning from that point on they start going straight and do not turn anymore. So a submarine spamming spamming torps at you at 2km would not be spamming homing toprs, and it is very likely to miss. And even if it tries, it has to do it surfaced, or more likely at periscope depth, which means it can be detected by that battleship and hit by its secondary guns. Even if is fully submerged, it can be detected by any ship that is within ~2km of it, unless it is at maximum depth. Even if it is at maximum depth and it has pinged within the last 20 seconds it can be detected by any ship that is within 2km from it. If it is below periscope depth it cannot launch torpedoes at that battleship. First of all they cannot rise fast enough. Second it cannot aim because it doesn't have that predictor you get when you're on the surface an the torps are not homing that close... For the submarine to launch homing torps at you, it has to be at least 4km away for any homing to happen, and even then it is difficult, because the torpedoes don't start homing immediately when launched, and then as soon as they get within 2.1km of the battleship they stop homing again. If you're smart you can use the information I gave you quite effectively to avoid submarine torps, as many smart players do. So a true effective homing torp spamming is only possible at ranges of 5km or higher. Non homing torps can be used at ranges of 2.5km or higher, but getting this close is either a not very smart move for the submarine, or one made in desperation.
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