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Danny202

Beta Tester
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    [GWDYS]

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About Danny202

  • Rank
    Officer Cadet
  • Birthday 06/18/1992
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    [GWDYS]

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    Male

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  1. Danny202

    Lodě za volné zkušenosti

    Určitě Krona, na Alasku bude dost času si na ni freečka našetřit, tedy pokud za ně taky bude.
  2. Danny202

    Dreadnought

    Britská prémiová bitevní loď na III tieru Odkaz na EN Wiki
  3. Danny202

    Vanguard

    Britská bitevní loď VIII tieru Vanguard Odkaz na EN Wiki
  4. Danny202

    Otázky a odpovědi

    Já třeba koupil šest těch black kontejnerů a měl jsem z toho 28 dní prémka 3 750 dublonů + Tirpitze B a jelikož mám i obyčejný Tirpitz tak mám k dispozici i mise 10x250 dublonů. Takže za mě cajk.
  5. Danny202

    HMS Thunderer

    Nebude ve hře, není to nic od WG jen jak píšeš výplod fantazie. edit: I když kdo ví, jednou asi WG něco takového napadne udělat a nebo jen buffnou velké děla Conquerora třeba reload time.
  6. Danny202

    HMS Thunderer

    Tohle není od WG, ale jen pokus autorky recenzí (April WhiteMouse) jak by mohl vypadat Conqueror s velkými děly na 9 tieru jako prémiová loď na způsob Musashi, Missouri nebo teď Jean Bárta. Už je to celkem starý z května tohoto roku.
  7. Danny202

    Gascogne

    A taky Vanguard a Dreadnought.
  8. Danny202

    Warspite

    U mě je to tak fifty-fifty když srovám WR a průměrný DMG u Warspite a QE, ale Warspite je podle mého lepší loď i když mnohem raději si zahraju Arizonu, Dankerque nebo Mutsu.
  9. Danny202

    Otázky pro WG

    Haida i když je modernější, tak by neměla být lepší než Cossack, protože Cossack je tier 8 a Haida tier 7.
  10. Danny202

    Pochváľte sa vašimi úspechmi

    Se tak koukám na replay, kde dal někdo pěkných 270k dmg s Žánem a smutně si říkám .... Mám s tím 60 her a pořád žádná taková epická hra. Tak jsem to s chutí zapnul a pustil se do toho. No a hned první hra pěkně sám v T9 MM (konečně taky jako top tier) Joo taková ta učebnicová hra, kdy enemáci jezdí bokem, moc si vás nevšímají a vy máte pocit jak se to krásně hraje a když tomu dá i celkem pěkné RNG, tak je to skoro jako orgasmus.
  11. Danny202

    Otázky pro WG

    Možná nezmiznou (WG nechce odstranit lodě, které se musely pracně vymodelovat koukni sem. (US lajna není tam Bogue, ale je tam Yorktown)
  12. Koupil jsem 6 těch černý pátek kontejnerů a vypadlo mi z toho 28 dní prémka, 3750 dublonů a Tirpitz B s tím, že klasický Tirpitz mám, tak si můžu vyjezdit ještě 2500 dublonů. Z free černý pátek kontejneru mi vypadlo 2x nějaká crap kamufláž, taky jsem myslel že je to jeden a ten samý kontejner, ale není bohužel.
  13. Danny202

    Vývojářský blog

    Commanders! Following yesterday's article about the next iteration of the carrier rework testing some questions have been asked which we had not properly addressed. We'll try to do that below and hopefully clarify the situation around odd-tiered aircraft carriers. Why did you decide to leave only even tiers of aircraft carriers in the game? There are three main reasons for that: The match-making will benefit from this Carriers always get into battle symmetrically, so if 20 people queue up with different aircraft carriers, each at a different tier between 4 and 10, then will be standing in 7 different queues. If only even tiers are available, then the number of queues decreases to 4, which means it will be noticeably faster to get into battle. Waiting times will decrease, while the number of balanced battles will increase. Progression between carriers will be better Many significant parameters of air groups which noticeably affect what they feel like and how they perform in battle do not change smoothly, but only in discrete jumps. An example of such a parameter is the number of aircraft in a strike group (these are the aircraft that are separated from the main squadron to make an attack with torpedoes, bombs or rockets). At tier 4, there are currently two aircraft in a strike group, while at level 6 there are three. This obviously does not leave any room for progression at tier 5, within this parameter. There are a lot of such parameters and having them change noticeably and clearly contributes to a feeling of progression, which is one of the effects we wanted to achieve. Gameplay becomes clearer Having a clear progression between carriers will also mean more clarity for a carrier's teammates and opponents. The mentioned differences in air group parameters will be more pronounced between even tiers than they are now, which will make it easier to evaluate relative carrier strength and choose how to counteract it, even just by looking at the battle loading screen. So what's the plan? Here's where it gets interesting, as there are many options to choose from. Obviously we haven't spent months modelling these odd-tier carriers just to scrap them. At the moment we intend to transition them into second carrier branches of aircraft carriers with alternate gameplay styles - another way to influence the battle, a different approach to claiming victory for you and your team, as well as different interactions with allies and enemies. There are a lot of different options here: they could do a little less damage and assist their allies more instead in different ways like spotting enemies or through other advanced capabilities which were abundant with aircraft. It's possible that some types of aircraft in such alternative branches would be able to set smoke screens, saving heavily damaged ships from destruction. They might also be able to help allied battleships with putting out fires, or even land on water and capture objectives. Aircraft might even have something in their arsenal to help combat submarines should that ever become necessary. These are just some of the options and you should understand that they are meant as auxiliary interactions that can be done together with directly causing damage to the enemy team, not instead of that. Certainly not all of these ideas will make it into the game, but those most promising ones have a good chance of seeing it through. Most likely such carriers and their squadrons would be slightly more difficult to play than simple strike setups, which would make them a good choice for those players who will have mastered the initial post-rework carrier gameplay. Why not simply shift all aircraft carriers to even tiers and release 2 branches immediately? In this case, same-tier carriers in one nation would be almost identical in terms of gameplay. We're doing a lot of work to make aircraft carriers of various nations different from each other. However, we can't make multiple branches different, yet equally interesting and balanced using just the existing parameters of dropping bombs and torpedoes or launching rockets. These ships deserve a different, more interesting fate, but it will take some time to make that happen. When can we expect these new branches? We are currently focusing all our attention on the mechanics themselves and the balance of these initial strike carriers. After the rework is done we will start work on these alternative branches. To give you a perspective of what the future might look like, here are screenshots of the American and Japanese tech trees: The state of the branches of the new aircraft carriers at the time of the carrier rework release (note that the information is preliminary): IJN tech tree USN tech tree Estimated state of the branches of new aircraft carriers by the time of the introduction of alternative carrier branches (note that the information is preliminary) IJN tech tree USN tech tree
  14. Danny202

    Skoro ďábelské číslíčko

  15. Danny202

    Český dabing Vojcpack 0.7.11

    Minuta googlení http://www.mediafire.com/file/afj4ov84e4kfw4j/Duke+nukem+Voice+mod+0.6.14.0.7z Ještě byl myslím součástí asslain mod packu.
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