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Everything posted by Userext
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FTR replacement Second – as promised, you won’t be left without information. I was wondering for a long time how to do this – and I opted for one thing, one person who actually has no agenda and who I actually really trust – Ritagamer. Surprised? So was I, when she showed interest. Long story short: I did put her in touch with a native Russian speaker, let’s call him “Ivan”. Ivan will help her with translations for her and she will be posting them in the same style as I used on FTR. And yes, there will still be leaks. She will also cover Armored Warfare actually, so you’ll get everything in a nice, neat package. You can find her blog here: http://ritastatusreport.blogspot.nl/ Make no mistake, it will be very difficult for her at first and the design of the blogger site is less than optimal, so please, support her as much as you did support me, she is taking a huge risk with this and it’s a lot of work. But, I am confident she’ll be up to the task – you know her from her streams, when she wants something, she gets it right This is from SS's blog as rita mentioned above at her blog these arent final results i trust SS he leaked a lot of good information before which were true
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i would say WOWs skill %40 RNG%25(yes this number is true its the same design so accuracy and everything is same) Teamplay %35 it is harder to "carry" your team in here you cant pull battles out of your [edited] like you do in wot example one guy in wot won 1 vs 11 you probably saw that video but there is so little chance to win in a 1 vs 11 situation why? well bascily the ships that will be fighting you can damage you easily lets take a yamato vs 11 kongo battle and you will se in less than a min yamato will die 1 14 inch shell has 11k damage chance when it hits citadel lets say %25 citadel and %75 3633 damage shots you have 88 shots(11x4x2) 22 citadel is enough to tear a yamato down 22x11 =242k damage and 66x11=726k damage 968k damage yamato has 97 k health that means 88 14 inch shell shots(with holy accuracy and not so much ciradel hits) can kill 10 000 yamato 9 citadel hits or 27 direct hits(3633 damage) is enough to sink a yamato down think again this game is nowhere near wot
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at rita's blog wows Q&A she said devs listened the community and will rethink the USN BB firing range WoWS Q&A Here it is:- Ammo loadouts will be introduced (shell capacity for ships);- Ability for your secondary equipment to fire at torpedo barrages to stop them (cruisers only) and save your Battleship allies;- Signal flags (already disclosed by devs into the community) which increase certain characteristics of ships, earn them by completing missions;- Paintjobs (like wot camo) but they wont provide any bonus (currently);- Devs do listen to the community, they have taken note on the new American Battleship battery firing ranges and a reminder to all that this is a closed beta and may incur in changes depending on outcomes, (personal note: players must stop whining in a closed beta game);- Dreadnoughts wont be introduced as a class, they will be part of any battleship branch they belong to;- British, French, German, Italian and Soviet trees are planned, more will come;-German "pocket battleships" will come for certain, Bismark included;-Consumables will be introduced, one of them will be a better fire extinguisher system (either like a one-shot firefight or something that extinguishes fires more quickly, apart from the equipment ones);- Submarines in WoWs? Too early to tell, they have been considered but currently aren't planned due the technical problems they pose (battleships would be completely defenseless against them, apart from being completely hidden in the battle until they fire, oneshot wonders wouldn't work well, and to kill a submarine would require depth charges, sonar, and much more, so -- not at the moment.);- A reminder that dreadnoughts are warfare ships built before subaquatic warfare, they are slow but very well armored, (complaining about Warspite being too slow? the next patch should increase its survivability a lot, reflecting on the change of shell/torpedo mechanics);- The next patch includes shell balances off AP and HE, devs expect a lot of survivability issues will be addressed with such (specially battleships), if anything falls short, and a ship becomes too OP or too weak, it will be corrected;- Based on this case, several ships have been tagged as "problematic"(about 6) if the shell rework doesn't address the issue, they will be rebalanced;-The introduction of ammo loadout would bring the Sims's destroyer (and others) "OPness" to a more reasonable level (it can fire a full volley every 4 seconds and easily set any ship on fire by a constant barrage of derps), however, the sims is a very fragile destroyer, a single shell salve could sunk her, that would be addressed as patches roll in;- There is a small known bug when a ship fires its torpedos too close to a target (almost melee range (50 yards or so), the torpedoes wont cause any damage, this is caused because the server "thinks" the torpedo fired on its own sender, will be corrected); -When a ship explodes (by ammorack) there may be a SMALL shock wave by the blast, it would cause damage to nearby ships (I must denote the word small, because its not a nuclear bomb going off, you'd only get damage if you are stupidly close to it);-Different ship explosions and destructions will be introduced depending on the type and causes of the death incurred, (ammorack explosion would literally send turrets flying, entire ship rocking violently (USS Arizona, anyone?) and amounts of debris). New animations for the ship breaking in two, flooding, and even the classical "titanic-esque" sinking where half the ship would lift into the air and sunk, even completely turning over.- Kongo is a Hiei, will be graphically corrected (not anytime soon);-Dev team is well aware of the large amount of anime fanbase WoWs has (Kantai Collection, Arpeggio of Blue Steel & others);-Mod support will come, the aim mod that's currently in use will not be allowed;-XVM in WoWS is coming (hide your kids, this one is actually being received negatively by the community, I can see why, I've seen good willed and knowledgeable and polite people (supertesters and devs even) getting shat on their winrates, xvm is an unfair tool to them, being unicum on wows is like playing Russian roulette, too early, so many variables, unjust to many).- More skills will be added, option to accelerate commander's training will come too;- As of now, the current beta gives a lot of exp/credits per battle, this is intentional to help players research and play their desired ships, once the game reaches open beta or release, the rates will get properly changed, otherwise, in a good 2 or 3 evenings playing, a normal player would be able to reach a Yamato without much effort;- Co-Op battles will stay, they provide a lot of entertainment for players who "just want to blow out steam", promote a healthy training environment and doesn't affect your win rate, plus you can make credits and exp (at a reduced rate), and helps you learn the play style of any ships you've acquired against same tier peers- Too early for a MM rebalance, once the game is in open beta with higher player influx, new mm rules may come;- Despite what it seems, the Kitakami Premium ship (can fire a volley of 60 torps) doesnt have impressive win rate across the current player base and its quite fragile;-WoT-Like missions will come, will reward tokens, credits, equipment and even ships.
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Zenith, on 09 May 2015 - 02:57 PM, said: We don't need the Russian tech tree for release, that can come later. If Russians can only play Russian things, then they still have WoT. they said this many times before Russian navy Release German/RoyalNavy we need russian navy here because as they said before they are going to release russian navy first and from my experiences WG doesnt release their game until there are at least 3 countries in game with their full tech tree why russian navy you say? oh glad you asked now as you know the player amounts of servers russian servers have 1 milion players and EU has 300 thousand so putting russian navy in the game will make a good marketplace for them btw they are going to add bismarck just as warspite will be deleted after OBT goes live Zenith, on 09 May 2015 - 05:07 PM, said: I find it very interesting that Russians appear to be the only people who are not attracted to a game based on whether it is fun or not, but because it has glorious motherland stronk. I would like the RN in the game, but I'm not going to stop playing just because they're not in yet. no one said stop playing but as they explained before russian navy will be added before german and royal navy so they dont want to go out to OBT with 2 nations(would be really boring for a long time) what do you think they will do?
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wasnt yorktown at spaceships? i bet my money on tier X carrier enterprise you watch!
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but they have to add russian side and fix bugs before release after CBT look how long it took them to bring USN BBs and IJN carriers after september probably and if you would look from the other side not much people have high tier ships majority is still at low tiers so they will need high tier stats too
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just giving couple of examples to what you said If WG wwould bring Maus with same stats to tier 1 that would be P2W If WG would bring Super Yamato to tier 1 with same stats that would be P2W
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there is one i forgot where it was but i saw one Edit: i did 7k damage in a game with my destroyer and got 1k base exp this is high but thats because CBT so do your missions and cap at least one base damage is not what brings exp to you highly
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Bismarck had 55km range with its 500kg bombs(1050m/s) and 36.5km with its 800kg bombs(820m/s) Also bismarck crew did not fire until targets were under 20km(?) and that was because they didnt want to miss shots, sea above there wasnt clear as pacific sea so firing under 20km range would make sense i wote on 20.5 km range mostly because it will be a tier 8 ship and north carolina has 22km range in game so yeah long range high rate of fire with bad accuracy but mediocre damage seems fine since it has really bad armour for a high tier BB but i dont know about torpedo protection if this ship would have good accuracy it would score citadel hit with everyshot so i thought bad accuracy can pay off for high rof and damage
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why is your name still player and not beta tester?
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Upgrading Minekaze's torps - is longer range worth the much lower speed?
Userext replied to Silu_0's topic in General Discussion
if these guns werent supposed to work as AA in game that would mean bug A software bug is an error, flaw, failure, or fault in a computer program or system that causes it to produce an incorrect or unexpected result, or to behave in unintended ways. Most bugs arise from mistakes and errors made by people in either a program'ssource code or its design, or in frameworks and operating systems used by such programs, and a few are caused by compilersproducing incorrect code. A program that contains a large number of bugs, and/or bugs that seriously interfere with its functionality, is said to be buggy. Reports detailing bugs in a program are commonly known as bug reports, defect reports, fault reports, problem reports, trouble reports, change requests, and so forth. If DP guns for destroyers are not what they planned that means it is a bug but if DP guns are planned that means it isnt a bug still there is visual bug -
Upgrading Minekaze's torps - is longer range worth the much lower speed?
Userext replied to Silu_0's topic in General Discussion
well their last 3 answers were diffrent so it might not be also any info about overwatch to support team? do i ahve to make a thread here at forum to make devs hear my voice? -
Upgrading Minekaze's torps - is longer range worth the much lower speed?
Userext replied to Silu_0's topic in General Discussion
they stated that these guns arent supposed to be working as AA so they declined DP action for destroyers read the damn thing they told me please because i m runing out of patience -
Upgrading Minekaze's torps - is longer range worth the much lower speed?
Userext replied to Silu_0's topic in General Discussion
why would 3 people from the support team calim that this is an issue? do you know where that overwatch thing went off to? you know they are supposed to check these support teams up i am going to pass this up to them i also send the link you gave me to the support team but i ahve to wait till tomorrow to see their answer -
Upgrading Minekaze's torps - is longer range worth the much lower speed?
Userext replied to Silu_0's topic in General Discussion
Support team is more up to date(however you cant trust them what happend to that overwatch to support team members?) the post you put here is 1 and a hlaf month ago they might have changed it IF DP is intended then there is visual problem because i saw shell coming out of sides and back side of these turrets eventually there is a bug isnt there? -
Upgrading Minekaze's torps - is longer range worth the much lower speed?
Userext replied to Silu_0's topic in General Discussion
alright then the bug would be visual because i dont think freaking 127 mm canons can fire at 120 angle how can they fire to a plane while their back is turned? i vote on "they changed their mind" section because there is no other post about that nor i could search and find that thing type DP Armament up there it doesnt let you search because DP has 2 letters i m not lying try it out -
Upgrading Minekaze's torps - is longer range worth the much lower speed?
Userext replied to Silu_0's topic in General Discussion
the dev doesnt say anything about hatsuharu also the post is old they probably changed their mind already Tuccy says only at mutsuki and shimakaze and i ahve this problem at hatsuharu whats up about that? also enjoy your report -
Upgrading Minekaze's torps - is longer range worth the much lower speed?
Userext replied to Silu_0's topic in General Discussion
main guns cant fire at planes that is what i am talking about Ok so starting from where all these happend so when i reported to WG about this they said(as you can see at above) "Please let me inform you that the information is repeated and the mistake is known. The 127mm main battery will not be working as AA guns." so i was reliefed but after a couple games with my nutsuki and hatsuharu i realised that 120 mm canons does work as AA in game now i reported this to support team and told them that these 120mm main armament also shots down planes they said "We are already aware of this issue and our developers are working on getting it fixed in a future patch, hopefully the next one.The main guns although not working as AA, they improve the AA values of your ship, this is why it is showing as AA armament. The game is still in an early stage and this may change soon." So they dont even know that these guns are working as AA in game. Also the bug is while you can fire at enemy ship your "127 mm AA"(same guns as you fired to enemy ship) can fire to planes bug isnt about stats error bug is about having 2 more 127 mm canons and they are invisible i would love to put a replay here but i didnt check that thread about how to make it work i will try to do it when i have the time but i m %100 sure there is a bug in the game about these main armament of destroyers you might say it was dual purpose at real life but in game they arent supposed to work that way(because it is manual controll) and like thats not enough there are 2 invisible turrets that works as AA this is the bug/error/glitch i m trying to tell you guys -
try waspite or american cruisers if you want to wait american battleships arethe ones you are looking for
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you supertesters probably tried iowa and montana so how are they? is montana better than yamato?
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stick to the guns they might not be the best but they will help you until 3.1
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You arent alone i have the situational awarness skill and i get spoted by enemy under 7.2km(above 6.7) and i dont think their captain's skill can mess with other ship's naval spotting range might be a server side issue i m not sure
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Upgrading Minekaze's torps - is longer range worth the much lower speed?
Userext replied to Silu_0's topic in General Discussion
Alright big boy guess you are the developer here huh? Fernando Tommy 29 April 2015 07:00 Hi there Userext, Thanks a lot for contacting us! We have now submitted this error to the appropriate department; they will work to fix it for the next releases I hope you are enjoying World of Warships as much as we do, and good luck on the sea! Best regards, Fernando TommyWargaming.net Customer Service Representativehttps://eu.wargaming.net/support/¡Tu opinión nos importa! Completa nuestra encuesta una vez que se haya resuelto tu problema.--------------------------------------Your feedback matters! Fill in our survey once your issue is resolved. This answer comes from a support team member wheni told him about sims AA section has some stats issue i guess this explains what bug is Also i m calling bug BECAUSE i saw 120 mm canon shells coming out of the side of my turrets when i wasnt even firing these shells were at the same size and every other evidence(AA ranges and such) supports my words they dont call it bug because it is an error with the stats i m trying to tell them that these guns are also working as AA in game but as you can read they disagree to that point so there is a problem here i didnt say that i m not keeping eye on the minimap i just dont give a [edited]about AA when planes are 6km away from me and not coming closer to me also what would you do if a fighter squadron followed you and keep you in spotting distance? -
Upgrading Minekaze's torps - is longer range worth the much lower speed?
Userext replied to Silu_0's topic in General Discussion
Fominator, on 08 May 2015 - 08:18 PM, said: 100 more games than you during the CBT and around 1000 more during the CAT. You can turn your AA on when a plane is in the 3km range, since they are already spotting you better shot at them, you baDDie. About the DP guns, just use the goddamn search function, there is some posts from Tuccy about it, I'm tired of explain that is working as intended. Guess this time I'll type it again with both bold and italic, working as intended. DUDE THIS IS THE LAST TIME I M SAYING THIS IS A BUG NOT A FEATURE Pedro Videira Today at 20:21 Hello Userext,Thank you for reporting this to us. We appreciate your willingness in helping us test World of Warships!We are already aware of this issue and our developers are working on getting it fixed in a future patch, hopefully the next one.The main guns although not working as AA, they improve the AA values of your ship, this is why it is showing as AA armament. The game is still in an early stage and this may change soon.Thank you for your collaboration.With best regards,Pedro VideiraWargaming.net Customer Service Representativehttps://eu.wargaming.net/support/Your feedback matters! Fill in our survey once your issue is resolved. This is from support answer this bug is not meant to be in game it isnt "working as intended" will you shut up about it? you are wrong Edit: Jorge Castro 26 April 2015 06:12 Hello Userext,Thank you for contacting our Support.Please let me inform you that the information is repeated and the mistake is known. The 127mm main battery will not be working as AA guns.We hope the issue can be solved as soon as possible so players are not confused with the information. Please do not hesitate to contact us if you have any further questions at any time. Good luck on the battlefield.Best regards,Jorge CastroWargaming.net Customer Service Representativehttps://eu.wargaming.net/support/Your feedback matters! Fill in our survey once your issue is resolved. Also i m not a bad player i know what i m doing and i dont like shutting my AA down because i cant constantly watch where planes are and my AA guns have 3km max(3.6km with upgrades and such) Nechrom, on 08 May 2015 - 08:25 PM, said: This is easy. The way it works now is not a bug. Either it's "working as intended" or it's something they haven't gotten to yet. DP guns can currently fire at ships and planes simultaneously, which in the real world would be literally impossible. The first possibility is that WG wants it to be this way for gameplay reasons. The second possibility is that they haven't yet developed the ability for AAA fire to block simultaneous surface fire and vice versa. This is a bug why do you people not read what support team says? i had 1 of their answer up there this is a well known bug Jorge Castro 26 April 2015 06:12 Hello Userext,Thank you for contacting our Support.Please let me inform you that the information is repeated and the mistake is known. The 127mm main battery will not be working as AA guns.We hope the issue can be solved as soon as possible so players are not confused with the information. Please do not hesitate to contact us if you have any further questions at any time. Good luck on the battlefield.Best regards,Jorge CastroWargaming.net Customer Service Representativehttps://eu.wargaming.net/support/Your feedback matters! Fill in our survey once your issue is resolved. -
Upgrading Minekaze's torps - is longer range worth the much lower speed?
Userext replied to Silu_0's topic in General Discussion
So this is a bug because there are invisible guns(as i stated above i saw a shell coming out from the side of my main turret fired to a plane) this isnt an expected result is it? -Yes dual purpose guns are supposed to work as AA at every ship except destroyers because destroyers gets those guns as main gun if a yamato would hit planes with those 460mm shells i would be wrong at what i m stating here. Your main battery can not shut planes down. -No, dual purpose guns can only fire at one target of course if you have 2 targets(ship and plane) it is completly random to which these dual purpose guns will fire. Probably dual purpose would go for air but havent tested it yet -No its not as the support team member stated these guns(destroyer's main armament) arent supposed to work as AA. This guy isnt lying or throwing crap at players because i reported a couple more ships about this problem(i didnt think there was a bug causing invisible AA) they all said pretty much the same thing. We are going to fix it, this is a well known bug etc Now about the bug My ship hatsuharu has 2x2 guns but the invisible AA fires 1 shot which is kinda weird. I m pretty sure this is bug and i m still waiting an answer from support team i reported the invisible AA to them havent received answer yet. This cant be a feature for destroyers because a ship doesnt have invisible AAs And again i m stating this information NO MAIN GUN CAN BE ANTI AIRCRAFT FOR THIS GAME Also i dont care the way we discussed that topic i m ok about it dont care about these forum arguements much at the end of the day you are not a threat to me neither i am not to you
