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Alighierian

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    70
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    10664
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    [THEC]

About Alighierian

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  1. Alighierian

    Arsenal: GO NAVY

    Besides the 10's only being unlockable via the arsenal atm, will there be other stuff alongside the DM and Wor camouflages? Thinking back to the Grand Naval Battles event were there was a bunch of stuff to be earned, it's rather lacklustre to only have 2 end rewards but nothing else to toss your tokens at.
  2. Alighierian

    Updated operations

    I played Narai quite a bit before it was removed, and it was fun to do. It had some challenge, but if you have some people who had a clue it was fun and doable, with a decent dash of challenge. An operation which was a viable alternative to randoms not just because of the rewards, but because it was fun to do repeatedly. The reworked Narai? Ehhh no thanks. The starting bit is pretty much the same, and if you send a cruiser down south right away for the transport ships, that's very doable. Especially for ships like the Atlanta/Flint/Helena. However, it still means that you're already a ship down for the Missouri battle. If you don't have people torp him or a BB sacrifice himself as roadblock after torping, he just strolls in and murders the transports. The carrier escaping up north is the first real thing that irks me. To start with, you need to send yet ANOTHER ship away from your escort fleet, but it has to be on capable of dealing with a Richileu and a Charles Martel, on top of not letting the CV get away. If you do get rid of the transports and the CV, as well as the Missouri not murder your fleet, you get the 2nd fun part. A bunch of ships coming in to murder the transports with HE and such. Previously, it was still doable to kill the ships before they became too annoying, but with how split and battered the fleet is after the first part, it becomes tricky. It doesn't really help that, as usual, the AI just steamrolls in like Leroy Jenkins grabs all the aggro. It's probably still doable, but as of now it's too much of a pain, and quite honestly, not doable for randoms. You need to have a number of people who have more than just a clue and communicate. Overall, it needs work. The aspects by themselves are mostly fine, but because you tossed all of them together, it just becomes way too much. For starters: if you want to keep the CV running away, fine. But remove the t8 ships covering it. Make it a pair of t6 cruisers or a cruiser along with a destroyer. That would be doable to manage for 1 ship, whilst not being too easy. The transports running south with 2 DD's covering is fine and can stay. It needs a dedicated ship but is very doable for rapid fire ships. As for the Missouri? In all honesty, it needs to be way toned down in aggressiveness. Either by changing the pathing so it doesn't charge into the convoy but tries to flank, or just stays in the base as defence. Perhaps even a stationary one like in Killer Whale. Apart from that; what was wrong with the old Narai? It being too easy? Too rewarding? Either way, it was a fun map and it could easily have been fixed by lowering the rewards a bit, or replacing some of the DD's with cruisers, so the earnable points are lower. If somebody wants to repeatedly play it, what's the problem with that? Didn't you implement the option to play whatever scenario you want with a platoon for that very reason? Just bring the rewards in line with the other operations, and you have a fun mission which people can play with their t7 ships. As for Raptor Rescue: I played it a few times on the PTS, but honestly, it's still annoying or piss easy. hardly any middle ground. Reason? All the suicidally charging torpedo cruisers and destroyers. At times you basically have to sandwich the CV if you don't have a team of people who blap stuff asap, because of the long-range torps conveniently slapping Raptor back to the graveyard, and it never wants to dodge them. The different extraction points are decent I guess, but overall it's still a mission I don't really care for, and unless there's a special reason (event and whatnot), it's a mission I quite happily ignore.
  3. Alighierian

    New American Campaign

    Not a full-on bug, more a typo/error: The distinctive commemorative symbol for completing the campaign displays the naval aviator wings as well as 'W.E. HALSEY'. I'm not 100% certain, but I think it should be 'W.F. HALSEY', with F for Frederick (William Frederick Halsey Jr).
  4. Alighierian

    General Feedback

    That's because it's not up until tomorrow: ROUND 2 OF PUBLIC TEST STARTS Wed. Apr. 18 18:30 CEST (UTC+2). Round 1 ended the 16th or something.
  5. Alighierian

    Visual Effects

    The gunfire water splashes are way too quick with dropping now. It gives the impression the entire game is sped up, even more so than average gameplay already does. The duration they have on live is just fine. Although I can understand that it's a game element which pretty much directly blocks the ability to properly aim at targets, the complaints about it just smell like typical baBBies whining about not being able to instagib stuff all day every day. I play CA/BB/DD, and I think it's not an overpowered feature or game-breaking element in any way, whichever class I'm playing.
  6. Alighierian

    Public Test 0.7.1 - General Feedback

    - Whenever I use ctrl+X to lock guns on bearing, the ctrl mouse activation gets stuck until I press ctrl again. I certainly hope this is a bug, as it most certainly should not be a 'feature'. - Rebinding keys for some things was/is malfunctioning, up to the degree that unbinding did nothing and rebinding other keys did little but reverting to default when I closed the settings properly.. I had to bind voice activation and torpedo reload to other keys before the client would realise I wanted to bind the consumable keys. - Is there a reason the keybinding 'blocks' got shuffled around? It doesn't really change things but at the same time, it just seems like a needless change.
  7. As the title states, I'm having some major issues (read: crashes whilst trying to log in) with the client after I unlocked one of the alternate camo colour rewards with the campaign collectables. I've already checked and it does appear to be the camouflages.xml file, as it launches just fine if I either run wows in safe mode or just renaming the camo file. However, I've yet to find a single reason as to why it crashes the game. One thought I had was that it didn't actually have the links/colour blocks for the alternate camo anymore, but that isn't the case. After it crashed due to unlocking the cruiser subcollection I got it working after looking around, renaming, undoing the renaming, and some more looking without actually changing or saving anything, but it's back again. My edits in the camo file generally boil down to using the vanilla camo file, and changing colours/patterns here and there, and adding custom ones for some ships. The majority of the file is the exact same as the current version, with exception of some camos which were added recently. If anybody has some ideas on what might cause it/what can fix it, that'd be appreciated. Personally, I don't even care about those 'alternate colour options', since I already changed the default colours to the way I like them. However, I can't disable that function normally as far as I can tell, and the cruiser subcollection is already completed.
  8. Alighierian

    Update 0.6.11 - Bug Reports

    1. Description Game UI ceased to function partially. It still updated things like base capture, point additions and detection indicators, but the camera and various other things didn't move at all. Own vessel could still be controlled. When I returned to port I could click on various things, but nothing actually loaded. 2. Reproduction steps Unknown. I was sailing around as normal, attempted to engage a DD Shiratsuyu in smoke less than 5km away when the camera just got 'stuck' in position. 3. Result Although I could steer my Lion battleship and fire the guns, the camera remained at a certain position, not moving at all, regardless of inputs. Enemy and friendly ships could be seen frozen on the minimap and out in the open but didn't actually move on either the minimap or out in the open. Due to the port GUI also being frozen, I had to close the game via task manager. 4. Expected result Normal camera movements, ship movement on minimap and in normal view, and GUI operation in port. 5. Technical details Sequence of screenshots displaying what it looked like: https://imgur.com/a/hKDGX
  9. Just came off Hotspot bastion with my new Akizuki. Never felt so utterly useless since I started playing. My Ap does nothing, especially at closer ranges, and the HE has to burn the fort to really do something. Being out in the open just means I get shot to pieces by the fort, and getting in close is just as suicidal because of how long it'd take me. And that's excluding the enemies which were in the area. Near the end I managed to capture 1 fort (south-west) by going all the way around the back, and hiding near the island. After that I died because I couldn't suppress the north-western fort for jack. Wooo. Great fun. In the current form bastion is a humongous pain in the engine, and I'd rather just suicide than play hotspot bastion with a DD again.
  10. Alighierian

    Keen Intuition

    Not really. It's more of an indication 'there was a DD / RN CA here'. If you see tracers flying out of the smoke, yep, that's basically as good as waving a neon sign with 'I AM HERE' around, but a random smoke might have enemies, it might just be a distraction. Combined with the intuition skill, however, it will no longer work as distraction / torpedobait if it's even somewhat accurate, because it tells you somebody is or isn't in the direction of the smoke.
  11. Alighierian

    Ranked Battles S5 [all rank battle topics merged]

    The best part are those moments when the game decides you need to see the rank switching animation more often, and tosses you into a win-lose-win-lose-win-lose loop at the border of 2 ranks. Skill does matter in ranked, but when the MM decides to screw you over, there is absolutely nothing you can do about it but wait out the shitstorm.
  12. Alighierian

    Ranked Battles

    Got the same bug in the english version. It doesn't have to do with falling back by losing a battle.. When I load a battle and after I finish one, it shows my rank as [rank#], but when I check the rank overview, I'm rank [rank# -1] (i.e.: after a match I see rank 13, rank overview shows rank 14) I think It's an error in the rank overview, because both rank 2 and 1 reward 2.5k dubl, whilst rank 3 awards 1k.
  13. Alighierian

    KARMA - How does it work?

    I've had it up to 12 or something and as low as 0. I pay little to no attention to it as I think it's affected by the in-game reporting (f.e.: 'plays poorly' / 'plays well'), Which also means you can lose karma for doing your job and helping the team. There is no reasoning behind it and there sure as heck doesn't seem to be any point in worrying about it. Wouldn't be surprised if there are some people get high karma simply because other players recognise them and just plop in a 'plays well' at the start of the match, regardless of what that person in question actually does.
  14. Alighierian

    ARP Kongo premium

    The only reason one should go down the IJN CA line (excluding fanboy-ism) is the Zao. Its arguably the best t10 cruiser in-game atm with its capability to stealth fire from 18.8-15.8 km away, setting stuff alight left and right in the process with its high velocity 203's. Not the best brawler around, but as long as the enemy is spotted (and you aren't), it is possible to rout enemy battleships simply by keeping them burning (getting hit and lit up all the time from an invisible enemy is rather demoralising). If that ain't your thing, and you prefer brawling with AP, then no, IJN CA line has nothing for you. Myoko: it's ok. average cruiser with 203's with average range Mogami: nerfed and forgotten when they changed the captain skills affecting the 155's. 203's are an upgrade now but still only 15.5km range (at t8 the mogami was weak as it was, the only true usefulness it had was long-range bombardment with 155's from beyond detection range, kinda like the Zao still can) Ibuki: improved mogami with myoko-levels of 'meh, just average'. Ain't useless, but it sure as heck ain't outstanding Zao: see above. Best used as stealth HE sniper to light stuff up. Witherer and arsonist are the most fitting achievements you'll (regularly) get
  15. Alighierian

    ARP Myoko Skill points (for ranked)

    Instead of vigilance you can also take superintendent. It's not absolutely required, but it doesn't hurt either (+1 AA / sonar and +1 fighter). In general a good cruiser setup is what the others listed already: 1st tier: - Basics of survivability (16th point) - Situational awareness 2nd tier: - Expert marksman (if you suffer a lot from broken rudder / engine a lot, like on the Aoba, you can consider not taking basics of survivability and taking last stand instead for your 16th and 17th points) 3rd tier: - Vigilance (it's ok, but personally I don't use it anymore) / - Superintendent (especially good for DD's, BB's and higher tier cruisers, but pretty much every ship can take advantage of it) 4rd tier: - Demolition expert 5th tier: - Concealment expert (for the myoko it's questionable, imo. Base spotting range is so abysmally large it's not exactly worthwhile to go for it for stealth reasons, but it doesn't hurt either)
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