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cnicoll123

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About cnicoll123

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    Seaman
  • Birthday 03/29/1997
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  1. cnicoll123

    SUBMARINES - discussion, feedback, opinions

    Thankfully I was fortunate enough to get the Subs on Day-1 of the event/release. Which was pretty neat! Yes, will admit it did take me several games to figure out how to effectively use them and to hone-in my techniques and adjust my play style. Which, in all fairness is pretty well expected. Having put in a few games consistently through the release thus far, I've held off on initial suggestions until I can effectively test and adjust as necessary. But now, I reckon is a reasonable time to put forth some ideas and suggestions, as well as feedback. Seems fair! DEPTH SETTINGS: Initially, I find the mechanic of utilising 'C' and 'F' keys pretty simple for submerging and surfacing- however I want to draw in ideas and inspiration from the likes of 'Battlestations: Pacific' and 'Battlestations: Midway', as well as Silent Hunter 3 (RIP To one of the greatest games of all time). It could be up for consideration that allowing your submarine to fire from 'Periscope depth' whilst submerged- using the standard torpedo-aiming UI we are used to whilst surfaced, or on ships with torpedo modules, could well be an interesting feature. Detectability, well, somewhere between the ranges for submerged and surfaced (more on this below). Additionally, I see that depth is manually controlled (upon later discovery 'Ctrl+C/F' keeps this in place). Rather than having to hold and monitor depth- could well be a suggestion to implement a 'Dive/Surface' sequential/segmented mechanic. Ranging from Surface- Periscope depth- Detection depth- Intermediate- Maximum? The idea behind this, I can fire off a salvo at a target- either at surfaced or periscope depth and then quick-fire to maximum depth or wherever else, whilst also simultaneously looking at speed, targets, detection, manouvering etc with this depth-order suitable squared away. TORPEDOS: The mechanic of homing-torpedos is definitely an interesting one and given their effectiveness until about 1km off a target (straight-line with no further movement), proves for some interesting and focussed strategy. However, again trying to maintain a equal balance of realism/arcade which WoWs has (well, least for myself)- realistically speaking submarines didn't carry a full complement of homing torpedos- so in line with this, perhaps looking at a similar characteristic of surface ships with AP/HE rounds- could the same be adopted with 'normal' torps and these 'advanced' homing torpedos? What I'm getting at is a merging of a consumable mechanic and projectile mechanic, if that makes sense? A player can have 4-8 homing torpedos at their disposal, and unlimited 'normal' torpedos. Their utilisation and execution situation and dynamic dependant of course. Again, reload times/restrictions apply. ANTI-SUBMARINE WARFARE (ASW): I've played on the other side with my Tier VI DD's, and depth charges are effective- very effective. I cannot complain too much over this- as I accept fully that, as a sub, if I have been detected, and have 2-3 DD's depth charging me as I try to escape- I can pretty much expect it's game over for me. A thrill almost! (Yes, I will admit I am guilty of the 'Blow ballast and surface' trick when a DD is bearing upon me with depth charges launched- owes some hilarity). It wouldn't be unreasonable to suggest upgrade modules for ASW to selected DD's/Cruisers etc in future (owing to what equipment each nation developed/utilised etc). Depth charges seem the go-to, however the addition of a 'Hedgehog' system could offer some interesting gameplay and dynamics (again, not as effective as depth charges, but covering an area/depth which charges aren't as effective, say). Additionally, illumination flares to aid in detection of submerged craft could well be up for debate- however this I cannot really offer much in-depth explanation over. I just have the idea! It has been noticed that Battleships and Carriers are wholly unprotected and at the devilish mercy of Subs if cornered and found alone- theres been plenty times where a game has resulted in a battleship or carrier being on their own against a couple of subs- defenceless and unable to effect any countermeasures or attacks against (Again, realistically speaking that was the case). So, for further consideration- perhaps a specialised consumable of attack aircraft having depth charges fitted (a similar mechanic to say defensive AA Fire/Fighter aircraft- being time limited etc). Additionally- perhaps a specialised squadron of attack aircraft fitted with depth charges from carriers to combat and assist with sub threats. DETECTABILITY: Again, full consideration for the arcade/casual/realistic dynamic ballance in the game- however a simple idea of a gradually decreasing detectability range- starting when surfaced to max detectability/vulnerability, which slowly decreases and reduces as the sub increases depth and reduces speed- factors affecting this obviously being the 'louder' you are- i.e. firing a torpedo, increasing speed above 'minimum ahead, grounding/colliding, using repair consumables and sending out pings etc can easily give away your position (even for a brief amount of time). Realistically speaking, the deeper and quieter you are- the less chance of being detected. However, the mechanic of detectability vs. speed vs. depth may well be a simple idea- however difficult to effect. However, I like to remain optimistic that anything is possible! ADDITONAL POINTS: - Moreso an aesthetic feature- but how about the wrecks of sunken allies and enemies laying on the seabed as your Sub passes through- perhaps in the heat of battle having to navigate past the slowly sinking wrecks could offer some cover/challenges! - Missions/Challenges specifically focussed to submarine battles. One team armed with Cruisers and DD's have to escort a supply-heavy convoy from A to B, whilst the other team with a compliment of a few submarines has to infiltrate and sink specific (random) targets and/or accumulate 'x' amount of tonnage. - Utilisation of the Deck Gun and AA guns (if fitted) against enemy aircraft and surface ships (cargo vessels, shore installations, other subs, ships)- again, I should stress that the damage-potential of such guns is very very small- about as effective as a T1 ship against a T10 vessel! Grateful to hear of any further ideas or extension to the above!
  2. cnicoll123

    0.9.4 - Submarine battle

    Thankfully I was fortunate enough to get the Subs on Day-1 of the event/release. Which was pretty neat! Yes, will admit it did take me several games to figure out how to effectively use them and to hone-in my techniques and adjust my play style. Which, in all fairness is pretty well expected. Having put in a few games consistently through the release thus far, I've held off on initial suggestions until I can effectively test and adjust as necessary. But now, I reckon is a reasonable time to put forth some ideas and suggestions, as well as feedback. Seems fair! DEPTH SETTINGS: Initially, I find the mechanic of utilising 'C' and 'F' keys pretty simple for submerging and surfacing- however I want to draw in ideas and inspiration from the likes of 'Battlestations: Pacific' and 'Battlestations: Midway', as well as Silent Hunter 3 (RIP To one of the greatest games of all time). It could be up for consideration that allowing your submarine to fire from 'Periscope depth' whilst submerged- using the standard torpedo-aiming UI we are used to whilst surfaced, or on ships with torpedo modules, could well be an interesting feature. Detectability, well, somewhere between the ranges for submerged and surfaced (more on this below). Additionally, I see that depth is manually controlled (upon later discovery 'Ctrl+C/F' keeps this in place). Rather than having to hold and monitor depth- could well be a suggestion to implement a 'Dive/Surface' sequential/segmented mechanic. Ranging from Surface- Periscope depth- Detection depth- Intermediate- Maximum? The idea behind this, I can fire off a salvo at a target- either at surfaced or periscope depth and then quick-fire to maximum depth or wherever else, whilst also simultaneously looking at speed, targets, detection, manouvering etc with this depth-order suitable squared away. TORPEDOS: The mechanic of homing-torpedos is definitely an interesting one and given their effectiveness until about 1km off a target (straight-line with no further movement), proves for some interesting and focussed strategy. However, again trying to maintain a equal balance of realism/arcade which WoWs has (well, least for myself)- realistically speaking submarines didn't carry a full complement of homing torpedos- so in line with this, perhaps looking at a similar characteristic of surface ships with AP/HE rounds- could the same be adopted with 'normal' torps and these 'advanced' homing torpedos? What I'm getting at is a merging of a consumable mechanic and projectile mechanic, if that makes sense? A player can have 4-8 homing torpedos at their disposal, and unlimited 'normal' torpedos. Their utilisation and execution situation and dynamic dependant of course. Again, reload times/restrictions apply. ANTI-SUBMARINE WARFARE (ASW): I've played on the other side with my Tier VI DD's, and depth charges are effective- very effective. I cannot complain too much over this- as I accept fully that, as a sub, if I have been detected, and have 2-3 DD's depth charging me as I try to escape- I can pretty much expect it's game over for me. A thrill almost! (Yes, I will admit I am guilty of the 'Blow ballast and surface' trick when a DD is bearing upon me with depth charges launched- owes some hilarity). It wouldn't be unreasonable to suggest upgrade modules for ASW to selected DD's/Cruisers etc in future (owing to what equipment each nation developed/utilised etc). Depth charges seem the go-to, however the addition of a 'Hedgehog' system could offer some interesting gameplay and dynamics (again, not as effective as depth charges, but covering an area/depth which charges aren't as effective, say). Additionally, illumination flares to aid in detection of submerged craft could well be up for debate- however this I cannot really offer much in-depth explanation over. I just have the idea! It has been noticed that Battleships and Carriers are wholly unprotected and at the devilish mercy of Subs if cornered and found alone- theres been plenty times where a game has resulted in a battleship or carrier being on their own against a couple of subs- defenceless and unable to effect any countermeasures or attacks against (Again, realistically speaking that was the case). So, for further consideration- perhaps a specialised consumable of attack aircraft having depth charges fitted (a similar mechanic to say defensive AA Fire/Fighter aircraft- being time limited etc). Additionally- perhaps a specialised squadron of attack aircraft fitted with depth charges from carriers to combat and assist with sub threats. DETECTABILITY: Again, full consideration for the arcade/casual/realistic dynamic ballance in the game- however a simple idea of a gradually decreasing detectability range- starting when surfaced to max detectability/vulnerability, which slowly decreases and reduces as the sub increases depth and reduces speed- factors affecting this obviously being the 'louder' you are- i.e. firing a torpedo, increasing speed above 'minimum ahead, grounding/colliding, using repair consumables and sending out pings etc can easily give away your position (even for a brief amount of time). Realistically speaking, the deeper and quieter you are- the less chance of being detected. However, the mechanic of detectability vs. speed vs. depth may well be a simple idea- however difficult to effect. However, I like to remain optimistic that anything is possible! ADDITONAL POINTS: - Moreso an aesthetic feature- but how about the wrecks of sunken allies and enemies laying on the seabed as your Sub passes through- perhaps in the heat of battle having to navigate past the slowly sinking wrecks could offer some cover/challenges! - Missions/Challenges specifically focussed to submarine battles. One team armed with Cruisers and DD's have to escort a supply-heavy convoy from A to B, whilst the other team with a compliment of a few submarines has to infiltrate and sink specific (random) targets and/or accumulate 'x' amount of tonnage. - Utilisation of the Deck Gun and AA guns (if fitted) against enemy aircraft and surface ships (cargo vessels, shore installations, other subs, ships)- again, I should stress that the damage-potential of such guns is very very small- about as effective as a T1 ship against a T10 vessel! Grateful to hear of any further ideas or extension to the above!
  3. cnicoll123

    Random Commander Drop?

    Oh come to think of it, I did play the weeks operation (cannot recall name, but carrier escort/repair mission). So perhaps from there? I did also take part in the recent ranked battles series where I achieved a comfortable rank-5 too. Yeah... I massed up coal and completed collections over the year or so. I really don't play any other nation other than Germany! xD Haven't bought any packs or such like. I've maybe invested £30 GBP in the game over the course of several years- the rest just casual grinding! Possibly! I did do the weeks operation (see above). Thanks for the input thus far fellas, I very seldom rarely play ranked or operations- however have found them to be pretty interesting and dynamic!
  4. cnicoll123

    Random Commander Drop?

    Hello Shipmates, Been playing WoWs for the most part of the day prior to the latest update and I thought to check my commanders, skills and reserves etc, to discover a newly added commander in my reserve fleet- a "Brian Bragg" US Captain. I'm somewhat stumped about how I managed to get him with 10 unassigned skill points. Checking my campaigns I cant see him as a reward (Honorable Service Completed, progressing slowly with Isoroku Campaign atm). I have devoted myself to playing, unlocking and ranking-up commanders within the German ship tier-tree only- with only having two British Cruisers rewarded from the 'Brttish Cruisers' Directive and recently two European destroyers from the 'Euro Destroyers' Directive as of recent. (You'll probably note I still have 'Cap', 'Dunkirk' and 'Honore' unassigned- I've still to assign them when I see fit to ships of my liking!) Anyways. I digress. Anyone want to shed some light on how I've possibly been awarded him? (SIDE NOTE: I haven't played clan battles or own any US Ships. Mr 'Rewards' tab in the UI hasn't registered him either- even after a game restart!)
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