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mtm78

Alpha Tester
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Everything posted by mtm78

  1. mtm78

    Public Test 0.6.0 - Changes for Test 2

    I must say, using USN DD's on PTS is a blast. Poor IJN DD's don't stand a chance, and because I don't need AFT I can take CE and RPF so good luck killing me before I spot you and good luck trying to get any kind of ambush off on my team as I will be hunting you down relentlessly
  2. mtm78

    Developer Diaries: Plans for 2017

    Meh idk man I'm just be overly salty I guess Asm in this game.. I hope not. Depth charges for DD's and CA's for PVE missions involving submarines, providing an ASW scenario, now that might be 'interesting'. But no missiles plox
  3. mtm78

    BB nerfs in 0.6.00

    Then it's usually the BBaby which failed to support his team, instead hiding in the back 'sniping'. And btw, if your team is death and you're the only one left alive, why do you think you should be able to win on your own? If I'm in a DD and my team is death the chances of me winning alone isn't higher then when I'm in a BB.
  4. IJN used to be about their longer range torps, not just their alpha. That's also much more historical, but yeh it's a game right Still 'strange' that Gearing can torp from outside of radar ranges and for IJN to be effective you have to be so close..
  5. mtm78

    Play role rant

    Every IJN CA from Aoba upwards should have long lance torpedo's.. you know the one's which in game go for 20km but are detected from the moon
  6. mtm78

    Developer Diaries: Plans for 2017

    Would make perfect sense actually, first kill the long range torpedoes because DD's are bad mkay as they are not seen always like the BBabies want, and then add missile boats which could fire from longer range but who always would be visible so the BBabies can point and hear 'boom' with their 'big guns'...
  7. mtm78

    Public Test 0.6.0 - Changes for Test 2

    That's good to hear
  8. It is but it's in the game at that tier and I think it will stay there.
  9. mtm78

    Wg already have an integraded Aim assist?

    No it's not...... The function was tied to an animation of the little clock in the aiming reticule which would shrink and grow whenever you passed over some aim point which changed trajectory. Function has since been removed ( hence -> thread necro ).
  10. mtm78

    Public Test 0.6.0 - Changes for Test 2

    But they want to give us CHOICES, you know, of being USELESS with your HE or not. Must have skill for Akizuki confirmed, together with RDF ofc and CE... expensive built.
  11. At tier 7 she will need an unhistorical buff to her rof though But it could work.
  12. Probably a tier 6, on tier 7 it would lose badly to a Blyskawica for instance.
  13. mtm78

    Public Test 0.6.0 Feedback - New Skill System

    Can the sensible people please continue the discussion in the new thread -> http://forum.worldofwarships.eu/index.php?/topic/71217-public-test-060-changes-for-test-2/page__fromsearch__1 The HE talk can stay here, alone.
  14. mtm78

    From NA and Reddit: Public Test 0.6.0 Part 2

    Think it's intentional.. and you got ton of doubloons so if you really need premium time
  15. ^^^ RIP Fubuki, we will always remember you.
  16. mtm78

    Public Test 0.6.0 - Changes for Test 2

    Hans asked me to check if it was and frankly I am a bit shocked to find the 'sector divisioning' in actionscript in the swf itself. If they fed the asset with the bearing from python I for one wouldn't get close to it as I can't decompile the python files ( thank god for that btw ).
  17. mtm78

    Public Test 0.6.0 - Changes for Test 2

    ( with help from Masakundra as jpegs had some issues with alpha channel when replacing the image ) What is important to take note off is the pivot point, the arrow does not point to the ship it points to the bearing from the pivot point. The pivot point appears to be 116 pixels below the start of the arrow. Also, looking at the actionscript, while I'm not fluent in it, judging by function names and constants it would be trivial to remove any 'sector' divisions and get it an absolute bearing ( static const ANGLE_GROUP_DANGERS in combination with static const COUNT_SECTORS seem suspicious ). In short, if this get's introduced it will take someone with malicious intent a trivial amount of effort ( if he knows more of what he's doing then me ) to mod this perk and make it accurate. And if someone does this, it would be 'trivial' to add the bearing indicator instead of rotating on a pivot point ( which makes it harder to use ) to just display it as a line on the minimap for instance. Please WG, don't add it to the client, or at least not in this state. edit: I was mistaken, the as code is used just for rotation of the indicator, Python engine is used to supply the angle, through AlertIndication.yawToNearestEnemy and Tuccy says this is provided serverside and not client side ( so no method of making it more accurate then it is ).
  18. mtm78

    Developer Diaries: Plans for 2017

    This looks nice. To bad about RPF though.
  19. mtm78

    Public Test 0.6.0 - Changes for Test 2

    Exactly my point Tonight, I will try and edit the image file so it's a nice straight arrow, enable training room and get someone to test the skill in the training room to see exactly how 'accurate' or 'inaccurate' it is ( enable replays and compare replays and indicator bearings ).
  20. mtm78

    Public Test 0.6.0 Feedback - New Skill System

    Just ignore him. He is continously using bait and getting people to bite, and it's distracting from the real issue which is RPF. Everyone knows that <20k dmg in a Bud which has >30k avg dmg on the server is not really a contribution, but why keep up the argument? It's not worth it.
  21. mtm78

    Public Test 0.6.0 - Changes for Test 2

    You can not test RPF, since you don't know which ship on enemy team has the perk. You can only showcase what this skill does for the one's using it, not the one's being victim of it. Therefore, this call to 'test' it is imho utter bullocks, and any objections from the many people who conceptually already know this skill is broken as hell, will just be dismissed ( as evident so far ). PT statistics are never disclosed, WG can put up any 'reasoning' they want and community will just have to accept it. It's all just smoke and mirrors. It removes a layer of skill, WG says: we don't want to do that, but it also offers more options. It does not. It's a must have skill for DD's, both DD hunters and torpedo boats who are having to avoid DD hunters. WG says: we want to give more choice: but they add a skill which is going to be taken 100% by all players who know what they are doing, because they realize there is no other choice. Removing concealed flanking and ambushing is just done to cater to the bad players, who just like pointing their guns and hearing 'boom'. The same goes for all changes which favor BB's, and the 'desire' to move away from stealth firing ( distance concealment, not smoke or islands ). Those are the players which give WG the most money, since they can't perform on a sufficient level to sustain their ships without premium account and premium ships. But WG will loose a lot of good players, and hopefully entire competitive scene will just walk away or at the least totally forbid this skill from being used in tournaments -> wg will have lost one of it's biggest promotions ( competitive play / e-sport however you want to call it ). In the end, WG will lose more then it will gain. edit: There are some concerns about this 'sector' usage, since if it were sector based it would be jumpy when moving between borders of sectors. This isn't the case, the movement is totally fluid. The image file is located in an swf file called 'danger' That should be a nice indication right
  22. mtm78

    German Destroyers, It has been an honor playing you!

    Only few games in right now but V-170 ( iirc.. tier IV ) is being a blast. Not sure if I have the same dmg as with Isokaze but I'm still on 100% win rate Yes yes I know, extremely small sample size and therefore not saying anything. But I also had fun playing it. Gun's are pretty terrible, but the torps reload quite fast and do decent damage.
  23. The old Fubuki was one of my favourite DD's Shiratsuyu is imho also very strong. Akizuki is situational but man it's fun to play firehose with that rof. Yugumo, I will admit I haven't been able to play her properly because while captains got moved, I don't want to spend doubloons to respec them. But Shima is still bad. Infact, my good Shima captain is now in my Shiratsuyu
  24. Let's agree to disagree then Let's not even forget the false security of smoke as people can blind fire ( been killed many times by blind fire in my RN CL's since the smoke isn't that big ), or being forced out by torpedo's.
  25. mtm78

    Public Test 0.6.0 Feedback - New Skill System

    You know what, I give up.
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