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Everything posted by mtm78
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Can you write a few reasons why you should get premium account wargaming.net
mtm78 replied to MaxWarrior2004's topic in Off-Topic
I see the only pro's as the xp and income bonus, premium dock can be done with mods I think ( or a better one even, Polar light from Lesta is beautiful imo ). -
Aslain's modpack has a fog remover but it will strain your pc more because removing distance fog means it has to render more. Still worth a try maybe?
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Tip to enemy BB's; superstructure maybe not, but you can remove guns if you aim for the tower beneath it ( it has less barbette armor afaik ). I've had plenty matches where I lost 1/2 my firepower in a single salvo. I still agree though, the only real BB's I fear a bit are Fuso's ( all those gun's + it can hit me from so ffin far ) and New Mexico which can angle and while you can dmg superstructure he will pen my bow for more dmg then I can do to him. Kongo's which use their speed to stay out of range are also problematic. The best it can face is CA's ( except Cleve which will hit from outside of range ), 3 forward facing triple turrets ye baby
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That is not broken but working as intended.
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Why restrict the info on dissipation? I try to make use of smoke from DD's in my CA, it helps a lot if I can time it's dissipation. And that minimap mod is included in Aslains pack; I would highly recommend it in destroyers in particular.
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I don't think this one is included yet but they look wonderful -> http://forum.worldofwarships.eu/index.php?/topic/38098-mod051lr-shipicon/page__pid__710340#entry710340
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I would like this, even more if there would be a counter showing when it will dissipate. But will be a lot off info in small screen area ( I already have minimap which shows detection range for ships and planes ). But not in place of the icon, as minimap is not where you're paying attention to usually while inside a smoke screen ( main part of screen as you're shooting/targeting enemy, we don't use smoke to hide right ).
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You can try stopping the patcher, and clean your 'updates' folder. Also disable update seeding helps some people.
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Holy Wikipedia Fubuki guns are not that terrible for finishing off low hp targets but more often then not you're not using them for most of the match, I went with last stand.
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You play at high/max settings right? Turn it down to minimum and look at the smoke. Do you think you can make 'smokering' edges? There are often times when you're in and out of bino view and you can't even see the smoke around you let alone the edges. The icon would work for everyone with all graphics settings, and is also much easier and therefore more likely to be implemented. edit: black and white in smoke might sound good until you play a gunboat DD which spends a lot of time in smoke clouds. If you want to play B/W games well you would find some retro gaming system I think
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How do you envision clearly visible smoke edges taking into account different graphics settings of different players? Dark pink glowing edge? Would make the game look like a MLP episode
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Well not everything is done wrong lol, it's not that bad. But there are some things in the BigWorld client architecture which I would like to see different to secure that goal. The same applies for tanks but I do have to say that in tanks even while I know of warpack and all that I still don't feel it has a really big influence on the game, but in WoWs well aiming is such a big part of the game if you remove that you're not left with much besides situational awareness. And the fact that it keeps coming back ( this mod ) should indicate how vulnerable the engine is in this regard, each time it is broken it is can be salvaged because the core issue remained; mods have access to data they should not have unlimited access to. But to remedy this there are only two options really: either block all access essentially removing large part of modding ability, or rewrite the client adding a layer between mods and internal game engine which can handle security and has only limited access. Now, if this is a serious problem and it was not expected, which course would you take ( at least at first ) if you had the choice? Spend all free resources on a rewrite, or close modding? Or leave it open not to fall out of favor with everyone who likes mods and find them an integral part of their games? Or close modding for now and spend resources for an proper modding api? Glad I'm just a forumite and I don't have to make those decisions..
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Not much as all those 'realistic' things I've talked about in the past on forums, but if it floats your boat Which is why I asked, you seemed to be be just repeating stuff without actually having a grasp of what's behind it all. Glad to know I was wrong and you're an expert.
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Playing Ibuki last night I had not a single game I think without a Shimakaze or two and/or a Gearing. No RU tier X seen though, kinda surprising edit: forgot an 'out' which changes my whole post
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Yay ofc
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Í am 100% sure at least you're not alone on that one
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Meh Imperator is a nice milk cow, and Arkansas Beta makes decent credits as well so they both bought their own cammo fair and square
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How about the addicts like me who just don't like empty slots and put anything in it which might not be useless ( like TA was )? I got cammo on all my BB's ( all 2 premium BB's I got ), I can imagine other people having done the same ( I'm not the only one. right guys.... right?? ).
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http://forum.worldofwarships.eu/index.php?/topic/14258-basics-spotting-mechanics/ It's covered in the stickies
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All I am hearing is that you don't really seem to have anything technical to say which is disappointing.
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It is possible to test in a training room by seeing if someone is spotted at the same moment after hitting the smoke while moving or stationary ( by having a ship in detection but outside proximity range ). If the spotting is at the same time while moving or when already stationary then the server checks are the same but the visuals are out of sync. I will probably have time to check this myself tomorrow
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But again, afaik this is a visual discrepancy only and the effect of the smoke screen should still be the exact same. The animation of smoke does not reflect actual check lines being made between players, just a boolean evaluation if the smoke is active or not. If the render engine did not render the last puffs, it would dissipate the smoke earlier I admit ( visually! ), but the server should still do the same spotting checks as with the correct rendering?
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How old is that video? I am told the mechanics should work as I explained, and that if there is a discrepancy visible this is only an ui bug ( in effect the smoke screen should have the same duration measured from the first pulse to dissipating no matter if moving or stationary.
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Reread my post. edit: nvm ->
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That is not true each time the icon pulsates it billows out a smoke cloud, even if you sit stationary. Visual effects might not have always matched the game mechanic but this has always been the case afaik.
