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Everything posted by SunSkaRe
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About captain skills... things that are usefull to know... - captains can get a max of 19 points (so you cant unlock all skills. you need to think ahead and plan what skills you want to get, or waste gold later on to reset the skills) - the XP needed to unlock the next point grows exponentially... (so while its easy to gain the first points it takes a hell of lot of games to get a single point later on... for example to go from 18 points to 19 points you need 10 million XP just for that 1 extra point) - there are 5 levels of the captain skills. To unlock the abilities on level 2 you need to unlock one of the level 1 skills. for level 3 you need to unlock a level 2 and so on. (you dont need to unlock all skills of a level to unlock the next, but to unlock level 5 for example you'll need to have one skill on level 1, 2, 3 and 4. - each level uses that same points to unlock (for example level 1 skills you only need 1 point... but a level 4 skill uses 4 points). This means a maxed captain at 19 points could have a skill of each level (1-5) plus one extra level 4 (or a level 3 + level 1) for example.
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Since I had to "retrain" my Essex captain, started thinking about what skill to choose at level 3... This topic is not much about what is the best skill for it but rather why arent any usefull skill at all? Used to be dogfighting right? But since they changed parameters from "slowest" fighter to "lower tier" fighter that skill became useless for a tier X CV (since its fighters are always the higher tier and so can never use that skill) Superintendent? Well there is nothing a CV can use there so about as useless as the dogfighting skill. Vigilance? Planes will spot any incoming torpedos (and whatever launched them) long before that skill even came to effect. So another waste of 3 captain points. High Alert then? Again not of much use to a CV despite its the only skill of the four that can actually be used. But... its not that much usefull anyway. Guess we're stuck with wasting 3 points (just so we can unlock the level 4 and 5 skills), rather then having an advantage of a higher skilled captain. I know there were discussions about new skills (and changing condictions on existing skills like AFT giving range to the main guns) but never heard anything about the possiblity of a actually usefull CV skill for level 3 (unless you wanna give CV's defensive AA ability so superintendent can be a actual choice... its not like any cruiser and DD dont have it anyway already so wouldnt mind it)
- 3 replies
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- captain skill
- carrier
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Does it even still buffs the slower planes? Thats what dogfighting used to do but since they "reworked" it now it gives a buff to lower tier planes against higher tier ones (it doesnt mention anywhere any buff of a slower plane over a faster one)
- 3 replies
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- captain skill
- carrier
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Atlanta got "nerfed" in 2 ways since beta to currently... directly and indirectly... The main direct change was the shell fly time... it was nothing like that in the beta test and the way it is now is pratically unusable (a BB can dodge the incoming shells at 10Km easilly... let alone cruisers or god forbid DD's) The indirect nerfs were the changes to other classes... The job of Atlanta was to provide AA cover to BB's and to also protect them from DD's... Now with no CV's in games anymore the main objective of the ship went out of the window (why would any team want a AA cruiser when there is no planes??) As for hunting DD's, well... its the other way around now really... cause (due to that shell flight time) and the new "gunboats" any DD can easilly avoid the shells from Atlanta while shelling it pretty easilly since DD's have bigger range and lower shell flight while keeping better RoF (despite less guns)... The paper armor and turrets made of cardboard was already like that since I remember (it was the only ship I managed to lose all turrets... good thing it have those 4,5Km torps though that you can never use cause you never can get that close of anything without dying lol) Thats said I loved the ship in beta, and liked it for a bit after release cause I had fun playing it like an AA support ship... but with CV's gone ship became useless (have fun using the unlimited defensive AA ability to kill the 1 scout plane from ships now xD)
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As long as they dont ruin the game for everyone else I would agree yes... unless you wanna tell me teamkilling is alright cause those who do it have fun doing it and have all the right to play the game how they want as well
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Well... they said CV's had to be mirrored or hell on earth would be unleashed... they didnt said anything about other ships having opponents also
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Beats not being able to play at all.... I'm yet to manage to see more then 3 people in queue (let alone get a game)
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Its not about lines... every since I got to rank 5 as well I never see more then 3 people (me being one of them) in queue at same time... One of the bad things on this game are the queues... - cant play tier X cause must wait for other people to grind it so we can get games... - cant play CV's cause must wait someone else play one with exact same tier at same time... - and now cant play ranked cause must wait more people to get over their ranks... waiting waiting waiting.... too boring...
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Possible Bug -Ranked Battle rewards are not granted-
SunSkaRe replied to LtCol_William_Lovelady's topic in General Discussion
They way they write it I had the feeling you will only get that flag once the season is over... but could be wrong -
Ahhh... cant see anywhere that written... ingame or in portal or forum... but yeah you're right, got them after playing 1 game. thx mate (assumed that I was missing something cause there wasnt any tears and rage topics in forum about it but it was beyond me to figure it out lol)
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So new season started and I went straight to rank 9 (guess had enough stars for it as they said)... Thing is... I didnt get any of the rewards from previous ranks (not even the commemorative flag thingies, let alone the bonus stuff)... was it supposed to be like this? Anyone knows?
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Aslain, on 17 November 2015 - 11:49 AM, said: v5.1.1.4 (17-11-2015):- updated Over Target Markers (OTM) by Tracks_Destroyed [now it shows names properly] Sweet ^^ thanks
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Can you add the older version of over markers by Tracks_Destroyer? The new one dont show player names when we press "alt" so kinda hard to see who is asking for help or talking Edit: I managed to get the new version with names working from the russian forum (using strong google translate skills ) Tracks_Destroyer have 4 different versions of the over target markers (with HP only, with HP and nickname, with HP in percentage, and with HP in percentage + nickname)... if you can add the one with HP and Nickname in future modpack version please (Think all it uses is the "icons.xml" file so I'll attach the file I have with the nicknames appearing when pressing "alt") icons.zip
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lol not exactly what I was talking about... But I would love to see any warthunder player beating a F22 Raptor using a pulverizer plane from a langley cause they have a 1000% bonus
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Selling modules - a fix to the high-tier economy?
SunSkaRe replied to Vogel's topic in General Discussion
You can sell modules in Wot without selling the tank... you can sell them from the depot. If they are mounted on a tank obviously you have to demount them for gold first before selling them. -
Nice nice... can you fix carriers next patch then WG? So I can finish grinding the essex in peace... You can keep the nerfs but please fix the buggy stuff... 1) If planes are taking off they ignore whatever orders you give them... and sometimes when you give the order to go somewhere to a plane that is landed as soon as he takes off he cancel the order and just start circling the carrier 2) when landing, planes fly to god knows where before then deciding to go back and actually land 3) if you tell planes to escort a ship they will fly in a circle so far away from that ship that enemy planes can drop their torps or bombs, fly away and fighters wont even be able to intercept them not to mention they are flying so far from the escort ship they cant even use the AA from that ally ship 4) doing manual drops is too damn buggy now... kind of laggy as if mouse is not working properly 5) Understand that a biplane wont ever beat a jet fighter... so in-game if we buy a higher tier ship its supposed to be stronger (thats why it costs more not to mention the time you waste grinding for it) So things like a Lexington fighters beating the crap out of a Midway cause you decided it was nice to give it a 200% bonus cause its lower tier is plain dumb... planes are weaker, they are slower, how on earth will they have any advantage over a stronger and faster plane? 6) Keeping carriers in queue for all eternity cause MM cant find a same tier CV is a bit dumb? I got lots of games with CV against higher tier CV and never thought of it as a problem Especially with that dogfighting ability the way it is... Last game with my Lexington (before unlocking Essex) I was matched against a Midway and ended up with 81 plane kills and last thing I felt was hopeless against it... in fact never in all CV games against higher tier CV's I felt hopeless... 7) Not much carrier related but can you also fix the smokestack on ships also... so we know where the damn ship is moving And good job fixing the citadel hits bug (we will see tomorrow I guess)
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Selling modules - a fix to the high-tier economy?
SunSkaRe replied to Vogel's topic in General Discussion
Read sometime ago that cause WG see on wot that players only go to the depot once each 2 months they decided was not a priority to waste the devs time creating a depot feature (even though they planed for a way to sell the modules somewhere in the future) My only question is how long will it take a dev to make either: a) sort of a excel sheet kind of with name of modules and a "sell" button in front of it (wouldnt even have to be pretty as long as it allowed us to sell the damn things) b) going to the tech tree, clicking on the ship then right clicking on the module we want and click "sell" (since there is already a depot even though we cant access it) Also making it that when you sell a ship you sell all modules is not a good way of doing it... what if I dont want to sell the ship? I still have to keep the intermediate hulls, torpedos or stock stuff I will no longer use? Selling all modules on the depot with some patch wouldnt look much good either... well for most ships it could be but for example for carriers? Players may want to keep their various decks so they can adapt to the type of gameplay they wanna do (and not be constantly buying the same plane deck over and over) -
Ahh CV's... each patch brings more and more joy to it... Of course that they had to be nerfed cause they are so easy and OP compared to every other class... at worse you only have to be controling your CV to dodge enemy torps and shells while at same time controling fighters to protect your team and at same time controling the bombers to make their runs... its a lot easier then playing a BB and throw shells at enemy (god forbid to look at minimap at same time and see enemy planes coming and think "gee maybe I should start manouvering") So yeah lets increase torpedo aim distance... increase torpedo drop distance... reduce torpedos speed... reduce torpedo damage (that should help everyone that dont have a minimap to take less hits) Didnt mind it much... Lets also give everything defensive AA and fighter planes... Also didnt bother with it... But something is missing... ah yeah lets also give the weaker fighter planes increased bonus when fighting stronger ones. The weaker they are the higher the bonus (cause thats logic... langley planes should totally beat midway's cause poor things would go against bullying rules otherwise) What possible logic could this have... the stronger you are the weaker you are... lol Still that would be too easy... so lets also make planes not doing what they are told... you tell them to go escort a friendly BB and they cancel it and go escort their own CV instead... You tell them to cancel a drop and they just drop it anyway... Tell them to drop torpedos and they go in circles even though they are aligned... Tell them to land and away they go flying for miles till they actually aknowledge the order... And the also logic new features... if you tell fighters to escort some ship they fly so far away from it that if enemy planes attack that ship, they can drop go away and your planes wont even be capable of intercepting... And now fighter must always engage enemy fighters cause its automatic... even if you dont want to attack enemy fighters, you must... CV rules say so... So why would anyone bother to play CV? Well... maybe people dont... thats why everytime you click battle from tier 7 upwards each 8 or 9 games out of 10 there are no CV's (And no... I dont like it even if I'm playing DD or cruiser... cause its boring...) And all cause its too hard to multitask looking at target and looking at minimap... while OP CV's again only have to micro manage up to 8 squads plus the ship itself plus the awareness of the entire map... lol
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Ahh... that works thx mate
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If I remember correctly both lines are the concealment... white line is the concealment from sea (or distance you'll be spotted by enemy ships) and yellow line is by air (distance you'll be spotted by planes) But they dont seem to work properly on some maps or with certain ships though
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I get that same -35 ping sometimes.... it means that game is frozen and in a couple seconds it will get disconnected into login screen... Then takes a couple tries to log back in as it keeps saying "cant connect with server" and then eventually it gets in and back in the game again... Its not as annoying as the absurd rng like loading times (especially when game loads and then stay for 2 minutes saying "waiting players" when you see everyone else moving on the minimap already) I'm sure its all features
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Pressing Q twice or holding A is the same (the difference is pressing Q you dont have to keep your finger there) As for showing ships go settings - controls - click on show team panels
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So an event worth 50 gold... (25 gold to train a 3 skill captain for each nation) Everything else you lose after a couple days... still think its a bit "meh" of a special... if we could at least keep the port slots would be decent.
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Depends on cruiser... tier 9 and 10 cruisers getting jack of all trades is not bad as you get reduced times on defensive AA, HP repair (that BB ability that cruisers get past tier 9) and the normal fix everything ability (fires, flooding, etc) The concealment ability might get usefull on IJN cruisers as mentioned. I would rather have some other low level skills (level 1 and 3) rather then the last stand skill. But thats a personal choice (And dont forget you need like 10 million XP on a Captain just to get him from 18 to 19 skill points so... lol...)
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on WoT they eventually figured it out... But they dont bother to share knowledge between the games of the same features... its not like its the same company making the 2 games... Like chat and division chat... one day (like in WoT) they will eventually figure out how to make them work... its nice to discover the weel every day... Personally I dont see much difference between the normal 1,5x and the 2x... yeah might save you 1 game not that big deal (but I got to the point where I dont much care for the 1,5x either) When they make 3x or more then I worry about it (like in WoT they make 5x)... anything less then that and for me its not very important.
