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Chaos_Surveyor

Beta Tester
  • Content Сount

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    [NSAF]

About Chaos_Surveyor

  • Rank
    Able Seaman
  • Birthday 11/08/2002
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  • Gender
    Male
  • Location
    London
  • Interests
    Aviation, 3D Modelling, Playing Games

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  1. Chaos_Surveyor

    How to Fix the World of Warships

    A number and scale that changes based on zoom and distance from target is not the same as visual surface area, just like the previous guy before you mentioned the shell travel time indicator. It roughly helps when it's hard to access the situation with numbers. There's a reason we say one look is worth a thousand words. - Chaos_Surveyor
  2. Chaos_Surveyor

    How to Fix the World of Warships

    Lol, good one! :D
  3. Chaos_Surveyor

    How to Fix the World of Warships

    Yup, we are on the same page. No worries :)
  4. Chaos_Surveyor

    How to Fix the World of Warships

    That doesn't help much when most players tend to visually fire their shots on where the shells will land visually compared to the enemy ship. I don't see a time display of shell travel time in the settings menu is that helpful if at all when 90% of aiming is all visual reference to either the enemy ship or their ship icon if you are firing over an obstructing island. Not to mention how un-user-friendly that is... - Chaos_Surveyor
  5. Chaos_Surveyor

    How to Fix the World of Warships

    No problem Karasu, i understood you, im glad you understood me too! Either way, both of our suggestions will help more or less. The threads for how to fix the game, we are suggesting important things here together, so i thank you on that note. And finally, i also thank you for asking more about it, it is now clearly documented in the forums with your critique for future reference. :) - Chaos_Surveyor
  6. Chaos_Surveyor

    How to Fix the World of Warships

    The mechanic works as said previously, just like the torpedo predictor. You don't differentiate between ship speed and distance, the reticle does that for the user, and player actions are not in the scope of this. The tactics of players is an entirely different matter topic. You're basically asking how the torpedo aim indicator works if you're asking about this, it's the same calculations but shown differently and for shells instead of torpedos. As for your idea of an indicator that shows where my shells will hit already exists, it's the center of the aiming dot in the middle of your screen. That's basically how you aim. My suggestion helps players aim, yours already exists and just shows where your shells are going to hit. -Chaos_Surveyor
  7. Chaos_Surveyor

    How to Fix the World of Warships

    Its based on the ships and shells behaviour not the players, therefore it doesnt matter what the player or AI does, for that particular turn or speed, or distance, whatever the case is... -Chaos_Surveyor
  8. Chaos_Surveyor

    How to Fix the World of Warships

    With this implementation I foresee: Humans do have powerful visual memory for the most part, so if we can help assist players in remembering how much they should approximately aim at whichever distance in co-op battles. It will speed up the learning curve for the entire game. And we will hopefully have better teammates in random battles! Not to mention, they can take their own new ships they earn and try it out in co-op to see how they should play it. :) Thank you for the conversation chaps, have a good one Captains! :) - Chaos_Surveyor
  9. Chaos_Surveyor

    How to Fix the World of Warships

    Against AI bots, it is completely fine to help players, since it would fit right in with the current meta to help players practice as you have to play co-op battles before you can progress to random battles. -Chaos_Surveyor
  10. Chaos_Surveyor

    How to Fix the World of Warships

    This would be balanced out by only using it in co-op battles for the sake of teaching and not abusing it against actual players. -Chaos_Surveyor
  11. Chaos_Surveyor

    How to Fix the World of Warships

    1MajorKoenig, This is why I'm recommending this because we can solve the bulk of the issue if we put this mechanic into logical tutorials against bots in co-op. I'm not talking about the tiny pieces of estimating leads. For example, You can have 3 modes in co-op: full assistance, partial assistance, and no assistance. Full would be what I discussed, Partial would be the same mechanic but if you cannot land any shells within your last salvo you can have it pop up to assist you, and it goes away when you start hitting again. No assistance would be neither of the above. Just to make it clear, I'm not talking about the "tiny pieces" you might be referring to such as RNG and shell arcs are not in the scope of this suggestion. This is mainly to solve the bigger part of the issue. Regards, -Chaos_Surveyor
  12. Chaos_Surveyor

    How to Fix the World of Warships

    Karasu_Hidesuke, What I suggested can be done without using much computing power, it's based on set reference shell and enemy ship travel speeds at different distances and changing distance of you and the target. We already have the mechanic in the game and it's already on torpedo ships. When using torpedos, you see an indicator of where to launch your torpedos based on what i just said above and more. This already exists in torpedo aiming, it wouldn't take a bit more than visual UIs to implement what I suggested. - Chaos_Surveyor
  13. Chaos_Surveyor

    How to Fix the World of Warships

    There are many aspects to good gameplay, my suggestion of an aiming reticle combats one of them. This is the accuracy of aiming, this can be in many ways as I said earlier in co-op or tutorial battles, if implemented correctly it can benefit majority of players for when they don't have a reticle they can make better predictions on how shells react. My suggestion does not reference combat angling, that alone requires other ways to guide players on how to remember they mustn't show broadsides. - Chaos_Surveyor
  14. Chaos_Surveyor

    How to Fix the World of Warships

    When aiming, you must remember how long your initial shells took to travel and where they landed, in relation to the target, and then put a certain amount of lead correction, prediction based on that. Hence, helping new players get a grasp of this logic can benefit both of us, as I would want more skilled players playing around in random battles. It's a fantastic idea to put this in co-op battles to help new players get a grasp of the game if people are so keen on getting better-skilled players. -Chaos_Surveyor
  15. Chaos_Surveyor

    How to Fix the World of Warships

    It is up to Wargaming if they want to use that method of approach. The aiming mechanic could be implemented in co-op battles as in a trial period, it would bring more benefits to prepare players for random battles on whereabouts they should aim for. As for the Ship packages suggestion, it is down to WOWS developers and administrations on what premium ships are going to be sold as packages, my suggestion goes for all existing premiums, nothing related to tier 10 battles in my suggestion. Summary: At the end of the day, I believe it is better to get new players quickly adapted to the game, than making them lose interest because the entry-level knowledge to even begin to understand the game is quite intense at first. And yes Vasilek. My suggestion, in theory, should increase the average skill level, not diminish it...
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