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Main_Engine

Beta Tester
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Posts posted by Main_Engine


  1. 9 hours ago, SkollUlfr said:

    it does this already.

    scaling crosshair shows travel time in seconds for a ship doing about 25 in game kts.

    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. 9 minutes ago, Pukovnik7 said:

    There is an option in User Interface which allows you to see exactly how long shell will take to travel to the aim point

    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


  3. 6 minutes ago, Karasu_Hidesuke said:

    I now see it might be difficult implement it any differently, but what I was actually trying to suggest was placing the indicator at the spot where the shells are going to hit on the water unless a target is present. I'm not sure if I'm formulating this poorly, or if it's just a little bit daft...

    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. :) :cap_like:

    - Chaos_Surveyor

    • Cool 1

  4. 1 minute ago, Karasu_Hidesuke said:

     

    I am still not quite convinced if this is a workable idea, or how you differentiate between ship speed and distance and player action. What I could see being useful as a learning/tutorial tool is an indicator where your shells are going to hit. Seeing that in practice would allow you to focus on getting a sense of that and leaving you only to figure out target ship movement relative to that. Of course, you'd still have to learn to adapt to the fact this is likely going to vary a lot between different ships you plan to play.

    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


  5. 6 minutes ago, Karasu_Hidesuke said:

     

    But... who would help the bots then? :Smile_unsure:

     

     

    The problem is it would do the opposite, because bot behavior is so different from player behavior in PvP.

    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


  6. 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! :):cap_like:
    - Chaos_Surveyor


  7. Just now, 1MajorKoenig said:

    The only time I can see see it helpful would be as part of a PvE Training mission Tutorial. 
     

    For the stated reasons not in any “real” mode 

    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


  8. 2 minutes ago, 1MajorKoenig said:

    Warthunder Arcade has the lead indicator and all what is happening is that people start aiming at that instead of aiming at the target. It teaches bad habits. 

    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


  9. 18 minutes ago, 1MajorKoenig said:

    No it doesn’t because new players will learn to aim for a aim support mark and don’t learn the tiny piece of estimating lead. It isn’t really difficult but a minimal interaction at the very least. I mean once you have done it a couple of hundred times it comes automatically 

    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.:cap_like:


    Regards,

     

    -Chaos_Surveyor


  10. 1 minute ago, Karasu_Hidesuke said:

     

    The problem is, at least I dont' have that much computing power that I could do those calculations off hand for every shot or salvo I fire. Add to that the 'wonky' perspective you have in visual terms, that the target ship angle seems different from what it really is, even to the point of making it sometimes look as it is turning away from you when it isn't. Furthermore, the change of course and speed happens too quickly in WoWS to keep up with any calculations. Add the lag to all of the above.

    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

    Aiming torps.jpg


  11. 9 minutes ago, Vasilek said:

    For the ship packages I think  you can buy yourself that now , ie the ships, flags , captain skill etc  if you have deep pockets ( I'm a cheapskate )

     

    I don't think it would increase skill level its bad enough as it ,still means the new person has not learn't the maps, the emery ships  and soon be moaning  "why do die  while showing a broadside ". 

     

      

    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.:cap_like:
    - Chaos_Surveyor


  12. 4 minutes ago, 1MajorKoenig said:

    Fantastic. Or better let the AI aim completely and maybe also fire. Why even interact at all?

    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


  13. 1 minute ago, Vasilek said:

    And there lies the route of problem ......could make it easier  for  me to buy a ship /captain/ skills to plays tier 10  battles but I haven't a clue what I doing .....Thus reducing  the skill base even further .  WG would love this ie Money in the bank .......your team will not.  :-)

    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...
       

  14. Heres my two cents on how to augment a user-friendly gaming experience in World of Warships in a few points:

    • Add a game mechanic such as a reticle to show how much a player should lead in front of ship based on shell travel time, without taking into account rudder movements, only speed. (Even if its implemented as a tutorial mechanic, it would greatly increase players accuracy to get more XP and climb to higher tier ships quicker.)
    • Add complete ship packs with premium ships, their most attractive equipment, captain skills and flags as a bundle, so your average Joe can get a fully-fledged premium ready without all the hassle they might need to spend extra time they might not have on equipping all relevant mods. (For example secondary build Tirpitz with all equipment, captain skills, combat flags equipped and ready to get into straight action.)

    Those are my two cents, I hope you to hear your recommendations too Captains!:cap_horn:

    • Funny 1

  15. Definitely Kearsarge.
    Before I had her, didn't think she'd be a good ship.
    Sacrificing a small superstructure for planes didn't quite seem interesting at first glance, I thought it would just be another massive HP pinata for HE spammers. 
    But when I got her for coal + steel with the 25% discount coupon, I realized her flight deck is armored by 38mm and shatters many HE shells, and her lightly armored hangar decks/superstructure are too thin to arm battleships and most cruisers AP shells. 
    While also getting 4 x 3,  406 mk 6 guns which are less accurate than NC's guns but make up for it in quantity.
    She has battleship hull armor which means she can't be easily citadelled like a CV.
    And the cherry on top of the cake is the Tiny Tim rocket planes that can do around 17k per strike, and spot for you at any distance!!!
    She's an absolutely amazing tier 9 I recommend to anyone who wants a SOLID BB.
    -Chaos_Surveyor

    Kearsarge.jpg

    • Cool 1

  16. 13 minutes ago, lafeel said:

    One "small" problem with this idea, convincing EA to co operate.

     

    After all C&C is their property, not WG's..

    Well yes and they are a stubborn bunch!
    But you wouldnt have to wave the C&C Banner but just style it the completley over the top way they did back in the the good old days, for nostalgias sake :)


  17. Hi all,

     

    An idea... Next time you launch a new Russian ship could we have Dasha present it in the style of the glorious Red Alert 3? Have some fun with it, raise some spirits, times are tough everywhere and it'd be bloomin epic :) Anyways hope you're all well during these mad times! o7
     

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