VHK
Beta Tester-
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Everything posted by VHK
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Well, dunno, I kept pounding Kongos in the Louis the same way as I do with Cleveland against Nagatos. I mean, sure, you rush into the enemy, you die, that ship is not some sort of a super vessel, but depending on your playstyle it can actualy do very well against tier 5, but talking about it's MM is kinda useless right now anyway, as we have to see it in the final release I guess, since beta MMs are always kinda off. I wouldn't say that it is "fair" the same wa that I don't say that the Cleveland is "fair", but well, let's wait for the next patch first I guess.
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Correction: Capping is a solid tactic to win a battle that might be lost... Already is a mass hysteria, all WOT tomatoes go "No Cap, Kill All!!!!!11111" just in order to chase a smart LT player, with their KV-2s, who draws the game or wanna be a hero and then just die, because get outplayed I'm tired of all these player, no matter what ship I'm in, who start chasing some DD with their bulky BBs, while only 1 minute is left on the clock... But that's the game when people don't know, when to cap and when not to cap.... Sorry for Offtopic, but now on Topic: I don't mind how the caps are, would be nice when they would be further away, then again Hanszeehock has a point there, as unusualy often my games end in a draw. But what I realy would appreciate are larger maps, til now only North and Ocean are the maps, that imho are very well made for each class.
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That's certainly a point. I was just a bit astonished, when I managed to take out 2 out of 3 ships alone while being surrounded by them in a tier III battle and even more so, when I gave a broadside of about 9k dmg to a Tatsuta from a 2km range. However, we sure have to wait, that's true.
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Well, dunno, RNG seems pretty right to me and regarding those ships: Well can't say I liked Fuso in comparison to Kongo and with Nagato I have to less battles to have a solid opinion, however, it feels somehow better to me, maybe, because of it's reduced firing range, and this was the killer of BBs for me: Except from the North and Ocean map, every other seemed just waaay to small for everything from kongo onwards. It's kinda boring and your operation radius is quite limited, at least that's how I feel, which brings us down to measurments: in fact, I think that the available maps at the moment, except from those two mentioned above are to small in size for mid and high tier ships at all. I want to move around and not just go from one end of the map to the other, back and forth, while racking up some damage, because I can fire over 3/4 of the map anyway. The problem is not so immanent with DDs and Cruisers, though. But rgarding the scaling itself, I dunno, that screenshot might actualy be a kilometer in real life, relativle to the shipsize, which appear a bit smaller in the game, but yeah, sure, you can actualy call it illusion Regarding ships, their strenght and tiers: I think there is generaly a lot of rebalance to do: Cleveland is to strong for tier 6 regarding it's firepower (just compare it to it's japanese counterpart, the Aoba), St. Louis is to strong for tier 3 (A reduction of the HP by 30-40% miught solve this, but that HP with that firing capacity is kinda OP, imho)
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Dunno if reported yet, but have a bug with sound sometimes, which is only fixed with a restart of the game: occasionaly the sound suddenly becomes kinda dull and disrupted and some SFX sounds (like torpedo alarm) stop functioning at all. In the hanger everything is fine, though, it's only during battles. Also had a bug where the loading screen didn't function right; the loadiong bar didn't load and therefor the start battle button didn't appeared, the coundown tocking noise was there, tho and eventuly it loaded into battle normaly at 5 seconds left. Oh, and going to the "Mission" bar, did display the minimap, but my team was displayed all stacked in a corner and not in formation as it should. However, I didn't have it for a while now, so maybe it's fixed? Another point: When in Cleaveland Cruiser, befor the battle starts, meaning, in battle, but coundown stil running, I cannot zoom out of the initial camera position. It works fine with other ships so far, though...
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Wow, oke, I think you need an open mind for Wargamings standpoint, and I think that they've met the right decission. The crying about banning it is pure populism and people should take WGs standpoint with a grain of salt and stop permanentlöy saying that the devs are stupid, because this is what all the whining about implies; I don't believe that this mod will make it into the final release, and I'm sure WG does not intend it, but look at it from a programmers point of view: the game is in beta stage, so all things, your stats, that you're so proud of, your tier 10 vessels, and everything, will be reset at day X. Until then it is hower important to know, what flaws the game has, that may let third persons or parties exploit it, so you have less issues later on and I think it is pretty clearly explained in the post by Tuccy, so we have to deal with it for now and you should be happy, that this problem became recognised so early. I also agree with Tuccy on the point that this mod is kinda overhyped, but ofc gamebreaking. Whoever claims, tho, that so called noobs lad ALL their shots accurately because of it, does not understand the principle of rng. The mod is gamebreaking mosterly because of two things: 1.: it lets you aim at targets that are behind solid cover while spotted by letting you know, where and when they will come out of it and 2. it indicates every change of direction or speed on enemy vessels, and here lies the bad argumentation of Tuccy, saying, that chasing the marker will lead you nowhere. This implies that ppl using this mod are [edited], as you don't need to chase the marker, but just observe it's changes and preaim using it as a reference, making your shots reaaaaly hard to dodge, and THIS is what makes this mod so unfair, not some new players giving you a citadel hit right at the beginning of the game, sure this is annoying, know it by myself, but not the end of the world, what pisses me off, about this mod is, that the enemy will ALWAYS know what your next move is. However, having used the mod for like 20 battles by myself and turning it off afterwards, I realised that my accuracy sharply rose, which led me - and as I said, keep and open mind for this - to the conclusion, that a similar mechanic, might be a good tool for teaching new players about the aiming system; I imagined following scenario: as you unlock new ship classes, there could be a tut for each of them, describing it's general role, basic tactics, etc. And ofc shooting training. You stil with me? Good. Now, what about explaining a new player the system of pre aiming and have him some shots at target using the marker, as soon as he scores a few hits, maybe sinking an enemy vessel, his next task would be to do the same, BUT this time without it. By that time, he should have a rough idea of where to preaim for certain targets at different speeds, where to preaim, when they're not in a straight line with you, when they're turning, etc. You got the basic idea? I think such tutorials might be a good thing to raise the overall level of players performances and tbh, when I started playing WoWs, I realy would have liked a tutorial where things are explained a bit more, but oke, alsmost a week of playing it, let's me understand the basics of each class, maps etc. It was terrible at the beginning, though So far so good, but I'm a ware of one major problem, such a tutorial thing using such a system might cause: The code for it would be in the game and some players, like they've done it know for the beta, will find a way to abuse it again, most likely. So far my ideas regarding this mod.
