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Del_Mare

Weekend Tester
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Everything posted by Del_Mare

  1. Del_Mare

    Flawed Economy...

    well, of course beeing afk and getting the afk punishment or shooting at teammates, also resulting in punishment, put aside
  2. Del_Mare

    Flawed Economy...

    no battle in the first 5 tiers can cost you credits, you will get credits even when you drive your ship right into the center of the map and get killed without even doing any damage at all. but please, feel free to open up your battle report of said game (you find it when you click at the "!" in the lower right corner of your client) and take a screenshot. show us =)
  3. Del_Mare

    matchmaking in a nutshell

    you are absolutely outmatched, but since there are no other players, MM lets them play. otherwise you would simply sit in the waiting room for 4 hours to finally start a game and the special matchmaking for carriers is implemented since a carrier cannot fight another carrier with far higher tier. if you would give them the same MM-range, you would end up with a tier IV CV matched vs a tier VI or even VII. please, tell my why that would be a good idea in your opinion.
  4. Del_Mare

    payment models

    while i would never ever give a credit card number away in the internet, paypal does the trick for me
  5. BB, CA, DD, CV but dd and cv switch places quite often. if i have an enemy cv, then cv is fun. without an opponent, its kinda meh.
  6. err, to be honest, I got hit in my DD by this converging pattern. thought "hey, he drops straight from infront, nothing i need to care about" and did not even tried to change speed *g* would have easily evaded them if i had slowed down, but instead drove straight into it and died as I deserved ;) but no, i wasn't "omg op", but instead congratulated the cv for this awesome trickshot and went to the forums to educate myself how to do the same ;) ok, i got my answer, thx guys. i will try to recreate those patterns ingame, but maybe WG wants to take another look at it, too.
  7. Del_Mare

    Matchmaking and the magic 50%

    1) Matchmaking: While in closed beta matchmaking was purely optimized for forming teams as fast as possible disregarding balancing issues, it now tries to make decent teams as long as the player number allows it. Since your examples are all out of tiers, where the population can only regarded as abysmal low, it does not suprise me at all to see some unfair teams. with a growing population throughout the tiers, those unfair matches should get less and less. and: for the first example: add the tiers on the left side and you get: 57. then add the tiers on the right side and you get: 57. both teams are well balanced right now, when you only take tiers into account. for the second: left team: 62, for the right team: 65 there is indeed a difference in average tiers. it would be interesting to now, what squads existed left and right. but as i mentioned above: keep in mind that only a few players at such high tiers as 7 are available for the MM-algorithm. of course, the types of the ships have to be taken into account, also the performance values of each single given ship. but in order to do that, you need data. we are currently playing an open beta, to give WG the neccessary data to finetune not only performance values, but also to feed the MM-algorithms to ensure better and fairer matches 2: RNG. It is working as intended. While a skilled player will come out of 1vs1 situations as the winner on average, the outcome of a single 1vs1 situation is influenced by rng. This is to ensure that one highly skilled player cannot take out the whole enemy team, as we had observed in World of Warplanes. And no, sorry, WG does not employ a special ops squad to enter your name into a special MM-category to ensure you get unfair matches to get you out of the game. In fact, player skill is not taken into account at all, but if you decide to put their word aside as blatant lies, i am afraid you have to continue to rely on your faith that WG decided on a lazy friday afternoon to make the life of the player with the nickname "Fansadox" miserable by creating a special MM just for you. 3: The problem with fires started, when WG implemented armor. Instead of using skill, everyone simply switched to HE-ammo and BB were constantly aflame. Now, while DD's were not able to pen their citadel anymore, they started to cry about their personal BBQ. HE and fire chances got nerved because of this, and further adjustments may be neccessary. The stats will show, how much dmg BB's take from fire in relation to the other sources of dmg, and upon these numbers we will or won't see changes in the future patches. What happened really? World of Warships exited the laboratory testing grounds, where bugs were hunted and major balancing changes introduced and revoked, and is now sailing into open beta to recieve an overall balancing and finetuning. These adjustments were and will be made upon hard numbers, as listening to players is a double edged sword as you can see in several threads in this forum. We might end up in gunless freighters trying to sink each other by ramming.
  8. yes, but it seems to be reproducable and while the enemy CV-captain took 2 aborted approaches to finally drop this spread pattern, he managed to do so reliably just observed some players beeing able to drop in these styles every single time, while others are unaware of the possibility to do so. would like to add this drop pattern to my portfolio,since it gives very nice opportunities vs enemy CV's and DD's
  9. nope, talking about an inverted spread by one single bomber-squad. have not made a screenshot, and there are only very few occasions when i see this, so i will try paint to give you an idea, few minutes please ;)
  10. Del_Mare

    FAIL MM! Or did it?

    but kerbe, as it was explained to you again and again and again by those titeling me "white knight", those games cannot be challenging because the outcome is fixed ;) sarcasm aside, i am afraid i have to repeat myself again and again and again: yes: MM has problems with a) making matches when there are only few players in a given tier-range, namely the higher tiers. and b) making super-fair matches because it has never been fine-tuned, just recently got set to at least try to produce fairer matches than we got in closed beta things that need to improve are a) higher number of players at any time at any tiers and b) fine-tuning based on stats provided by many many games i am confident that WG is aware of both sides of this problem, and i expect adjustments in the MM-algorithm. some will improve MM, some will turn out to produce other, new unfair situations. but overall, it will get better, just give it some time. and stop beeing pissed when you get outmatched, never played any sports in real life, where you had to compete with a better team in soccer, rugby, or any other teamsport? never had to play vs another, better player in tennis, squash, golf or whatever? never had to fight someone better in martial arts such as karate? was "nah, i give up as soon as i think the opponent(s) may be better" your attitude?
  11. Del_Mare

    Kongo...The Biggest Piece of [edited] in the Game?

    well, we all know these games, when you score one cit after another... unfortunately also these games, when your shots seem to carefully avoid any contact with metal ;) again to the op: give it some more tries, you should end up with a better hitrate than with the myogi, compared to its predecessor the accuracy is really better
  12. Del_Mare

    Kongo...The Biggest Piece of [edited] in the Game?

    An error occurred You have reached your quota of negative votes for the day but, may i show you the door?
  13. Del_Mare

    Kongo...The Biggest Piece of [edited] in the Game?

    well, my hitrate is the same as with other BB's, but i tend to to more difficult shots with the kongo (long range at enemy cruisers). i think its accuracy is great. looking at your stats, you did not hit anything with your kongo in your first game. have you accidently locked someone behind your target? this would throw the auto-lead-assistant off balance, making you miss every shot
  14. Del_Mare

    How to not break CVs

    What the hell?! The OP of this thread gets downvoted for trying to start a serious discussion about how to balance carriers without breaking their gameplay and rendering them useless? Seriously? It is already bad enough that we have >50% posts in this thread arguing back and forth without picking up any arguments at all.
  15. Del_Mare

    How to not break CVs

    how would you adress my remarks compared to my other ideas about reduced dmg?
  16. Del_Mare

    Is premium account shared?

    while premium time is shared, gold and free xp are not to prevent players from wot to rush into the high tiers without beeing competitive compared to the more experienced beta testers at those high tiers
  17. Del_Mare

    How to not break CVs

    hey, can we stay in this thread clean of the "it is impossible" "yes it is" discussion? several people made good comments about what can be changed, yet i see no discussion, only "bah, not possible" a) don't disregard everything firsthand b) don't generalize c) accept that some players say that they are able to avoid most torps, while other players say they cannot avoid most torps. i see both types in the games every day. we want to find solutions that might suit both groups of players
  18. Del_Mare

    Division size

    the 3 player restriction is neccessary for random games, as the matchmaking cannot balance larger teams without creating extreme unfair matches. imagine a group of 8 battleship-players, all tier 6. furthermore, the advantage of being able to act as a very efficient subunit in your team is immense. a platoon of 3 players with voice-connection is already a real buff for one team. it would not be fair. but i think we get the same system as in wot sooner or later, where you can form premade teams of a certain size and get matched versus other preformed teams.
  19. Del_Mare

    How to not break CVs

    by reducing the max damage of the torpedos, it would not be possible for jpn to oneshot a cruiser that is sleeping (aka gets hit by 4 torps, since this is the maximal hitrate with two bomber squads with the current spread). also, to kill a BB singlehandedly, it would take 3 approaches instead of two. this idea is currently favored by me, because new players that get attacked by CV's would still get hit quite hard, but get a second chance within a game to learn from what they might have done wrong, or try to evade better the next time they get attacked by bombers. also, it would remove a lot of "full-hp-to-zero"-kills, that are always annoying for every player, regardless shiptype and attacker. the increase in attack-run-length should be off the table, wg tried it and went back to the previous, shorter attack run length. the reasons are simple: the target of the bombers does not see and understand, how long the attack run actually is. you can see this in the anti-cv-threads, where people are complaining that a cv drops torpedos 300m next to their ship without any chance to evade *cough*. they don't notice the current attack run length, and they would not notice an increased attack run length. connected to the attack run length is a longer arming time of dropped torpedos. right now, torpedos only appear on screen when they are armed, so an increased arming time alone would again result in no different perception as we have right now. a lot of players would still complain about torps showing up right next to them, they won't even notice they were dropped behind the horizon ;) the only promising way would be to highlight unarmed torps in the water on screen as well as armed torpedos. the drawback of an increased arming time would be that good players in cruisers are safe from torp-bombers. even in BB they would be able to constantly reduce the hits down to 1 torp in each squad of 4. and new players would still be hit with 2 torps each squad, because as right now they only start turning when the torps are in the water. to tighten the jpn spread again would be actually a buff for jpn CV, because they would be able to hit their target with more than 2 torpedos each squad. also, due to the smaller distances between the torps, it would actually be harder to evade them, since you have to move your ship between the lanes to avoid getting hit. the larger the lane-gap is, the earlier your ship fits in.
  20. Del_Mare

    Time for a more serious balance discussion

    as right now, their role is taken over by fast cruisers. their main advantage, the camo in combination with the smoke got nerfed hard. while jpn can still manage to get good results, even they suffer massively to the high chance of engine and rudder knockouts. yes, the chance was high in closed beta also, but right now its is more like "engine down" *repair* "engine down* within 10 seconds. a good cruiser in decent range given, of course. what to do to compensate? well, in closed beta we talked a lot about reducing their reload times of their torps in the tiers 5++ right now i would vote for a more sturdy engine and rudder the USN-DD's are another matter. they are seen from miles away, are slow and got their teeth pulled out with the gunnery related nerfs. played them up to wickes, but stopped now and do not intend to keep that line. while i know they need a complete different approach in gameplay, they are not the "DD-hunters" anymore their line was so well known for. how can we buff them? the design was: bad torps, good guns. so i would focus on the turrets... higher muzzle velocity and thus less lead to hit targets would enhance their abilities again to hunt jpn DD's.
  21. Del_Mare

    High caliber AP vs cruisers

    feast for the cv's and dd's =) gonna need to dig my minekaze out
  22. Del_Mare

    More then 32 hours for a reply on a ticket ?

    err, everyone can play on the eu server. just download the eu-client
  23. Del_Mare

    High caliber AP vs cruisers

    mogami worse than New Orleans now?
  24. Del_Mare

    High caliber AP vs cruisers

    so here we have someone whining because bb's are too strong vs CA's, maybe we can connect him to the thread where the others whine that bb's have no chance versus CA's... they can continue to fight it out ah, here: http://forum.worldofwarships.eu/index.php?/topic/18325-world-of-anything-but-bbs/
  25. Del_Mare

    AFK players and suiciders

    more than 300 xp for doing nothing? nope 3k xp? yepp, when you carry the team and are on top of the list. best player in the team gets accused by you of being afk? can we have some vuk to close this crap?
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