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Everything posted by N0V3MB3RF0X7R07
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[Suggestion] Second IJN BB line + Hybrid carrier "Hyuga"
N0V3MB3RF0X7R07 posted a topic in General Discussion
Hello fellow captains, I made a post yesterday on reddit about the idea of adding a new IJN BB line split. Most of you who responded seemed like liking the idea, so I decided to post on this forum as well for a little more exposure ( hopefully WG dev team can take an eye to it as well). Bellow is the repost of the specification idea for a new IJN BB line (original thread : https://www.reddit.com/r/WorldOfWarships/comments/fto0d5/suggestion_second_ijn_bb_line/) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- It will be a cool addition to have an extra BB line for the IJN tech tree. These will be characterized by battlecruiser-ish BBs, featuring good speed, maneuverability and torpedoes (post Ise class) in exchange for less armor and less guns. It will be differentiated from existing tech tree ships in the following way : German BBs : More reliable guns but less armor French BBs : Higher caliber guns with slower shells + torps British BBs : Longer AP fuse time and less HE fire chance, better secondary + torps American BBs : Higher caliber guns but less AA + torps Techtree is as follows (I came up with this in 10min so subject to change) : ---------------------------------------------------------------------------------------------------------------- Tier VI : Ise (Ise class battleship) HP : 57100 Artillery : 2*6 356mm Main gun Range : 17km Sigma : 1.7 Reload : 27 sec Secondary range : 6km Maneuverability : Speed : 25.5kts Rudder : 14.5sec Concealment : 16.5km Protection : about the same as Fuso ------------------------------------------------------------------------------------------------------------------- Tier VII : Tsukuba (Kongo-Daikan class battlecruiser, Fujimoto proposal with 356mm guns) HP : 63000 Artillery : 3*3 356mm Main gun Range : 17km Sigma : 1.9 Reload : 25 sec Secondary range : 7km Maneuverability : Speed : 27kts Rudder : 16sec Concealment : 15km Protection : about the same as Nagato but longer ship so worse ------------------------------------------------------------------------------------------------------------------- Tier VIII (Main tech line replacement) : Tosa (Kaga class battleship) HP : 67000 Artillery : 2*5 410mm Main gun Range : 21km Sigma : 1.9 Reload : 31 sec Secondary range : 5km Maneuverability : Speed : 26kts Rudder : 17sec Concealment : 14km Protection : about the same as Kii ------------------------------------------------------------------------------------------------------------------- Tier IX : Ikoma (Kongo-Daikan class battlecruiser, Hiraga proposal) HP : 70000 Artillery : 2 * 2 + 2 * 3 410mm Main gun Range : 20km Sigma : 2.0 Reload : 26 sec Secondary range : 9km Torpedo Armament : 2*3 type93 Range : 12km Maneuverability : Speed : 30kts Rudder : 14sec Concealment : 13km Protection : about the same as Kii ------------------------------------------------------------------------------------------------------------------- Tier X : Kurama (Number 13 class battleship) HP : 75000 Artillery : 4*2 460mm Main gun Range : 20km Sigma : 2.0 Reload : 26 sec Secondary range : 9km Torpedo Armament : 2*3 type93 Range : 12km Maneuverability : Speed : 30kts Rudder : 14sec Concealment : 13km Protection : a little bit better than Kii -------------------------------------------------------------------------------------------------------------------- Optional : Tier VI Premium : Hyuga (Ise class hybrid carrier) HP : 59000 Artillery : 2*4 356mm Main gun Range : 17km Sigma : 1.8 Reload : 25 sec Secondary range : 7km Maneuverability : Speed : 25.5kts Rudder : 14.5sec Concealment : 15.5km Protection : about the same as Fuso Special consumable : CV style Fighter plane bubble that follows the ship, 2.5min duration, 3 available ------------------------------------------------------------------------------------------------------------------- As you can see, this isn't an accurate nor complete depiction of possible in-game stat. Feel free to add any correction or idea edit 1: format -
[Suggestion] Second IJN BB line + Hybrid carrier "Hyuga"
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
This was an early draft idea so there will be room for tuning ofc, but the catch to this firepower is the lack of survivability and lack of range. I think this game desperately needs other good brawlers at tier X to encourage close range encounters, that will all know makes the game that much more interesting. If GK is the ultimate close range shield, I want Kurama to be the ultimate close range spear (with a different flavor from kremelin). But again in practice, it might not survive long enough to HE spams so this will be a difficult one. -
[0.10.2.0] BSP Secondary gun sound mod
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
Mod updated for version 0.10.2.0. Fixed bug with secondary gun getting muted in Big Hunt mode. -
I always thought the secondary gun sounded too weak in Wows so I made a mod that replaces all secondary sfx to the one featured in the game "Battlestations Pacific" by Eidos Interactive. [Patch note version 1.1] Fixed issue with secondary gun sound not working on Big hunt event : https://mega.nz/file/iJtixB4Y#SaVKcfjL8TwWE4lFo3JlN_7LYtAj4Ix-kvJ_YdMTamY
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I appreciate that the art department at War gaming is bringing improved visual effects on 0.10.2. There is one thing however that I think looks terribly outdated and should be reworked; the funnel smoke effect. While I understand that this is an important visual clue to gauge target speed, I find the animation sprite too simplistic and lacking variation; Funnel smoke is an crucial visual element to translate the massiveness of the steel monsters we are controlling. For instance, I think that the overall smoke effect achieved in World of Warships legends is imo much more exciting while keeping key gameplay aspect in check. Similar changes to the PC iteration will be more than welcome.
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Please update funnel smoke effects
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
It might be lacking in volume but still looks far better than the PC edition smoke I think. The smoke trail trajectory and thickness fluctuates giving it a realistic look: I'll give more smoke volume to BBs but cruisers look just about right, Omaha rushing at 2:07 looks gorgeous. -
Please update funnel smoke effects
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
On a personal note; I always run my game with home made smoke animation sprites: The main issue is that the smoke effect is too short and don"t dissipate enough and this gives overall a "chopped" appearance. This is especially apparent on slow ships like american BB or in this example Mikasa: My dream will be something like this video at 0:57 even if it might be a little bit exaggerated for oil burners -
[Suggestion] Second IJN BB line + Hybrid carrier "Hyuga"
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
Frankly I'm already happy they included these 2 historically significant ships, particularly for the Ise-class hybrid carrier given her oddness. As mentioned already, there is still plenty of paper designs available from the Hiraga archive and Eight-Eight fleet project to be featured as a second line so I'm not too worried about (Especially since BB variant Ise class was kinda ill fitted for a BC line anyway). If it's ever implemented, I'm pretty sure it will only feature a line split from tier 8, as observed by wg current philosophy. -
With secondary mod : Hello fellow captains, When creating the secondary gun sfx mod, I received many suggestions to rework the main gun as well, so here I am, this is a preview of an early make of the mod. I will need your help however, because there is a bug I am unable to fix to this date: When the player's ship spots the first enemy ship, the gun sound goes back to vanilla. I am using the mod.xml method so I am suspecting there is a flag missing in the config file. I already tried to specify the "Game phase" and the "Camera type" state flag but to no avail. Does anyone knows the solution ?[/s]
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[0.9.9]Big Caliber Gun Overhaul Mod
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
Yeah, I had similar question concerning the installation. You have to create a "banks" folder under your res_mod folder if you don't already have one. Then simply put the dowloaded "mods" folder inside that "banks" folder. I released a fixed version (1.1) of the mod to clean up any confusion. -
[0.9.9]Big Caliber Gun Overhaul Mod
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
The mod is now available in the mod section: Looking forward to upload this on Aslain.com -
[0.9.9]Big Caliber Gun Overhaul Mod
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
Ok so it will be more complicated than I though for AA. So far I have two methods for sound mods : 1) Creating a voice modification with mod.xml, this is the method used to modify the main battery. 2) Modifying the .bnk file directly by replacing the .wem files inside. This is what I use for the secondary. The AA bofors sound files are contained inside the "content_weapons_aac0.bnk" file so modifying it using 2) method should in theory do the trick. The issue is that, well it doesn't work somehow. There must be something overwriting the AA sounds. Maybe the .bnk file is not properly generated, that is a possibility as well. As for the 1) method, since i don't see flag related to AA, so I assumed "SShip_Weapon_MG_XS_1_Shot" could be just that. However that doesn't work as well as it's most likely related to small caliber main batteries, not AA. I could use some help if somebody knows anything about it. -
[0.9.9]Big Caliber Gun Overhaul Mod
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
Does anyone knows how to apply for this ? -
[0.9.9]Big Caliber Gun Overhaul Mod
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
For now Yamato guns are also replaced with this sound mod. I am working on a way to keep the original sound for Yamato since those are great sounding. I believe Shikishima kept her original sound somehow. Still learning the file structure... -
[0.9.9]Big Caliber Gun Overhaul Mod
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
Good news for you, I already started working on the AA as well. Sourcing the right sound effect is tricky but should be ready in no time! -
[0.9.9]Big Caliber Gun Overhaul Mod
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
Now in working state ! All ships with >305mm gun caliber will have the new SFX. ver.1.1 (Fixed file structure for easier installation) https://mega.nz/file/qZ9nGC7a#vzRKs7lhkYCvniYQ1tycbK6Ffdcfv6KdTiP4Gw0xrCM Recommended to use with secondary gun sound mod : https://mega.nz/file/zVcVGSzL#1bp93P7CnGaFzrCMRRGDGKEB1iC1uywDTC71kYvVWTY -
[0.10.2.0] BSP Secondary gun sound mod
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
I'm currently looking into Battlestations Midway / Battlefield 1 files as gun sfx sounds even beefier and could be used for main gun sound modifications. Some of the original sound files could be remixed as well for that purpose. Also let me know if there are games with good gun sfx i can extract from. I'm also adding this topic into the mod archive so it's more easily accessible. Finally does anyone know where I can request to add this to Mod station ? -
Well the problem with that train of though is that CV will have to be made either completely worthless/removed or the skill floor so low that player skill doesn't matter anymore. Potato players will always be potato. The aim here is to shift the gameplay to something that intelligently contributes to the team while also giving vulnerable assets (dds/IJN cruisers etc) some breathing room. Unless the CV is a unicum, it's usually rare that a CV single handedly kills a player in a short period of time. It's usually the spotting and every other players shooting at that target that kills that said player (especially when a dd can be killed in 3-4 attack runs, he has the time to smoke or run to cruiser AA cover. If he doesn't, that's his misplay) Now CV will have to proactively coordinate spotting timings. Maybe the use of chat function or even Voip as sort of commander of the team will be an interesting. Skill difference won't matter that much given the level of teamplay there is in randoms but I can imagine a competitive scenario where CV player reports back enemy position through discord when his "radio report" consumable is on cool down. I think this is kind of a cool and engaging playstyle that even simulates real life.
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So I'm pretty sure this has came up before but the main reason why CV are problematic is because of the unlimited spotting potential. This severely limits all ships that relies on concealment and generally speaking deters players from doing bold flanking maneuvers, which makes the game uninteresting and campy. The fix is fairly simple. Make its spotting ability a consumable that has to be used wisely. This consumable, called "Radio report" will be similar to the radar consumable. It will share the visual information from squadron to the team for a limited time. An interesting penalty during activation will be the increase of spotting range of squadrons and maybe even the carrier itself, owning to the fact that radio silence was an important tactical move in WW2 to achieving surprise / not disclosing position.
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[0.10.2.0] BSP Secondary gun sound mod
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
Yes, you have to reinstall the mod after each updates. -
[0.10.2.0] BSP Secondary gun sound mod
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
I'm using Nvidia Freestyle post FX and custom funnel smoke sprite texture. The mod is now available for download btw -
[0.10.2.0] BSP Secondary gun sound mod
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
Yeah I was thinking about that. Maybe not all ships because of the sheer amount of sound files needed but the worst offender could be addressed. So far, I think the cruisers and small caliber BBs need the most attention. -
Armchair Admirals: Live Premiere
N0V3MB3RF0X7R07 replied to The_EURL_Guy's topic in News & Announcements
Given the artwork, does that mean we will be getting the Akagi in near future ? Much more interesting than paper german CVs imo. -
[Suggestion] Second IJN BB line + Hybrid carrier "Hyuga"
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
RTS implementation wont gonna happen but adding a special consumable is not very hard to achieve (especially from the past habit of adding tons of gimmicks from WG) -
[Suggestion] Second IJN BB line + Hybrid carrier "Hyuga"
N0V3MB3RF0X7R07 replied to N0V3MB3RF0X7R07's topic in General Discussion
Another issue here is that these plane can be used as "unofficial" radar. With the current hate on CV there is on community, something that can spot other ships potentially with unlimited time wont gonna be a welcome addition. Instead if you give them only fighters for a defensive role, it will partially remedy or at least bring a counter play to the havoc that is low tier CV meta. It will be a much easier implementation for WG as well.
