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McGough

Beta Tester
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About McGough

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    Able Seaman
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  1. McGough

    CV Rework Discussion

    I don't see a /s so I presume that to be a genuine response. If you missed it, then as you were, carry on. Otherwise, No. My kids also play this game and if I see someone being abusive and insulting in their chat then they will get reported. Simple as that. You want to be insulting and abusive in chat? Don't cry about the consequences, this isn't your safespace.
  2. McGough

    CV Rework Discussion

    Yes but that they have it on doesn't mean they have no idea how to turn it off. They may have just decided that they are likely to be CV spotted anyway so may as well roll the dice to damage some planes. Or they may be in a US DD that has, for a DD, reasonable AA.
  3. McGough

    CV Rework Discussion

    Which is why in my original suggestion post I was only allowing CAP to be sent to a friendly target, you couldn't send a CAP to an enemy ship
  4. McGough

    CV Rework Discussion

    Sorry but unless you can back that statement up with hard statistics I am afraid I don't agree. I have never run into a DD player above level 5 that wasn't aware of how to turn off AA - there may well be some, but I do not believe they make up the majority of the player base.
  5. McGough

    CV Rework Discussion

    We were discussing the spotting ability of the fighter consumable, which I was suggesting should be reduced to 0 - ie they are there for air response only and don't provide any spotting utility at all. Spotting from the manually controlled plane squadrons is another discussion
  6. McGough

    CV Rework Discussion

    No because AA can be turned off by a player wishing to be more stealthy. When I am in my DD you can be damn sure I have my AA turned off. Only goes on if I am spotted and can't get out of sight or firing angles, in which case I may as well put it on in case RNG flak gods are on my side that time.
  7. McGough

    CV Rework Discussion

    This is a valid point, which I would fix by removing the ability for fighters to spot - after all they are supposed to be looking out for air attacks so should be looking up not down ;)
  8. McGough

    CV Rework Discussion

    This is why I was offering the suggestion to make the fighter consumable usable through the B menu and only on friendly targets
  9. McGough

    CV Rework Discussion

    I'm not a CV main at all, and although I have been around since CBT I am a very, very casual gamer 1600+ games and no T10 yet, T9 is highest (ok it doesn't help that I would get to T6 or T7 and then change my mind about what ship I want or get distracted by the latest shiny, but the fact remains I am only just unlocking T8 ships and have a single T9 bought with coal). However Here are some thoughts/suggestions for modifying CVs. By all means pull them apart, but please be civil about it. There needs to be a maximum of 1 CV per side in a match. A launch delay needs to be added to CVs, similar to the pre-rework timer The fighter consumable work off of a radial menu and only usable on friendly ships. For example when you press "B" and target a friendly ship, you can issue orders specific to that particular ship, I suggest that a CV player sees an option in this menu to "assign fighter squadron". This would have the benefit to the CV player that they wouldn't need to fly their squadron to the teammate and "drop" a fighter there, which would allow them great positional freedom, but would also mean that they could not harass DDs by dropping a fighter consumable on their position. Limited duration flight time for planes. Secondary armament selectable (i.e. button 1=AP, button 2=HE, button3=Torpedoes, button4=Secondaries), but only if the manual secondaries captain skill is selected. Otherwise AA would work as it does today. There would be a targeting reticule for them to aim flak bursts/continuous DPS but with travel time/input lag and sigma values to allow CV players to maneuver for avoidance. Obviously the penalty for increased AA ability would be that you are not able to maneuver the ship beyond the auto-pilot when manning the AA guns. CV tech tree split to major/minor purchases. The CV itself would remain the main unlock on the even levels (T4, T6, T8 and T10) with plane upgrades forming the minor unlocks on the odd levels. CV matchmaking modified to -1/+1 or -1/+2 (although this has implications for divisions)
  10. McGough

    3 main turrets destroyed after TWO hits

    I'm not interested in the arguments over naming. It's semantics It's a bot/mod that assists by telling you where to aim. An aimbot as far as I am concerned. Does it automatically put your cursor to the correct place? No, but then this is not a fast paced FPS game so there isn't that urgent need to do that, the user has ample time to move his cursor over the "leading help indicator" and click. As you say, I understand that it was in early CAT versions. What then were the reasons for removing it? I realise entirely that this is nothing to do with you but if it's all the same with you I will refer to it as I see fit and not how the WG newspeak team wants it referred to.
  11. McGough

    Speeeeeeed

    "Bosun! Break out the oars!!"
  12. McGough

    3 main turrets destroyed after TWO hits

    Other than this one. http://forum.worldofwarships.eu/index.php?/topic/10185-aiming-mod-exposed/ It may well be you're running into people running this "assistance" mod.
  13. McGough

    Carrier planes bug

    I'll play a couple games in my carrier tonight and see if I can reproduce.
  14. McGough

    Aiming MOD Exposed!

    Really hope not. My opinion is that a mod like this, in this particular game, should be restricted to the tutorial only to teach people how lead angles change depending upon relative headings/velocities
  15. McGough

    Aiming MOD Exposed!

    Maybe I didn't express myself clearly enough - I absolutely agree that someone only ever firing full salvoes is in no way suspicious in itself. Even having all those salvoes land very close or have some grazing shots from the very start I do not find suspicious as familiarity with your ships guns will result in that. The only thing I find suspicious is constant volleys landing midships at extreme ranges from the very first shot. If there was a volley (or two) that grazed first and then the next 2 or 3 volleys connected, I wouldn't consider that suspicious, I would just assume they are skilled players familiar with their guns. Hope that makes my position a bit clearer!
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