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MrConway

WG Staff
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Everything posted by MrConway

  1. MrConway

    Fighter consumable rework

    Interesting idea, but not sure if it would be technically workable and if it wouldn't lead to a host of issues. Might be easier to enable the CV to set it via the strategic map.
  2. The premium CVs are certainly subject to balancing and nerfs if needed, which is one of the reasons that they are still currrently not for sale and can be returned for their full doubloon value.
  3. MrConway

    Refund CV, not its PermaCamo

    No, this is not possible. You can either choose to keep the CVs, or hand them back in altogether. You have some time to make this choice (during which we will make further balancing changes) so don't feel like you need to rush to sell them right now.
  4. MrConway

    Game Choice, accurate reading.

    I don't see how this would tell us anything about whether players would want to have the new CV gameplay in the game. If I were playing anything but a CV I would of course choose the "No CV" option because it would take away one potential type of enemy and allow me to focus my equipment and skills on surface ships only. Just as I would choose a "No DD" option if I was playing a battleship, or a "No CL" option when playing destroyers.
  5. MrConway

    Lets face it, CVs will "never" work!

    Right now there really isn't anything we are not considering (except maybe Habakkuk ) We are aware of the feedback around the plane spotting, especially during the early game, but I am not aware of any changes planned around this yet. When and if changes are planned we will of course let you know.
  6. MrConway

    aa sector reinforcement. what?

    We agree and are already working on improvements to the sector-reinforcement UI.
  7. MrConway

    General feedback

    I've seen both those videos and in my opinion they are a good illustration of some of the balancing issues we face right now. While we will certainly not be rolling back the patch, we will of course address these issues with balancing tweaks over the coming weeks and months, the first of which has already been announced: https://worldofwarships.eu/en/news/game-updates/first-cv-rework-tweaks/ You can also rest assured that our community contributors share these with us directly and that we of course watch and take note of them :)
  8. MrConway

    special commanders

    Doubtful, as this would mean that we cannot look into all of the balancing implications properly. We will see! :)
  9. This code is indeed exclusive to ASIA, but we will see if we cannot get this patch to our other players as well. No promises, but thanks for poking me about it!
  10. MrConway

    What do you do in this situation?

    I like the idea of a match analysis section, the only question is if it would be used enough - but we can try it out. I'll discuss it with my colleagues!
  11. MrConway

    Arsenal Irian

    Just to confirm as others have done, the Irian will indeed be compensated with doubloon if you get it a second time.
  12. MrConway

    Lexington Halloween Permanent Camo

    Yes, if you do this you will get a doubloon refund for the premium camouflage.
  13. Please note that the information in the Development Blog is preliminary. Surveillance Radar changes A delay to the effect of the Surveillance Radar for allies has been added. So, whilst an outline of the Radar'd vessel will show on the minimap, it won't be rendered for allies until 6 seconds have passed, provided the target has been in the radar zone the whole time. All detected targets will immediately appear on the minimap. The interaction of the ship using the Surveillance Radar and the detected target remains unchanged with no delay being added. This change offers some counter-play for DDs and CL with smoke screens, enabling them to maneuver to evade some of the enemy fire. Due to the change in the mechanics, some ships will receive an increase of the Radar duration: - Black from 20 to 22 seconds; - Hsienyang from 15 to 20 seconds; - Chung Mu from 17 to 22 seconds; - Yueyang from 20 to 25 seconds; - Dmitri Donskoi from 20 to 25 seconds; - Kronshtadt from 20 to 25 seconds; - Moskva from 25 to 30 seconds; - Stalingrad from 25 to 30 seconds. As a result, these ships will increase their individual effectiveness against destroyers. Radar range has been standardized for cruisers: - The Radar range of the Soviet cruisers Chapayev, Dmitri Donskoi, Kronshtadt, Moskva, Stalingrad has been increased from 11.7 to 12 km; - The Radar range of the American light cruisers Cleveland, Seattle, Worcester will remain the same 9 km, and 8.5 km for Atlanta; - The Radar range of the American heavy cruisers: - - Baltimore's goes up from 9 to 10 km; - - Buffalo 's goes up from 9,4 to 10 km; - - Des Moines's goes up from 9,9 to 10 km; - - Indianalopis's goes up from 9,9 to 10 km; - - Alaska's goes up from 9,4 to 10 km; - - Salem's remains the same 8,5 km; - - Wichita remains the same 9 km. For British cruisers: - - Edinburgh's goes up from 9 to 10 km; - - Neptune goes up from 9.4 to 10 km; - - Minotaur goes up from 9.9 to 10 km; - - Belfast remains the same 8.5 km. Now it will be easier to remember at what distance from you should stay to be undetected. Interface improvement Different indicators for Radar, Hydroacoustic Search and guaranteed detection have been added. As a result, it will be easier to understand how the ship has been detected. When an ally uses a radar or Hydroacoustic Search, there will be a special icon over the ship, and an automatic message about the consumable usage will be shown in the team chat. A visual effect of the initiating radar has been added. This will allow you to cooperate more effectively with your allies using the radar. Flooding changes The new flooding mechanics will be implemented similarly to those of fire mechanics: - The ship can suffer two floodings: on the stern and on the bow. - Flooding cannot be inflicted on a part of the ship that is already flooding. The flooding duration without modifiers has been reduced: - 30 seconds remain for CVs; - from 90 to 40 seconds for other classes. The rate of hit points loss with one flooding has been reduced: - from 0.667% to 0.25% per second for CVs; - from 0.667% to 0.5% per second for battleships and Kronshtadt, Stalingrad, Azuma and Alaska cruisers; - from 0.667% to 0.25% per second for cruisers and destroyers; - from 0.667% to 0.375% per second for Admiral Graf Spee and HSF Admiral Graf Spee. Flooding will reduce the power of the engine of any ships, when moving forward by 30% and when moving back by 60%. For example, British Conqueror BB gets flooding in the bow because it's hit by torpedo: - Pre-rework flooding would cause ~49 800 damage if it is not stopped; - New flooding would cause much less damage ~ 16600; - Two simultaneous floodings would still cause less damage ~33 200. As for cruisers and DDs, flooding damage goes down even further for them. Let's see Kagero for example: - Pre-rework flooding would cause up to ~9 000 damage, probably killing partially damaged ship: - New flooding takes around ~1500 damage. These changes will make flooding less painful for new players and will allow experienced players more efficient usage of the ship's combat capability. Flooding will cause less damage to cruisers and destroyers. However, it will still be extremely dangerous for them, as the reduced power of the engine will greatly affect the survival of these classes of ships.
  14. MrConway

    [new AA mechanics] about the non-overlapping auras

    You can expect more changes and tweaks to the values going forward - but I don't have any specifics yet, that requires some stats.
  15. MrConway

    Bug Reports

    Please contact the support team so we can help you resolve the issue: https://eu.wargaming.net/support/en/products/wows/help/ We are investigating reports that MAC players are experiencing issues, hopefully we can resolve them soon! Please either contact support or submit a proper bug report including the crash logs and reproduction steps, otherwise we cannot help you. This is a purely visual bug if you owned the respective CV prior to the update. A client restart should help.
  16. MrConway

    New CVs

    If you refund the CV, you will lose the camouflage. I would recommend keeping the CVs for the meantime and just playing the lower tiers anyway. Fair comment, but my main focus was on providing some entertainment and insight into the high-level gameplay, as the low-level gameplay is easily accessible to anyone.
  17. MrConway

    General feedback

    Unfortunately the Arsenal packages are also not available to players in countries where legislation doesn't permit us selling containers. But this is not true. Depending on the specific CV you can quickly run out of a type of planes and be forced to switch armament. In some cases you will have no complete squadrons for any type left and have to launch with squadrons at less than full strength. Please submit this as a bug report including a replay!
  18. MrConway

    [new AA mechanics] about the non-overlapping auras

    We feel this is necessary for balancing reasons and also for clarity - so the CV players can have an idea of what kind of ranges they are facing based on ship-class and tier rather than captain skills.
  19. Got squarely beat by @El2aZeR while streaming yesterday, GG ;)
  20. MrConway

    General feedback

    Since the AA system was completely changed we also overhauled the way AA strength numbers were calculated - we did not nerf any specific class of ships.
  21. Whoops, seems I misclicked when creating the thread. Although while we are here, maybe we should have a discussion about whether we should hide the feedback to make sure everyone can post their opinion without the risk of being ostracized for it. And a little note: The feedback threads should not contain any discussions, but purely feedback.
  22. MrConway

    Rented Le Terrible, normal price remains

    My apologies, that was not a great answer from support. I'll escalate it and we'll get back to you tomorrow!
  23. We're looking into this right now, but might not be able to get you any information before tomorrow.
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