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Everything posted by TheCinC
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So far, I have no issues, but right now, it is not exactly very busy.
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1. Description No XP needed to unlock B hull on Hatsuharu 2. Reproduction steps I unlocked Hatsuharu and proceeded to unlock its upgrades, started with gunfire control and upgraded torpedoes, then noticed that I could just buy the B-hull, without ever unlocking it first. 3. Result B hull available for purchase when it should not be. 4. Expected result B hull not available until unlocked by using XP. 5. Technical details Bug time: approximately 12:25 CET on 1st September 2016.
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0.5.11 Cap circle border visual changes (3D and minimap)
TheCinC replied to Ph3lan's topic in Archive
Not visible enough? Try not visible at all! Was in my DD, headed for a cap, was RIGHT NEXT to the edge of the zone, still couldn't see it. Then the zone was capped by the enemy and it was just BARELY visibre.. -
This game mode is pointless, as long as there is no incentive to actually cap. There is a separate section 'Team Play', for points awarded for things that benefit the entire team, but none are awarded, even if you try to cap or defend a cap.. I recommend it not be implemented, not in its current form, perhaps never, and especially not at higher tiers. So far, I played this game only once twice three four times, but it was terrible, and indicative of what I expect to happen, based on my experience with the existing mode. First time, I was one of a few DDs, a BB, and our lone CA, who actually went inside the cap zone. I immediately sailed straight for the center, hoping to beat the enemy to it, cap it, and score an early win, or at least an advantage. When I got there, I was surprised by two enemy DDs. I was not expecting them, as it seemed to me, from the progress we were making capping the outer zones, that the enemy team had only entered the outer zones. Due to most players currently selecting BBs to play with, our team only had one cruiser and a lot of BBs as support. The battleships mostly focused on targets elsewhere, instead of supporting us as we were capping. Even battleships can hit DDs, and both ours and theirs were spotted for minutes, but only a few people actually fired at the enemy DDs. I managed to catch a torpedo and died quickly, then watched half of our team sit well outside of the zone, one of them literally on the edge of the map, while the enemy team capped, with only the few people in the cap actively trying to prevent that. The enemy team mostly performed similarly, but as they still managed to cap, that didn't matter. The guy who sat on the edge of the map, unable to support the cappers, and not bothering to try to cap, actually ended up getting the most XP, whereas I didn't get any XP at all for at least trying to cap/neutralizing the enemy cap points for a while! I only got XP for what little damage that I did. Sinking ships in a game mode like this, should be a means to an end, not the main objective, and should be rewarded accordingly. That I got no XP at all for at least preventing, for a while, the enemy from capping, is especially ridiculous, because then there is no direct incentive to get people to risk their ships in a brawl in the center of the map. I thought the whole point of this game mode was to get people to cap or die trying, but without any incentives, many people will just try to win the game by sinking as many enemy ships, or at least get points for that. Without points being awarded based on the objectives, this game mode is not going to work. Unless after a while every ship not in the zone will magically esplode, you are not going to get all players to enter the zone, and the team that does get more ships into the zone wins, leaving the players on the other team who actually try to do the objective and get sunk for it, all the more frustrated.. Second time, more or less the same, everyone who went into the cap died, half the team remained on one side, outside of the cap, while the enemy capped. Third time, I actually managed to cap the center zone, but all our DDs died quickly. I think our CA was AFK and most of our BBS (largest part of our team) stayed at the outside of the map or the outer ring of the cap zone at best. Enemy recapped as soon as I was sunk, their DDs were not even targeted, CV didn't keep planes over them, etc. etc. Only at the point where the other team had about 900 points and we had about 500 did we manage to cap the outer ring, after several attempts sink a dd that was already at 75 HP and using its guns, cap the inner zones and regain the initiative. After that, the enemy ships were also sunk in quick succession and we somehow won. This clearly shows that capping is effective, but sinking enemy ships is still way too important. This game mode is trying to be two things at once, and it suffers as a result. Despite capping the inner zone and getting a Naval Warfare award, I got no points or XP and ended almost dead last. So why would anyone even bother to cap in this mode? The worst thing about this, is that people who stay on the edge of the map, just shooting enemy ships, end up being rewarded, while the people who try and play the objective, get penalized. The enemy team capped first and should have won, plain and simple. As long as this mode works this way, I am not sure I'll even bother to cap any more, and just focus on spotting and taking out the enemy, then cap/recap at the end. We won this game, but I got just over 700 XP, despite the 50% multiplier for first win, despite taking all the risk and capping early on, spotting for my team, denying the other team the cap of the middle ring for a while, while my teammates who just sat in the back ignoring the enemy DDs that I spotted for them, and who only capped when we were seconds away from losing the game, all got much more. People who do the objectives are punished, people who ignore them until they've almost thrown the game, get rewarded. Fourth time, let me just summarize: we got creamed. We sank 3 of their tier X BBs and one tier IX DD, they sank.. all twelve of our ships. All three of their shimas survived.. As it is now, I would NOT want to have this game mode on the live server, EVER. I would not be able to stand yet another game mode that bears no relation to actual naval battles, but also does not reward actually doing the objectives, or at least trying to do the objectives, while still forcing those who do to take all the risks, with no compensation. Furthermore I would be furious to lose this way, being forced to pay for my ship to be repaired, etcetera, ESPECIALLY at high tiers, where you already rarely make a profit! I have three suggestions that might help to get this game mode to work: 1) award points proportionally to those who cap or attempt to cap, based on their time in the cap zone, with a multiplier for a successful cap, maybe even penalize players based on their distance from the cap, especially while a cap is in process/after the enemy has capped (ie: not making any attempt to recap). Add a counter to track this, alongside the damage counter, as well as hints (immediate feedback). 2) give points for damaging enemies ONLY, or at least give MORE points for damaging enemies, IF those enemies are either IN the cap, NEAR friendly ships that are in the cap, OR doing damage to the friendly ships in the caps. For that matter, I think there should be a reward for taking out an enemy that was in the process of doing more than 25% of damage to an ally. Maybe also fully refund costs for repairs, IF you were sunk inside the cap. 3) add a brief, but clear, description of the game mode, perhaps as already suggested similar to the way it is done for team battles, and a prominent warning message when the enemy starts to cap a zone. That said, I don't think this game mode will ever be really successful, and I hope it will be significantly reworked, or just discarded entirely. All game modes are still trying to get players to do two things that go against their instincts: trying to get them to work together with random people they never met before, and trying to get them to do an objective they don't fully understand, instead of just shooting stuff while keeping their own ship safe. I would also like to state, again, that what I think we need are game modes that at least resemble historical battles, while also capitalizing on what players want to do. Most people want to just sink ships and play accordingly, so let us have at least one game mode where we can do that, preferably in a historical setting! I have a few suggestions for that as well: Decisive battle Historical context: this was the holy grail of most navies up to and including WW2: seeking out the enemy fleet, forcing them to battle, defeat them decisively. The IJN especially sought to whittle down their opponents, then engage them in a massive battle where their superior quality would lead them to victory. This was why the Yamato and Musashi were so massive, to be superior to everything the USN could send to oppose them. Their strategy failed, but that is another matter. Other examples would be Jutland, or the way the RN risked basically everything, including having to tow their ships back into port, in order to sink the Bismarck. Description: Teams start on opposite sides of the map, close together, not spread out across the width of the map, but basically dead center along one side of the map and as far away from the enemy as possible. DDs in first line, CA in second line, BB in third line, CVs in back. No cap zones, points awarded to the team that sinks the most ships, at the smallest cost to itself. Losing a CV should he 10-25% of the points, depending on if there are one or two carriers. Losing any other ship should be based on HP, with BBs being worth twice their HP due to their ability to repair. Extra points awarded for starting a fire or a flooding, and for finishing off an already damaged ship. The earlier in the match you sink a ship, the more points. Game ends when one side doesn't have any ships any more, or when the timer reaches zero, then the team with the most points wins. Credits and XP are awarded afterwards for damaging sunk ships only, incentivizing people to finish off enemies as quickly as possible, punishing those who foolishly broadside, etcetera. Destroyers at least are allotted some of those points through the spotting mechanism. Extra points for each ship that is first to spot an enemy ship, until all enemy ships have been spotted at least once, encouraging players to go forward and find the enemy. Breakthrough/Intercept Historical context: any navy wants to be able to control the enemy's movements, by blockading them into port, occupying key choke points, or keeping their ships in strategic locations (fleet in being), forcing the enemy to keep appropriate ships to oppose any breakout attempt. The RN always had a huge advantage in these kind of situations. For real life examples, think of Operation Rheinübung (the breakout of Bismarck and Prinz Eugen into the Atlantic), the Channel Dash (the return of Scharnhorst, Gneisenau and Prinz Eugen to home waters, through the Channel), or the Tokyo Express. The latter would be especially suitable, so I've used that as a starting point. Description: both teams start at a more or less random position on the map, unaware, and unable to immediately deduce, the position of the other team. The map is filled with islands, with various channels between them, providing a myriad of routes from any point of the map to any other point of the map. On one side of the map, there is a port, which has an air base. That air base has planes, that defend the surrounding area against enemy ships. One team has cargo, proportionally to the size of each ship, that needs to be delivered to the port, while the other team has to intercept those ships before they reach the port. Once in port, the ships need to dock and unloading starts. While unloading, ships can NOT move, but can still shoot, and are actively protected by their land based air support, which however is not invulnerable to AA or CV fighters. A ship that is damaged, loses a proportional amount of its cargo, even in port (cargo that has been offloaded is safe). The game is won or lost when the team transporting cargo is able to deliver at least a certain proportion of its cargo, for instance 34% or 51%, or either team loses all its ships before this feat is accomplished. The game ends when the timer runs out, all ships of one team are sunk, or all cargo is offloaded. Again, extra points for spotting and spotting damage. Extra points if this is a map that looks like Guadalcanal at night. Alternatively, you could take the Channel Dash as a starting point, and just have one force move from point A to point B, winning the game if they get more than 51% of their original HP to point B. Both of these modes would focus heavily on just sinking as many ships as possible, which most players like to do the most, while rewarding team play, in a historical setting. Something like this might require too much reworking of the engine, but something a bit closer to this, than to what we have now, would be a step in the right direction. In addition, specific mechanics to reward desired behavior, should have a positive effect on player behavior.
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The only thing I had a problem with on either on of those maps was the large island near A. Several times I got caught right in front of that island, pinned against it, and lost a lot of HP, without my team able to support me. That island getting split into two, so you can quickly retreat, fine. But judging by the before/after thingy on Asia, yeah, this is going a bit too far.
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Warspite in need of boosted range with matchmaker mod
TheCinC replied to AB_Cunningham's topic in Battleships
Although I win more often with HMS Warspite than I think I should, and am still improving, I do think she could use a buff. I would like her range to be upgraded a bit, if only a kilometer or two, and am willing to trade in the spotting plane. I play here very reluctantly, because the enemy decides when and where to engage me, and that is never a good feeling for a BB. -
Guys, I am running out of likes.. Stop it..
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I can't really comment on the changes, as I haven't played these maps yet, but I do hope that on land of fire, they did something about the larger island in one corner near A. Whenever I start behind or near that island, I often get caught traversing right ahead of it, unable to turn anywhere, getting clobbered in the process. Splitting that island up in such a way that you can take refuge by cutting in between two smaller islands might help. Or I need to avoid that entire area completely. EDIT: I just had Lands of Fire and don't think this is a step in the right direction. Yes, my old Nemesis, The Big Island Obstructing Me Near A, has been dealt with, but in the process, the map has become very samey. If this continues, at some point, we will only have maps with islands scattered everywhere, that all feel alike, except for the lighting.
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0.5.11 Cap circle border visual changes (3D and minimap)
TheCinC replied to Ph3lan's topic in Archive
Oh, that explains why I couldn't find the map edge.. Was looking for the buoys and couldn't find them. For a while was wondering if this had anything to do with the new game mode. Agreed, the on map change doesn't work at all. I never really liked the buoys as they make no sense, I don't like the idea of cap zones in the first place, but if we're going to have them, we need to be able to see them clearly, including from a distance. -
Wrong. I for one like cyclones a lot and am looking forward to many more use of weather in future iterations.
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The armor viewer is pretty awesome, a very welcome addition. I think it is pretty intuitive, clear, easy to use and it makes things so much more tangible. I finally get why I get so few citadel shots, even at really close range. On some ships the actual citadel is only a tiny sliver of the main armor belt. I always thought it was the part immediately above that too. I guess in hind sight, I should have known better, but I won't be making that mistake any more.. I also noticed that even the upcoming RN light cruisers (do want!) are available, including the armor viewer, so you can see all ships that are in the tree. The only thing I am missing are premium ships. That has been one of my pet peeves, as I have a lot of ships. Sometimes it is just a bit of a hassle to find a ship that is not part of the regular tree. I would really like it if all ships in game were visible in the tech tree. For instance, on the live server I am missing my Albany, Arkansas Beta, Błyskawica, Dunkerque, Kamikaze R, Scharnhorst, Smith and the entire ARP line. Can all premium ships ever awarded or sold be added to the tech tree, even if they are not for sale, so that you can examine the armor schemes of those ships as well? That would be nice..
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Team, please don't go opposite sides of the map, play your role, and other tips
TheCinC replied to TheCinC's topic in General Guides
Agreed, some things you can only learn by doing. I ran into trouble trying to explain how to position your BB. There is a sweet spot, not too far, not too close. But how to explain that?? -
Team, please don't go opposite sides of the map, play your role, and other tips
TheCinC replied to TheCinC's topic in General Guides
"I've tried that, don't you think I've tried that?" - the IT guy from Wargames.. That is what made me post this, no matter how I point out that going channel is suicide, or that splitting up forces is bad, or that the enemy is at A in force, people don't get the message somehow.. Maybe they collectively blocked me.. But thanks for the compliment, as said, I am a bit overwhelmed by the positive responses! I've reworded the intro, I hope it is okay like this? But would it be possible to sticky this topic here? Would that be possible? *puppy eyes* If this isn't gameplay, then I don't know what is! Obviously, this is also the most used subforum, so the most people will see it and comment on it, profit from it. I will also be happy to include a link to the game guides subforums and to add links to various other useful topics, so this post may serve as a kind of sign post. BTW, I can't edit the topic title, if you can and want to change it to something better suited, be my guest, although it certainly seems to work to get people to read this! -
I skipped it, using Free XP. I don't even care about the way it plays, I hate it because it was never built, it was a paper design only and never proceeded beyond that. IMHO the Japanese BB branch should have skipped Myoko, Amagi and Izumo. Don't think I've even bothered to play with her on the PTS.
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What did I just walk in on? I just tried to get the gist of this.. discussion, but gave up, don't think I really want to know. I notice a reference to Ship Comrade's Red tracker, which I didn't even know about.. Thanks, I guess? Although it does seem like a bit of a hassle.. Full disclosure: I've been following TAP for a while now, and I like the site, it provides an easy overview of news from various sources, both on WoWs and on several other games (that I've mostly lost interest in due to WoWs, but nevermint). I am a pretty fanatical player of World of Warships, spent a lot of money on it as well, and I am completely unable to fathom why WG/Lesta keep their cards so close to their chest. We still don't even officially know what is planned for this year, never mind in the longer run, TAP helps to fill this gap imho. I've seen a few allegations that TAP doesn't credit its sources, but I've mostly seen posts with source attribution. So dunno what is going on here, but.. I don't really care and it seems to be off topic. So, please be nice, m'kay? What I came in to say was: Has anyone noticed that the Public Test of 0.5.11 has been officially announced and that it includes a picture of what seems to me to be an Italian land based bomber? http://worldofwarships-eu.gcdn.co/dcont/fb/image/f7cb65e2-6a01-11e6-892f-ac162d8bc1e4.jpg Can anyone positively identify this plane? I was thinking of this one, but when I looked it up, it was immediately clear that this is not the same plane: https://en.wikipedia.org/wiki/Savoia-Marchetti_SM.79
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I have premium and even then you don't always even break even. Especially not with my stats at tier X.. So no, that is not a solution. What does help is the signal flags for more credits (Zulu) / lower repair costs (India Bravo Terratree). Of course, you could try to not get damaged too much, but that doesn't help if it means sniping from a distance, not contributing, and losing the game. WG is still trying to work out the economy of tier X, they are experimenting with discounting repair costs on the NA server. Let's hope they decide to implement permanently reduced repair costs at some point. However, they have also said that they rather do want people to play tier X, then play some lower tier games/premium ships to make money again. That is understandable, otherwise some people would play tier X only..
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Team, please don't go opposite sides of the map, play your role, and other tips
TheCinC replied to TheCinC's topic in General Guides
Thanks a lot guys! Wow, I honestly had not been expecting so much positive feedback, I had literally just posted this, and was still editing some typos and clarifications, when I already received my first like.. I went to sleep feeling much better than I had felt after the grueling battles I'd been through. I was braced for a lot of people disagreeing with my view on things, or pointing out that in situation x, y might just work, which is why I tried to make it clear these are just rules of thumb. I was also afraid to come across as a know-it-all who tries to push his priorities on other people, despite my not very impressive stats (when in combat, I sometimes get severe tunnel vision, missing the DD right next to me, while my aim could be a lot better as well, but I am trying to improve myself on these points). I would have also expected people to just reply TLDR, so I already created a TLDR summary.. I, personally, above all else, want to win. I really don't care how many ships I sink, if someone 'steals my kills' I just move to the next target, might even be happy for it, because if it is good for the team, it is good for me as well.What I do care about, is winning. If we have to cap at the very last moment and win that way, fine. If we sink all the enemy ships, also fine. But if we lose because half the team got tunnel vision, we got back from that and almost won, because some of my team members put in the performance of a lifetime, then I get mad/sad. I've had several games yesterday where I was working on my aim and noticed I did better than my average, but where I just was not able to get people to work with me, or only a few at the time, or where other players put in a great performance, but where we just weren't able to make up the lost ground. After a day like that, I just needed to vent after several hard fought games, which we narrowly lost, despite in most cases a large number of ships going down due to poor cooperation and not much else. I could have just done a rant, but tried to turn this into something productive and I am very glad that I did. If literally just anyone found this useful, mission accomplished, so I am all the more happy to see these replies! I'll ask the mods if they can sticky this, and if they do, I'll be happy to take suggestions from other players and edit the first post to include them here. I also feel completely unqualified to say much about carriers, as the last time I tried to work on my CV skills, I got yelled at by just about everyone, even when I felt I was doing pretty well. *shudders* I then played a few games in coop mode, but that was not really able to hold my interest long enough to learn much from it, and the interface will be changed anyway, so I gave up for now. So if one of our most excellent CV players could do something like this, then that would be great! Thank you all again, and please keep your suggestions coming! -
So far, accuracy, even at long range, doesn't seem to be that terrible. At closer range, it is actually pretty good. I didn't check the stats, but maybe they buffed her?
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T6 French Premium: Battleship Dunkerque Disappoints
TheCinC replied to Pupu_prpr's topic in Battleships
The ONE day I don't log into the game, check TAP or the forum, first thing in the morning.. The ONE day I don't expect her.. ON A SUNDAY! WG marketing be crazy.. But I got her and won the very first game I played with her, so, it's all good.. Edited to add: First game: did just under 40 k dmg, despite basically rushing a Soviet cruiser and a Kongo, without room to maneuver, in order to draw fire off our CV, so it could get to safety. Second game: did well over 60 k dmg, although we crushed the enemy badly. So far, I love this ship..- 241 replies
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T6 French Premium: Battleship Dunkerque Disappoints
TheCinC replied to Pupu_prpr's topic in Battleships
*raises hand* I certainly am, although I don't think I've reached 15 points on my captain yet.. But yeah, transferred my Torpitz captain to Bismarck, still suck.. Umm.. Still no Dunkerque. Damn. Had really thought she'd be here now. So, maybe they really are looking at balancing her? She is not on any other shoppe afaik.. Damn, was really looking forward to playing with her this weekend. Oh well, next week, I guess.. I just wish they would communicate stuff like this, the suspense is killing me.. Also, getting RSI from refreshing ye olde premium shoppe..- 241 replies
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How can you not like Torpitz? I do well with her, and, quite frankly, I am a mediocre player at best. Or a very iffy one (top five several games, then bottom five several others, string of defeats, in which I did well, string of wins where I did next to nothing, stuff in between). The one thing I love about her is torping stuff that gets to close. "SURPRISE MOTHER[bEEP]!" Seriously though, Torpitz is a great ship, in no way inferior to other tier VIII ships. Recently, I managed to sink a Yamato on my own. Granted, Yama-san was low on health, but so was I.. I angled, bounced just enough to be able to finish her off. Don't think I even had to torp her (she would have gotten me then, as I turned to torp).
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Scharnhorst took two days to get to the EU server, two WHOLE days! Ugh.. Dunkerque is taking a bit longer, but they recently said it would ordinarily take nine days at most, so I expect her this weekend or next week. I want Dunkerque, am obsessively refreshing ye olde premium shoppe, but seriously, it is not a big deal, not even the biggest deal in the game.. If this is the worst thing in the world to you, you're a lucky person. They don't favor anyone, we all get our turn. They try different marketing strategies on different servers, check out the various regional shoppes, I like our line up better than those of the other servers. Furthermore, for EU they have to translate a lot more, so things get delayed. Sometimes we are first, we are way ahead on ARP. Seriously, if you'd just said: there is a lack of communication on when she'll be available, I don't understand why they don't announce, then I'd have agreed, but this.. No. Personally, I hope they are investigating if she needs a buff, I hear different things about her.
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Did you log in? You need to log in on just about every page separately. I take it you are on this page? http://playtogether.worldofwarships.eu/ Other than that, don't know, haven't invited anyone yet..
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T6 French Premium: Battleship Dunkerque Disappoints
TheCinC replied to Pupu_prpr's topic in Battleships
For EU stats, see here: http://wows-numbers.com/ship/3764336464,Dunkerque/ On NA server they were pretty unhappy with her at first. Either way, don't care, she can't be here soon enough, buffnerf can alway be done later. *keeps frantically refreshing ye olde premium shoppe*- 241 replies
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While I do agree we need a shortcut to warn teammates for torpedoes in the water, it shouldn't be for friendly torps. Whenever I play a ship that has torps, I just don't torp when there are people ahead of me. I usually make myself check that, sometimes I get tunnel vision and mess up, but that is on me. We do need a shortcut like that though, because it takes too long to type a warning, plus it is distracting me from other tasks.. Often I am in my DD, ahead of the rest, want to warn them torps are incoming, only to watch a CA or BB turn into them just so they get hit.. For that, we need a warning, even if that means it will be even harder to torp in the future.
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