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Everything posted by eyremeister
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After playing through the game mode across the whole range of tiers in IJN BBs (I like my premium time) I've found the mode to be a mess but a fun mess. Once players got used to the idea of needing to really push the cap circles I saw that BBs were being drawn forward and while often being devastated by torpedos were often holding their own against a single DD thanks to the sheer density of fire. The same was true for defensive AA on the rare occasion a CV entered the battle. I expect if it hits the live server (and we dont see the same horrifically BB heavy team lineups) then the significant number of cruisers would mean the cap circles could be swept safe of multiple DDs. It was also good at encouraging players that would normally hang back to sail in close formation and brawl if they thought they had a chance. The problems with the mode are masked on the test server by the skewed BB heavy lineups at the moment. On maps without much island cover inside cap circles I just cant see cruisers surviving at all and because the maps force ships in close proximity then CVs (mid to higher tiers) will lose all their planes in the first half of the match. These issues are a product of the close range firefights on epicenter maps and I expect they'll be reduced as players adapt their strategy to suit the new game mode. (DD's having to wolfpack to survive being focused in the cap, BBs becoming frontline chargers while CAs become second line support) A much more serious concern is the fact that once the enemy team takes some losses it may be almost impossible to claw a game back. Currently with matches full of BBs players are durable enough to keep fighting toe to toe while outnumbered but if a team were left with mostly CAs or DDs they might as well give up. In games with multiple cap circles a force of BBs can be outmaneuvered and can be out-capped. With only a central cap one teams BBs can sit in it safe in the knowledge that contesting the cap at close range with anything other than a BB would be close to suicide. Even when a team up on BBs are hopelessly out of position the cap is still large enough that they can charge in and contest it before being in any serious danger of losing on points. EDIT : I didn't really consider the effect of high tier DDs flooding the cap with stealth-fired torps because I never really saw more than 2 per team. This would keep BBs from sitting in the cap unassailable but if the counter works too well it will mean BBs will once again start camping. (And CAs certainly cant hope to survive in the cap without a BB screen)
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1. DescriptionImpacts on player ship of moderate damage and above produce no sound. 2. Reproduction steps Be fired upon with the below audio settings (though different volume settings also produce same results so far) 3. Result When receiving moderate & above damage from shell impact volume will momentarily deaden as if the impact sound is being sent to speakers but instead is playing silence. 4. Expected result The normal sound of shell impact on hull and superstructure should have played. 5. Technical details Zipped replay showing this is included. Hits with this apparent bug appear from 17:20 game time remaining onward. 20160903_161650_PJSB010-Nagato-1944_23_Shards.zip
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I'm a little curious as to why the original [A] hull for the Kongo has vanished. The Kongo is a great ship and having to go through less steps to see it fully upgraded certainly makes life easier, but I'm not sure it makes sense from a progression standpoint. Certainly not when the Fuso's original (and now older than Kongo stock) [A] hull is still in place 1 tier up. Is this temporary due to finishing armour models or will this be a permanent change?
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I suspect this is a leftover from when border hugging was a thing. Areas beyond the border were still modeled and torpedoing from just outside the map border was a way to counter map huggers. This bug must not have been fixed alongside the border hugging fix.
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After a few games up the IJN battleship line I can firmly say the secondary range nerf in modules is still survivable with a 15 point captain focusing on secondaries to make up for it. But This change in modules; 1. Discourages BB players from closing with the enemy as they often should but too rarely do. 2. Most heavily penalizes players who don't have a 15 point captain or who's BB is below tier VII where the captains -60% secondary dispersion kicks in (This enhances point 1. at precisely the time players begin to form good/poor gameplay habits) 3. Fails to deliver a genuine choice in modules depending on playstyle in my personal opinion. -7% main dispersion, -5% secondary dispersion, +5% secondary range. Most BB players will choose this regardless of particular BB or playstyle. Possible solution: 1. Add a 20-15% secondary range boost to AA guns mod 2. Scrap range buff in Aiming systems mod & replace it with slightly improved dispersion buff. Both would be an enticing choice depending on whether a player or BB favors a short or long range playstyle. (I suspect best solution) or 2. Change the captains manual fire control skill to reduce the huge gap in dispersion buffs between tiers VI & VII and place a captain skill lower down that offers some secondary range boost.
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After a few games up the IJN battleship line I can firmly say the secondaries nerf in modules is still survivable with a 15 point captain focusing on secondaries to make up for it. BUT This change in modules; 1. Discourages BB players from closing with the enemy as they often should but too rarely do. 2. Discourages heavily penalizes players who don't have a 15 point captain or who's BB is below tier VI where the captains -60% secondary dispersion kicks in (This enhances point A. at precisely the time players begin to form major gameplay habits) 3. Fails to deliver a genuine choice in modules depending on playstyle in my personal opinion. -7% main dispersion, -5% secondary dispersion, +5% secondary range. Most BB players will choose this regardless of particular BB or playstyle. Possible solution: 1. Add a 20-15% secondary range boost to AA guns mod 2. Scrap range buff in Aiming systems mod & replace it with slightly improved dispersion buff. Both would be an enticing choice depending on whether a player/BB favors a short or long range playstyle. (I suspect best solution) or 2. Change the captains manual fire control skill to reduce the huge gap in dispersion buffs between tiers VI & VII
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Has anyone else noticed their loading times skyrocket since patch 5.5? All loading for me has gone to 5+ minutes and the battle loading as much as 20 minute battle time and no amount of defragging, reinstalling, lowering graphics and updating drivers seems to fix it. I know my Radeon HD 6670 is a bit old and my hard drive isnt a solid state but considering I was playing at 30fps medium with no problems loading in the last version this just seems weird.
- 2 replies
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- LoadingTime
- 0.5.5
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Turns out the source of the problem was firewall exceptions. Seems the update in my case reset the games firewall rules.
- 2 replies
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- LoadingTime
- 0.5.5
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