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Everything posted by Karasu_Browarszky
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Hear, hear. I get precious few achievements anyway, so I'd like to get some tangible benefit from those that are within my reach.
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Ship happens.
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Don't think my 'un petit peu' will any longer stretch this far...
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'Under the radar' as it were then... It's true, though, good cruiser players (rare as they are) can have a huge impact on the battle. This means they actually know how to use the mechanics to their advantage, whereas players like me mostly 'benefit' from the class limitations and fail to make use of their strong points. What a dastardly thought... I'm not sure if the reasons for reporting (bad Karma) and complimenting (good Karma) mirror each other exactly, though. You'd expect that good players get more compliments than reports, though, so while the most apparent use for Karma is 'venting', it may also be indicative of the player's stature in the game, either skill or popularitywise. No one will see, of course, apart from yourself, but it may signal do you that you are doing something right if you have high Karma.
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Maybe because whoever is last is the one who loses the battle? At least that's how many may see it, though it's not always fair, because this is supposed to be a team play effort. Sometimes the last one may also win the battle, so you can end up either with the shame or the glory, depending.
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That's how the cookie crumbles.
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11.1 Developers Upcoming Announcements
Karasu_Browarszky replied to Aethervoxx's topic in General Discussion
Or a Kubrick set. -
11.1 Developers Upcoming Announcements
Karasu_Browarszky replied to Aethervoxx's topic in General Discussion
Easy peasy. I see you have not quite fathomed the hidden depths of the Lesta Cafeteria Napkin Cabinet. It goes way past Narnia! -
11.1 Developers Upcoming Announcements
Karasu_Browarszky replied to Aethervoxx's topic in General Discussion
Perhaps WG will find historical plans in their archives that show Hornet was supposed to undergo a refit making it historically comparable to the Okhotnik. -
Oh riiiight! It comes back to bite you. That is real Karma, so it does work!
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Did it ever have any real function, like being tied to potential rewards or something? Cause I don't actually remember. Right now it's pretty useless, and certainly not worth bothering about.
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Read Steppenwolf. Then you can wonder what the heck you just read.
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11.1 Developers Upcoming Announcements
Karasu_Browarszky replied to Aethervoxx's topic in General Discussion
Okay... Well, the cliff part is easy, that would likely be the Marianas Grave, where sun does not shine, in other words. -
Because you cannot respawn.
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First, multiquate ain't working. Someone turned the feature off? Currently it seems that new players are literally fast forwarding to tier 10. I have no idea where most of the new players are, or most of the old players for that matter... We agree on the need to overhaul. When it comes to realism, however, I was trying to be careful to balance what I was saying. What, in effect, I was trying to say was that the game should stay close to reality, and real life 'mechanics' as much as it can without compromising playability and balance. It just makes zero sense for WG to try to reinvent the wheel for the sake of gimmicks, when they should rather think how the game can mimic reality consistently on every level of gameplay while remaining an game that is accessible and playable for every player. The hydro, radar etc., don't feel very realistic but more of the sort of gimmicks WG likes to rig different nations and ships with. Obviously, such ships should have weaknesses to balance their advantage out. However, those advantages are limited in time and scope, so any weakenesses they suffer should be similarly designed. Needlessly to say, such gimmicks can either enhance the gameplay experience or detract from it. There should, perhaps, be a rethinking of many things, among those the combat roles of the ship classes, which is something I've been advocating a long time, but also what the game mechanics should reward and what they should punish. This stick and carrot should be geared so that it makes the players play in a way that is more tactically sound from a team play perspective in particular.
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I haven't actually been out there on a tier 8 ship much. Tier 7 and below when it comes to randoms. AFAIK, the CV's operate the same, so the issues are the same just without the 'added flavors' of the high tier gameplay. And, yes, despite the CV's and so on, those mid tiers are more enjoyable, but I think it's mostly due to the fact that mid tier is better balanced even still. Theoretically, you could argue that balancing the tiers 8-10 better could improve gameplay there dramatically. CV's can wreck DD's completely before they even reach the cap. This depends on the map and team composition. One CV, of course, cannot monitor all caps and approaches, but it is noteworthy, as you point out, to remember that experienced CV players can read the map and make pretty good educated guesses where the enemy DD's are, especially if they are going to try to cap. The enemy DD's have the same plans, so in the end what decides the end result will depend on a number of factors and how those come into play, such as experience, ship stats, team composition and ability to function as a team. Whether hydro and radar are a huge factor, also depends on the map and circumstances. It can vary from a minor nuisance to an existential threat from the point of view of the DD, especially one that is too forward and used to relying on smoke to protect them capping. For these reason I tend to prefer to go for 'delayed caps' myself. Or cap snatching.
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Cheers! Will Dasha be waiting for me when I get back to port?...
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Big words. But, yes. Sadly in a typical battle you are playing alone against 23 other players. On the plus side, nowadays only about half of them can actually shoot at you. Oh ... Je parle francais un petit peu. Not that it helps much, obviously. I go get my onion sellers coat and onions.
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Thank you for the clarification. Thing, is, lately I've not really touched those high tiers, and playing low to mid tiers the radar and hydro are not such a problem, so that only leaves the direct and indirect effects of the CV's to worry about. My take from all this is that, regardless of the situation on the highest tiers, there are other problems with CV's that cannot be solved by making direct adjustments to high tier CV's. I'm perfectly aware that overhauling the game mechanics isn't a popular idea, but IMHO WG should rethink the whole concept of CV game play. Personally, I'm always advocating a meta/mechanics that stays as true to real life as possible except there adjustments are needed for game play reasons (typically playability, balance, time management etc.) What this means in terms of the CV class, they should primarily be balanced in such a way that they will focus more on fighting BB's, battlecruisers/CA's and enemy CV's. They'd still be fully capable of spotting enemy movements, including DD's as if they were running CAP, in a sense. The fewer dodgy gimmicks, the better. Less arcade magick for the sake of arcade magick. The spell has worn threadbare and thin.
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So... are the CV's (in general) a game breaking issue or not? As a non-CV player, regardless of the class I play there is a huge difference between being focused by a competent CV player as opposed to an incompetent one. The downside of this is, that even an inept CV player will still accidentally wreck you because their team are quick to fire at you.
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Petition: Petropavlovsk needs LONGFIRE_BIGFLOOD
Karasu_Browarszky replied to arttuperkunas's topic in General Discussion
If it is, she (?) must have one helluva main weapon. -
I'm sure there's room for the pro WG mob. Can't be that big of a lot.
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Petition: Petropavlovsk needs LONGFIRE_BIGFLOOD
Karasu_Browarszky replied to arttuperkunas's topic in General Discussion
Futanari?... we may never discover it... -
The slot 5 has always puzzled me. Is there any circumstances where you'd want to forgo the concealment module and opt for the torpedo warning module?
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Use the force, Luke StrongestAI, use the force.
