Jump to content
Forum Shutdown 28/7/2023 Read more... ×

StringWitch

Beta Tester
  • Content Сount

    1,608
  • Joined

  • Last visited

  • Battles

  • Clan

    [BABBY]

Everything posted by StringWitch

  1. StringWitch

    Premium Ship Review: Katori

    Katori was originally the IJN tier 1 ship. As with Saipan (original standard T7 CV), they just used assets they already had. That was back in March, actually; why IJN haven't been getting any premium love since then I wonder too. Like really where the hell is Tone after over a year?
  2. StringWitch

    Unrealistic Torpedoes

    Oh, it's engaging, at least if you can timewarp. See: Silent Hunter.
  3. StringWitch

    Listening to own Music

    WoWS is actually pretty quiet for some reason. I have music playing around 20% when for other games it's closer to 60%.
  4. StringWitch

    The Manly Mans Manly BB Game Play Thread

    Cleveland running secondaries build should be renamed to GARland and get a BB icon. 556,400 potential damage. notbad.jpg I got this ship for Seagal to set up with a silly joke build but it's turning out to be some of the most fun I've had in a cruiser that isn't St. Louis. The armour is actually consistent! I'm sure that's againt's WG's terms of service or something.
  5. StringWitch

    The ultimate Faceroll

    The good ole Akranos strong independent battleship who dont need no AA Seriously though -11% dispersion upgrade at tier 4 + 12 guns with 'murica AP = devastating strikes for days.
  6. StringWitch

    "Cyber Sales" ship prices

    What does it do? Exact numbers please, if you can.
  7. StringWitch

    Bugs

    I remembered something important! I kept forgetting about reporting this. 1. Description Holding RMB to lock turrets occasionally results in them being locked to face the exact opposite direction of where I was aiming. 2. Reproduction stepsHold RMB to lock turrets. Being locked on may be required. Moving mouse while initiating the lock may be related. 3. Result Turrets turn far from where I wanted and it [edited]up my aim so I gotta stop manoevuring to readjust (generally the reason I lock them in the first place, making it extremely counterproductive). 4. Expected resultControls to function correctly. 5. Technical detailsPresent since CBT or earlier. _______________________________________________________________________ 1. Description Holding RMB to lock turpedo tubes makes them auto-adjust to... some position near where you're aiming, possibly related to the course prediction spread when locked onto an enemy. Releasing RMB and relocking them gets them to stay the actual position I aimed at, usually. 2. Reproduction stepsHold RMB to lock torps. Being locked on may be required. 3. Result See description. 4. Expected resultControls to function correctly. 5. Technical detailsAgain present since CBT or earlier.
  8. StringWitch

    The Plague of players that AFK

    It is. They get 0 XP/credits (or like 100 if they're a bot and their guns shoot when someone comes near).
  9. Low tier cruisers would all have torps if they hadn't decided to exclude fixed tubes. Ergo it seems they already evaluated this matter and decided to keep cruiser torps out of tier 2 (something you don't seem to have noticed), but otherwise allow them. Note that low tier is newbies' place to learn how to use torps so they aren't doing this crap at tier 6.
  10. StringWitch

    Tirpitz owners beware

    deleted
  11. StringWitch

    Colorado, RngIsh? Or just me?

    US BB dispersion is better at close range and worse toward their maximum (compared to IJN), ergo the range increase module they can use is kinda pointless in a meta sense (but still the only option worth picking because WG game design). Otherwise this RNG is common to all BBs, and more noticeable on the tier 7s due to their smaller number of larger calibre guns (hits are rarer but more likely to cause serious damage).
  12. StringWitch

    Campbeltown: as bad as people say it is?

    I only thought Campbeltown would be bad before I played her and later Wakatake (which imo is awful in comparison). The stats are quite unimpressive, especially when you consider the matter of torps not being centreline, but the torp salvo volume is fine if you manoeuvre correctly to drop both sets, and the fact they have to be fired staggered probably helps against the bad habit most players have of dumping all their torps at once in one direction and having them go to waste. The long gun range and rapid traverse make her surprisingly applicable as a DD hunter. The only extra I could ask for is the 12-Pounder on the rear deck to be dual-purpose just for funsies (and perhaps historical accuracy; I don't know how it was used specifically on Campbeltown, but it wasn't designed as a pure AA gun in reality and in fact had been in service since before the invention of aircraft), especially since it replaces one of the main guns from the standard version of the Wickes class.
  13. StringWitch

    Steven Seagull in a DD?

    He'd be nice on IJN DD, alas.
  14. StringWitch

    Eating a torp in a DD

    DDs take 1.0x torp damage to midsection and 0.9x damage to ends, so yes. If you're damaged already, it's quite likely that your fore section has had more of its hitpoints drained too (I say fore and not aft because it is generally raised and so hit more often). These three sections constitute the entirety of a DD's damage hitbox, so that's all there is to cover. Other posters: Please look up damage saturation mechanics before making RNG comments.
  15. StringWitch

    Want, no wait. Need De Ruyter as a premium now WG!

    I just remember De Ruyter from Battlestations Pacific's Japanese campaign during the Battle of Java Sea. She was represented in-game by a Cleveland (not a game with a budget for unique ship models) due stood out a bit due to the name. I looked her up thinking she might be quite interesting for the game but... not really? She's basically Perth without torps, and I don't know what they could add to compensate. Even if they do take this event as an excuse to add her, it takes 4–6 months for Lesta to model a ship (including research time, which is quite substantial).
  16. StringWitch

    Fires... Another Frustration...

    I wonder if OP ever actually took any steps to reduce fires. There's the upgrade for T3+, upgrade for T6+, signal, basics of surviability skill, and if you really hate fires so much you're willing to spend 2 points on nothing you even can take the fire prevention skill. I'd also recommend damage control II as standard on every ship; high alert skill and a signal can further allow spamming of DCII. If you do all this and still get set on fire in more than two places I don't know what's wrong with you, but clearly something is wrong.
  17. StringWitch

    Breakfast with devs

    If this is true, which I very much doubt, the sound department have been missing the memo for a year. I mean I think the devs do get an abundnace of information, like there's nothing wrong with their collection, they just don't know what to do with it or don't care, or they have this 'it's for your own good' attitute toward the players because people in authority are like that. Probably all three. Meanwhile BB AP is still twoshotting CA and DD, and AP in general is the biggest source of damage in the game (even HE+fires combined is second, or even third after torps at higher tiers iirc). His idea of reducing damage to sections is already present in game anyway.
  18. StringWitch

    Bogue - Why does the 2 fighter setup even exist?

    You can scout and stuff with unladen strike planes too, like drop on a DD and then continue to spot them. They don't have to return to the CV immediately, though they are more easily compelled to leave their AO than fighters.
  19. StringWitch

    Bugs

    1. Description Fighter gun sfx plays while camera is near any of your own aircraft while playing as CV. 2. Reproduction steps Play a battle as carrier; next battle may or may not have this bug. 3. Result A bit annoying and misinformational (you'd think if you hear guns something's happening! but no, so it kinda perks up your attention with a false alarm). 4. Expected result No bug..? I never got what I'm supposed to say here aside from the obvious. 5. Technical details Present since 5.12 or 5.13. ___________________________________________________________________________________ 1. Description Torpedo bomber engine sfx plays at full volume some distance away from them, instead of when the camera is as close as possible (fighters and DBs have correct volume progression). Zooming in fully makes the engines start to become quieter again. 2. Reproduction steps None; this is always present. 3. Result N/A, no action taken. 4. Expected result Consistent sound design. 5. Technical details Present since 5.12 or 5.13. ___________________________________________________________________________________ 1. Description Large numbers of sfx cut each other out. This is most noticeable with secondaries but it can also occur with AA, torpedo launches, hit effects, water splashes, dive bomber attacks... pretty much every sound that should to be informational to the player as to the intensity and nature of a situation. Often you'll see muzzle flashes and no sound will play for multiple guns at a time. 2. Reproduction steps None in particular, but for best results play Mikasa. 3. Result No action taken for a result, but this this and doesn't really give me the feedback I need to enjoy certain ships fully (ie. every battleship, but especially Mikasa & K. Albert). 4. Expected result Every instance of a sound to play. 5. Technical details Present since the sound engine was updated (5.10?). Videos for comparison, Before: & After: & ___________________________________________________________________________________ 1. Description Smoke generator consuamble doesn't work when either briefly tapping once or rapidly pressing its hotkey. You have wait a bit after trying to activate it by aforementioned means or after the cooldown comes off, and then press it firmly. This affects all consuambles but I find it most noticeable with smoke. There's also a slight delay (like when turning a ship) which seems to be reflective of the consumable's display being moved to server response rather than client. 2. Reproduction steps I often encounter this when spamming the consumable button to get it as soon as it comes off cooldown, but even a hurried single press can fail to register. This used to work fine. 3. Result Delay in activating consuamble. 4. Expected result Timely consumable activation. 5. Technical details Present since 5.13 (I think). ___________________________________________________________________________________ 1. Description Ships that have smoke active while they are killed continue to leave a smoke emission effect. Picture: 2. Reproduction steps Someone having smoke generator still actively working when they are destroyed. 3. Result Distracting/misleading info on battlefield. 4. Expected result Smoke to cease when ship is destroyed. 5. Technical details Present since 5.13 (I think). ___________________________________________________________________________________ 1. Description Announcer voiceovers (eg. "our team has taken the lead") don't play in the overhead map view. 2. Reproduction steps Be in map view when they're supposed to be played. You'll hear the weird sound effect that comes beforehand but no voiceover. 3. Result Lack of information. 4. Expected result Voice to play. 5. Technical details Present since 5.14. ___________________________________________________________________________________ 1. Description Sfx associated with voiceovers (like the thing that plays before "enemy fleet spotted") are controlled by the sfx volume slider in game settings, instead of the voice slider. 2. Reproduction steps Turn voiceover volume down to nothing. Play battle. 3. Result Randomly hearing sounds when playing with voice muted. 4. Expected result No sounds associated with muted sounds. 5. Technical details Present since 5.14, maybe. I forgot how it sounded before with voices off. ___________________________________________________________________________________ 1. Description Announcer voiceovers (partricularly "victory is in sight" or the one that says we're going to lose but I forgot what the line is) are continually repeated 3-5 times within the span of one or a few minutes until the end of the match once the conditions for them playing are met. 2. Reproduction steps Be near middle or end of battle. 3. Result It's annoying and makes me want to disable voiceovers completely, but then I want to play carrier so I need them for my squadrons... 4. Expected result Well, I would expect the announcer to have a cooldown on how often s/he can say things. I think in a past changelog you said you reduced the frequency of these voiceovers but that evidently went down the proverbial drain. 5. Technical details None. ___________________________________________________________________________________ 1. Description Plane icons flash as though the squad is being damaged. This affects both carrierborne craft and floatplanes. This only affects planes the player owns. 2. Reproduction steps Get previous plane/squad killed. Next one will probably launch with perpetually flashing icon. 3. Result Misleading UI element. 4. Expected result Working UI.5. Technical details Present since... I dunno, 5.8? Given how many of these are repeats of comments I and in some cases others have made before and how frequently you introduce new bugs by changing things that were working fine I don't think I'll bother much with feedback anymore. So here's a final megapost.
  20. StringWitch

    General Feedback

    I REALLY want to be able to tell the game what kind of container I want to collect, without having to collect them myself (because long and pointless animations, both the crane and the UI flashing after selection thing). Ideally I'd ask you to remove the container animations completely and just have them ready on the ship for opening in sets of three. The opening animation itself is okay, nice and short. Also icons showing what they have inside should stay there until I acknowledge the contents and move on, not disappear automatically after a few seconds. Speaking of automatic things after a few seconds, I'd like the camera not to move automatically in port. And I want all those dropdowns showing ship stats to stay open if I leave them that way; that space on the screen isn't used by anything else except the ship's bow, which obviously doesn't contain any information, let alone the great volume inside the stats display. WoT will remember your settings for what stat windows are open and closed — why can't WoWS?
  21. StringWitch

    Steven Seagal captain icon

    I bought him a Cleveland w/ secondaries build 'cause it might be funny, plus with the stock guns and his special expert marksman skill the traverse speed goes through the roof. The more I think about it though, the more I'm kinda mad inside we got Seagal instead of famous historical captains. I want Jellicoe to come with Iron Duke. That's kinda cool. Reminds me of Total War where one's most badass generals at the end of the campaign are all Barristan Selmy on steroids.
  22. StringWitch

    Super Container Loot Thread [ topics merged ]

    I got 100 dragon flags with a normal container. Much better odds than I expected. I would've thought something like 1% normally and 2.5% with try your luck.
  23. StringWitch

    Sound "improvements" and player sound setups

    Sounds have been 'improved' since CBT to no avail. Personally I think the overall quality of the effects has gone up over time with the occasional dip after a major update (like this one), but I wish I could pick some of my favourites from past patches.
  24. StringWitch

    Event Calendar November

    Ohhh, this weekend was 200% first win... You know, specifying all the details of the events when you post the calendar instead of being vague would be great. I mean honestly does anyone really give a toss about the anticipation for surprises? On the E "it's a secret" U server, at that? Pls.
  25. StringWitch

    Please give back the old Warspite gun sounds

    I think the current sound is better than the preceding one, but the one before that (also at the time shared by South Cal, Kawachi, and Myogi) was epic if a bit lacking in dynamic range. Nice big pshoooooowwwwwwwwwwwwwwww for a long time. The sound we had after that up to 5.13 was the same thing with the reverb muted out. Also miss Mikasa and Ishizuchi's sorta squeak sound before the main blast sound. Made ye olde Armstrong rifles sound their age.
×