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Everything posted by SkollUlfr
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perspectives about shell velosity vs gameplay balance
SkollUlfr replied to SkollUlfr's topic in General Discussion
dont know the leone. if you are using it as a single ship with low shell velosity against the full cast of other ships in wows, then yes, that would be a mistake to put ONE ship at a disadvantage. im asking about reducing ALL shell velocities is such a way as to make manoeuvring more viable and bring battles closer. its a game. the penetration values can be left exactly as is, while changing the flight time/velocities and arcs. -
perspectives about shell velosity vs gameplay balance
SkollUlfr replied to SkollUlfr's topic in General Discussion
it would mean these ships didnt have to sit at max range to avoid getting paddled. not sure thats true. it would allow, even encourage ships to get closer giving cruisers and dd the ability to dodge more effectively, making the island camping meta less rewarding and active play more viable. -
can our detonations have detonations? i feel the death animation for a detonation should reflect what an actual ships magazine of hundreds of tons of explosives going off and blowing the wreckage to pieces. something like this would be great thanks.
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can we get a russian CV that has squadrons of khabarovsk airships?
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simulation would be boring as hell. as it stands every ship in the game would need its speed reduced by half to be even clase to their scale speed. but it should be 'real enough' that it doesnt flat out break the world by being counter-intuitive. radar through islands being obvious. the binary nature of the spotting mechanics being an annoyance. the lack of water tight compartments to limit flooding. the over reliance on hp for damage where reduced performance could be used.
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how much value of gold did you grind through in flags/camo to get the ship though?
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what if survival expert worked like dogfighting expert?
SkollUlfr replied to SkollUlfr's topic in General Discussion
"i dont like all these trees, they block my view of the forest" actually, this is seeking ways to balance +/-2 mm. and im suggesting this for SE because its only use at the moment is t7+ dd's. at t7+ on a dd, yes, there isnt another t3 skill besides si to take. however, this is just trying to find a way to help solve the mm that annoys soo many. buffing soft stats was just an example to the idea of having se work like de. -
what if survival expert worked like dogfighting expert?
SkollUlfr posted a topic in General Discussion
instead of a flat per tier based hp buff, what if it worked like dogfighting expert, and buffed soft stats on the ship based on what tier ship is aiming at you? it couldnt be quite that straight forward without causing other problems, true, this is just for example, but it mould be a lot more useful given the MM issues than 350hp per tier. -
there are CAs CLs and then there is aigle a CVL. in my experience playing in like a very light cruiser with no citadel gets very good results. and if its getting 8km torps soon... well, as the french say "hon hon hon hon hon"
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being spotter and support from inside the defencive aa fire of friendly cl is going to be a bigger part of play. a reward for spotting torps that are on course to hit friendly ships to reward this might be in order.
- 87 replies
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- 0.8.0
- dd gameplay
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picked up the octy rev with extra coal, took it out for a spin, and lost 80% of my hp to a torp. took it out again to double check, made almost rthe same thing happen not mad, but curious. does this ship take citidel damage from torpedos? i ask since i use bbhe to citedal rn cruisers with lower chance of overpens.
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i guess thats makes sense.
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just bait them to follow you at the edge of your gun range and keep close control of your throttle. easiest using a dd that has shorter gun range itself.
- 108 replies
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- cv rework
- radar changes
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Le Terrible - Available To Rent For 7 Days
SkollUlfr replied to Strapps's topic in General Discussion
or they want to see if rentals have a market. -
my 2c sort of responding to your paragraphs i think the devs responsible for the cv rework should have been locked in a room with a pc for each of them, and made to play original homewolrd pvp with only carriers, fighters and corvettes. while i couldnt be bothered with the real time battle-card style (with manual gimmick) of the current system, for how it failed to integrate carriers or communicate itself, the new system is just stripping that old system to only manual drops and adding 3pc perspective to it. if they had taken inspiration from homeworld and its formations, some actual rts elements could have been added, where there are none now. my issue with radar is that it renders ships onscreen at all, instead of just the map. and sees through mountains and other ships. at most it should render a circle loosely around the target, referencing the ships radar accuracy which was just a blob in ww2. im quite happy with the delayed rendering idea though since it reflects the scan rate and allows wg a future way to balance radar. ie, the scan rate. imo it will be the same as shooting a dd dropping smoke. the flooding changes... i havnt paid any attention to beside "oh god make it stop" whenever my ship suffers from it. but always wanted it to reflect the internal compartments better that it does now. and damage other stats than hp. eg, flood a magazine or turret compartment to reduce rof/traverrse etc, or flood the engineering to reduce speed. stuff like that. i have personally experienced games that went for mediocrity in the hopes of gaining new players, and you are right, they where all missing the point, and not understanding what was going wrong. and all did damage to themselves. seems like a bit of change aversion panic though.
- 108 replies
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- 3
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- cv rework
- radar changes
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this is the sort of update that begs for submarines. the proportion of CVs trying to dig their way out of the corners of the map is going to go way up with this.
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i get it that 2 bb's t-boning each other would never be short of catastrophic for both in 90% of cases, but a lot of cases that wouldnt be much more than trading paint result in mutual annihilation all the same. do we have any chance of getting collision mechanics that are a bit more authentic?
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vigailance would be much improved if if showed a yellow overlay for the path of friendly torpedoes on the water(like the TB drop, might as well keep the gfx useful). and possibly showed in red where friendly ships are going to be to avoid accidental nukings.
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are new mex and colo the wrong way round in the tech tree?
SkollUlfr posted a topic in General Discussion
paper stats look similar in gort, but the col feels like a downgrade despite higher tier. is this all the effect of going from 4x3 to 4x2 main battery, or is there something im missing in the ships playstyle? -
fewer than i would like due to knowing its going to end up in blowing up from scratched paint a lot.
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i prefer if when they fly spinning out of the water when they clip a sunk ship just right. though they havnt dont that for a while. which is the same thing to be said about blowing the steering or engine. you are trying to say i want too much realism, using way more realism than i would ask for in a game where ship speeds are just shy of double what the numbers on screen say they are.
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because nobody has ever been nuked by a team mate not paying attention, or had someone turn into their torps. 14:19
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youtube could also teach you that putting several 16 inch holes in a dd would sink the thing by flooding, even without any explosions going off. deliberate and intentional ramming could still work even if it was changed so that clipping a passing ship doesnt cause both the explode.
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some ships are fine when -2, others are still bad when +2. rather than a blanket solution id rather WG used the mm as a balancing tool. changing that +hp skill so it buffed soft stats based on tier would also be a massive boon.
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afaik many of the low tier cruisers have ramming prows. but, again, not asking for realism, just something more authentic that removes some of the silly stuff that happens. like 2 dd blowing up going past each other when they are literally barely touching.
