-
Content Сount
1,170 -
Joined
-
Last visited
-
Battles
6026
Content Type
Profiles
Forums
Calendar
Everything posted by SkollUlfr
-
Sub blog out. Cheat torps retained, but other asked-for changes are implemented
SkollUlfr replied to SodaBubbles's topic in General Discussion
destroyers need this. -
and the game mechanics fixed so that its not a.... mess.
-
you know what sonar tracking likes? an active sonar source. shame the game doesnt reflect that.
-
Submarines are not just broken they are over performing
SkollUlfr replied to The_Chiv's topic in General Discussion
well. call. me. shocked! SHOCKED, i say! -
Sub_O on NA: As we would all expect...
SkollUlfr replied to SodaBubbles's topic in General Discussion
playing the forum is way more satisfying than playing the game in current year. -
Submarines are not just broken they are over performing
SkollUlfr replied to The_Chiv's topic in General Discussion
imagine a "torpedo" that launched into the air, and tracked targets based on "radar pings". now imagine putting that into the game with no counters, and bodging the function of a repair ability into being some sort of temporary psudo-stealth. -
Sub_O on NA: As we would all expect...
SkollUlfr replied to SodaBubbles's topic in General Discussion
the problem is, he isnt 'specifically' wrong. subs integration really is a problem with the rest of the game not having the mechanics to address and enguage them. homing torps not having disruption, such as firing your own torps, shells into their path to distract sonar homing, lack or sonar decoys which could have been tested with dd lines lack of ability to tune passive and active sonar which should have replaced the current nonsence years ago lack of actual sonar ping/wave that reveals the subs location when used. instead of the stupid sonar bullet they used. lack of ability to target users of active targetting, that was already a flaw in the outmoded game mechanics.(think of aimbot eye, renamed to radar range finding, but anyone within 30degrees of the aimpoint saw the user.) lack of anti-sonar/anti-radar mechanics of any kind ANYWHERE in the game. the thing is, all of these are partly or wholly foundational mechanics, to allow there to be integration and counterplay against not just a new class of entity in the game, but homing munitions as the same time. none of these will even partially see the light of day in this game. and nobody is addressing that these are two very different impactful mechanics, being treated as little more than gimmicks, while packaged together. -
corpo: we do what is standard in mobile rpg industry players: wows isnt a mobile rpg devs: i mean, we have micro & macro transactions corpo: bruh, its goh macrotrans, ez wot plant crave, fellow gamerZ players: huh corpo: dev do them moar dev: well we have these X Y Z ideas here corpo: mash all an cut to bits. then smush back dev: aayyeee bliiiinnn. we do what we can. give players W players: nononononooo dev: player: corpo:
-
WTF Submarines buffed and bugged as hell
SkollUlfr replied to RoamingPixel's topic in General Discussion
the corpo see "the industry", but are too incompetent to realise their game isnt a mobile rpg, so put self destructive constraints on the devs.. -
Passive sonar captain skill or module for DD's and cruisers
SkollUlfr replied to Mad_Dog_Dante's topic in General Discussion
my intention is for it gave away their position. as sonar pings did actually do. it would mean there would be an inbuilt cost to spamming. and a strong incentive to l2p.- 47 replies
-
- 1
-
-
- subs
- submarines
-
(and 3 more)
Tagged with:
-
Passive sonar captain skill or module for DD's and cruisers
SkollUlfr replied to Mad_Dog_Dante's topic in General Discussion
do you really want to have weegee fiddling the commander perks again? this(in some form) is one of the things that should have been classed as a mandatory foundational mechanic to the integration of submarines. if ship modules where developed properly then modifiers to passive sonar/radar/repair etc could have been part of the game already. and frankly, should have been. active sonar and radar should already be triggering rdf directional alerts even if the target doesnt have it as a 'skill'.- 47 replies
-
- 2
-
-
- subs
- submarines
-
(and 3 more)
Tagged with:
-
Why not just pull the game and be done with it ?
SkollUlfr replied to MightyMac22's topic in General Discussion
there are still whales promoting the idea that wows isnt going full pay to win, and people watching kots like its got some legitamacy as a fair competitive environment. instead of an e-sport version of a steroid party, where the person paying the dealer for the best drugs wins. -
You thought Smolensk and Thunderer were OP?
SkollUlfr replied to Peroidas's topic in General Discussion
im sure this news will result cirtain kinds of players being happy. as usual. but to corpo, why fix a set of game breaking mechanics when you con monetise them to get your next quarterly bonus from short term profit. -
Submarines, should they be removed from Random Battles?
SkollUlfr replied to Dukemaster105's topic in General Discussion
as much as i havnt played in a while, and my experience with subs is via youtube, i still voted yes. not because i am against weegee adding subs, i would have enjoyed them under other circumstances... but its obvious they arent adding the foundations needed for them, to the gameplay, for subs to be integrated into the game properly. given they couldnt sort out game mechanics enough to account for established ship gimmicks, its clear they arent going to add mechanics needed to integrate subs properly, leaving them as an obvious hack job. -
The amazing world of Belarusian physics
SkollUlfr replied to callumwaw's topic in General Discussion
at least its not belkans this time. there was another. ship AA halo used to work through islands. used to. not necessarily. a good set of game mechanics for radar would be it getting disabled if the right part of the ship was on fire, and gave anyone in range rdf pings -
Six or Seven ships huddling together in the back doesn't win games.
SkollUlfr replied to The_Angry_Admiral's topic in General Discussion
this is a thing that has happened since day one in wows. and its because weegee put aim assist on par with laser guided shells in the game, and shell velocities on par with railguns. this game some players the idea that such behaviour could be useful, and in some cases, such as thunderer, it is. a better idea would have been to put dispersion and shell velosities on par with "learn2play" and "try aiming" -
Tier 8 BB uptiered: tier X subs, CVs, DDs en Cruisers
SkollUlfr replied to RamboCras's topic in General Discussion
they havnt updated the core mechanics since launch. that is the crux of it. and its why i keep saying the ingame systems are no longer up to the task of dealing with ingame variation. they could be. they just arent. the corpos bonus for shoveling out the gimmic for the next quarter on time, takes precedence over updating the game to be able to deal with itself. which at this point might take a year in and of itself. detection needs completely rebuilt to deal with and add active, passive, counter, soft and hard spotting. dot(fire and flood) needs completely rebuilt to deal with and add inbattle nurfs to detection, accuracy, speed and agility depending on where damage is done, rather than just "hp drain go brrrr" ai controlled guns like aa and secondaries need to be switched to a system considering angular size, traverse rate and range instead of "rng go brrr" -
i dont actually mind this. i do mind that they didnt properly add the necessary and obvious foundational mechanics to integrate the play and counter play of these entities. the way they are being added is a blatant hack job where even if subs themselves where perfect, they would still be damaging to gameplay. all because one of 3 things i can see: 1: someone at weegee doesnt get the point that more mechanics does not equal more difficulty for the player to learn those mechanics when they are introduced in an integrated and natural manner. and that the addition of subs is more complicated for the player, because of the lack of mechanics. 2: someone at weegee doesnt understand, that for a game to be competitive and fun, it needs to work in an internally consistent manner, which subs break on account of missing mechanics 3: some belligerently incompetent corpo doesnt give a rats arse about anything but the bonuses they will get for shovelware, and just wants what they see as a new cash cow to milk for the next quarter, and doesnt want to hear about things like proper integration of entities into a game.
- 69 replies
-
- 3
-
-
- random battles
- submarines
- (and 5 more)
-
and anti-missile laser system.
- 69 replies
-
- 1
-
-
- random battles
- submarines
- (and 5 more)
-
Why is Colombo so garbage and what's the point of SAP
SkollUlfr replied to Itwastuesday's topic in General Discussion
if they would fix the game mechanics there wouldnt be a problem. -
given the aim assisted laser guided railgun shells this game has... no. bb dispersion is comically op.
-
i want to say taking a break, but i think its pretty much quit. its become obvious there is no place in wows for fun competitive gameplay anymore, and hasnt been for a while. between game mechanics that no longer cope with the in game attempts at variation, to the aggressive gambling and macro transactions, i cant say i see the game being fun again with the obvious pay to win commander perks. add in the obnoxious power disparity to based on monetising the tier system, the aim assisted rail-guns and laser guided shells, it all got boring and frustrating. at this point, im getting more entertainment from rubbernecking the trainwreck than from playing it.
- 69 replies
-
- 3
-
-
- random battles
- submarines
- (and 5 more)
-
As predicted, cheat torps/subs get a boost
SkollUlfr replied to SodaBubbles's topic in General Discussion
the thing is, subs on their own, are and where ready. its the rest of the game that didnt get the foundations to support them. subs needed to have sonar and dcp changes made through out the game before they where added most obviously in the form of passive and active values for both functions that players could address via modules. meaning there is no control in players hands in counterplay against subs outside of the most bare-bones possible. but obviously, this wasnt done, and so, weegee corpo sabotages the value of the devs work on subs, and devalued the game itself, by not allowing time to implement such obvious changes to integrate the new entities into the schema of the gameplay. the whole situation screams of some bean counter having a tantrum on the floor in a growing quagmire of their own excretions, over the inability to directly monetise underlying mechanics like 'premium' subs could be. -
Is WeeGee on [Edited] and can i have some?
SkollUlfr replied to lovemasin's topic in General Discussion
making smoke he spam a thing in this manner, with how broken the DOT mechanics are, is nothing but a recipe for grief. -
Last time I had fun grinding new line was EU DDs...
SkollUlfr replied to RAYvenMP's topic in General Discussion
"the next big thing will correct the growing pile of balance issues, just you wait".
