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SkollUlfr

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Everything posted by SkollUlfr

  1. drop the sunk cost fallacy of the current attempt to implement or rebuild the entirety of detection mechanics and abilities, and add sonar decoys as a specific ability instead of the dcp hackjob so you have a game that can have subs.
  2. said lovezepplin. in a thread about the continued mis implementation of a class, that was clearly stated as never going to be added to the game.
  3. SkollUlfr

    Lolz.....the future of wows......

    i think that was accidentally my first starter ship in from the depths. those pt tender "CV" things that people talked about years ago?
  4. nothing. the game environment is the social equal of the local council football pitch. you have everything from 10yo's playing tag to pensioners flying kites. just because in that whole mess 10 people show up to play club football at random, doesnt mean anyone else has bring their sunday league best. its almost like weegee never addressed the difference between complex intuitive game mechanics, and simple unintuitive game mechanics. and the fact that the former is often easier to learn. "my ship has radar, others ask for it to be used, im using it" "what do you mean radar runs out of mana?" "why does a microphone need spell slots?"
  5. SkollUlfr

    Rework spotting

    complicated and unintuitive are two very different things. what wows detection displays, is unintuitive and destructively inflexible mechanics. a much more complicated detection system, that reflected real world based intuition, would be much easier to understand.
  6. SkollUlfr

    Sub weapon systems overhaul suggestions

    homing torps: one turn per ping. the fire and forget homing is revolting just to watch with wows hamfisted mechanics. only justification for fully homing torps would be if they torps i can think of, is if the torps are visible while homing. Minimum max: nation specific, following that nations biases
  7. SkollUlfr

    Pretty sure I found a bug?

    i would like to see the griefer with a bb that is fast enough, and has the steering skill to manage to push someone to the border
  8. SkollUlfr

    poor update download performance

    if you use sky broadband, they are your issue.
  9. this is just more "detection mechanics failed years ago" fodder.
  10. SkollUlfr

    CV is not able to spot submarine

    raf had specific training for hitting subs with 25lb AP rockets, fired from the rp3 rocket platform. specifically, the rockets would be fired short of the target sub, where the water would cause them to curve to horizontal to hit the sub.
  11. SkollUlfr

    Wargaming and SUBS...

    raf 14lb AP rockets where useful as asw weapons. they where balanced when first introduced. it was evreything else in the game that was incapable of dealing with subs. no sonar decoy --- instead of hacking nonsense into dcp failed implementation of passive and active sonar/hydro detection. --- instead of the half effort hack of a part fix with the sonar fizz failure of the detection mechanics in general --- they where already failing to deal with basic surface detection failure to add asw capability to surface entities --- instead of bodging in a hacked summon fighter. whats going on now isnt balancing, its bodgework to try and cover the cracks with pollyfilla. rather than having a plan of changes needed for integration subs got dumped on the game and now the devs are playing damage control. because there is as much time and money already dumped into subs as many whole games get before launch. and the managers want to see a return of that, even though the whole thing reeks of managment mishandling a project and failing to address how it would be integrated.
  12. these mechanics are too complicated. clearly subs need supercavitating nuclear torps so there's no need to lead a target, and they hit even if they miss.
  13. i could fix the problem with 5 changes. push the apogee point of the shell arc 20% further to the target. meaning initial firing angle will be lower, and the final angle will be steeper. that way island humpers will need to be further out to clear islands than any return fire. shifting the optimum behaviour from humping islands, to moving. take all shell velocities ingame, and run them through the sequence -350, -30% of the new numbers, and then +350. this should deal with the newb assist railgun shell velocities enough. players would need to closer to get hits and actually learn to lead targets to get hits. and allowing players to manouver against camping targets who currently hold significant advantage. see any kamp on the sea tournament. change the pen calculation to consider shell velosity in pen calculation much more. making it easier to bounce shells at range. again shifting the optimum player action advancing and closing. allow minimap aiming and put icons for blind firing guns on the map for players to shoot at, same as in typhoons. remove the nonsense where the dispersion fields are rotated 90 degrees
  14. presume belfast and kamikazi are completely fine and not removed, because you changed how the detection worked to account for entities like these. what where those changes that allowed the game to function?
  15. SkollUlfr

    thought experiment for wg about detection

    they serve as canaries for detection issues with submarines.
  16. SkollUlfr

    thought experiment for wg about detection

    kamikazi was removed from circulation as it was considered too stealthy and powerful. belfast was removed from circulation as its combination of sonar radar and smoke made it too powerful. im proposing a thought experiment, in which wg developed detection mechanics to account for these ships so they where still available. and asking what those developed changes would have been.
  17. SkollUlfr

    General Submarines related discussions

    the current ping telltale needs to have the rng removed. you (wg) removed stealth firing from dd because your banjaxed detection mechanics couldnt deal with it. this it the same. given other inflexable mechaincs the game has taught players to work around, the ping telltale should give away the position of the sub. and remain in a similar time frame to detection firing bloom, to tie it into the rest of the game. and should the target have hydro active, the teltale should follow the subs path. visually, the telltale gfx for sonar should be replaced with a hologram of sonar rings commonly associated with sonar abilities in games. the current explosion/bubbling gfx telltale should be used as a torpedo firing tell. this isnt a great solution, but is a significant improvement over current implementation. i still maintain that the detection and spotting system itself should have been rebuilt into something capable of dealing with existing entities like kamikazi and belfast before throwing this mess at it.
  18. SkollUlfr

    Submarines interaction can´t get worse? Now on PTS..

    an attempt at generalising the telltale is my guess from decades of gaming. in this scenario the telltale should be either a "the sub is right here" so the sub has to evade after using a loud function or a "the sub was here when if fired the ping that hit you" not having integrated rough area tells into radar, sonar,hydro,air as soft potting for players to be familiar with, the mechanic just acts as another segregating factor that could have been valid if fast other areas of the game had seen development to keep them up to date with new gimmicks.
  19. SkollUlfr

    Poll about Cv spotting.

    not a matter of tougher, its a matter of functional for the game to be fair and fun. and you can look at all the threads about dd's and cv spotting to see that the current area failure. also, what i propose is entirely intuitive since "bigger things are more easily seen". excluding personal choice, t10 is 300 battles away for a new account. and no, im not saying i have another account. you act clever enough to figure out the rest.
  20. SkollUlfr

    Submarines interaction can´t get worse? Now on PTS..

    i... actually suspect the current asw planes could work better if they dropped wide area 'mines' similarly to flak bursts... but that could just be my dislike of asw implementation as it works now. being able to switch secondary battery shells to asw shells, with a target area function, would be much more interesting to me. especially if they paired that to any kind of sensible partial detection mechanics where you could target the telltale of sonar detection.
  21. SkollUlfr

    Art department = Awesome

    i have a dream. a dream of a wows, where the people designing the in game interactions and mechanics are as good as the in game artists with their results. rather than blue falconing some cm's into making really bad semantic arguments over the definition of broken.
  22. SkollUlfr

    Submarines interaction can´t get worse? Now on PTS..

    and people wonder why i say detection is broken and needs ripped out and rebuilt. i can see what they are trying to do... but it does not work. yes, great, they have the direction telltale that should have been there from inception, and yes they have Aaayy rough range telltale, but its unfit for purpose due to how its presented like a muzzle flash for sonar bullets. and contradicts all other inferences in the game, about where a target is. they are giving a 'ship' size telltale and moving it around far too much for the size, duration and presentation, and have left players fighting the hacked modification of summon fighter/bomber, resulting in frustration. at maximum range such variance in the telltale could be excused, put point blank? no. at the very least a range modifier to reduce the telltale movement rng based on passive sonar detection and range. but they refuse to implement the equipment loadout options that would be needed so players could change passive and active sonar that should have been done years ago, and been in place before subs where introduced. this is an example of what i mean by cudgelling in a gimmick when the underlying mechanics are not there to support it. you cant drop this sort of unintegrated mechanic in when you spent years refusing to add granulated detection via radar/sonar/air vs detection/range from spotter. these sorts of things should have been part of cv spotting for years so this could be integrated and balanced in how its presented.
  23. SkollUlfr

    Poll about Cv spotting.

    the point i am making is that the way detection works in this game is functionally the same as pop-in from games released in 2000 and lacks any of the granularity the game needs to function in a fun and interesting way, rather than the mess that exists now with star trek sonar and yuri psychic radar. something demonstrated as far back as the ijn kamikaze being pulled from circulation because they refused to implement something like angular size modifier to detection distance. the rest of your rant is a strawman for something largely in your own head.
  24. SkollUlfr

    Latest 'Return to the Game' email

    "come back to the suffering that made you uninstall. we fixed none of the outmoded mechanics of the game that made you want to escape. nor have we addressed the pay to win perk system or other power selling and unbalanced nonsense. but we have added NEW barely functional hacked in nonsense" yea nah. maybe il try again in august/sept time. maybe by that point the wunderwaffen ships will have dragged the tX nonsense far enough away from t6/7 that the mm in those tiers wont be completely borked any more even if there are still major failings in the base mechanics.
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