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Everything posted by Flaming_Bunny
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Question about game sessions (Game rounds) and server side settings.
Flaming_Bunny replied to Flaming_Bunny's topic in Archive
Hi pete. Obviously I already know how damage works. After playing several thousands of battles and understanding how to aim and what to hit, I have noticed a difference between rounds. hence the question. So sadly your answer is not relevant to my question :) Thanks anyway. -
I dont think you understand :) I already do just that, and I am suggesting that WG takes advantage of a new nvidia feature. /Me
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Hello dear wargaming and co. I have a suggestion for a feature that may be very very appreciated (hopefully) A lot of us players have nvidia graphics cards and a lot of us run nvidia geforce experience for recording or streaming. Another game (Player unknowns Battegrounds) has introduced a feature that automagically saves kills/deaths through nvidia shadowplay. The recordings are saved with a few minutes before the kill and maybe a minute after. This way we can all re-watch our kills/deaths without having to manually save the nvidia shadowplay recording every single match, followed by editing to isolate the kills/deaths. I think this could be a nice optional addition to this game. Best Regards Me
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In game inventory has not been working for the last couple of hours
Flaming_Bunny posted a topic in Archive
https://warehouse.worldofwarships.eu/en SERVICE UNAVAILABLE Service is temporarily unavailable due to performance optimization. /me -
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http://wiki.wargaming.net/en/World_of_Warships 4 players on EU. so nope :)
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This is a dead thread. last post was december last year. And yes, its patch day today. /me
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Idea regarding capturing of flags/bases/zones, primarily the game mode epicenter (5 ants are more than 4 elephants)
Flaming_Bunny posted a topic in Archive
"Idea that deserves some thinking about" This idea touches the game mechanics for capturing zones/flags/bases. I will refer to zones/flags/bases as only "Zones" in this post Current game mechanics: We all know that 1 ship can capture a zone as long as no other ship is in the same zone. We also know that 1 ship is enough for block the capping-progress of the same zone. Pros: The players are used to this method Cons: "Most of the time" only the destroyers go for zones and in many cases the rest of the team fails to support the destroyers. "Suggested change" I am suggesting that we take into account the number of ships in the zone. If team A has 2 ships in the zone and team B has 1 ship in the zone then team A will be capping the zone at half the normal speed, even slower if it was 3 vs 2, at 33% the speed (simple math) https://windscribe.com/promo/gopro?explain=1&pl=bestvpn&affid=ewp1i790&afftag=freecpc_p.1.5_l.en_uid.ui26150565149979400Pros This would "Hopefully" tempt more team players to join the capping zone and it would create less of a camping game. Game rounds would "probably" go faster ;) Cons Possible chaos could ensue and a risk of unbalanced games due to random match making could have a negative impact. "Side notes" Mostly I would like to see this change on the "Epicenter"-game mode because the zone is so big. I do have some concerns regarding using this suggestion in Base vs Base game modes as it could have some negative results. It could be tested on the test-server to see if it holds up. I would love both negative and positive opinions to this idea. Best Regards Me- 4 replies
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- epicenter
- flag capture
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(and 1 more)
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Idea regarding capturing of flags/bases/zones, primarily the game mode epicenter (5 ants are more than 4 elephants)
Flaming_Bunny replied to Flaming_Bunny's topic in Archive
Thanks for the opinions. Destroyers capping was sort of the problem I was trying to get around. I was hoping for a way to get more/other ships than destroyers to have more incentive to enter the cap zone. /Me- 4 replies
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- epicenter
- flag capture
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(and 1 more)
Tagged with:
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This is not as much a bug report as it is a question about a possible bug maybe. I know that in the past the game has had issues with overdamage (Also known as "Damage-saturated ship segments") on specific ship parts. I know that the game has a feature that makes a part of a ship not able to take more damage after a recieving too much damage in a short time. However, it seems like 6.10.1 has gone a bit overboard with this feature.. I wonder if more ppl experience this too. https://www.youtube.com/watch?v=nVrXZYbllhg&feature=youtu.be /me
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Post removed by myself
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Game Freeze or Hanging. Now this problem is one that I can not give good details on because it does not generate any crash logs or dumps. The game just freezes. Before 6.10 it happened maybe 2-3 times per week. which was still horrible. Now it happens more than 10 times each day. The reason I still report it even if I have no way of actually giving you more data is that this is a major problem for some players. I have been killed multiple times during the time it takes to restart the game Do you perhaps have some recommendation on how to actually catch the freeze event into useful information? 1. Description: Game freezes and hangs severalt times per day after the patch 2. Reproduction Steps: General play 3. Result: Game freezes 4. Expected result: No freezing 5. Technical Details: Most of the time it happens during pre-loading just when we enter a round. But also happens in mid rounds sometimes. (Most usually when you just encounter enemies for the first time (which means you just die) I have tried without any mods and the problem remains. 6. Frequency more than 10 times per day.
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Ship explosions I hear the difference on ship explosions. It sounds like the same as you tried once before in some beta. The ship explosions really sound awful and bad, almost like bad sound quality and too loud. The sound almost gets distorted. Plus I really dislike it. https://youtu.be/V1ZhNBY-lMk General sound quality. Before this patch I think the quality step just below ultra had a higher clarity to it, now it just sounds muffled and unclear in comparison. Ofcourse, using ultra now, makes it feel ok again.
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So, a lot of times at least one of me or my friends get stuck at loading and not able to join a match until we alt-f4 and restart our game. I think this problem is more than bad so please focus any and all attention on this and fix it asap. /Me
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So. We all know we can buy quite expensive Camo's for Tier 10 ships , and to be honest, I have bought quite a few of them. Them make it more worth while playing your tier 10 ships even if you are not the absolute best player in the world. However, when it comes to the Akizuki, Tier 8 Japanese (mix gun/torpedo destroyer) the camo available is far from beneficial in the same way as the end of the line other destoyers camo's are. I know some players will say -"just play better" , but I still think that an end of the line (basically the highest you can get in a tech-tree) should have a balanced camo-option for a resonable doubloon cost. The existing camo gives you a -10% service cost but it is no where near the same benefit as the tier 10 camos at the end of the round when you look at income and service cost together. It makes me want to play the Shimakaze more than the Akizuki in terms of income. I suggest continuing the tree to tier 10 or updating the camo for the Tier 8. Best Regards Me
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So, I have yet to see Adrenaline Rush have any effect. I have it trained on several ships like my Khabarovsk, Akizuki and I tested it again now my S.Dragon. The skill states that for every 1% damage lost 0.2% reload time is gained on "ALL" types of armaments. For me "All" types of Armaments are , guns and torpedoes primarily. (Could also be confused as Repair or Damage control) However, I was at 15% health and still had 14 second reload on my guns (14s is my default), torpedo reload was still the same, repair timer was the same. at 15% health (85% hp lost = 85*0.2 = 17% faster = 11.62 reload time on guns) Either I am missing the point of this skill or it is not working. Any other players that can either explain what I am missing or confirm that it is not working? Best Regards Me.
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Game won before killing all enemies and before reaching 1000 tickets.
Flaming_Bunny posted a topic in General Discussion
So I have noticed rounds being over before all the enemies have been killed and before tickets reached 1000 (not base cap) The situation seems to be when the enemies have a few tickets earned, lets say 20, then loses a ship that costs them more than 20 ticket so they end up on a minus. Game won. Anyone else experienced this? Bug or feature? /Me -
Game won before killing all enemies and before reaching 1000 tickets.
Flaming_Bunny replied to Flaming_Bunny's topic in General Discussion
Sorry Principat121, that was not the answer. It was that the enemies 300 tickets that they start with, reached 0 tickets , we were at 727 tickets and the enemy still had 4 more ships. Can be seen here : (Best viewed in fullscreen in 1080P if you want to be able to read the ticket count and see the enemy ships icons) It has already been confirmed that hitting 0 tickets means a loss. Best Regards Me. -
My update is this. German destroyers are actually quite good, Win/loss-wise. (Please read to the end before raging ) If you check here : https://eu.warships.today/vehicles Filter on DD, sort by Win/loss and do not look at premium ships. Then look at tier by tier starting at tier 3 You will find that German DD's are among the most winning destroyers Tier 3: G-101 #Place 1 Tier 4: V-170 #Place 1 Tier 5: T-22 #Place 3 Tier 6: Gaede #Place 1 Tier 7: Maass #Place 2 Tier 8: Z-23 #Place 2 Tier 9: Z-46 #Place 1 Tier 10: Z-52 #Place 2 That's an average of #place 1.625 over the whole destroyer tree. I myself find that Tier 9 and tier 10 are the only "Almost enjoyable" German destroyers in the branch despite its high win/loss ratio. I still think they are boring as fudge and feels slow and stale. So in a sense I think they are OP while in another sense they bring little joy to the game. I guess this post give the German destroyers a better score than my initial post did Best Regards Charlie
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So, according to skill, AA is supposedly better after the upgrade with a 20% damage increase on Basic Firing Training instead of 10% as it was before. But the general feeling is that AA has gotten worse. It could of course be the fact that the Carrier captains are able to use more skills on the planes for more HP but it feels really really worse. Anyone else feel the same? There are no notes regarding General AA changes in the patch. /Me
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Well, they are dynamic in the sense that they take modules, ship stats and commander skills into account. So, I think it should be updated along with Adrenaline Rush skills also. /me
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This is working as it should. +1 Fighers +1 Bomber, (Torpedo bombers not included as according to the explanation )
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So. You were right. Maybe this will be updated in some upcoming patch. At least this is sorted out now Thanks all. Best Regards Me.
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I will test it out further. Thanks for the replies
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1. DescriptionPort ship sorting order not seing ARP and Dragon as different Nations while captains still are different nations. 2. Reproduction stepsEnable all ARP and Dragon ships in your port filter and select sort by Nation. 3. ResultDragon ships end up mixed with ARP ships in the sorting. 4. Expected resultDragon and ARP ships should be sorted after eachother, not mixed. (see attached screenshot) (Addition, If I remove the ships as primary ships Japanese ships get sorted in the same mix, even worse)
