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About cpt_oneshot
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Messaged in game.
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1. Description "Waiting for buff" timer appears and is consistent with the last available buff on the map even though the ship itself is not inside the buff zone, but rather in the cap. I did leave the cap a few seconds after the screenshot was taken, but I cannot remember if the indicator actually dissapeared or not as I was focusing on executing the rush on the enemy Alsace correctly. 2. Reproduction steps Bug only occured once and did not repeat itself in similar conditions. It is notable however that I had picked up a different buff in this position about 30s earlier. (See atatched replay for reference) 3. Result Bug did not seem to have any sort of actual impact on the gameplay. I caanot recall if I received 1 or 2 buffs after the timer ended, I was, as said above, focusing on the game. 4. Expected result Timer should not appear. 5. Technical details Game was played on a Windows machine today, February 1st 2019. Screenshot and replay are attached below. 20190201_204735_PASD709-Black_37_Ridge.wowsreplay
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Aircraft Carrier Beta Round 3 - Feedback Thread
cpt_oneshot replied to The_EURL_Guy's topic in News & Announcements
If there has been a single thing that everyone agreed to about the rework it was that this needed to go, that being able to have some form of improved control over your CV was the absolute priority concern. I just took it for granted that you were going to do something about it, as promised in the gameplay reveal stream. Is it really that hard to make the 1 key pan back to the CV for direct control while the planes keep flying on the last inputted course? Doing just that and that alone would be enough. No, it doesn't load the player with multitasking as long as he doesn't have negative IQ, nor load the controls in any way whatsoever. And while I am no programmer, I can't see how the game engine couldn't handle that as it is esencially exactly what happens when switching squads on current CVs. And for that matter, you are still only controlling a single unit at any given time so even if you wanted to religiously adhere to your concept agenda for whatever reason that still wouldn't be an excuse. So, dear dev team, if you're reading this, please, just answer a simple question: Why? What you gave us for an answer in the article above isn't satisfactory for anyone with a working braincell. -
cpt_oneshot started following Arms Race Mode
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After testing the game mode for the past two days, I feel competent to leave some subjective feedback: First and first, the amount of work the dev team has put into this is obvious. I've lost count of the number of different gamemodes that you announced to have gone into internal testing for the past few months, each of them adding new mechanics that must've taken loads of conceptualising and coding just by themselves. The results of such hard labour are, in my opinion at least, appropiate. Strictly conceptually speaking, Arms Race is nothing short of phenomenal. It rewards agressive play from every ship, it has the potential to fix t8 matchmaking and it's generally a vrey fun and refreshing approach to high tier gameplay. It can easily become the best thing to happen to Warships in a long time. I want to love it to bits. But thank the heavens it's in testing, because I'm struggling to. There's nothing majorly wrong with it, but there's plenty of adjustments and QoL changes that could make it better. For instance, the buff spawns could use some tuning. While they're technically symmetrical, inpracticality they don't feel like that. They also spawn rdiculously often, meaning that it's often just a game of running around grabbing buffs the enemy couldn't possibly contest instead of actually fighting over the buffs. DDs are naturally stronger in this gamemode, which shouldn't be an issue as they aren't exactly the most broken of classes in the current meta. However, where DDs are numerous, radar ships flourish. This creates this weird situation where, depending on the DD/radar ratio, the DDs will either be busted or just plain masochistic. This also brings me to my last and biggest issue, though this is arguably an already existing problem that just gets naturally amplified in this gamemode: Worcester and Harugumo. Both these ships synergise well with all the buffs, make good use of island rich maps and are alrguably very powerful as they are already, meaning they're simply better than every other ship. Of course, being PTS, everybody is playing them as well, which doesn't help. I suppose this will not be such a huge problem on the live servers and is arguably an unrelated issue from Arms Race entirely, but it'd still be great if it was adressed. Finally, I'll leave a list of proposed tweaks that could potentially improve Arms Race, though even if it hit the live servers in it's current state, it would still definetly remain a nice addition. -reduce/tweak the ammount of spawn locations for buffs; -reduce the spawn rate of buffs; -add more varied maps to the roster; -reduce player count from 24 to 20, this might also help with the matchmaking in the long term; -[QoL] when in a buff capture zone, have a timer similar to the existing cap timer showing you the time until the zone will activate; -[QoL] add zone activation timers to replays; -[QoL] have the central cap area appear on the map 1 minute earlier with a timer until activation;
