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TheJbGuy

Players
  • Content Сount

    6
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    8128
  • Clan

    [ST-EU]

Everything posted by TheJbGuy

  1. TheJbGuy

    Public Test 0.11.4 - Submarine improvements

    General overview I don't like submarines. I think their game play is boring, the counter-play takes far too much time and focus than it should though at least there is some, and the pinging mechanic is a toxic feature. That being said I do like the direction these improvements are heading. What I liked sonar ping effect above submarine - the effect above submarine made it easier to hit providing you get lucky with the spawn distance of the effect. It was more consistent than the ping tracer. Removing conventional torpedos usage at depths - these torpedos didn't have much of an impact on sub vs sub combat so having them disabled at depths is a QoL improvement for players learning how to play submarines. What I disliked Removal of ping tracer - The ping tracer was useful for getting the bearing on a submarine before they hit you with a ping (if they missed their first one) allowing you to start the lengthy counter-play sooner than you can now. Now you have to wait for a submarine to hit your ship with a ping before you can start to counter them. It was an unnecessary buff to submarines. Suggestions Ping tracer - Bring it back, the counter play is already tedious and allowing submarines a basically guaranteed initial ping before you can start dealing with them is going to be frustrating for the player against submarines and giving subs an unnecessary buff. Since they also have the effect above their ship, the range around your ship that the ping is visible could be reduced to 1-3km so it can only be used as a bearing to the sub to more easily find the effect on the surface above the sub. Battery depletion - If it's effect was negligible, it should have been buffed not removed. Having this removed stops submarines from being more heavily punished if they get spotted by hydro at max depth cause they can just wait it out or escape. If it was still a feature, subs would have to be more cautious approaching ships that can spot it at depths and reduce their currently very aggressive play style.
  2. TheJbGuy

    Public Test 0.11.3 - General feedback

    I've personally not had an issue researching and unlocking the superships cause I already meet the requirement on my live account. So I can't say have tried your method. First off, there's no separate PTS server for different regions so if you've unlocked the superships on the PTS client then they're working as intended. If you're trying to access the ships on the "NA server" (which I'm assuming is the prod client) you cannot access them yet as the prod client is still running 0.11.2. As long as they're researchable and purchaseable on the client where your username looks something along the lines of "UserName_NA" then they're working as intended. If not, write a bug report.
  3. TheJbGuy

    canarias , extremely useless

    She's a passive ship. Very strong against DDs and CLs with the short fuse 203s and can fight BBs if you aim for super structure shots. You have to make use of your team as meat shields to get the guns working. If you find yourself over reliant on HE She's not the ship for you.
  4. TheJbGuy

    GROSSER KURFÜRST and KHABAROVSK help

    always just use the haru line for the resets, its the cheapest to regrind and really fun (as an aside)
  5. TheJbGuy

    Public test 0.4.0 General Feedback

    game won't let me log in, it says (invalid username and password) i am using the right email and password but it won't work? tried to log on at 21:05 GMT 23/06/2015
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