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Everything posted by Admiral_noodle
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Depends how long your disconnected for. Sometimes it goes back to battle. Looks like the server had a glitch.
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But... I have a cheap non gaming PC and loading isn't really an issue? I'm confused. How long is long?
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Why? Caching is good. Takes stress off the week points of a system without introducing uber fat client.
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How long is long? It takes a while (about a minute) to be able to log on then I can sit in port looking at the spinning icon for about a minute. But I've got patience and it doesn't harm anything. Loading into games can take up to 2 mins and load me in up to 45 seconds late. However this improves as I play. I guess the game is caching ships and maps.
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Oh the Murmansk is such a good investment. Especially if you have more money than patience I just buy poet slots when I need them. Sure I pay but the amount I save on TV subscriptions by playing wows is far greater
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Went to Co-Op to test something... you know what? It's fun there!
Admiral_noodle replied to Siagor's topic in General Discussion
I think the aim assist mod won't be around long. Coop I still play with my Arkansas and Aurora. It's ok but still to easy... -
WG please be more generous to the players, you are loosing them!
Admiral_noodle replied to GunnyL's topic in General Discussion
More tech trees will get people playing. Lower tier grind being cheaper. I've unlocked the Colorado now but can't yet afford her. However when the Germans come out off I will go grinding all that to tier V (and buying those port slots!) So the main thing is more sheeps. -
New Aim Mod (No, realy, this one is new)
Admiral_noodle replied to Wischmob_von_Eimer's topic in Archive
well in use or not I had a very good Pensacola driver shooting at me in my Murmansk today. So i started weaving that sorted it ;) WG do not like this and will take steps to remove it. Just a question of how and when. -
Aim assist. Aiming has two components. Aiming and RNG. Aiming is dominant at short range. RNG is dominant at long range. Aim assist makes the aiming part easier thus increasing your hit rate. What does not compute?
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New Aim Mod (No, realy, this one is new)
Admiral_noodle replied to Wischmob_von_Eimer's topic in Archive
Before we got side tracked into racial slurs WG have said they are on it. It is going to get blocked. -
New Aim Mod (No, realy, this one is new)
Admiral_noodle replied to Wischmob_von_Eimer's topic in Archive
The unpleasant prejudice is oozing out of this post and it stinks. Mtm simply meant there are a lot of people in Eastern Europe/Russia so it's hardly surprising the mod came out of there... It has nothing to do with "fair play" culture of this or any other country. -
New Aim Mod (No, realy, this one is new)
Admiral_noodle replied to Wischmob_von_Eimer's topic in Archive
WG didn't make this mod. In fact they are aware of it and will take action (I expect) to block it. So don't blame WG for the existence of the mod!! And comments about Eastern Europeans /Russians. Just no. -
terrible battleship captains
Admiral_noodle replied to Yorkshire_Arty2016's topic in General Discussion
Ok Myogi and Kawachi are awful > half range. Wyoming is a (comedy) shotgun. Stock Kongo isn't much better. Keep going. Kongo upgraded is awesome! Fuso is funny and nagatonis different again. In us New York is ok, New Mexico is great! Later on Iowa (played in test) and North Carolina are superb ships. But BB gameplay isn't for everyone. Sometimes you will do a "spang" shot for no damage and you have to accept it. Me personally --> I can't play destroyers. Tried in CBT. Too mental and hectic. -
Hmm. I thought that about Nagato. Then I searched for "how to play Nagato on YouTube". I found advice. I like the ship now. Still learning Randomness is indeed a feature. I like it. It's like rolling dice... But you can stack the dice In fact it's exactly like playing a tabletop Wargame - which I do play so that's why RNG never upsets me.
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New Aim Mod (No, realy, this one is new)
Admiral_noodle replied to Wischmob_von_Eimer's topic in Archive
Put Ev1n's response at the bottom. Close and pin thread. Put official updates in it as they are available. Would be my suggestion to WG -
Carriers are OP, Battleships are OP, Cruisers are OP, Destroyers are OP
Admiral_noodle replied to Ectar_'s topic in General Discussion
You making a point? Under 100 games isn't really a good place to comment. I doubt you've got the hang of the ships yet... In general the balance isn't way off. Certain ships and issues do exist. Mostly: Higher tier DDs are under powered IJN carriers outperform US ones (I believe) One or two ships need tweaking (although Cleveland is fine!) Whenever anyone says anything is OP or UP a massive argument starts. This suggests the balance is good. Which is why I said *generally* -
New Aim Mod (No, realy, this one is new)
Admiral_noodle replied to Wischmob_von_Eimer's topic in Archive
"Sanctioned modding" - Apple manage to allow apps to be made like this. Why not have a mod store which you can put your mod on with WG approval. -
Yes. Quicker than screenshottng given I'm on the forum on my phone!
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New Aim Mod (No, realy, this one is new)
Admiral_noodle replied to Wischmob_von_Eimer's topic in Archive
Ah. Just like our data dictionary then! Ok wargaming are aware. We've seen and discussed. Suggest nothing more to do than wait and see now. -
New Aim Mod (No, realy, this one is new)
Admiral_noodle replied to Wischmob_von_Eimer's topic in Archive
Many thanks Ev1n. That's all I wanted to hear right now. As for an allowed/not allowed list... Do you realise how much admin work that world be to manage!? Not a chance! We can't even document our own data definitions at the company I work for and we've been trying for 20 years... -
My best Trollpitz
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New Aim Mod (No, realy, this one is new)
Admiral_noodle replied to Wischmob_von_Eimer's topic in Archive
The angle isn't shown but your eyeball can judge well usually. There is also the minimap For turning ships you need to work out the angle of the ship at the shell arrival time which is even harder and subject to the target continuing its turn or not. This aim assist will never get this right. I suspect in a short time (weeks?) this will be blocked anyway given WGs position on aim assist. -
New Aim Mod (No, realy, this one is new)
Admiral_noodle replied to Wischmob_von_Eimer's topic in Archive
This is what I do. Then multiply by tangent modifier between 1 and 0 for angle -
New Aim Mod (No, realy, this one is new)
Admiral_noodle replied to Wischmob_von_Eimer's topic in Archive
I want it blocked but I guess the vast majority of players will never install it anyway. Looks to me like aiming might be even simpler than I thought anyway. But sometimes you need to predict in advance that a ship is gong to move or wiggle. Dds for example. Or when you know a ship is going to turn for an island. The more I think about it the more useless this mod actually is - except for potatoes who can't aim anyway. Even so it should be blocked. -
New Aim Mod (No, realy, this one is new)
Admiral_noodle replied to Wischmob_von_Eimer's topic in Archive
1) Switch off auto lead. 2) Put reticle on citadel. 3) You will get speed in degrees. 4) Multiply this by shell travel time ...wait putting the reticle in the citadel tells you the target speed???
