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MAD_3R_Marauder

Beta Tester
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Everything posted by MAD_3R_Marauder

  1. MAD_3R_Marauder

    A bit worried about the population

    I agree with that (especially the part I bold-ed). I have said it before and I´ll say it again: If you want to create a team-based game, you start with the idea of a team based game and build upon it, like: Want to create a team based game --> what mechanics support team based game-play --> put those mechanics in --> what mechanics support individual game-play --> check if those mechanics contradict team based game-play --> if yes, throw them away, if no, put those mechanics in --> rinse/repeat What it _feel_ has happened is: Create game --> tell people: "Oh, by the way, this is supposed to be a team based game" i.e. the team based game-play feels like an afterthought, kinda tucked on. Note: I am not saying this is actually the way it happened, but it sure _feels_ like it.
  2. MAD_3R_Marauder

    A bit worried about the population

    And if there would be a lot of twitchy stuff in WoWs, I sure wouldn´t be here (many others might, but I I wouldn´t)
  3. MAD_3R_Marauder

    "Server busy - please try again later"?

    Glad it´s not on my side, kinda pissed it´s on their side
  4. MAD_3R_Marauder

    Am I stuck?

    As an off-topic advice, I´d like to point you towards IChase´s playlist of tutorial videos http://forum.worldofwarships.eu/index.php?/topic/7352-captains-academy-gameplay-guides-and-tips-latest-consumables/ I found them _very_ helpful when I started out
  5. MAD_3R_Marauder

    A bit worried about the population

    I don´t really have a stake in this CV vs. everything debate, ´cause I just play along, win or loss, as long as I did good IMO, I am fine (sure, if I get nuked within the first two minutes without firing a shot, I am kinda pissed too, but that doesn´t happen too often as of yet) But one thing I can´t just let slip. "CVs are just as in real life..." Nope, they aren´t. If they were, they had torps for a maximum of 3 sorties, re-arming the planes would take an hour+ and half the torps would be duds Translated to the game this would mean, you can launch your TB/DB squadron 3 times and then you are out of ammo, preparing your squadron for launch would take 5 minutes and a percentage (how about having CV skipper in on the fun of praying to the RNG god - so between 25 and 75%) of duds. And no, I m not _really_ proposing those changes As for enforcing team-play, yeah, it kinda does. However, the problem with this is, that the whole game isn´t _designed_ as a team game. I see those hints on the loading screen, as for what the roles of the different classes are, but the game doesn´t _reward_ you, if you fulfill those roles (sure, when your team wins, you get a larger reward, but this is an _indirect_ reward. I used the following example in another thread: Let´s look at a simple RPG with just three classes: Fighter, Cleric and Mage. The Fighter´s role is to kill stuff The Cleric´s role is to heal people The Mage´s role is to cast spells. And then you design the game so, only killing stuff will get you XP. Why on earth should the Cleric improve his healing abilities, when he can also improve his _killing_ abilities? Sure it is nice if I can keep my party alive, but it doesn´t get me anywhere. And sure, being able to cast "levitate" or "invisibility" might come in handy, but if you want to level up, you better learn that "Fireball" spell. And that´s (IMO) the state WoWs is at, currently. We have several classes with several roles, but XP are only awarded for one thing, killing stuff. And while I am no programmer, I fear it is too late to change that, because, as far as I understand it, those kind of things have to be thought about and worked out _before_ you write the first line of code.
  6. MAD_3R_Marauder

    Why just why

    Agreed. I often see this when in a BB too. When I´m in a cruiser, DDs are my primary target - though I have just reached the Furutaka and this is probably the cruiser _least_ suited to fight DDs - now my Phoenix, that´s a different story ;) (not that I am good at hitting the little buggers anyway )
  7. MAD_3R_Marauder

    Fire is no viable option for BB.

    That´s my take of it, yeah.
  8. MAD_3R_Marauder

    Tanks rolling out on shipdecks

    As for ships (though not cruisers, to my knowledge) carrying single fighter planes, well, CAM anyone? https://en.wikipedia.org/wiki/CAM_ship
  9. MAD_3R_Marauder

    crit hits

    Personally, I think those modules to be a complete waste of money. Reducing the change to crit your engine by 20% means, it reduces that chance from 10% (number pulled out of my backside) to 8%. The fire-prevention module is even worse, 5% off of the base chance to be on fire? So instead of every 8th HE hit, I now have a 50/50 chance that not the 8th but the 9th hit will put me on fire? You gotta be kidding me!
  10. Um, nope. Those screenshots are all form today. Note: I took the shots in replay and I don´t know why they show me using HE when I am _definitely_ using AP Note 2: The last shot is me hitting a DD who "vanished" after I fired (using AP), still hit him for 4k Note 3: I sure hope this uploading thingy works Edit: Puh, seemed to have worked
  11. MAD_3R_Marauder

    Tips on aiming

    I used to be of the same opinion, but recently, I don´t know why or how, my aiming seems to have kinda improved. Granted, I still miss a lot, especially at faster targets (cruisers and esp. DDs) at ranges above 10 to 12km, but with cruisers, if at all possible, I close to 8km and then have a 50/50 chance to blow them out of the water with one or two broadsides (it _is_ fun to imagine the face of the "oh-so-mighty" cruiser captain when you one-shot him - call it payback ). Vs. other BBs (and understand, I am currently in a Wyoming/Myogi, so no high-tier stuff), I find that most other BBs travel at full speed, so I now know how much to lead them and I can tell you, the "hated" Myogi does _very_ well vs. South Carolinas/Kawachis _if_ you keep the range open (just blew two SCs up with three salvos just from the two rear turrets - yeah, RNG was with me today ) With BBs of same/similar range, at long range I aim at the line between the deck and the side-wall (not sure how this is called on a ship), at close range, at the waterline or a wee bit above - in all cases, pray to the almighty god of RNG, of course, lol . Note: I still consider myself a beginner (not quite a noob anymore, I like to think ), so take all I say with a grain of salt. Edit: Yeah, the spread is horrible, I grant you that. I hear it is better at higher tiers, though.
  12. MAD_3R_Marauder

    to watch and help after death

    Albert Einstein: "There are two things that are infinite, the universe and human stupidity - and I am not sure on the universe."
  13. Hm, I know it a bit different: "The bigger they are, the easier they are to nuke from orbit." As for the OP, I agree (except the BB repair ability, don´t see anything wrong with that)
  14. MAD_3R_Marauder

    to watch and help after death

    Agree, see this all the time (from DDs too, especially the US ones - Wickes launching torps at targets 10+km away, preferably when he is behind me or other friendly ships)
  15. MAD_3R_Marauder

    So MM problems.

    Oh, oh, as a die-hard Davionist, I might have to challenge you on that
  16. MAD_3R_Marauder

    Module dmg on DD's broken or working as intended?

    I recently learned that the fire prevention skil and module reduction is in relation to the fire chance, i.e. -5%/-7% of the chance to create a fire which would reduce a 12% chance to 10.5% if you have both. If the same is true for the "prevent crits" stuff, that would explain it. Say normally 20% chance to take out your propulsion (I have no idea what the chance actually is) -20% due to the module = 16% chance to lose the engine Of course, if this is true, it makes those modules just as useless as the fire-prevention stuff, IMO
  17. MAD_3R_Marauder

    Player Evolution vs. Devolution

    And another +1 from me too. Got into PC gaming in the mid 80s (at the age of 22) with an Amstrad PC 1512 (had an Atari 2600 as a teenager) and worked my way up on PCs, never touched a console in my life - I´m a strategy guy normally (WitP-AE, Victoria II, that kind of stuff) and consoles simply don´t work with those. Ok, back on topic Excellent suggestion, OP. Making it similar to the way new players have to play some Co-op games before random battles are unlocked would be the way to go, completely agree with you. Hm, another option would be to make every new player watch the tutorial videos from WG and/or iChase Clockwork Orange style Personally I didn´t have a problem learning (well, I´m still in the process, lol), but as I have said, I come from hardcore strategy gaming. Getting owned when starting to play a new game is par for the course IMO (if I could start a new game and regularly win within one week, I would probably shelf the game right then and there (yes, I like a challenge, where´s the point in winning otherwise?).
  18. MAD_3R_Marauder

    Rams

    I only do it in desperate times (only one successful ram so far) Was in my Myogi together with a - Wyoming, I think and were in battle with, I believe a South Carolina and a Fuso. We killed the SC, then the Wyoming was blown up. So I faced a Fuso at about 70 or 80% health in my Myogi at about 50%, range some 8km and I decided to try to at least take him with me
  19. MAD_3R_Marauder

    So MM problems.

    Sure, but this is a problem that WG should be able to fix in no-time. While I am no programmer, I would assume that in the MM there are a couple of variables, like: Min/Max No. of DD, CA, BB, CV Max Tier spread Max difference between the classes (i.e. no side more than X more DD/CA/BB/CV than the other) With probably separate entries for each tier (at least that is how I would set it up, so I can tweak it on a tier for tier basis) Changing those variables should be a task of less than 5 minutes. And btw, it has been in closed beta quite a while and there the MM wasn´t a lot better either - so that problem has been known for quite some time.
  20. MAD_3R_Marauder

    Wish List

    2. As far as I am aware, you _can_ sell old modules (granted, only when you sell the ship, but I am assuming that´s what you mean) 3. I thought that happened already (don´t play WOT, so can´t check) 4. Forget it, humanity isn´t made for peace
  21. MAD_3R_Marauder

    Working as intended :D

    Hm, as for divisions, why not just restrict divisions to the same tier-spread as the matchmaker. You want to enter a game in a division with too big a spread, a window pops up: "Sorry, your team´s tiers are too spread out, please choose different ships." Easy peasy.
  22. MAD_3R_Marauder

    HE mechanic is very broken

    12% per HE hit (without skills/modules)? If I got my math right, that would be, on average, 1 in every 8.33 hits causing a fire. Given there are quite a few cruisers with 8+ guns, doesn´t this seem like an _awful_ big chance? I mean, last time I checked, we were supposed to drive ships made of steel and not of wood and I am _pretty_ sure the fuel for our ships is _not_ carried in barrels above on the deck. Note: I´m not complaining, I´m driving DD, CA and BB similarly (not good, mind you) so I have been on both sides of the coin. It´s just that such a high fire-chance seems kinda silly to me. P.s. Never realized the fire-prevention skill/module reduced the chance of fire only marginal (though I should have noticed it didn´t do a whole lot) and I agree with @Tinbawx - makes the skill/module completely useless. The way I would have expected it to work would be for the module to reduce the chance from 12 to 7% and then for the captain skill to finally reduce it from 7 to 0% (i.e. HE just deals explosion damage - which, to be honest, _should_ be the main damage dealer of a HE shell). Then, at level-4, you can grab the Demolition Expert skill, netting you a 3% chance to set a fire which would be the final chance for a fire (which, to me at least, sounds about right (ok, 5% would probably be fine too) - or reduce the level-2 skill to -5%, so there is still a minimum chance for a fire of 2%, plus the +3% of the level-4 skill --> 5%). BTW, is that 3% increase _also_ a 3% of the 12%? Because then that skill is even more worthless than the fire prevention one.
  23. MAD_3R_Marauder

    Division Spawn points.

    I´m not in a division, but this more than makes sense.
  24. The fact remains (IMO, of course), that if a ship has a specific role to fulfill, fulfilling that role should be rewarded by the game. I mean, getting some satisfaction out of the game-play is all nice and fine (I mean, if you don´t play to have fun, why are you playing?), but a game has to be designed in a way to reward the intended game-play. For example, look at a simple RPG with just 3 classes, Fighter, Clerik and Mage. The Fighter´s mission is to kill stuff, the Clerik´s mission is to heal his team-mates and the Mage´s mission is to cast spells. If you want those three classes to do this, you have to give rewards to the Fighter for killing stuff, to the Clerik for healing people and to the Mage for casting spells. If the only way to get rewards is to kill stuff, why should the Clerik learn any new healing stuff and why should the Mage learn _any_ spell besides combat spells? Sure it´s nice for me as a Clerik that I can keep my party alive, but it doesn´t get me anywhere, so improving my skills at swinging that magical mace and learning "smite evil" is a much better choice and being able to cast "levitate" or "invisibility" might be handy as a Mage, but it won´t advance me towards that next level, better learn that awesome "Fireball".
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