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Everything posted by Ictogan
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Someone forgot to adjust 'Situational Awareness' in 0.5.5
Ictogan replied to WhiskeyWolf's topic in General Discussion
Faster rendering doesn't explain why ships are now visible for 3 seconds longer than they are detected. Yes, this is working as intended but it's still an issue. -
Someone forgot to adjust 'Situational Awareness' in 0.5.5
Ictogan replied to WhiskeyWolf's topic in General Discussion
I think it's a general issue that we are refering to this problem as if it was a problem with SA whereas the problem lies in the newly introduced discrepancy between being detected and being visible. -
Someone forgot to adjust 'Situational Awareness' in 0.5.5
Ictogan replied to WhiskeyWolf's topic in General Discussion
Correction: SA is working exactly as it did before. It's just showing whether you are detected or not. What changed is visibility. Before, you were only visible when detected. Now you are visible when detected and for 3s after you aren't detected anymore. The issue I have with this change is that it is indeed NOT a giant nerf that will be visible in the stats. But it is a giant nerf to how fun it is to play destroyers and how easily the game mechanics can be understood. -
Should Wargaming provide a "Gameplay Rule Book"?
Ictogan replied to Admiral_H_Nelson's topic in General Discussion
The problem with that is that situations like the current SA/visibility stuff where suddenly after 0.5.5 there is a 3s delay between not being detected anymore and not being visible anymore. However WG staff has stated that it has worked like this since CAT. While it was definitely proven that it didn't work like this since CAT, there's still the possibility that it was intended to work like this since CAT and was just bugged until now. If we had an official document describing how exactly the game mechanics we could tell and if it was intended to work like this since then the bug would have been found much sooner and we wouldn't have this huge debate now. -
Should Wargaming provide a "Gameplay Rule Book"?
Ictogan replied to Admiral_H_Nelson's topic in General Discussion
YES! The whole visibility/SA debate shows EXACTLY why we need to get information from the devs on how the game mechanics work. If we had the information from the devs, we could tell whether the 3s delay was actually intended since CAT and it just wasn't working the way they intended until now or whether that game mechanic did indeed not exist before. -
what I can not go now to see my boat as usual when I play cv on the Public Test?
Ictogan replied to U156dasboot's topic in General Discussion
There's an option to disable the shift button which you can turn off to enable it again. -
Someone forgot to adjust 'Situational Awareness' in 0.5.5
Ictogan replied to WhiskeyWolf's topic in General Discussion
Btw imo SA should be changed to have separate icons for being detected or being not detected but still visible. Having it show that you are detected while you're actually only visible due to the 3 second rule might be just as misleading in some situations as not knowing that you are visible for those 3 more seconds. Although my preferred solution would be to simply make detected = visible again, but I doubt that's gonna happen. -
what I can not go now to see my boat as usual when I play cv on the Public Test?
Ictogan replied to U156dasboot's topic in General Discussion
You can re-enable the shift key function for carriers in the options. -
The main problem with spotting using a fighter setup is that you also need those same fighters that are doing the spotting for protecting your allies from planes. And as a balanced IJN setup I can consistently break through fighter defenses from a fighter setup CV with no losses whatsoever to my strike planes. And if he uses his fighters stupidly by using multiple squadrons to attack only one of mine or having his fighter squadrons far apart I will be able to take down a significant part of his fighters too without taking a lot of fighter losses.
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Not wanting to brag, but I have a win rate of almost 80% in my Shokaku and I've only gotten it a few weeks ago. I don't think anyone would be able to do that with a fighter setup.
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Damnit, only have 192k max. Although now that I have the Taiho I should be able to surpass that within a few days/weeks depending on how often I will play it. Going for 500k . (Although that might be a bit too ambitious)
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Well, in the video he claims that it was like this before and that he had "definitive proof" of that.
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Btw I love how iChase keeps this video with information which has been proven to be wrong on his channel which contains otherwise useful information. I already had to explain several members of my clan that he was wrong in that video. And when he said something wrong in a video about Easter eggs, he had a video where he corrected the information he was saying in it only a few hours after the original video was posted...
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Are you sure about this? Could be another case like Atlanta where the shell arcs actually never changed but it was just the turning circle buff that a ton of ships received. I wasn't around at the time though, so I can't tell for sure.
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Same goes for smoke.
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For whatever reason WG has decided to round the reload time to full seconds. So if you have for example a Kiev with 5s reload and use BFT on it, it gets a reload of 4.5s. However, in port it will still be shown as 5s because 4.5s rounded to a full number is 5s. But you can see the actual reload speed in game by pressing "ctrl" and hovering the mouse over AP or HE.
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Akizuki - suggestion for a high tier IJN premium Destroyer
Ictogan replied to Elenortirion's topic in Destroyers
Actually HE doesn't need to penetrate to set fires. To proof this I took out my Kiev in a training room and shot against the armor belt of a stationary, angled Yamato. I never penetrated it thus doing 0 direct damage, but I managed to set 7 fires on it. -
Also, just to add to this argument: when playing a DD this feels really frustrating whereas when playing another class and fighting a DD it doesn't feel like it's really that much different from before. So in other words, it's a much larger nerf to the FUN of playing DDs than to their EFFECTIVENESS. And imo nerfs should be the other way around, changing the effectiveness of something while retaining the fun.
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My problem is that this newly introduced mechanic is a huge nerf to smoke. And yes, it's a newly introduced mechanic because it hasn't been in the game so far, even if it was supposed to be. And I have explained this before, but let me tell you my opinion on this again: I see flickering in and out of detection when using smoke as more balanced than it's now, because it: a) didn't make using smoke while still above quarter speed useless and b) shooting at a target flickering in and out of detection was easier than shooting at a target not spotted at all, but harder than shooting at a target that's constantly spotted.
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It wasn't really a glitch, it's just that this "feature" wasn't actually implemented until now. And is it really that hard to fight a DD when you can't see him 3s longer than you should?
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I would rather say it removes the skill of aiming at a target that was flickering in and out of detection instead of adding skill to DD play like you said. Regarding your advice on how to play, if you do that now you're really stupid because the enemy will basically see you constantly until you come to a stop. Smoke has been made close to useless when using it while already speed. Using offensive smoke after already being spotted or using some to get out of trouble doesn't work anymore. Also, when did WG communicate about this change? According to them it has been like this since closed alpha.
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Their sigma value increased, which AFAIK means that it will on average get a tighter spread, even though the maximum possible dispersion stays the same. Don't expect them to be snipers now, but the accuracy should have increased.
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The 155mm have extremely shitty traverse speeds and usually do much less damage than the 203mm guns, even with 5 more shells in the air.
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Let me just say that the previous mechanics were much better than the newly introduced ones.
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Imo those numbers on the minimap should be removed. On any ship where I care about it I know my detection range/gun range/whatever else I need, I just want it visualized as a circle on the minimap.
