Fell_Beast
Players-
Content Сount
5 -
Joined
-
Last visited
-
Battles
593
Content Type
Profiles
Forums
Calendar
Everything posted by Fell_Beast
-
Is not an easy solution to just let the team wins with the most ships alive when times run out? You have a nice "scoreboard" in the top center of the UI. If its 10 ships vs 1 CV hiding in corner of the map. Its The score will be 11-2 right? 11 kills from the 10 ship team, and 2 kills for the CV team. Why not letting that score determine the winner if the time runs out? This way, you can still win a hail mary cap with 1 DD vs 10 other ships as long as it is within the time limit. And you stop drawing when it is so obvious who that one team would win.
-
Gamescon accounts ! T10s at PPL that have no idea what they do !
Fell_Beast replied to DanottiTR's topic in General Discussion
I don't have the high tiers yet so I doubt if I get to see gamescom accounts. Still I can understand why people don't want afk players in their team. I've been to a lot of game conferences, and you play short amounts of time, and leave at any point(or when times up) en leave the game as it is. However I have NEVER seen a game on a conference that used the active player base and servers. Normally its either coop, or LAN with the computers on the conference. I think it is logical for WG to let the press play with tier X ships. That's normal and how it should be. You don't let reviewers and press play the grind, you show them what's at the end of it. But you should NOT put them in the same server as the normal player base. As others already said: when time is up, they will leave the computer, and leave a AFK ship in the battle. A battle where your playerbase has to deal with it. There is not a single valid reason to put these accounts on the active server/player base. You can set up a LAN on the conference and let them play with eachother(idle ships is not a problem then) or let them play coop, then afk ships is also not a problem. All the press does, is just play it a little, and see how it looks like and how it feels. There is NO reason to do that on the active servers. So yeah I can understand the frustration of people here. -
The sad part is, that if they just play the game a bit, play all classes and learn how to play.... the game opens up and is not so OP OP OP OP OP INBALANCED WOOT as some think... That comes from a newb who has just reached tier 6
-
Open Beta - my personal opinion after few weeks of playing
Fell_Beast replied to LTvz38's topic in Archive
I have played for 2 weeks now I think. Got a tier 6 Cleveland, tier 5 Minakaze first CV of the USN and the required BB. Actually I think the balance is already quite good. Yes in the beginning I was driving my low tier BB or Cruiser in straight lines like every newb and got blown up every time by torpedos. Then slowly I started to adept, move a bit when shooting etc. Now I play other games like RTS games for example, and I learned that if you want to know how to defend against a certain class/unit/tactic. Use that same class/unit/tactic. So after I unlocked my Omaha, i started playing with DD's. And by god did I found out how hard it can be to hit someone who is just strafing and moving around. That's the point where I realized what I as a BB or Cruiser had to do to make torpedo's have a hard time. Same goes for CV's. After I got tier 5 IJN DD and my Cleveland, I started playing as a CV. Mostly to check out their playstyle and find their weaknesses. There I found out that a moving target is, just like in DD's, incredibly hard to hit. Just drive straight TO the planes, instead of away from or broadside, and they start having a hard time. Now with these experiences I have much less trouble with torpedo's from both DD's as well as planes. Like many others said, it really is about learning how to play. Make rookie mistakes and learn from it, step by step. The only thing I think needs a bit tweaking at the moment are gaining XP for group efforts, like shooting down planes. People need to play as a team, but the game only rewards damage, and damage dealt alone. So if you dont deal damage the game will punish you at the end by not giving you xp. I think they should boost XP for killing planes, and give XP for winning. Maybe also a bit for escorting or something, although I think that could be difficult to implement. Another thing is the arming time of torpedo's dropped by planes. Planes can drop torpedo's 300 meters away, and then you have no chance to evade(even if you drive straight at them and they use 2 squads). Those would be the tweaks I would like to see. I think the basis is solid, but not perfect. -
Same counts for Cruisers. On a good day I shoot 30-35 planes down when I escort some BB's, but I dont get much XP for it. After the shootdown of the planes I better get my [edited]as fast as possible to the front line or I'll end the game with an amazing run but 0 XP. If I want to progress and get the 70.000 XP needed for the Pensacola, the best thing for me is to not escort BB's and CV for AA at the start, but just lonewolf and attack for damage. That is the only thing that gives XP: dealing damage. Doesn't mean I always do that... I love to work as a team, and to crush the enemy team with 10-2. It's amazing... until you get at the score board and you get kicked in the balls.
