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Everything posted by loppantorkel
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Reduce the view distance in the middle of the smoke.
loppantorkel replied to Lt_Raptor's topic in General Discussion
You're only visible while you're shooting. Stop shooting and you become invisible again. If they'd implement this, the ships popping smoke would likely not be the ones using it offensively, but bbs. Changing this would not mean the end for gun dds, but sadly British cruisers are focused around this mechanic. You're ignorantly assuming I didn't know this and that I'm asking for this specific change, when I clearly stated it was used as an example to prove a point. Just read the post, please. edit: For you too mtm. Read and try understand. I'm not trying to nerf your favourite ships. Some mechanics in this game aren't perfect. Discussion around them won't hurt your precious ships or buff bbs. -
Reduce the view distance in the middle of the smoke.
loppantorkel replied to Lt_Raptor's topic in General Discussion
If shooting makes you visible for a second - that's a slight nerf. Not saying that's the solution. Just proving you incorrect. -
Reduce the view distance in the middle of the smoke.
loppantorkel replied to Lt_Raptor's topic in General Discussion
Of course you can nerf it slightly, it's the effectiveness of smoke that could be nerfed. It's pretty basic. -
What do you do if you find that you are playing worse every day?
loppantorkel replied to FloRead's topic in General Discussion
We'll all experience the downward spiral sooner or later. Are your reflexes not what they used to be? Do you find yourself squinting more often? Are your joints stiff or ache in the morning? You may just be getting older -
Reduce the view distance in the middle of the smoke.
loppantorkel replied to Lt_Raptor's topic in General Discussion
I'm not sure that specific idea is good. I just agree with the general idea that shooting from smoke could use a slight nerf. Doesn't mean I want all of those ships nerfed or bbs being buffed in relation to those. Just a slight change to the smoke-shooting meta. If that changes, some other buffs and nerfs would likely be needed too. Looking at the current meta, I think it's a bit too smoky and the counter - radar - is a bit too decisive. Just an opinion how I feel and what I think could be improved. -
disturbing move to "pay to win" with prem ships
loppantorkel replied to bug's topic in General Discussion
Of course they don't "try" to make them OP. Sometimes it just happens Thing is - I think they try to make the premiums intended to be competitive, "powerful", meaning they should never be worse than the non-premium, preferably somewhat stronger. Some of those ships end up OP. I'm sure those ships sell just fine regardless of the missed window.- 159 replies
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Reduce the view distance in the middle of the smoke.
loppantorkel replied to Lt_Raptor's topic in General Discussion
I can't go through with all the walls of text but I agree to many of the points you make. I think a change to smoke and radar mechanics, probably nerfing shooting from smoke, would be a good idea. I've brought it up before. People are very protective of the current meta though. -
Deterring bbs from going fringe/border caps
loppantorkel replied to loppantorkel's topic in General Discussion
All true and this probably won't change unless the preconditions change. Cap- and map layout. More landmasses along the borders/corners? -
Is there a way? people always say B + A/C. Then all bbs and 80% of the team leave B for the other cap. Border caps feels so much safer for bbs. I think using diamond cap setup feels better than when caps are in a straight line. Any other suggestions or thoughts?
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I don't think the smoke-radar route needs another ingredient. The game would probably benefit if both smoke and radar had a slight rework/nerf. ...and Missouri+Black should never had radar in the first place.
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GOOD NEWS but is this game breaking ?
loppantorkel replied to pontacringeoana's topic in General Discussion
Soon we'll have plebs with all kinds of premium ships. No good can come of this. -
Deterring bbs from going fringe/border caps
loppantorkel replied to loppantorkel's topic in General Discussion
Of course, I realise it's an issue for both teams. I also know I make mistakes by rushing caps with too little support at times. This matters little to the point I'm bringing up though - Team says BC for example - dds usually split between those caps reasonably well, sometimes supported by a cruiser at B, but too often the blob of bbs go to the border cap, dragging the rest of the cruisers with them, either facing off with a similar opposition or circling along with the other team in the opposing cap. It usually doesn't work to ask for bb support in B cap, they either stay too far away or go for fringe cap. I feel maps with four caps in a diamond shape usually are a bit better in this regard, so saying the issue is unsolvable is probably incorrect. Agree/disagree? I get this, but I disagree that there's nothing to do about it. Maybe cut the corners of the maps , creating an octagon would push bbs closer when they are going for A/C? -
Deterring bbs from going fringe/border caps
loppantorkel replied to loppantorkel's topic in General Discussion
They could implement a wall of electric eels at the border. There is way. -
Always grind stock, it builds character. Unless you're a millennial, then I suggest just free xp.
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There's an optimal build and playstyle? Seems to be the spammy type I mentioned. Thanks for the link though, good video with some valuable info. More guns pointed forward... Steven Seagull have a special ability??
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"There is fortune waiting behind every corner. Maybe you'll get lucky and it won't be in the form of a torpedo". Detonations increased 100%. Would anyone notice?
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Ramming - the stupidest mechanic in the game
loppantorkel replied to ajb13's topic in General Discussion
I assume ramming takes ship type into account rather than armour, speed or something else... Do lighter ships inflict damage/flooding on larger ships? Is worth ramming your dd or cruiser against a bb when you're about to die? -
...plus a complementary chatban somewhere along the way, I assume
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It's really like slot machines, you just need to find out how to beat the system. The order in which you play your ships... I'm on to them
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Discussion thread for "some interesting info around the world"
loppantorkel replied to Deamon93's topic in General Discussion
What are you suggesting...? I'm all for the changes. I don't think there will be any negative impacts on gameplay. Just buff the ship that needs it. -
I've not said WG should cater to the lowest denominator, but it seems that also you recognise there's an issue between the average player and when cvs enter the game. WG is looking at cvs and I assume they'll try to lessen the skill gap between cv-players. Maybe making it easier to control and maybe a bit less effective for the better cv players. I'm not asking for a nerf, but I think the game would benefit from consistency, either cvs more or less every game, or less of an impact on the meta when switching between cv-games and non-cv games, and when there's a skill gap between cv-players. I think that's reasonable. What kind of WR should a player be able to reach in random 12 vs 12 games? Papedipupi is at 85% in Hakuryu and I'm sure there are counters to him too. I'll add that I don't mind cvs in the game. They can be a pain to dds, but, I'll just try adjusting to them. Usually the games are okay. Seeing no cvs at the start makes things a bit easier though.
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So... the meta and the game suffers from having cvs due to existing playerbase? I think the game needs to be designed with the playerbase in mind. It's a free to play game, communication is lacking in random games.. cvs tend to throw off games due to their influence. It has to be kept fairly simple and consistent in gameplay. Domination and Normal is fine (for most), it gets complicated with Forts thrown in.
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I think a skilled cv player can dominate the game in a way no other class can. I don't know how much has changed over the last year in terms of the relative strength of cvs, but there were games where tier 10 cvs just laid waste to everything. I haven't seen it lately, so maybe they were nerfed over the year. The skill level between between cv captains is another issue - if too wide, it influences the outcome more than what's perhaps desirable. ..and perhaps that's tied to how you play cvs - they're more difficult to play and master than other classes. Balancing them to other classes means you have to have good counters against the elite cv players, which means the counters may be OP to the average cv players, hence complaints in this forum. In my own experience, cvs tend to complicate things while playing dds and have minor influence while playing high tier cruisers. AA modules are more effective in my dds than in my Baltimore which never is targeted by enemy cvs. I wouldn't say it's a failed concept, just that cvs tend to not improve the actual matches, imo. They change the meta in an undesirable way, as now designed.
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Could it be that the premium ships mostly have risen to the upper ranks? Rank 1-9 still being a smoky camper hell? I've not been there, so just guessing from other posts... From what I've seen WG still views this season as a success. In terms of sells of premium ships, it probably was. I don't mind it. It's a business after all, but gameplaywise there's been a lot of complaints, so I hope they look at that aspect too from this season.
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...by a pleb, and his div...
