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Everything posted by Shirakami_Kon
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General Submarines related discussions
Shirakami_Kon replied to YabbaCoe's topic in General Discussion
Please don't drag others to your pathetic level, it's insulting and they don't deserve that. Even with them you can be actually discuss something and get to an understanding, because they have a clear advantadge over you. A healthier functional brain. -
General Submarines related discussions
Shirakami_Kon replied to YabbaCoe's topic in General Discussion
You're wasting your time with him, really... Just put him in your ignore list and preserve some braincells, you'll thank me later. -
General Submarines related discussions
Shirakami_Kon replied to YabbaCoe's topic in General Discussion
Sure, I don't really want that either, but if damage consistency when dealing with them instead of the joke of a lottery that damaging them currently is my proposition is something I'd abide to. Also I didn't say anything about them being unable to be set on fire or flood, that has nothing to do with them getting their modules destroyed. My suggestion is merely to remove module destruction for subs since it nullifies an absurd amount of the damage they take. Fires and flood mechanics should of course be kept as for everyone else. -
General Submarines related discussions
Shirakami_Kon replied to YabbaCoe's topic in General Discussion
So, I came across this checking on the NA forums. That's how many times the torpedo tubes and ping of a single submarine broke when being targeted by the depth charges and shells of the player that posted this. I assume everyone here knows that basic mechanic detail, but just to make sure, for those that may not know, everytime a module on a ship breaks it means that module took at least one shell/plane bomb/rocket/depth charge... you name it, and the module well, broke, obviously. But the way the game is programmed when a module breaks that shell/bomb/rocket/depth charge, whatever the cause was dealt 0 damage to the HP of the ship or submarine. So what this image here means, is that a single submarine took 11 hits that dealt 0 damage to it because of the constant destruction of it's modules. Now, I understand that since the entire weaponry of a submarine consists in it's torpedos, and WG is completely stubborn about not removing the ping they need those torpedo tubes and ping. So apparently the route they took is that submarine ping and torpedo tubes can't be permanently destroyed, like happens with modules of every other class in the game, where after so many hits the module will permanently destroy to stop absorbing damage to no end. Just imagine what happened if to put an example Yamato's secondaries and AA guns weren't ever permanently destroyed, considering almost the entire superstructure is fully covered in it. Something like a destroyer without torpedos like Druid or a light cruiser without torpedos either would never be done with it since the secondaries and AA would keep permanently repairing to absorb damage for absolutely free. So why is this not considered a problem in the case of submarines? We have multiple videos, and us players have already come across situations like this one here. You can have dozens and dozens of depth charges or shell hits on a submarine and the thing just doesn't die, leaving players frustrated and wondering why. Well, the constant repair of modules so they keep constantly absorbing dep`th charges for the submarine for 0 damage seems a real issue in this case. So why is this a thing? As said before, I understand that for a submarine, where torpedos are all it uses WG decided that the permanent destruction of the torpedo tubes and ping is a no-go, to prevent a submarine to remain in battle absolutely incapable of doing anything (other than suicide by ramming something I guess). While that is fair for the submarine it screws all damage they take, not to mantion how hard it can be to find one and do so to begin with when you're against one that knows what to do and how to properly remain stealthy all game (which why still very rare considering that so far a tier 5 max player could get his hands on a tier 10 sub happens where the opposing sub is an experienced player). I'd like to make a suggestion about this. Just make the sonar and torpedo tubes of submarines indestructible. They need them, there's absolutely 0 point really in them breaking since that would lead to situatons where submarines would end up being completely useless and that can't really be allowed from a gameplay standpoint, I can agree with that. But those modules breaking in such insane amounts screws so much how to deal with them. That previous result in the image and video is absolutely stupid, so my suggestion is make submarine modules indestructible, they keep their weapons that they need because they literally only have their torps and ping, but that would at least make it so is you actually manage to get hits on one the game doesn't completely screw you like currently. -
Worked, thank you.
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Ships that playing runs the risk of getting reported.
Shirakami_Kon replied to The_Chiv's topic in General Discussion
Tbh, if we go that way if you dare to go to low tiers you can get reported on any ship. Even on something like an Omaha, because whatever you are, you'll tickle someone in a funny way and you'll get reported. Because obvious hacks of course. -
[POLL] Reconnection of the Playerbase with Wargaming.
Shirakami_Kon replied to OldSchoolFrankie's topic in General Discussion
Voted no, not because it's not actually possible, but they keep proving again and again that they don't want to. They have a plan, a list of things to do. You like them? Great. You don't? You might as well try talking to a deaf person. -
General Submarines related discussions
Shirakami_Kon replied to YabbaCoe's topic in General Discussion
Short answer to the video title: Yes. -
General Submarines related discussions
Shirakami_Kon replied to YabbaCoe's topic in General Discussion
We should sue WG for violating human rights, smh. Thoughts? Maybe Fastmotion can take care of that, he seems more informed for that. -
You'd be surprised about the answer. Or maybe you already know it.
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Calculations are... That yeah, in case you have 15 ships, you can load into a game, die miserably within a minute like you've proved to be capable of, be a hindrance to 11 other players and come to brag about it here while you load into the next game in another ship so you can repeat the process 14 more times to make 154 more players miserable with your presence in their team in the span of 20 minutes that a single game can last. Congratulations.
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General Submarines related discussions
Shirakami_Kon replied to YabbaCoe's topic in General Discussion
Makes you wonder why, doesn't it? -
Definitely against THE LAW
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Imagine believing any claims from this people that any class needs more buffs because they believe it will compensate for their incompetence when they can even prove they suck so hard, lmao.
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I think this is why WG doesn't make tutorials like they get suggested at all. They know, man. The average able person if it's interested enough will find it's way to a stream and ask and learn the mechanics there, but this is the type of example that shows that bothering doing those tutorials in game is wasted when your target is this kind of specimen. They'll get a tutorial explaining how things work, detailed and all and they'll argue they know better anyway, so...
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Nice try buddy, but the ratio of typos is still way too low. Practice a bit more. But you're doing ok.
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I'm surprised you guys don't like more the submarines that got removed from the server while WG tries to figure out what to do with them. And takes them forever. As for CVs there's none better than the ones of people here crying for CV buffs after they failed so hard that they got deplaned so they are just sitting in the match waiting for planes to regenerate while thinking they'll do something when that happens. Those are gold.
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Yeah, for WG is better to have this level of players that just buy ships and goes right into tier 10 only to be demolished and later cry for buffs thinking the ship is ever going to compensate for them. Hilarious how they are incapable of realizing that that would make more evident how much they suck when a good player gets the same buffed ship and they would struggle with the game way harder than they do now and keep crying for buffs thinking the problem is in the ship and not them. That's why sometimes I wish we got those buffs temporarily. Imagine getting matched against them if that hapened. I would enjoy so much to see them make a thousand post crying to go back again since they can't even enjoy their ships anymore.
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I start to think we maybe should follow these guy's suggestions of buffing their ships for a while and play them... They will still suck but we could crush them even harder with an even more disparity to the point they don't even want to play the game anymore in disgust and them return the ships to normal. Win-win. We have fun for a while and get rid of this level of... Whatever they are.
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Give planes citadels, if an AA shell or flak hits it the plane detonates, blowing spectacularly in an even better firework display than flak hitting all the nearby planes of the rest of the squadron for a magnificent full squadron wipe.
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Could also add that WG made clear too having no intention whatsoever to bring Enterprise back. You have your chance to gamble on santa crates for her. Deal with it.
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So... Who tells him that WG made Saipan's plane regeneration so bad completely on purpose to balance out her planes as part of her design and they are completely unwilling to change that?
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Considering the specimen here someone confirms it's some weird af cult and I'm not even surprised.
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AA range is arbitrary, it's always been like this. Happens with firing ranges too, WG somehow decides what range is balanced or not for both AA and gun range on whatever they designed, if not for example something like Yamato would have ~42 km range if following real life was the goal (as a matter of fact I think Yamato actually used to have 42 km range back in beta testing). The CV rework mainly made it so even the worse CV player will get a strike per squadron at the very least unless he spends like half a minute in your AA area of a "strong" AA ship before attemting to attack you.
