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About RamboCras
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Rank
Officer Cadet
- Birthday 09/30/1964
- Profile on the website RamboCras
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Gender
Male
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Location
Netherlands, The Hague
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Failed to download configuration. Please contact support.
RamboCras replied to PhoenxRS's topic in Announcements and General Discussion (English)
yes for me too -
YAY it finally worked!!
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Failed to download configuration. Please contact support.
RamboCras replied to PhoenxRS's topic in Announcements and General Discussion (English)
Unfortunately still does not work. -
Modstation doesn't install anymore, stops downloading at 46MB, then says Configuration download failed, please contact modstation support. link to string in Modstation:
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does that mean the answer is yes? For me it wasn't an old cow, it happend that day.
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Failed to download configuration. Please contact support.
RamboCras replied to PhoenxRS's topic in Announcements and General Discussion (English)
Same. I tried downloading it and installing over the current version so I don't lose my settings... doesn't work. It recognizes there is already a version there. Did anyone try removing it and reinstalling? -
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Hi, I was just in my Massachusetts (not the best guns) at 6km from a Russian tier IX BB almost broadside. I aimed my front 2 turrets under his turrets and from the 6 shells I had zero hits. When I turned to try my back turret, I had 1 ricochet. I know RNG is a factor but to have 8 shells completely miss from 6km is like setting RNG to 85% which WG wont of course. Assuming I can aim after 22k games and RNG not being ridiculously high, there must be a second factor on the receiving ship that influences being hit by incoming shells. For some reason that is set high for Russian ships. Which is surprising since the Russian Navy has quite a bad track record in naval battles. I understand the need for RNG (or everyone would be shooting citadels at any distance) but at 6KM, in my tier 8, surviving several salvo's getting in secondary range and closer, you can't protect a Russian BB like that giving broadside just because it is Russian??
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I wish it were overpens, then at least you hit something. I was 6km away from a broadside tier 9 Russian BB and in my Massa I had 1 (!!) ricochet out of 9 projectiles fired. Since the RNG can't be 85% and assuming I can aim after 22k games, there must be a second factor from the receiving ship that influences chances of hitting something. And clearly, for Russian ships that is set to very high, even if war has shown Russian hardware sucks.
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eh... reload 34 seconds and lower when adrenaline rush kicks in? They have dwarfs in the sub that have superhuman strength and able to reload all those torps in less than 34 seconds. Thats probably faster than the subs of the 21st century. Then again, they have 21st century homing torpedoes too. This turned into a sci-fi game LOL.
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Amazing we have had subs for some time now. And STILL every game you are with the team that has normal subs, or the team with subs that are crap. Last game they scored 150 and 92XP. For reference, 2 weeks ago my system crashed, and I was AFK all game and made 135XP.....
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thank you, would have been nice to have known sooner!
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Can you fix the modstation FINALLY? Pushing the release date like 8-9 times for 1 day at a time is (from a development perpective) not very professional. It means that 8-9 times you thought it would be tested, created a built, and would deploy that the next day and that for 1,5 weeks now.
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hello, Since 2 days the my game crashes like 5 times per game. Running i9 12900k, 64GB ram here and SSD. Anyone else have this?
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Outclassed or they die in 2-3 minutes and play less than 250XP. I have head multiple games where BOTH submarines died quickly, like my example starting the screen. It is not only the skill gap, it is also the fact it is 12 against 10. In the old days, the enemy CV would not die (sometimes by a DD he didn't spot). But mostly be useless most of the game. Subs seem to think they have to be under the enemy to be a threat while playing it as a DD would make much more sense.
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These looks like ships without equipement or captain skills added. It would be logical to focus on improving torps (damage, reload) since that is their primary weapon. My Balao has a reload of 34 sec for bow and stern (21pt captain). My thrasher with a 6 pt Captain also 34 sec for bow and stern (I can still improve with 15% - torpedo crew training). These are all without adrenaline rush active in game. Below 30 seconds reload is very achievable.
