mrk421

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About mrk421

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    Petty Officer
  • Birthday January 4
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    Male
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    Suomi
  • Portal profile mrk421

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  1. My guess is it's because if there were damage saturation mechanic with fires, cruisers would become pretty useless against BBs. But in principle I agree that there must be a better way...
  2. I take it back, you're no sensei!
  3. You guys just blew my mind! But seriosly, nothing you said was something I hadn't considered myself. Obviously the game makes a lot of simplifications in a lot of areas and that's fine. And IMO that goes against the proposal - that it might make things unnecessarily complicated (as if the changes to firing from smoke mechanic didn't do that already). So in a sense I agree with the both of you. What I wanted to point out was that an idea such as this shouldn't be dismissed outright without good consideration, because within the game's logic it would make quite a bit of sense. In my opinion...
  4. So you're saying it's NOT logical that more smoke between you and the target does not impair your vision more than a thinner layer of smoke? Ever walked/driven in fog??? Some weird logic you got there, man... I for one think the proposal sounds quite interesting and could make a pretty much worthless skill at least somewhat useful.
  5. (1) so... no pointers? me so saadd (2) The average DD shell weighs in around 20-30 kg according to the wiki. And as for the height of the plumes, when you compare that to ship sizes and factor in the distance scaling in the game (have you heard about it?), I'd say 200m or even more is right in the ballpark.
  6. O wise sensei, would you step down from your high horse and give us plebs a few pointers on how you have adapted in this particular case! yes, it's totally realistic to have 200 m plumes shoot up into the skies every time a 30 kg shell hits the water. Totally... PS. I'm not complaining per se. The effect is not big enough to really disrupt my gameplay and I don't mind waiting a few more seconds every now and then before taking a shot. But I do find that they went a little overboard with tuning the effect.
  7. I also find that I quite often have to delay my fire due to those splashes blocking vision to the target. I wouldn't say it's ruining the game for me, but I sure would classify them as "mildly annoyingTM" Maybe a way to diminish the distraction would be if the size of the splashes scaled with the calibre/weight of the shell that hit the water. So for something like 128mm shell you'd get minor splashes, for 203 mm you'd get slightly bigger splashes and for 406 mm guns you'd get the huge fountains we have right now. Except the problem is most pronounced when 2-3 of your teammates are shooting at the same target and they keep missing their shots... Or worse yet, when a KM BB opens up their secondaries on the target effectively creating an impenetrable water screen around the target. Any suggestions on how to make your teammates not miss?
  8. Asking here in case anyone knows. In WOWP they have this in-game currency called tokens which you earn for achievements and completing missions. If you collect 150 tokens, you can redeem them for 30 days Premium time. My question is, will this Premium time apply to WOWS as well? Since Premium time should be global across all WG titles, my guess is "yes", but would be nice to get a confirmation. So if anyone knows for a fact... Might be a nice way to earn extra Premium time for those who can do decently well at "Warplanes"
  9. Yes and No... Took me a while to find it, but some time ago in another thread Sub_Octavian said (link to original post: https://forum.worldofwarships.eu/topic/56433-discussion-thread-for-some-interesting-info-around-the-world/?do=findComment&comment=1961781 ) in a nutshell that they want to appease as many players as possible. What I take from this quote and supported by WGs actions regarding game development is, that the company or the lead developers lack a clear vision of what they want this game to be or how it should play, instead, their vision seems to be "we want to attract as wide an audience as possible". This has lead to most of the questionable changes and tweaks they have made to the game over time and, most importantly, the massive influx of "gimmicksTM" which now seem to be a compulsory part of any new ship line they introduce - most of these would surely have been axed way early in the design phase if there was an actual grand vision of what WG want their title to be. It's like they're politicians, who, from the moment they get elected, start working on getting re-elected instead of making the tough, but unpopular, decisions that are necessary for a country and it's people to prosper - and they only make those tough decisions once they're absolutely unavoidable. Sadly, this "vision" is not good for the game, but it doesn't look likely it's going to change. We can at least take solace from the fact that for the time being it's helping to make the queue times rather short and whatever they do to the game, good players will always be able to find success - and if worst comes comes to the worst, we can always join the masses of BB ranks and teach the plebs a lesson in their own game
  10. Considering that Clan Battles are still very much in the beta, if not alpha, state for the duration of the so-called "First" season, I don't think it's fair to give out any rewards for progressing through the ranks. After all, this is only a live TEST. Rewards should be given for participating and they should be constrained to earning oil for your clan. After the season ends, all participants should be given a reward, preferably a unique reward ship like they gave at the end of closed (open?) beta - perhaps tied to a minimum amount of battles played. AND, the results of this "First season" should definitely NOT COUNT towards the earning of the Stalingrad reward ship! I realise, that since they already announced the battles along with all the missions and rewards, they're not going to go back on those, but this is how I think they should have approached the so-called "First season". Food for thought...
  11. Don't bother. This suggestion has only like 65 (?) likes and there are tens upon tens of thousands of players on the EU server. So this is clearly something only an insignificantly minor part of the player base would be interested in and therefore NOT something WG need to concern themselves with! /sarcasm
  12. That definition is severely lacking, as it is completely omitting the crying. If I'm not mistaken, the term BBaby is just a shortened form of "BB Cry Baby" Yes, I acknowledged that some posts ago. And it might be true. Perhaps as something for ranked, as that is supposedly meant for the more hardcore players? But tbh I'm perfectly fine with nothing like this in the game. I do quite often think that it would be nice to have a little more sophistication to this game, especially since RNG plays such a big role that it can often eliminate a large part of the sophistication that might already be there (I mean on a game-by-game basis - obviously in the long run skill is the major factor).
  13. I don't think it would be as bad as you imagine. Then again, it probably wouldn't work as nicely as I have in my mind either. Anyway would be nice to hear a few more opinions on this... And regarding static gameplay and salt, I'm sure WG has at least 10 new things in the pipeline as we speak, to increase both of them.
  14. Because torpedo tubes have instant reload and there's no turnaround time for planes? Obviously you'd have to weigh the risks of whether it's worth it to go after the survivors or not. I do see your point that such complex mechanics might be too difficult for the general player base to come to grips with. Just sometimes I let my optimism get the better of me and think that who knows, maybe people are capable of adapting.
  15. Exactly what I was going to say... I agree with most of what you said. However, "500 or 1000 doubloons" for compensation... LOL. Try more like 20-30 for fair value