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fobgrvt

Players
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    30
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    15518
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    [NUNC]

About fobgrvt

  • Rank
    Able Seaman
  • Insignia
  1. fobgrvt

    PTS - Space Games (and maps for them)

    I like the new timer and layout for the generators. Previously you just had to hope the defenders were all potatoes to actually win. Now it feels like it's a matter of skill vs skill.
  2. fobgrvt

    PTS - Space Games (and maps for them)

    When you open the gamecenter on the PT-page, the top banner links to the round 2 info. Same thing on the normal page for WoWS.
  3. fobgrvt

    PTS - Space Games (and maps for them)

    They did post the changes actually. Same thing as last week for Space Assault, people dont seem to understand they need to rush the base as attackers. People are so used to playing passive/camping that most just cant seem to figure out they actually need to rush forward or loose on time.
  4. fobgrvt

    PTS - Space Games (and maps for them)

    Yeah, best mode by far. Kinda hoped you would add Kitakami for that mode. She's been absent too long. If I had to rate them, after playing all of them: 1° Torpedo Beats: Fast paced close range battles, with so many torps on screen, feels like the old days with shimakaze walls of skill. Only downside, though it might just be my connection with the testserver, my fps often seems to drop to 10-20 when a lot of torps are on the field. 2° Space Assault: From an attacking point of view, it's a full on rush-mode all guns blazing. The time restriction feels a bit too heavy, but nonetheless it remains fun and most of all it is doable within the 7min limit. Defending side, if the entire fleet remains within the starting zone, I feel it's almost impossible for the attackers to win. Some of the generators should be more accessible imo, or ship kills should add some time for the attackers. 3° Binary/Saturn: This still just feels like epicenter. And I fear it won't change much from the static gameplay you already see in the current version of epicenter.
  5. fobgrvt

    PTS - Space Games (and maps for them)

    After managing to win as the attacker a few times, I can say the outcome depends more on how the defenders play then the attackers. If the defenders remain within the defensive zone, it becomes almost impossible to win within the 7min limit. I still think either the time should be slightly increased, time should be added for each killed ship on the defending side or some of the generators should be more accessible for the attackers so they can increase the timer.
  6. fobgrvt

    PTS - Space Games (and maps for them)

    You only have co-op unlocked at the start. Without any captain or upgrades. Once your service-record goes up, usually after 1 battle, you'll start unlocking the other features.
  7. fobgrvt

    PTS - Space Games (and maps for them)

    Dont think you actually need to play random to unlock the twilight battles. It's linked to your service record. Playing co-op should unlock it as well.
  8. fobgrvt

    PTS - Space Games (and maps for them)

    That first space assault mode is pointless for the attacking team. I dont think I've seen 1 attacking team manage to destroy a single generator, let alone get anywhere near the final objective. Just not enough time and the generators are so well hidden you loose 3min or so just getting there. Finally managed to win once as the attackers, but it had more to do with the enemy team potato'ing, then skill. Really feel like the attacking time should be extended or add a bit of time for each killed enemy.
  9. fobgrvt

    Lunar New Year

    And then there's the fun little problem of people living in countries where these type of random boxes are no longer legally allowed. As things are right now, I have no way of getting Irian. I really dont understand why you have to use this tiered system with RNG-boxes instead of the old approved ship bundles.
  10. fobgrvt

    0.7.12 PTS - Bug reports

    Try looking in the Arsenal, for 20kk credits I think it was
  11. fobgrvt

    0.7.12 PTS - Bug reports

    Same error, tried resetting to default, changing the keys at random The move forward key doesn't respond, no matter what I change it to What I do notice: when I reset to default, both the "move forward"-key and "turn hard left"-key are set to void (NULL). So I'm guessing that void state overwrites any changes that you make to those 2 settings. When I change those 2 keys, they do show ingame on the ship controls, but they never respond to their respective keys.
  12. fobgrvt

    Twilight Battle

    Maybe I'm missing something, but none of the other ships are unlocking, even after getting more then 5 wins.
  13. fobgrvt

    Twilight Battle

    Really fun to play, but some ships (especially the DD) feel a little bit underwhelming. SteelRat: playing to its strenghts bascially means you won't get any xp for her. All her skills are centered around support and staying very close to your fleet. Considering exp is mostly calculated towards dmg and spotting, well you get the picture. Octopus: Though the radar and instant-heal are nice, to me it feels like she lacks impact on the game. Her redeeming factor is 30% fire chance, but with all the heals, her fires dont have the same power as they would in normal battles. Scarab: She feels a bit too powerful. both her skills are centered around selfhealing. She can pretty much yolo into any situation with a very good chance of surviving. I had a game where 3 BB and an octopus where focussing me and 5min later I was still at full health. Varg: Her shield feels completely broken. Combined with her other ability, she can pretty much ram all the competition of the game. The shield itself wouldnt feel too bad, but the manouvreability she gets with the second skills makes escaping a ram impossible. Considering the battlefield keeps getting smaller, it's almost inevitable comes down to close range brawling. Ghoul: Her reduced detection skill also feels like it's a bit too much. If I remember correct, her concealment goes down to 2.5. Unless she has the bad luck to get radar'd, so can pretty much torp anyone pointblank.
  14. fobgrvt

    Twilight Battle

    Restoration Charge for SteelRat seems to have a wrong description, unless it adds an additional speed boost on top of the heal function.
  15. fobgrvt

    CV Rework Beta Test - Feedback thread

    Like most people I would really love some way to switch control back to the carrier without having to dismiss the current strike-force. So far, I really loved the new gameplay. My biggest problem with the old cv-gameplay was that, either due to some form of lag or my lack of skill, I often lost planes from strafes while I saw the planes miss my squad. That being said, the current fighter planes feel too restricted. They only patrol that small area where you launched them. This means that they only really work as protection on ships that dont move around a lot. Which in turns makes it rather easy to avoid them. Now for the atk-squads: 1) Rocket squads These are prolly the easiest to hit things with. It might just be to scale them from T6 to T10, but at T6 they feel rather underwhelming. On itself this isn't a bad thing, but with the way planes work right now, they are the only ones that can target DD's with at least some accuracy. But even that is rather difficult because of the low amount of rockets that get fired, combined with the relative large dropcircle. At T10, it feels a lot more reliable. 2) Torpedo squads They feel rather sluggish at the moment. Again, this is prolly due to scaling from T6 to T10. I do find it hard to guess the actual speed of a ship I'm targetting. I've noticed quite a few people say that the flooding chance is rather low. I find the low flood chance to be nicely balanced. You can strike 3 times. If each strike would start a flooding, then BB's would be dead after 4-5 min in the game. 3) Bomber squads Probably the hardest to target with. Their movement feels a bit weird. First they pull up almost vertically. This means you sometimes loose a bit of Visuals on the initial approach and you loose a lot of distance due to the ship still moving. And then there's the drop dispersion. You need to practically crash your planes onto the target to get a decent chance of your bombs actually hitting the ship. This might be a problem with the marking cone, but I've had quite a few occasions where I had the full cone inside the shape of my target ship and still saw my bombs miss left or right. I also hope we get a chance to choose to use either HE or AP and DWT or normal. Finally the new AA. I like the way you can put priority on 1 side. But at the same time I feel like the current AA has quite a random effect unless you fly your planes through a concentrated AA-bubble from multiple ships. I've had cv's attack me from my priority side on multiple instances, but the effect doesn't seem to really do all that much. Even a ship like Worchester who's a no-fly-zone in the current version, has troubles shooting down planes. I would also like the see more info on module damage. I assume the rockets should be able to knock down AA-guns. But right now it only shows the number of hits and if you set a fire or not.
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