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Miscommunication_dept

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Everything posted by Miscommunication_dept

  1. Miscommunication_dept

    I am quite annoyed with the F. Sherman ship distribution!

    That’s my thoughts also. Santa crates have a different mechanic though. If you own a ship, you get a ship.
  2. Miscommunication_dept

    Whats the point of Delny?

    Delny vs Tashkent HE DPM 137k vs 137k Fires per min 5.8 vs 5.8 Range 13.1 vs 12.7 Flight times to 15km 10.6 vs 10.2 Torp range 10km vs 8 km Torp reload 129s (10) vs 79(9) Upgrading to Delny from Tashkent is trading 0.4km range for worse matchmaking.!
  3. Miscommunication_dept

    I am quite annoyed with the F. Sherman ship distribution!

    Just had a look at the contents of these firepower containers. They have fewer special flags than mega santa crates. 5% chance of ship instead of 16% but of course the ships are far better Would this mean they'll be cheaper? If so and if, when you draw a different tier 10, they will give you the one you don't have, I might be tempted to spend.
  4. Miscommunication_dept

    Forrest Sherman coming out.

    First for doubloons then coal two weeks later. it’s the cheapest tier ten coal ship for some reason so be patient and grab it then! It doesn’t look as strong as I expected but certainly interesting.
  5. Miscommunication_dept

    I am quite annoyed with the F. Sherman ship distribution!

    Are you sure about this? Compensation rules were changed and out side of Santa crates, if you role a ship you already have you will get a random item. In Santa crates, you get a ship if you rolled a ship first time but I don't think that is the case for other containers https://worldofwarships.eu/en/content/compensation-rules/ What will I get if a container drops a ship / any ships that I already own? You'll receive another item that will be randomly selected from the list of possible items the container can drop.
  6. Miscommunication_dept

    Forrest Sherman coming out.

    I'm think of this for a long range (15.1km) meme gun build. Thoughts?
  7. Miscommunication_dept

    I am quite annoyed with the F. Sherman ship distribution!

    The alternative method is about 35k doubloons. Though the firepower containers are coming out and could drop Sherman
  8. Miscommunication_dept

    I am quite annoyed with the F. Sherman ship distribution!

    I actually think that if WG need to make a certain amount money, it's preferable that it gives early access to ships rather than exclusive access in a pay-to-win way. I'm not as upset about this and auctions as some but it is annoying to have to wait.
  9. Miscommunication_dept

    Forrest Sherman coming out.

    It has excellent shell speed(Kleber level) but much higher dpm make me think a range build might be the way to go? For long range gunnery it would be strong Bu then it's slow and has hydro.... A strange one but with nearly 1 million coal, I'll be grabbing it. I'm thinking it might be a druid, pretty unique and interesting to play but with limitations.
  10. Miscommunication_dept

    Auction results

    My bid of 10million for Moskva flag was not enough.
  11. Miscommunication_dept

    Gremyashchy dispersion vs turret turn speed module

    Rotation. The turret traverse is so frustrating.
  12. Miscommunication_dept

    Chumphon & Co

    Chumpon is terrible in brawls takes so long to do damage. Harbin and on look better due to better arcs but only Jinan looks strong, and then only situationally
  13. Miscommunication_dept

    Old Ships

    Check the numbers on your dispersion ellipses! They are all wrong.
  14. Miscommunication_dept

    Old Ships

    What is this? At 16km Marlborough has 220m Hor dispersion. Lepanto has 223m.
  15. Miscommunication_dept

    Closed test for 0.11.2: French cruisers (DB 273)

    I didn't see that first time. I so miss secondary Siegfried especially now the powercreep that is Sevastapol will make it obsolete as a long range sniper too!
  16. Miscommunication_dept

    Closed test for 0.11.1: changes to test ships (DB 275)

    Atlantico loses it's super AP. Probably a good thing. Secondarys looks good though. Sevastapol got a buff..... This ship looks so strong now. Probably coming next week as well, so this might be the final interation?
  17. Miscommunication_dept

    Closed test for 0.11.1: changes to test ships (DB 275)

    CHANGES TO TEST SHIPS — 0.11.0 CLOSED TEST We adjusted the stats of the following ships based on testing results: Sevastopol, Dido, Canarias, FR25, Atlântico, Hornet, and Italian destroyers. VI DIDO Short-Burst Smoke Generator consumable: Smoke dispersion time: 40 s. to 35 s. Reload time: 70 s. to 80 s. VI CANARIAS Main battery reload time: 10.5 s. to 12 s. Maximum AP shell damage: 4,250 to 3,800 Base detectability range by sea: 10.8 km to 11.5 km. Other detectability ranges increased proportionally. We've heard your concerns about the several changes we've already applied to Dido and Canarias, so we'd like to take a moment to explain this trend in more detail. Our goal when releasing new ships is twofold: to provide a fun gameplay experience while also staying in line with other existing ships as far as overall performance. A ship's method of distribution does not enter into this equation at any stage. If a ship is too weak, it won't be attractive to players; and if it's too strong, it runs the risk of becoming very popular, thereby damaging the game experience for others. Therefore, it's always in our best interest to keep all ships as close to a balanced state as possible, regardless of how they're made available. At the moment, testing of Dido and Canarias has shown that they are outperforming all other Tier VI cruisers. For this reason, we've spent the last few test sessions applying adjustments to different aspects of these ships in an effort to hit that very important sweet spot between balance and gameplay. American aircraft carrier Hornet, Tier VIII The maneuverability of its dive bombers during the 'attack' and 'preparation' states: significantly increased VIII ATLÂNTICO Hydroacoustic Search consumable: removed AP shell fuse delay, ricochet angles, and arming threshold: reduced to standard values Secondary battery: Accuracy of 127 mm guns: increased to the level of German battleships Accuracy of 234 mm guns: increased to the level of Georgia and German battlecruisers Ballistics adjusted: all shells have a more arcing trajectory. With the above changes, the ship's secondary battery will see an overall increase in performance, while still having a harder time scoring hits on destroyers due to the slower shells. The improved accuracy will allow it to reliably score hits on the decks of enemy battleships and deal more damage on average to larger targets, even from behind island cover, thanks to the more arcing trajectory of the shells. X SEVASTOPOL Repair Party consumable reload time: 200 s. to 180 s. Engine Boost consumable: added Damage Control Party: replaced with Fast Damage Control Team consumable. The gameplay concept behind Sevastopol revolves around making quick surprise attacks with its accurate guns then retreating back into safety, since its exposed citadel and weak plating make it vulnerable to sustained fire. With these changes, the "British" Repair Party, Engine Boost, and Fast Damage Control Team consumables can be used in conjunction to make these getaways safer and more viable. II CURTATONE Torpedo tubes reload time: 55 s. to 65 s. SAP shell ricochet angles brought up to standard with the high-tier destroyers: reduced from 80°-85° to 60°-75° Exhaust Smoke Generator consumable: added Emergency Engine Power consumable: added III NAZARIO SAURO Torpedo tubes reload time: 65 s. to 75 s. SAP shell ricochet angles brought up to standard with the high-tier destroyers: reduced from 80°-85° to 60°-75° Emergency Engine Power consumable: added IV TURBINE Torpedo tubes reload time: 65 s. to 75 s. SAP shell ricochet angles brought up to standard with the high-tier destroyers: reduced from 80°-85° to 60°-75° Emergency Engine Power consumable: added At lower tiers, Italian destroyers play similarly to other destroyers, with torpedoes being the weapon of choice. With these changes, we aim to get players more acquainted with the unique features of higher-tier Italian destroyers from the start of the branch. V MAESTRALE Torpedo tubes reload time: 70 s. to 75 s. SAP shell ricochet angles brought up to standard with the high-tier destroyers: reduced from 80°-85° to 60°-75° Emergency Engine Power consumable: added VI AVIERE Turret no. 2 rotation angle: 360° Torpedo tubes reload time: 65 s. to 75 s. Emergency Engine Power consumable: added VII LUCA TARIGO Torpedo Tubes reload time: 75 s. to 70 s. Emergency Engine Power consumable: added At mid-tiers, the main battery starts becoming more effective, though the focus remains on using torpedoes to get the job done. Now, with the addition of Emergency Engine Power, these destroyers can start dabbling in aggressive, smoke-covered charges into singled-out enemies using their SAP shells, though this is not yet their go-to strategy. VIII VITTORIO CUNIBERTI Exhaust Smoke Generator consumable reload time: 90 s. to 80 s. IX ADRIATICO Exhaust Smoke Generator consumable reload time: 90 s. to 80 s. X ATTILIO REGOLO Exhaust Smoke Generator consumable reload time: 90 s. to 80 s. At high tiers, more gameplay options open up, and players can choose between two different strategies: A cautious approach centered on making the most of the ships' fast-reloading long-range torpedoes. A "high risk — high reward" aggressive playstyle focused on using consumables in conjunction with guns and torpedoes to close the distance quickly and safely enough to deliver a devastating point-blank attack. In the right hands, the combination of these two strategies can be used to great effect, and can certainly get more than a little adrenaline flowing. The most similar experience to this found currently in the game is Paolo Emilio — the main difference being that the tech tree Italian destroyers will need to lean more on their guns. VII FR25 "French" Engine Boost Consumable: added SAP shell ricochet angles brought up to standard with the high-tier destroyers: reduced from 80°-85° to 60°-75° This destroyer offers a unique style of gameplay based on the combination of Italian and French destroyer traits. American supercarrier United States Detectability range by Air: 22.54 km to 15.53 km. Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.
  18. Miscommunication_dept

    Destroyer fire rate not working as advertised

    Flamu did actually mention the initial forum post and shared credit with that author. Would have been nice if he mentioned you and Gebe though. I agree with you that we shouldn't just jump on WG when in this case they are certainly trying to fix the problem. My only Issue is that with that previous forum post where many members tested it, raised it and were flatly ignored. I'm not sure if it was Flamu or the CCs(Malta and Gaishu at least) reporting it that caused WGs response but I would have hoped WG could respond to the community directly when a problem is discovered and evidenced by the community in their official forums......
  19. Miscommunication_dept

    Destroyer fire rate not working as advertised

    I'm actually mildly pleased with this. The tick rate while using sequential fire will be halved. This is easy to do and if they were lazy they could have stopped here. However, it seems they are looking at improving it further by allowing the firing mechanics to take into account the server tick time and adjust so the correct amount of shells come out in any space of time. This part I was not expecting.
  20. Miscommunication_dept

    Popularity of cruisers

    I like high tier cruisers. I play solo so I like a ship that can deal with all classes. BBs struggle against DDs, DDs struggle against cruisers. Cruisers can work against both classes quite well, unless the battleships have 30mm overmatch of course! Ragnar is probably the best cruiser for this as it fears no other class apart from Nevski. (Oh.. no cit.... so huge DD then.)
  21. Miscommunication_dept

    Destroyer fire rate not working as advertised

    WG response: We’d like to share some important information about an issue which has recently been discussed in the community. The issuein question causes ships to have a lower rate of fire than intended. Namely, it affects ships with fast main battery reload speeds when they use the sequential fire mode, or simply when they are constantly firing and re-firing their guns the instant they reload. The faster the reload speed on the ship, the more noticeable the issue is. If the guns are fired at irregular time intervals or if a ship has a slower reload time altogether the issue is hardly noticeable. In other words, if you play a ship with a rapid-firing main battery and shoot continuously (either by holding down the left mouse button or constantly tapping it), you might notice that the rate of fire will begin to slow down. The problem arises due to the way data is exchanged between the server and each player’s computer during a battle. In fact, it has nothing to do with commander skills, upgrades, or other modifiers — it is part of the basic firing mechanics of the game, and it works the same way for everyone. Corrections are already underway: We’re currently planning to fix the problem as it affects the sequential firing mode (continuously holding down of the left mouse button) specifically in Update 0.11.2. We already have a solution, but it needs to be tested first to make sure that it won’t harm the game’s performance. However, the problem also applies to continuous firing (constant trigger tapping) and this can only be solved by reworking a significant part of the base game code. We will begin work on this task immediately, but we cannot yet say for certain how long it will take to complete. Rest assured; we'll be keeping you updated on our progress. Even though this issue has existed as part of the core mechanics of the game since its release and did not directly affect aspects like Commander Skills, we do still acknowledge the effect it may have had on the experience of some players. Thus, the players who login into the game until the end of February (00:00 UTC, the 1st of March) will get 5 days of WoWS premium account. We apologize for the inconvenience caused by this issue. If you are interested in the technical details behind the problem, please read on. When did the problem occur? The functionality that causes the problem has been in the game since the very beginning. Due to how inconspicuous it is, coupled with the fact that in the early years of World of Warships there just weren’t very many fast-firing ships in the game, it remained unnoticed for a long time. Where does server-client communication come in? There are hundreds of small events taking place at any given moment that all come together to form one big picture. Shells fly, torpedoes launch, ships and planes maneuver… Meanwhile, the server is busy “calculating” every one of these actions in order to simultaneously send all players an accurate depiction of what is happening before their eyes. To optimize performance, the frequency of these calculations on the server can be regulated by grouping them all together into packages of calculations that can be measured with what we call "ticks." Each tick represents the short time interval that occurs between two calculation packages being processed. Due to the relatively slow pace of World of Warships’ gameplay, the frequency was originally set to 7 ticks per second. This rate is enough for the vast majority of the game mechanics to work correctly. However, as it turns out, the continuous firing of rapidly reloading guns tests the limits of this hidden mechanic. When a gun is reloaded in World of Warships, it can only actually fire on the closest server tick. If the reload finishes exactly between two ticks, there is a delay while the server “waits” for the next tick to occur. 1/7 of a second is a very short time, but with the constant firing of several guns with a fast reload, it can become noticeable. Secondly, during sequential firing (continuously holding down of the left mouse button), the check for the possibility of firing occurs every two ticks, which, causes an additional delay. How will the problem be solved? With regards to sequential firing, we have the potential to fix the problem by tweaking the game settings. We will increase the server check frequency to every tick instead of every two, then check how it will affect the performance of the game. If the testing is successful, we will apply the change to the game as soon as possible (hopefully already in Update 0.11.2). As for continuous firing through constant trigger tapping, here we need to "teach" the game and its server to take into account the rest of the reload and the end of the reload of a gun between ticks. This task is much more difficult, since it will require rewriting part of the base game code. We have already begun working on it, but it is difficult to say at this time how long it will take. We will try to find a solution and deliver it to the live version of the game as quickly as possible. Why not just increase the tick frequency? The vast majority of game mechanics work perfectly with the current frequency, and the server-side of the game is optimized for it. A variety of events take place simultaneously in World of Warships. The game is very complex and rich in terms of information that the server needs to process. However, since the pace of the game is relatively slow, calculations of 7 times per second allow you to maintain a high level of quality and responsiveness. The problem with rapid-firing guns is the only one we know of so far that has to do with the frequency of server calculations. In this case, it makes more sense to solve this problem locally, rather than making global changes to the interaction between the client and the server. What about ship balance? Are any changes needed on this front? As this issue has been in the game from the very beginning, all calculations on balance and combat effectiveness were carried out under the same conditions. Therefore, no changes are required at this time. However, we will closely monitor live statistics and make adjustments if necessary. We hope this information has helped you better understand what this issue is and how it affects the game. We will do our best to fix it as soon as possible. Thank you for your understanding.
  22. Brest looks good bye Marseille looks alien. A but like Nelson but nothing like any other french ship.
  23. Miscommunication_dept

    I never thought that I would say this.

    Was hoping to grind Chumpon in brawls buts it’s a terrible ship for this mode.
  24. I’ve got Gremy and I’m closing in on 1 million coal. I won’t participate. I bought gremy two years ago and have played three battles if that gives any idea of what I think its worth!
  25. Miscommunication_dept

    Premium recommendations: Scharnhorst or Cossack?

    Unfortunately, Lenin is no longer available.
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