Goobie2012
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Everything posted by Goobie2012
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WARGAMING If you dont have a reasonable purpose to have a dockyard and associated missions on PT server that offer free ships, dont put it on the PT sever at all. I spent all that time trying for the ship completing the dockyard and could not even try the damn ships out on the PT server. I understand this would have only been for the PT sever, but even so neither renown 44 or admiral schroder could be steered into battle.
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What I am saying though, is why is it there, with missions to complete ( which I did ) and it award you, in this case, renown 44 and admiral shroder - only to say NOPE, you cant play them in battle. If its not awardable in the PT server, it should not be there at all.
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Just complete dockyard for Admiral Schroder ship and although it showed in the list of ships, when trying to launch the game to try out the ship it came up with a error " unable to steer ship into battle ". I tried rebooting laptop, restarting game center, nothing would allow me to use the ship in any battle type. Whats the use of the dockyard only being available in the PT server when you cant actually use the ship after completing all the tasks required over a number of days and many missions/battles
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BUG SINCE 0.11.4 OR 5. On the test server I purchased a ship - SLEFFEN and it has since been removed from my ships list. Another ship i completed through dockyard when completed
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PREVIOUS PUBLIC TESTS Hi, I have noticed a few issues over the past few Public tests. i thought this needed to be pointed out as I may not be the only one that has noticed this. During the last public test, not the current version 0.11.6 I had collected over 3 years worth of premium account days, it was a fair bit over 3 years in fact almost 4 years, this has since dropped to 30 days from public test to this one being 0.11.7. If the premium days awards were not supposed to be kept, why have them there as a reward in the first place ? If it was meant to be there, why has the level dropped so significantly. Especially for the public server where it doesnt really make that much difference. During a previous public test, I used a number of earned credits for the Sleffen however this is nolonger in my ship lists. I also completed a dockyard during another public test around Feb 2022 where I completed all tasks and used some of the doubloons to complete the last 3 missions as that was the only way to complete the dockyard yet even those ships are not in my ships list. Again, my question is, if they are not to be kept, why have the ability to complete them. I dont expected them to transfer to my online playing account, but I do expect them to remain in my ship list for public testing, as these were purchased and grinded for just like in my real online playing game. I dont expect my hard earned rewards to be removed and my public test account reset every time. The credits and doubloons spent in game for these self rewards are still earned and grinded for. If I had known that spending earned credits during a public test to buy a ship that is infact required to complete some of the missions eg tier 10 ships required when none available I simply would not have done those missions. My belief is that I worked hard for these things and even though they are during and in the public tests, they should remain to be able to be utilised without further cost in future public test. Just my thoughts If indeed these ships etc should show as I have stated, please rectify my public test account to show the additional ships earned and purchased and the premium days earned during the last public test 0.11.6
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Public Test of Update 0.11.2: Round 2
Goobie2012 replied to The_EURL_Guy's topic in News & Announcements
Submarines STILL UNFAIR TO SURFACE SHIPS Surface ships have very little defense against a submarine firing 6 torps with lock on. Especially slower ships that cannot move around or speed out of the way same with pings. All surface ships should have a means of removing either lock or drop to confuse torps. I have said many a time, ww2 sub did not have 6 torps nor did they have tracking like this game. I have a full health battleship 68 odd thousand health, 6 lock on torpedoes Im dead. this is not fair. OPTIONS. Surface ships have a unlimited ping or lock remover on a 60 or 90 sec cool down. Submarines can only fire 1 or 2 torpedoes at a time and must wait till either they run out of gas or hit the target, pings tax 5% battery every time you use it removing spam pinging. or Torpedoes only cause a max of 1000 hp damage and lock on does not mean citadel hits WAIT TIMES need reducing to enter game Maximum wait time for randoms should be nolonger than 5 mins, then bots fill the rest. COOP can stay the same generally 30secs. No player should need to wait 10 mins to not be able to join a game, returning to port and trying another ship perhap wasting another 10 mins COST OF SHIPS No one will disagree that a player must learn through progressing through the ranks, but 25 million to get a tier 10 ship is ridiculous. My main gripe is SUBMARINES. Way to powerful, unlimited pinging and 6 or more torps almost 100% guaranteed to hit all citadels. Join a game with 2 or more subs and battleships get dead real quick. -
Public Test of Update 0.11.1: Round 2
Goobie2012 replied to The_EURL_Guy's topic in News & Announcements
MY OPINION PT part 2 My stance still stands on Carriers and their planes. I think the planes are hit and destroyed way to much and certainly not consistent in any way to a historical sense and measure. ( planes approaching target, 3 planes begin attack run. Even right at this point more than likely even a solo ship with noone elses help has already shot down 3 planes in the squadron, 1 to 2 planes are then shot down before they can launch their payload be it bombs rockets or torpedoes. you almost certainly do not have anything left by the time you get back to the squadron to begin another attack run. Either let the player launch all 9 planes at one time, extend the weapons ranges to just within the AA ranges for the tiers your playing and each planers get a role of the dice whether or not it survives the attack run. I have encountered numerous players of CVs actually dump half of there payloads to ensure their are planes left to relaunch anyway, so all at 1 time is almost the equivalent. Nerf all AA by 25% or increase the armor rate of each plane by 25%. Rockets - they seem to do more NON pen than pen and damage is laughable, 8 hits, 3 pen 5 non pen and all I got was 4000, this result in the entire squadron of 9 being destroyed by the way with 1 attack pass successful against 1 ship with noone else AA firing at me. This is a regular occurrence in my experience. Bombers - They are way to inaccurate considering you almost have to get right above your target with AA simply firing straight up, regardless of direction, they tend to land way off center and to each side of the target maybe resulting in 1 or 2 hits consistantly and upto 5 hits rarely Torpedoes - Ranges are way to short and torps are almost always evaded by players not so much bots, ranges of 3km and almost the slowest speeds in the game is ridiculous, again this suffers from planes being shot down on approach, shot down during attack run and then shot down evading and redirecting for another run, generally resulting in the first 3 getting to do the attack run, firing the torpedoes, 1 if your lucky 2 of the 3 hit, not that much damage and yet by the time you go back to the remaining squadron, your right over the target and it AA or just past it and the AA is slapping the hell out of you. Again, more expert players seems to either drop half the squadron right at the start or press F as soon as the run is completed to protect the planes and make them return to ship, I am assuming this then makes them untouchable, what a time waster. My opinion - launch all at the same time, 9x2 bombs, 9 torps or 9x 2 rockets. CVS are extremely expensive both in grind time, money or steel and the super CVs will apparently be ultra hard to grind to and even more expensive money wise or steel etc. I consider myself a newbie but more than likely I an=m a moderate player with some sense of strategy, best I have scored in damage in a random is 218 thousand with 4 destryed, 3 defended, 1 assisted capture, 12 fires first bload and the other award for destroying 20% or more health via secondary's Gamewise...... The games is general are great, the models are fantastic, controls are great although I wish more remapping was available to the player, gets hard when using wasd to move around, 1 2 3 4 etc for weapons, left shift for zoom and L alt for alternate hud on top of t y u for consumables. You can easily start hitting wrong buttons in the heat of the moment. Gamewait .... Games take way to long to bet going, coop 30 secs no more fines, random 2 mins max, if unable to fill with players, add bots, noone should have to wait 5 or 8 minutes for a game. Special activities like dockyard events need to be a little easier and based on at the very least the individual personal skill level and ship tiers. 20 million credits for a tier 10 ship might sound fine, but that doesnt include all the other costs to get there. The game has a paywall and I can understand that, however, no use having a paywall if you need to spend 100 dollars to own a virtual something that apart from ingame serves no actual purpose and if your lucky it will only get slightly nerfed after you just bought it and not a major nerf like some of the tier 10 German ships that were once unreal, then went to still great now to what the hell did they do, its a brick in the water. On ship to ship. AP still does damage even if it bounces and should real receive a reward for hitting the ship in the first place, a miss is a miss sure, but 12 guns/rounds 3 pen 5 non pen and all the rest bounce on a regular basis from you ship you grinded hard to get, your were eager to take her out for a run and straight away 20,000 to 30,000 damage mission seems very disheartening when you play the tier below scoring consistently 100,000 to 150,000. A tier knowledge of 1 tier difference cannot explain the massive change in scoring, its down to the dispersion, the number of bounces and nonpens and the nerfing of each shells damage. I was playing a tier v mainly coop game, I was lucky, me and bots against bots. Bots seem to like ramming they head straight for you. Even during that game, I was side by side, switched my 3 or 4 guns cant recall may have even been 5 to AP, it was the largest on paper for the tier 5 ships and the majority nonpen or ricocheted, I think I hit 2 or 3 shells the rest scored nothing, second salvo exactly the same. Scored little to nothing for all those hits, should have stayed on HE -
@Trident65 I do think submarines need to be looked at again in the context of their functionality in world of warships. I do think one of the major issues with them for most ship players, is they are somewhat overpowered. In saying that, a easy fix would be a way to incorporate anti torp antilock devices such as the real and used noise makers. The cause a screwing so und effect that lures torps to them via acoustics and the torps lose the lock on you and follow the noise makers. They were actually a real thing in WW2 and they really did work. Especially now the a double ping guarantees a citadel hit, ships need to have the abilities to defend themselves from subs. Submarines did exist in WW1 and WW2, so taking them completely out of the game completely is a bit silly. They had a major impact during WW2 and should be respected for the contributions made on all sides, its just ingame the abilities they had were almost undefendable, once locked on you were pretty much guaranteed a hit, unless you were lucky enough to have a island right near you to save you. Same with CVs, they should be in the game but they are extremely difficult to balance ingame without making them essentially useless bricks in the water which historically they were definately not.
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I am a newcomer to WOW in reality and certainly a newbie when it comes to the public test for this session. I had completed all the missions that were unlocked, the rest were locked saying they would be available in 2 days. Is this normal for the public test server. I havent been able to log back in for over a day now and they were locked nearly 3 days ago, I stated playing the personal challenges for each ship type and country to pass the time. I didnt really find any issues apart from the supercarriers, I think it would be better to have the whole squadron launch there respective arms. the reason for this is sure the aircraft left above are no affected by AA at the duration of you run, but once the run is complete, the rest become attackable again whilst still over the ship you just attacked and the AA rips your remaining squad apart. I think the AA on some of the ships is way to consistent when the attack run is happening and its very easy to lose all the attacking planes before you can get you weapons off, returning to your now attackable remaining squad where you now lose another 2 or 3 trying to get out of the AA range. Either that or perhaps base the potential damage on RNG. eg attack squad only 4 at a time, all attack, there is 25% chance of losing 1 plane prior to starting the run, then another 25% chance of losing another plane during the run all chosen by RNG. when weapons are launch, from all remaining planes, be it 2 or 3 or all. aslong as the angle of fire is correct to hit the target at its current speed and direct, there is a 100% chance of 1 hitting the target, and the remaining are based on RNG to do maximum damage if they hit or 1 of 5 % of damage, being 100% 90% 60% 35% 10% of that weapons max damage output. Something like that. I dont think its fair for a full squad of planes being shot down during a attack run
