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SodaBubbles

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Everything posted by SodaBubbles

  1. If Groz were modified, would you boost the HE damage, or reduce the torp reload time? That long reload for so-so torps is why I don't play Groz. Her AP is solid, though.
  2. SodaBubbles

    General Submarines related discussions

    Thanks, that is something we've been asking for. Good to know they are listening.
  3. SodaBubbles

    This is the best update ever!

    The art department is amazing, full of talent and imagination.
  4. SodaBubbles

    What little things irk you about the game?

    Taunt-patches irk me too. I don't like being taunted after my ship is sunk. We need a button to turn those off. I use the most vanilla patch I can so I don't offend others. Aslan's mod unfortunately can't shut off my own taunt-patch.
  5. SodaBubbles

    What little things irk you about the game?

    The div chat can't be turned off in port so that I can see the interface without having to move the division box every time I want to do something. That 'fix' was another stupidity that made the game worse.....
  6. Arms Race is fun, though over too quickly. The two end game screens tell the story -- lots of fun, and plenty of damage. I enjoy Arms Race (that's my NA account). However, this can never come to Randoms. The two game screens also show that with the damage boosts it is much easier to pile up huge damage numbers. This mode can't be in Randoms because of the statistical distortions that are possible. One way to handle permanent implementation of this mode is to vary it each week by tier -- one week it is T9-10, another week T5-6, etc. That would keep it fresh. The payoff seems fair considering that it is short.
  7. SodaBubbles

    Stats used for balance

    He is talking about this link. https://worldofwarships.eu/en/news/general-news/hotfix-game-balance/ Some good things: The overall tone -- open, thoughtful, cheerful, and positive. Very good. Some of this stuff is quite interesting and useful. Some of it, like the stat images, is brilliant. Really great. The Thunderer discussion shows why they think they are listening to the playerbase, but actually aren't at all. A good example of a long but successful search for a solution to a balancing problem is the story of battleship X Thunderer. Her playstyle—showering enemies with HE shells from a long range—annoyed many players. Based on past experience with other ships, we decided that the problem lay in her excessive popularity, and we thought that we could reduce player frustration by reducing its presence on the battlefield in this way. Therefore, we decided to withdraw her from sale. Unfortunately, the diminishing popularity of the ship did not solve the problem. Players suggested numerous ways to resolve the issue—decrease her rate of fire, reduce her accuracy, or weaken her HE shells. However, detailed analysis of the statistics and player feedback on X Thunderer showed that there were two main styles of playing this ship: A mid-range X Thunderer that used both AP and HE shells. A long-range X Thunderer that exclusively used HE shells. Players did not have any problems with the first playstyle, so we did not want to weaken the ship for all of her owners at once. The solution was found in reducing her firing range. This did not affect the players who fought at medium range, but it significantly changed the gameplay for those who liked firing HE shells from long distances—they had to either change their playstyle or mount an upgrade that increases the range of fire at the expense of rate of fire. It's almost comical -- they obviously think they listened to the players and addressed the problem, but of course that is ridiculous. The problem with Thunderer was not her range or her AP, it was her insane HE fire chance. The range solution did not solve the problem of Thunderer being annoying, it just made her annoying at closer ranges. Look at how this problem is defined -- "HE shells from a long range". But the problem was "HE shells with insane fire chance from a long range." Every ship at T10 fires HE shells from a long range, after all.... Had they reduced her fire chance, the smart and skilled players playing her as a mid-range BB would not have been affected. Only the moronic HE spammers would have. Moreover, by removing her from the armory and shop, they lost money that they could have made if they had simply reduced her HE fire to into the low 40s like normal UK BBs and then sold her. It was a dumb decision all around. Now they have one less vehicle to sell and Thunderer is still annoying. This episode also shows how their previous tight-lipped attitude hurt them. This explanation should have been forwarded when the range was reduced so we could at least understand what they are thinking. Note that the players were on the money with solutions: "Players suggested numerous ways to resolve the issue—decrease her rate of fire, reduce her accuracy, or weaken her HE shells." But if you think the problem is this: "we decided that the problem lay in her excessive popularity" .... then you have serious problems analyzing a simple issue. She was popular because she was broken, and she was broken because her HE fire chance is ridiculous. QED. ....but WG went with the change to her range that was a complete mystery to the players because they lacked the information to understand it. The final decision was still bad, but more information would have helped us understand how they think about the problem. Moral of the story: clear explanations please! Some of this stuff is great, like this: Returning to statistics, it is worth noting that they can be extremely useful when creating new ship concepts. For example, X Shimakaze's popularity showed that some players are interested in a purely torpedo-oriented gameplay for destroyers. This led to the creation of the European destroyer branch with ships that also have torpedoes as their primary armament but offer different gameplay compared to Japanese destroyers. That's really good. Unfortunately there is this: Just based on the development objectives, it is not beneficial for us to create a bias toward any nation—this would violate the principle of variability in the game and ultimately lead to ship imbalance and deterioration of the game experience. From the perspective of simple logic, for us—the development team—there is simply no reason to give preference to any nation because the whole game is our brainchild and all the ships in it are valuable and loved by us. We do our best to develop the game in a balanced and even way, and any particular preferences contradict this task. Hahaha. This is just delusional. Please tell us how many UK, US, German, and IJN ships have been banned/restricted in clan battles. If you check the stats, the leading tech BBs by WR, for example, at every tier except T9 are Russian (currently the Germans are in front with small numbers of games played, but that is temporary). The Soyuz is second to Lepanto. Similar situations prevail across other tiers for Russian tech tree ships, usually their win rates put them in the top 2 or 3 ships at any tier. More importantly, Russian ships seldom have WRs below 50%. Anyway, it's really good to see long explanations full of stats. Keep it up!
  8. SodaBubbles

    Remove Homing Torps And Subs Are Acceptably Balanced

    Well put. I've compromised by not spending money.
  9. SodaBubbles

    Remove Homing Torps And Subs Are Acceptably Balanced

    It's too late to remove homing torps. The devs will never admit how badly they screwed up -- you only have to look at the CV ReWork. We are going to have to eat this trash for years, until, like CVs, subs fade because they suck so hard for everyone else. Makes me so sad, how great things could have been.
  10. SodaBubbles

    Please make Arms Race a permanent but separate mode

    Excellent idea......
  11. SodaBubbles

    arms race in random

    I am the same way. Game needs new maps and new modes.
  12. DDs will be their "counter". But the best way to counter them is not to play Ranked, or to play those ships. In their own mode as before it was fun, but now they are another symptom of how broken and arcade-y the game is becoming.
  13. SodaBubbles

    WG tells a joke

    LOL. They do ok with the three vehicles that demand brains to play well. But the griefer boats are a disaster for the game. In the latest dev blog they conceded that the ping/DCP issue for subs was a problem and they solved it... not by getting rid of either. They just created an even MORE damaging torp. I was ready to start spending if they had shown any sign of sanity. But malice rules...
  14. SodaBubbles

    Missions for German battlecruisers?

    I have enjoyed coop with it. But, yep, it's not that great for Randoms. The citadel is not difficult to hit, the torps are too slow, and there are only 4 heals (an alleged brawler with a citadel but only 4 heals. Hokay). And you're uptiered to T9 all the time. Hard no on that. Never taking her into Randoms. Similar fundamental problem with the second US BB line: the basic conception of the line -- in this case as gimped brawlers -- is just wrong -- you can't have short range and fewer heals in this HE spam, range-driven meta in which brawling is rare and quickly over because there is always some griefer who brought a sub or CV to finish the brawl before it starts. I'd add more range to the entire line, in Heinrich's case give it 18.5 kms at least.
  15. SodaBubbles

    Halloween Debacle

    I didn't play them on NA or EU. Just felt payoff for amount of time invested was too little, dont see them as fun. Sure wish they had put that effort into creating T5-9 operations for the regular server.
  16. SodaBubbles

    Seriously WG u need to do better

    So many of us pointed out that having subs and CVs in the same match was a really stupid idea. Vindicated daily in WOWs.
  17. SodaBubbles

    Is 1M Free-XP too hard to obtain for Co-op player?

    If you have T10s, you can farm research bureau points for FXP.
  18. Yay to having Spanish ships in the game. But this arcade crap needs to go. Gimmicks like this are bad for the game. To wit: ""Designed in the U.K., this heavy cruiser was based on the British County-class ships. She is armed with eight 203 mm guns placed in four turrets that fire only AP Shells with improved ricochet angles, but without high armor-penetrating capabilities. The main feature of the ship is the availability of an Alternative Firing Mode, similar to superships Condé, Annapolis, and Zorky. Activating the Alternative Firing Mode improves the accuracy of her main battery guns, along with their shells' damage and armor-penetrating capabilities for a limited number of salvoes before entering a cooldown period. The ship is also equipped with the Hydroacoustic Search consumable. ""
  19. No, that's how it is done in stats work. As any statistician will tell you, if the sample size is too large, you will be able to find any effect in it. Moreover, for certain operations, too big a sample isn't good. Sub_O's answer shows that WG actually cares about doing a good stats analysis of the data they receive. Kudos to them.
  20. SodaBubbles

    So.... another issue with subs.....

    Hard to find a better expression of just how stupid and broken submarines are.
  21. SodaBubbles

    So.... another issue with subs.....

    Its not. But it is just another burden that makes playing them even more of a trial.
  22. SodaBubbles

    Kearsarge is not the second coming of a Georgia

    Lots of Kearsage drivers show too much side. Although kudos to WG for the excellent balancing of what might have been a very hard to balance ship.
  23. SodaBubbles

    WG SURVEY what a load of crap.

    I did. No follow up. It just shuts down the same.
  24. SodaBubbles

    WG SURVEY what a load of crap.

    I have answered both o and 10. It's always over after you answer it. Needless to say, I can't recommend the game, given its direction. Sad.
  25. SodaBubbles

    When your salvo celebrates the 6th year of WoWs

    Stop firing salvos. Ripple your turrets turret by turret on slightly different locations, to roll RNG several times. Further, when you ripple, you can catch ships in turns because they often turn when people fire, then you can still put a couple of turrets on target.
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