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Found 17 results

  1. A lot has already been written on the fire mechanics in WoWs. Basically, when you play a BB every second salvo (and every DB attack) will set you on fire and you will be burning for at least half the match. For other classes the situation is only slightly less bad. Now historically fire was certainly a great danger for ships, but if armoured warships really burned as easily as they do in this game, nobody would have bothered building any. Why have heavy and expensive armour and carry big, heavy and expensive guns to penetrate such armour when light guns firing incendiary shells could completely negate that armour for a fraction of the cost? It makes no sense. So what should change? First of all I would completely disconnect fire fighting (and repairing floodings) form the repair ability for modules. It makes no sense to be able at one moment to put out all fires instantly, taking virtually no damage, and then be completely unable to do so the next 2 minutes, taking lots of damage. You also get strange situations where you delay putting out fires because you expect to be set on fire again immediately; a fire you would then be unable to put out quickly. No real crew would do that. They would try to take care of any fire right away, not stand by idly waiting for another one to start so they can put out both together. Instead, fire crews should get to work immediately on any fire. Fires would burn less long than they do now, but they can never be put out instantly, as opposed to the all or nothing system we currently have. Now fire is trivial if you do have your repair ability ready and catastrophic when you don't. My proposal aims to provide a better balance between these extremes. All of the above would change very little if the risk of fire remained is it is now. You'd still be burning most of the time. I think being on fire once every few matches would be a good target to aim for by the devs. Obviously this would require some rebalancing for those ships whose primary tactic against heavily armoured ships currently is to set them on fire. They need to be able to fight back. This could be done by buffing the regular damage of their guns. All in all fire should become less important in the overall game play of WoWs. However, when you do get set on fire it should still be very damaging.
  2. Temptis

    Fire and modules/skills

    with the current meta, it's hard to see the facts through all the smoke. HE in it's current form is fine. Fire in it's current form isn't. even with all the modules and skills, an average HE spamming cruiser still manages to set you on fire once per salvo. it does not matter if the chance of fire is reduced by 12% (skill+module) or if you don't take the 2, after a few salvos you are burning in all possible locations. thus imho the skill and module should reduce not the chance for fire but the duration and/or damage over time of the effect.
  3. ironhammer500

    Fire chance

    Is it me or has the fire chance secretly gone up because looking at the ships IE DDs,Cruiser all with low chances like 5% and 14% chance to set fire magically always set fires on the first volley now and soon as you put it out magically set more fires...seeing tier 2/3 fires on battleships becoming common, hell even my sims get set on fire 1 volley after another..from a DD with 5% chance to set fires... P.S i also set a BB on fire after the 3rd or 4th round hit him...with 5% per shell?
  4. Khorosho_Hibiki

    Fire damage

    Fire damage... burns for 500 damage a second on battleships. is it just me or does anyone else think that when your on fire in 3 places because of a Cleveland or similar he spam, 1500 damage a second is pretty overpowered. Use damage control you say? Ok, fires are out for around 10 seconds before all the fires are back due to cruiser HE spam. It wouldn't be right for me to just come on here and complain without posing any solutions. As i see it, there are several 1. Scale down fire damage on battleships or make them more resistant to it, this would reduce the average damage taken by fire in a battle with both different ways. 2. Make it so that fire damage scales depending on what shell ignited it. it seems a bit silly that a destroyers 5 inch shell sets a fire that does the same damage as one set by a 15 inch shell. 3. In reality (a concept i am still to get to grips with) battleships had multiple damage control crews just for fire, so you could give the battleships a extra repair crew or two with increased cool down but the ability to put out fires, and ONLY put out fires. For instance have the current damage control crew would be unable to put out fires but still able to fix anything else and have 2 other fire damage control crews which would be able to put out the fires only with a increased cool down over the normal crew, say 1.5x the cool down. This would give a major quality of life buff to battleships and make it much more fun when you come across the infamous american cruiser, the Cleveland. which can set you on fire in 3 places in about 4 salvoes. All in all this would help the battleships be a force to be reckoned with that is capable of doing more than burning to death in the first few minutes and generally being a burden to the team. as at the minute BB captains fear: cruiser HE spam, carrier bourne torp and dive bombers (which can be dealt with by turning, a concept not many battleship captains are familiar with) and destroyer torps, which can also be countered with skill. however, fire cannot be avoided by simply using skill, this means that fire is the only unbalanced factor that battleships have to fight as it cannot be countered by using any degree of skill. Tell me what you think about this, im actually interested to hear about what other think on this topic
  5. Beardroid91

    Belfast: Decks soaked in gas?

    Hey guys, so i bought a Belfast yesterday, and i have had a few games in her now, but i seem to always get burned to a crisp. And i noticed i always seem to get hit by double fires when i get set on fire, which a normal player puts out instantly, and then right after another double fire salvo, hints why the tittle, as it is like the ship's deck is soaked in gas. Anyone else notice this, or did i just have very bad RNG? And what makes it worse is that it was a Farragut and Nurnberg that was shooting at me.
  6. piritskenyer

    What is the bigger threat to you?

    Hi guys. Just had this little idea while reading a random AA topic. What do you guys percieve as a bigger threat? Fires or flooding? Which one will you let tick out and which one will you repair ASAP? Also which delivery method is more annoying to you?
  7. Omertassa

    Lose concealment when on fire

    Isnt it more realistic to lose youre concealment when on fire for more then xx seconds?
  8. Fruitinator

    A thought about the "Fire Issue"

    Ok, first of all I have been playing for quite a while (600+ matches) and I love to play in a BB. Secondly, im not complaining about the current fire system, this is just an idea. Everyone who has played a BB knows the pain of the fire. CC's and DD's and now even BB's are shooting HE on you to set you on fire. Semse fair, its a good strategy since you have almost 2min CD on repair. So this is my idea to "ease the pain". - Keep the fire debuff exactly as it is except you lower the time that the fire is burning. This way you can still HE spam the crap out of a ship but if the ship manages to "escape the onslaught" the fire will just go out quicker. This is an idea, not a compaint. What do you all think?
  9. Hi all. Have been reading a large number of articles, books and web sites lately about actual performance and capabilities of Destroyers during WW2 and was a bit inspired. I think the wikipedia page on the Battle of Samar sums some parts up quite nicely: First a bit about a number of "Destroyer Escorts" involved. Destroyer Escorts was smaller, slower (usually just about 20 knots), less armed etc ships normally used to escort freight convoys, that is, far weaker and less capable than a full Destroyer This was after coming under fire from Heavy Cruisers of the Japanese side. Then the legendary actions of Commander Ernest E. Evans in the USS Johnston, a Fletcher. There are many more stories like this, this one is found here: https://en.wikipedia.org/wiki/Battle_off_Samar An interesting article in full. Now, I know the game is what it is, and it's to late for any real changes of game mechanics at this point, but it might not be needed either. From what I've learned, Destroyers where indeed a very real threat to capital ships, and in reality they didn't have the "cloaking device" from the game. Rather, a small ship like a destroyer, with the amount of agility and speed they had was an extremely hard target to hit using the targeting technology of the time. They where also, despite lacking in armor, generally very durable and notoriously hard to finish off. Yes, they often suffered damage which decreased their performance, but outright sinking them wasn't all that easy. This, by the way, goes for many other ships as well: far more ships where put out of action, not being able to fight anymore and needing repairs than outright sunk. Now, what I would like to see is a more detailed system for managing damage. A real ship (or vehicle, or person) doesn't have hit points. Focusing on ships, when they take damage, a couple of things can happen. They can start leaking, and if the leak is greater than the pumping capacity or the pumps are disabled it will start sinking, how fast depending of course of the size and numbers of holes. Systems on the ship may be hit and damaged or destroyed, which seems to be the most common effect of getting hit. It may also, on rare occasions, be penetrated in a sensitive are, a magazine or boiler, which will cause catastrophic damage, generally sinking the ship quickly. The ship may also catch fire, and finally, crew may get killed. A torpedo hit is special, since it does work by sinking the ship, but generally, the hole created is so big that there is no time to react to this, and in the case of smaller ships it may well break the entire structure of the ship. Now, none of these kinds of damage are taking a toll on some ship-wide pool of hit points which, when expended, causes the ship to explode. I believe a mechanic more akin to reality would actually be an improvement for gameplay. AP: AP shells should have a couple of effects. On a penetration it will cause immense damage to the systems located where the shell ended up, the radius of damage correlating to the shell size, which may also cause fires. This will generally knock the system out for the rest of the game, also killing most of the crew manning said system. If a sensitive system like a magazine or boiler room is penetrated this should generally cause catastrophic damage, sinking the ship. This needs to be very difficult to achieve, since these areas are always extremely well protected and also not trivial to hit. An AP shell might also overpenetrate just as today. This should have a small chance of damaging any system in the shells path and also to kill some crew. Damage would not be as catastrophic, and be fixable by the crew. An underwater overpen will cause a small leak. HE: HE Shells exploding on deck will cause damage to nearby systems: the larger the shell, the radius again depending on shell size. It will also kill crew and have a chance to cause fires. Against very light armor, or plunging shells on the deck of light ships a HE shell may penetrate into the hull, causing even more damage then a penetrating AP shell, and risking causing leaks. Torpedos: A torpedo hit is always serious. Some ships, battleships foremost, have torpedo bulges which may save them from catastrophic damage, only causing the ship to need to slow down for the remainder of the battle. In all other cases, if the torpedo isn't a dud, it will cause a very serious leak, which will generally be impossible to fix, or break the structure of the ship, instantly sinking it. Now, this needs to be balanced of course, things to consider are introducing "duds", which was a quite common problem, limiting torpedo supplies, making torpedo bombers dropping much more difficult where the planes need a fairly long straight approach where they are very vulnerable to AA fire and fighters, introducing a risk that a TB under enough fire might botch their drop, causing the torpedo to destruct on water impact, missing widely etc. Torpedo hits needs to be fairly uncommon but extremely dangerous. Bombs from DB's work exactly like HE shells, damage, fire potential and radius based on bomb size. Leaks are tracked on a numerical scale where 0 is no leaks and 100 is sinking rapidly. Pumps at full capacity can stop leaks up to 20-40 on the scale depending on ship, and reduces leaks over that by the same amount: A ship with 25 pump efficiency and 40 leakage has an effective leakage of 15. Water taken on is also tracked, and once it reaches 100 the ship will sink. Water in the ship will slow it down and make it harder to turn. At over 50 water, crew actions will become slower and at 70 crew will start to die. Fires work in a similar way, the amount of fires are tracked from 0-100, where 100 is a raging inferno. A ship has a fire fighting efficiency of 5-20, which is the amount of fires put out in one minute. Fires over 30 slows crew down, over 50 starts to kill crew. Each minute, there is a percentage risk, of modules being damaged or destroyed based on the amount of fires still burning. Modules that are damaged are individually repaired. A ship has a number of repair points which are automatically distributed between all damages. The player can prioritize areas of repair: Weapons, Propulsion and Steering, Sensors etc, haven't thought out all possibilities. While working, the repair efficiency decreases from exhaustion, which is regained if the repair crews gets to rest without fixing anything. Crew number is tracked. Individual crew functions are not however. Instead, every action the ship takes are slowed down by a lack of crew proportionally, including fixing leaks, fighting fires and repairing systems, but also responding to commands (increase or decrease speed, rudder shift), top speed, reloading guns, training guns, AA efficiency, spotting range, the works. Stopping the ship in a hidden location, not doing anything else would let more crew focus on repairs, speeding them up, as long as the ship does nothing. If to many systems are damaged or to many crew are killed the ship is out of action, effectively dead. It will still float in game and can be shot by shells or torpedoes, this has no further impact on the game though, other than that the ship might be used as a shield. If there are to many leaks or fires in relation to the fixing capabilities of the remaining crew the captain will automatically issue an abandon ship, also effectively taking the ship out of action. Now, this is all rough ideas, actual numbers etc would need a lot of tweaking. I think a damage model like this would allow for a much more interesting game though, removing the rather silly concept of hitpoints and instead tracking actual damage to the ships capabilities. It would also fix things like fires from HE shells sinking Battleships: yes, setting fires would cause the Battleship to perform worse, but wouldn't sink it, and it would be unlikely that it caused so many casualties as to putting it out of action in a hurry. It would also allow modelling of things like I talked about earlier, how some ships can be very resilient and hard to sink without any magical cloaks or invulnerabilities. I think it would make the game much more dynamic and interesting. I think generally, the hitpoints paradigm in games is a pretty bad way of managing damage. Same thing goes for tanks for example, maybe even more obviously so: A MBT that is hit is either penetrated, which generally causes damage severe enough to take it out of action or destroy it spectacularly, or it is not penetrated, which will cause very little problems at all, maybe knocking a gyro out of balance disabling the main sight temporarily, knocking out some mirrors, lamps etc. A 25 mm autocannon can shoot at the front of a modern MBT from 1500 meters for as long as it pleases, it won't kill the tank. About the Destroyers in particular, apart from the revamped damage system, they would need to be able to rely even more on maneuverability and smoke to avoid getting hit. I feel that this is what was intended for the US destroyer line, since they can't rely on concealment while firing their guns or using torps, but the game fails to model it correctly, which makes the entire line sub par. Hitting a destroyer needs to be really really hard, and they need to not be knocked out by a few hits, but be able to go on fighting, albeit with reduced capabilities until able to repair. This would be compensated by increasing the detection ranges considerably, removing the feel of a magic aura, making them both more exciting and enjoyable to play, and likely less irritating and frustrating (while at least as dangerous) when facing them. Sorry for the mega-long post, had to much time on my hands I guess. And yea, I know, it's probably to late for major changes like this, one could always hope though, like I said, I think it could potentially settle quite a few problems in the game.
  10. MassTahh

    Pyromania skill aint working?

    Hi there, So I mainly play with Fletcher and Gearing and thought it could be interesting to set everyone on fire. HE shells have by themselves 5% chance to set on fire (statistically 1 out of 20 shells will cause fire) and additional 5% from pyromania should be giving us 10% chance (statistically 1 out of 10 shells will cause fire)... problem is that it doesn't and at those fire rates it should be less tank 10 sec of good shooting. Either RNG hates me badly or couple of games in a row I was trying to set ships on fire pumping sometimes 40 shells in them with no sign of that happening. Eventually I retrained my captains for torp acquisition... anybody had similar experience ?
  11. CaptainNorse

    Fire Damage - Suggestion

    Seeing someone else post some suggestions on changes to HE vs. AP damage gave me an idea as to how to perhaps balance fire damage a bit more. Suggestion is that a ship can only have 1 Fire debuff at the time. But it can be a grade 1-4 fire. Grade 1 causes X damage Grade 2 causes 2X damage Grade 3 causes 4X damage Grade 4 causes 8X damage Each time a hit's RNG comes up with a positive for fire, a grade 1-4 fire is started onboard the target ship. But the chance of what grade of fire started would vary on caliber. So as an example: 5in guns (i.e destroyers) could have a 3% chance of a grade 4, 7% chance of grade 3, 20% chance of grade 2 and 70% chance of grade 1 fire. 6in guns (i.e Cleveland) could have a 5% chance of a grade 4, 15% chance of a grade 3, 35% chance of a grade 2 and 35% of a grade 1 fire. 16in guns (i.e Yamamoto) could have a 25% chance of a grade 4, 35% chance of a grade 3, 30% chance of a grade 2, and 10% chance of a grade 1 fire. Once a ship is burning, and is hit again, the RNG is once again rolled. If the new fire started is of a lower grade than the one already in place, nothing happens. If the new fire is same grade, it continues to burn and the timer is reset. If the new grade is higher, the fire is upgraded, and timer reset. This would allow ships to have everything from smaller fires (that can in many cases be ignored if you're not at low health or in a DD) to large conflagrations that need immediate attention if they're not to do crippling damage to the ship. In addtion to fire, HE would of course keep a steady explosive damage that is easier negated by armor, while AP will still be the more random damage depending on whether you can hit critical parts/citadel or overpen.
  12. I recently came back to game (been away for a while) and i have to say that fires are now much worse then ever. An example - i have had 3 battles on my BB in all 3 fire killed me and did over way over 60% of damage to me. My BB captain does have superintendant but no fire fire prevention ( 7% is not that much really). In last of those games i was killed by bombers. Had 2 CVs each team - 1st wave of bombers set me on fire, i put it out but hey look second wave comes right after that and gives me 2 more fires. Then some cruiser shoots at me 10 times and gives me 2 more fires and then bombers again. Is this only my experience and everything is working as intended or do we have once again messed up balance from WG?
  13. Dslisser

    A bug with fire on carriers

    Good day to you all, Just no I was playing a ranked battle in the tier 6 IJN carrier Ryujo. About halfway in the battle I get set on fire, so I extinguish the flames, but some most stupid reason, I'm still unable to launch and retrieve my planes, giving me the most annoying situation in which I have 2 squads in the air, without weapons, and the remainder of my squads on the ships, with weapons, but seemingly unwilling to get their planes into the air (possibly the sake) But after I decided that I would be no better than an ramming ship, and got closer to the enemy, got set on fire again, I was suddenly able to launch and retrieve my aircraft again. What just happened, did anyone else experience the same and what can be done to prevent it the next time (Except not getting set on fire ) See you again sometime, Dslisser
  14. Thiz one ist for all you szlaughtered germanz outs zthere ! =D Theze germanz attented uz/me to something zhey did not underztand. I have been aware of thiz for zome time. But to be fair to themz and otherz playerz in thiz game it szhould be pointed out that thiz might have to be fixzed. Apperently planez can land even if the carrier isz on fire. It workz like thiz: If the plane waz already commenzing it's landing prozedure... then it will continue to land... even though the carrier ist on fire ! HIHIHIHIHIHI. Perhapz to be more fair to destroyerz planez szhould abort their landing procedure and evade the carrier. Perhapz they should even crash into the carrier during the evading However that probably very rarely happened ?! ;) It could be a fun feature of the game though... if very rarely an accident happen ! Landing is dangerouz ! ;) =D
  15. The following topic is my personal Opinion, the structure of this page is as followed - My Personal Experiences, talking about when this has happened to me and how it caused a few things to happen, at the end of this will be my conclusion, which I make a few bullet points to bring this to a conclusion from what I have said on this page So this is what I have experienced so far in World of Warships, I've only played for 30-40 Hours maybe less, I have a Tier IV Wyoming and a Tier V Bogue so far, but this is my point on the topic. Rate of Fire. Today I was playing in my Wyoming and from 11-12Km away a IV Pheonix was constantly firing, what I mean by this, is that it was not stopping, Volley after Volley after Volley and even when that person fired one by one it was pretty much a machine gun affect, I've seen this on so many Cruisers in so many of my games, they have the range of a Battleship and with their constant rate of fire they pretty much do the same damage that a Battleship can do within the loading time of a battleship, Now what I'm guessing this probably gets worse as the Cruiser line continues, better guns, better Armour, little bit less speed, etc. What I'm trying to say right here will be summarized with everything else at the end. Fires Fires is a bit of a broad subject which can include, the damage per second they cause, how long they're activate for, how they're caused, how many there can be at a single given time, etc. So I'll be focusing on how many there can be and how long they're active for. So we all know fires are a pain in the rear-end just due to the fact of how much damage they can cause and their life span, my example also happened today with my Wyoming against that Phoenix That was 11-12km away, his first volley missed me, then by time that volley had missed me his second volley 3 shells hear the very rear-end of my ship you could say it was "Just the Tip" which it literally was and it set my rear compartment on fire, with just 2-3 shots hitting the rear of my ship, so I hit my repair button at of course yet again another volley came down on my ship this time in the middle and had set fire to it, I didn't really panic because my repair was still active. The Main problem is what happened after my repair had finished, of course the Phoenix opened fired again on me this time hitting just below the water line of the ship where all my armour is, "Keep in Mind to be causing this many fires he would need to be using HE in which I did ask the player and He/She said that they was using HE that whole time, so by my understanding of the fire system is that as long as you're using High Explosive Shells no matter where you hit it will cause a fire but the main problem with this is that the Phoenix after every volley a new fire came through, and it may seem like an over exaggeration but quite literally after the repair finished the 2 fires the next volley cause another fire, then one after that and by time my guns had turned to fire on him (After he had already shot 3-4 times) sure enough I had around 3 fires on my ship which is completely absurd, many might reply with "Oh they're High Explosive Though" but this is a Video Game, if every was Realistic then this Game would be 100% different in every single way that it can be (Apart from of course maybe the ship names and specifications) Repair Times Last part of this rant is the repair times, which tie into the rest of the subject. The fact is 120s "Reload Time" for repair crews is stupid, even 80 Seconds on the Damage Control Party II is far too much, for example say if the Phoenix fires every 6 seconds or so and you take into consideration that some people may have the First Repair Crews and not the Best one - 120 / 6 = 20 this means that in the time it takes to "Reload" the Repair Crew that Phoenix can fire a total of 20 Volleys at you also taking into considering if this Phoenix has the © Grade hull Upgrade it has 14 Main guns, 7 each side, that is 7 HE shells being fired each volley and within that 20 volleys that is 140 HE Shells by the time that ship has fired that many volleys with that many shells your repair comes back up but by then you already have 3 fires "This is also taking in considering that a fire only last for 30 seconds" But I have yet to run into that where a fire restart as soon as it burns out, the fact is on this Paragraph is that the Repair times needs improvement, by a lot. Conclusion This is the part where I talk about where things can be improved all together. From what I have said to above these few bullet points may need to be addressed; The Rate of Fire either needs to be decreased (What is meant by this is that the rate of fire meaning how many shots per second it can fire needs to come down which means bigger reload times) The Chances of a fire being caused needs to also be fixed by making it less likely of a fire spreading but not entirely nerfed because that is How smaller cruisers bring down Battleships with the help of fires and support from friendlies. If the chances of a fire happening are not brought down then at least the damage they cause Per Second needs to come down because it causes a lot of damage as soon as the fire starts. The time it takes for the Repair item to come back online to use should also be brought down if the Fire or the rate of fire is not fixed because you're trying to fire at a faster target than you, which is small and firing constantly at you. This is my feedback for some of the features of World of Warships this is by no means what is intended by the game, this is strictly from my little experience and what I think should happen with this system. Thank you anyway for reading what I have to say and putting some time aside to read this long rant! Have a nice day Captain Tony - Cannon to right of them,Cannon to left of them,Cannon in front of them Volley'd and thunder'd;Storm'd at with shot and shell,Boldly they rode and well,Into the jaws of Death,Into the mouth of Hell
  16. Fionia_DK

    Is German BB's brawling days over?

    I noticed that IJN and US BB's have found a way to deal with german BB's. They use HE. The fire on my FDG and Kurfurst is very intense, so much I usually die. It's not only CA's and DD's using HE, it's also Montana's and Yamato's. Add the bombs from AC and it's a constant fire. To counter this I have to fight on a longer distance. Thus not much brawling. I wonder if WG have seen that one comming? I do think the german BB's was intended to go in close. If they want me to brawl, they have to give me better fire protection. What is your opinion? Fionia
  17. Fansadox

    Matchmaking and the magic 50%

    Well done Wargaming i really enjoy..... oeps ENJOYED myself until the first patch that followed after 0.3.0 You were so close to having an almost perfect game and yet you decided to ruin it when going public. All the things that could possibly go wrong are wrong now ; 1 - Matchmaking Countless of games the last few days were the balance is so far from reality it just makes me sick. Some examples : A match that i played yesterday Then lets see first match i joined today I striped the Sims away on eachother wich leaves what you can see above... A semi Destroyer/Cruiser hybrid with terrible guns vs a tier 7 Cola wich is a true Cruiser and a tier 7 Rapeu CV !!!! Wich brings me.... 2 - RNG & Winrate When your goal is to keep 90% of the crowd happy by enforcing uneven matches to keep balance stable in winning or losing at least be honost about it. I cant ignore the fact im really suspious how matches are being setup at the moment and the combination with the terrible adjustments that have been made to RNG. A person that joined OBT can tell you that RNG is absolute rubbish right now. Even the most experienced and skillfull captain can still lose from a new player with 2 games under the hood because of RNG in a 1vs 1 situation. 3 - Fire From past 0.3.0 fires were becoming problematic and countless of posts were made about this by CBT players. You simply ignored this and kept going the same road. Battleships in my opinion should be called Olympic flames until you fixed the situation. Dont think i need to keep explaining why this is a problem. Really what happened WG? Why didnt you listen when people said this was going wrong. There is still hope you can return this once beautifull game back to its former glory since its in OBT fase now but appearently W/L ratio plays a big part in this because its a business model. I dont mind you wanna make tons of money, i hope you actually do because it motivates to make even more good games. But when a Random Number Generator plays a bigger role in a videogame then my input i think your going the wrong way.
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