Jump to content

Search the Community

Showing results for tags 'ideas'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Forum
    • English Speaking Forum
    • Deutschsprachige Community
    • Polska Społeczność
    • Česká a slovenská komunita
    • Communauté francophone
    • Comunidad de habla española
    • Türkçe Topluluk
    • Comunità Italiana
  • Mod Section
    • Rules, Announcements and General Discussion (English)
    • Modding Tutorials, Guides and Tools (English)
    • Interface Mods
    • Visual Mods
    • Sound Mods
    • Modpacks
    • Other Mods and Programs
    • Archive
  • Historical Section

Calendars

  • Community Calendar
  • This Day in History

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Location


Interests

Found 26 results

  1. Lyno_Lemon

    Austria-Hungary?

    Just want to pose a question to everyone, including Wargaming. How much would people like to see a Austro-Hungarian battleship tech tree? Obviously this'd probably only go as far as T6 and would probably require made up upgrades as these are WW1 ships (e.g. Armour and AA upgrades). I would say we could have: Austria-Hungary (Battleships) T1 - Zenta class protected cruiser maybe? T2 - Habsburg class T3 - Erzherzog Karl class T4 - Radetzky class T5 - Tegetthoff class T6 - Ersatz Monarch class (Only guns were actually built so is a paper ship) Yugaslavia (Destroyers) T7 - Dubrovnik T8 - Beograd class T9 - ? T10 - ? And I'm lost for T9 and 10, but all of those are paper anyway with the exception of IJN+ USN DDs, Iowa, Yamato and (kind of) Lion, so I'm sure WG can think of something. Thought?
  2. sillybunny123

    Gameplay Suggestion : Fuel System

    What about a fuel Managment ? imagine a game where ships have to keep an eye on their fuel Efficiency this could make matches so much more intense and tactical . how does it work ? Well pretty easy : everyone starts with a full tank . destroyer have the smalest tank and Battleships the biggest . you can/have to refill at the base . since Destroyer have the smallest tank we could get rid of those torpedo spamming Destroyers . they could go into the fight and shoot all their torpedos but than have to turn back to the base immediately to refill . Battleships dont really have to refill and can fight througout the whole match . Cruisers have to refill at least once in a match depents on how fast you are driving . faster= more fuel burned . you could safe some fuel and attack at the end while every one has to refill or slow down to make it to the end . you can run out of fuel if you didnt got fast enough back to refill . but you wont be dead . you can still fight but cant move anymore . ships could share fuel and give other teammates a little bit of fuel to get back to their base . what do you think about this idea ?
  3. Bunnytob

    Operation ideas

    The other day I has a bit of spare time on my hands, and I thought something along the lines of: Hey, why don't I come up with an idea for an operation? Well, a few hours of notepad & MS paint later, I have this unrefined operation here. My overall thoughts on this operation: - It might be too easy. Maybe I should make the aircraft stronger. - It would be an interesting premise for an operation, but, well, it needs refinement. So what do you think? Do you have an interesting premise for an operation? Do you think you could improve this? Feel free to chime in ;) - Bunnytob
  4. ok, so who should be heroic commander for each navy by your reckoning? my proposals: USN Nimitz, Halsey, Spruance, Mitscher VMF Gorshkov, Makarov DKM Tirpitz, Scheer, Hipper , Raeder (it would be cool to see commander commanding its namesake ship...) RN Jellicoe, Cunningham, Vian PMW Unrug :P not sure about French and/or Italian candidates
  5. As you can probably tell from my name, I'm hoping that the Battlecruiser HMS Lion gets introduced into the game at some point, hopefully with the next load of British Ships. Recently I've been thinking about what the hull upgrades might look. Here's the ideas I've had: Stock Hull: 1912 historic hull (8*13.5 inch Mk 5 guns (Light shell) (max range, 13.7km), 16*4 inch Mk 7 secondaries, citadel armor, 4-9 inches, top speed 24.4 knots, 46000 HP) 1st Hull Upgrade: 1918 historic hull (8*13.5 inch Mk 5 guns (Light shell) (max range, 16.0 km), 16*4 inch Mk 7 secondaries, citadel armor 4-9 inches, top speed 27.5 knots, 46000 HP) 2nd Hull Upgrade: 1930's fictional rebuild (along similar lines to HMS Renown (6*13.5 inch Mk 5 guns (Light shell) (max range, 18.3 km), 12*4.5 inch Mk 3 QF, citadel armor, 9 inches throughout, top speed 30.5 knots, 50000 HP) (in my fictional history, Lion, Princess Royal, and Tiger were kept in service up to and into WW2. In response to the development of the Deutschland class cruisers in Germany, Lion and her sisters were rebuilt as heavy cruiser hunters, with improved armor protection, new engines and boilers to increase speed, aircraft hanger and catapult, new superstructure, and improved secondaries and AA defence, with Q turret removed to save weight and make way for aircraft hanger and catapult. Basically she'd look like a smaller Post-1939 Renown). On all three hulls, she'd have good (i.e. low) dispersion on the main battery guns and good range, but slow turret rotation speed, and slow shell velocity, so you'd need to add plenty of lead (see here for more details on shell velocities for 13.5 inch gun, also where I got my ideas for gun ranges. http://www.navweaps.com/Weapons/WNBR_135-45_mk5.php). I'd also give her decent rudder shift, but with a large turning circle, and poor torpedo protection (keeping with history, and to keep her balanced). So, what do you guys think? What are your ideas
  6. But i propose the following change to improve it. 1/ Merge bastion and epicenter play into one map based off Ocean. 2/ Add a single island into the center off the map. 3/ Place three large forts + surveillance posts onto island. 4/ Arm forts with three twin 510mm turrets firing AP and two twin 510mm turrets firing HE and with shell velocities on par with Moskva. 5/ Add 12 german 105mm secondaries to each fort with same range as a full secondary spec Bisko+IFHE. 6/ Place epicenter style cap rings starting 9.5km out with aditional rings at 7.5km and 4km respectively. 7/ Make new map only appear to people who select a new gamemode called "MASOCHISM IS THE LIFE FOR ME" which is only eligable for Tier 1-5 ships. 8/ Give 2x XP and credits to attract every potato in the game. Well guys what do you think? Good replacement or bad idea? Thoughts? Suggestions?
  7. mrk421

    Counter to RPF/RDF

    With patch 0.6.0 imminent and with it the controversial Radio Location or Radio Direction/Position Finding skill added to the game I had a thought. Like most people I don't think this skill will improve the game and would rather have it not exist. But assuming WG insists on leaving it in, we have to find a way to make it work. Many have said and I agree that one of the issues with this skill is the fact that it cannot be countered - the only way to somewhat protect yourself against someone with this skill is to have that skill as well. So what could be done to counter RDF? I have heard suggestions that there should be another commander skill which negates the effect of this one. In my opinion that would not be the best option. Here's what I would suggest instead: Add an extra consumable called "radio silence" to all ships of all classes from T4 or T5 upwards, or potentially even all tiers. It would be an extra consumable slot on all ships and would not compete with or replace any other consumables. Like the name says the consumable would switch off your ship's radio thus making you immune to being located by the RDF skill for the duration. A side effect would be that while the consumable is active you'd also be unable to spot targets for your friends. If you have the RDF skill yourself, you'd still be able to get the direction to the nearest enemy AND see targets spotted by your friendlies - you'd be listening with the radio, but not broadcasting... The consumable should have a rather long duration of perhaps 3-4 minutes and a short cooldown. The premium version would increase the duration, but not affect the cooldown. Assuming RDF is here to stay, do you think something like what I suggested would help restore some element of stealth play to the game?
  8. Hallo Kapitäne, Da mich der aktuelle Testserver mich ein weiteres Mal zu dem Schluss gebracht hat, das Wargaming zwar tolle Mechaniken um Geld auszugeben entwickeln kann, aber von dynamischen Gameplay an sich nicht sehr viel zu verstehen scheint. Die neuen halbherzigen Skills für den Kapitän ändern daran leider auch nichts und das Spiel krankt immer noch an den selben ewigen Problemen. Da wir als Spieler diese Probleme natürlich permanent live miterleben und gerade in dieser Community eine menge besonnener und kreativer Köpfe sind, würde ich mir die Möglichkeit wünschen Änderungsvorschläge bezüglich des Balancings an WG schicken zu können. Evtl. könnte man dafür einen eigenen Dauerthread erstellen, indem Vorschläge erbracht werden, anhand von Likes bewertet werden und bei gutem Feedback an WG übermittelt werden. Was haltet Ihr von dieser Idee? Da ich davon überzeugt bin, dass eine solche Kommunikation mit der Community beiden Seiten hilt (Uns wegen Spielspaß, WG wegen Sparen von Entwicklungskosten), mache ich gleich mal den Anfang. Ich hoffe ihr seid ein wenig Nachsichtig mit mir, da auch ich ein leidenschaftlicher BB-Spieler bin und damit auch immer schön pro BB argumentieren werde So wie ich das momentan sehe gibt es folgende klassenbezogene Problemzonen: Allgemein: AP-Granatenschaden ist meiner Meinung nach bei Schlachtschiffen viel zu hoch, dazu aber mehr im BB Kapitel. Auch der AP-Schaden der Kreuzer ist ein wenig zu hoch. Ein genereller Nerf von -400 Schadenspunkten auf maximalen AP Granatenschaden bei Kreuzern fände ich angebracht und wünschenswert. Ansonsten sehe ich momentan die größten Möglichkeiten für Balancingänderungen bzw. Features in den Kapitänsskills. Der Rest des Games ist gameplaytechnisch natürlich in Ordnung ;). Evtl. würde ich noch die HE-Penetration und Schaden von Schlachtschiffen ein wenig verschlechtern. Außerdem bräuchte das Game neben einem Hardcap für BBs von 4, Möglichkeit für zwei Träger im Hightier vor allem ein nochmals überarbeitetes Wirtschaftssystem. Und zwar ein System, dass positionsabhängig, zeitabhängig, und objektabhängig die Reperaturkosten, sowie schadens- und spottingabhängig die Einnahmen errechnet. Zudem sollten Schlachtschiffe im Unterhalt deutlich teurer werden, sodass sie z.B. ohne Premium/Tarnung kein nennenswertes Plus an Credits erwirtschaften und damit Kreuzer und Zerstörer wieder die "Brot und Butter" Klasse zum Creditfarmen werden. Die Dinger waren damals schon unwirtschaftlich und daran hat sich auch 2017 nichts geändert Flugzeugträger müssen sich auch wieder lohnen, vor allem wenn sie spotten und feindliche Flugzeuge abschießen. Achja und das Matchmaking mit +/- 2 Tierstufen sollte wieder in allen Tierstufen gelten.... Mit der Mikasa ins T1 Gefecht... was gibt es schöneres? Radar sollte nicht mehr hinter Bergen aufdecken, allerdings eine unbegrenzte Reichweite besitzen. Hydro sollte ebenfalls eine erhöhte Range haben, aber nur noch Schiffe aufdecken, die schneller als 13 Knoten (Viertelgas beim Zerstörer) fahren. Proximity Scan könnte dafür so um 700 Meter auf 2700 Meter erhöht werden. Zu guter Letzt würde ich die Zeit, die vergeht, bis der Sichtbarkeitsradius sich nach dem Schießen wieder normalisiert, kaliberabhängig machen. 128mm --> 6s155mm --> 9s 203mm --> 12s 406mm --> 25s 460mm --> 30s Damit würden dann hoffentlich auch die ekligen Concealment builds auf Schlachtschiffen verschwinden^^ Zerstörer, können momentan kaum ihre eigentliche Aufgabe (Cappen, BB countern) verrichten, da ihre Torpedos zu schwach und ihre Gegner zu stark geworden sind. Es mangelt ihnen an der Möglichkeit unentdeckt zu bleiben, zu entkommen und Schaden auszuteilen. Zudem verzeihen DDs keine Fehler. Einzig die Gun-Boats machen momentan noch wirklich Spaß ;) Lösung: Schiffs-Topedosspeed stark hoch, Torpedoerkennung höher (damit man Torps trotzdem countern kann), Concealment verbessern, "RPF" vergessen Speziell hier sähe ich außerdem die Möglichkeit durch einen Buff der DD-Kapitän-Skills eine entsprechende Verbesserung zu erzielen. Kreuzer: Kreuzer haben momentan den schwersten Stand aller Schiffsklassen auf allen Tiers. Egal ob schwerer oder leichter Kreuzer, man wird momentan quer über alle Tiers, mal mehr oder weniger von Schlachtschiffen wegzitadellt. Dabei sind mehr als oft genug Situationen, in denen die quasi vollständige Vernichtung einfach überraschend und völlig random geschieht. --> Fun & Engaging....... :/ Umgekehrt hat man es schwer in eigene Gunrange zu kommen oder mit Schlachtschiffen im Verband zu pushen um so seine Verbrauchsgüter sinngemäß einzusetzen. Aufgrund der fehlenden Nachfrage an Flugabwehr ist man also inzwischen mehr oder weniger zu einem fahrenden "Devastating Strike" geworden. Schiffe wie die Zao, Dimtri Donskoi oder Moskau werden dabei als OP angesehen.... dabei sind das für mich die Kreuzer mit dem besten Balancing überhaupt Lösung: Bei allen Kreuzern, sollte das Autobounceverhalten bzw. die Normalisation stärker von der Plattendicke abhängen. So sollten schwere Kreuzer, wenn sie Bow-On fahren auch Schlachtschiffbeschuss widerstehen können, bzw. diese Treffer bouncen um ihnen so die Möglichkeit geben, agressiv im Verband mit Schlachtschiffen zu pushen. Die Deckpanzerung wäre dabei ja unverändert, s odass plunging Fire von BBs auf große Entfernungen trotzdem noch weh tut Zu dem sollten schwere Kreuzer ausnahmslos ALLE mit dem Heal ausgestattet werden, der zudem statt 30%, 50% des Zitadellschadens heilen kann und außerdem viel schneller wirkt (brit. Superheal). Dadurch können sie auch unter Feuer überleben, sind aber natürlich immer noch stark anfällig in der Breitseite. Das Überlebenskonzept der schweren Kreuzer beruht somit auf Bow-On pushen, ihren Consumables und ihrer Fähigkeit auszuweichen. --> Dynamisches Action-Gameplay Leichte Kreuzer hingegen, die offensichtlich als unterstützende Einheiten zu verwenden sind und daher nur in dritter Reihe fahren (also das was jede Kutusow jetzt schon macht), sollten keinerlei direkten Panzerungsschutz vor Schlachtschiffbeschuss besitzen. Das bedeutet, dass hier auch keine lächerlichen Bounces bei frontalem BB-Beschuss möglich sein sollten. Dafür sollten diese Schiffe über eine deutlich niedrigere Nachladezeit (vor allem im Lowtier), sowie eine angepasste Range, Shellspeed und verbessertes Concealment verfügen. Ihr Überlebenskonzept basiert somit auf Overpens, Reichweite und Verborgenheit. Schlachtschiffe: Meine absolute Lieblingsklasse...... die oft genug einfach nur fustrierend ist, da aufgrund schlechter Balancingentscheidungen übermäßig viele von den Dickpötten unterwegs sind. Das wäre noch nicht mal so schlimm, wenn verursachter Schaden von mir selbst beeinflusst würde und nicht von den Launen des RNJesus. Bei keiner anderen Schiffsklasse spielt Skill so wenig, aber Glück eine so große Rolle: 20km entfernte Chapaev bekommt nen Deva mit 4 Zitadellen aus meiner Tirpitz, während die Breitseitefahrende Atago auf 7 km über Overpens und Bounces lacht :/ (Ist mir wirklich in einem ranked Game passiert....) Klar reicht das Kevin aus, da er einfach linke Maustaste drückt und irgendwann bekommt auch er mal ne große Schadensnummer angezeigt oder ein armer Kreuzer platzt. Wer den Playstyle der BBs mag (träge, agressiv, viel einstecken viel austeilen und die Möglichkeit einen fliehenden Gegner wegzusnipen), ist allerdings sehr schnell gelangweilt... Vor allem weil man bei perfektem Aiming oft genug trotzdem keinen Schaden verursacht.... Zudem wird auf maxrange Sniping anscheinend immer noch zu sehr belohnt..... Deshalb mein Verbesserungsvorschlag fürs Schlachtschiff: Zunächst würde ich mir eine deutliche Steigerung der Genauigkeit wünschen. Im Klartext, eine Streuung die spätestens ab Tier 7 nur ein bisschen schlechter ist, als die der Kreuzer, allerdings trotzdem mit steigendem Kaliber leicht zunimmt. So sollte gelten, dass die Montana auf Tier 10 die genauesten Geschütze besitzt, gefolgt von der Kurfürst und der Yamato. Ich weiß damit ziehe ich jetzt unmengen an Hass auf mich, aber ich persönlich beschieße gerne gezielt und es fustriert mich (und euch wshl auch) wenn ihr einen breitseitefahrenden Kreuzer auf 8km nicht ordentlich bestrafen könnt..... Genaue Schlachtschiffgeschütze geben mir außerdem die Möglichkeit durch das auwählen der entsprechenden Munition und sorgfältiges Zielen, auch auf angewinkelten Zielen Schaden zu verursachen (natürlich keine Devas). Snipende Schlachtschiffe können dadurch auch eher bestraft werden, da diese meistens nicht gerade Meister im Ausweichen sind. Speziell BBs wie die Bismark mit würden unter gezieltem Plunging Fire stärker leiden, während Kreuzer weiterhin ausweichen können, sowie sich auf ihr Concealment verlassen. Kreuzer können dabei sogar besser ausweichen, da sie keine Random-Zitadellen befürchten müssen. Kevins, Chantalle und wie die ganze RTL II Bande noch heißt werden halt mit genauen Geschützen zerrissen, aber hey genau deswegen spielen wir doch dieses Spiel Genaue BB-Geschütze funktionieren allerdings nur unter einer Bedingung: Der drastischen Senkung des AP-Maximalschadens auf 10 000 bei der Yamato (-30%). Von da ausgehend sollt der AP Schaden je nach Kaliber runtergestuft werden, wobei die Deutschen BBs wieder einen AP-Buff bekommen. So sollten die 420er der Kurfürst/Friedrich ebenfalls 10 000 Maxschaden und die 380er der Bismark/ Tirpitz so viel wie die 406er der NC/Iowa/Montana verursachen. Dies hätte neben der Eindämmung vom Single-Hit-Quasi-Tot Phänomen auch noch den Vorteil, dass auch normale Penetrationen weniger Schaden verursachen. Bei der Yamato fällt damit z.B. der Penetrationsschaden von knappen 5000 auf 3000 ab. 2000 Schadenspunkte, die man merkt. Des weiteren sollte der Schaden der Überpenetrationen auf 5% Maxdamage gesenkt werden.... wenn ich nicht ordentlich treffe brauche ich auch keinen Schaden zu erwarten. Und DDs zu tode "Overpenen" sollte dadurch auch schwieriger werden. Die Penetrationsleistungen und Fusetimes der einzelnen Geschosse sollte dabei unverändert werden. Nachdem also alle BBs hinreichend genau sind, würde die Warspite ihr Alleinstellungsmerkmal verlieren. Man könnte ihr daher z.B. kürzere Fusetimes (wie bei den CLs) und/oder besseren Bouncewinkeln geben. Carrier: Mit Carriern kenne ich mich leider nicht gut aus. Ich finde es nur schade, dass so wenige davon unterwegs sind.... Ich perönlich mag es wenn meine gesamte Flak loslegt und über mir ein Luftkampf entbrennt, während ich versuche Bomben und Torpedos auszuweichen. Als BB-Fahrer kann ich außerdem sagen, dass meine Furcht vor Flugzeugen quasi nicht mehr vorhanden ist Ich würde an dieser Stelle am ehesten durch Kapitän-Skills, Verbesserungen vornehmen um den Carrierspieler trotzdem zu zwingen, sich zu spezialisieren. Ansonsten denke ich, dass generell jeweils 1 Flugzeug mehr pro Staffel und im Lowtier mehr Flugzeuge im Hangar helfen würden. Vlt. könnte man auch die Bedienung der Staffeln erleichtern. Mir persönlich fehlt außerdem eine Funktions (Taste) mit der ich ein Ziel für den Carrier deutlich und permanent markieren kann (solange es gespotted ist natürlich). Dadurch könnte ich z.B. ein frisch bombardiertes Schiff (in den meisten Fällen ein BB), das gelöscht hat, penetrant deutlich fürs Team markieren, damit sie direkt mit Focusfire Brände nachlegen können. Umgekehrt wäre so eine funktion natürlich auch auf jedem Schiff von Vorteil, sodass man nur für den Carrier sichtbar Ziele zuweisen kann. Das würde den Carriern wshl enorm bei der Zielauswahl helfen und auch den Schaden bei Fightersetups steigern. Speziell im Competitiven Bereich. Amerikanische DDs: Man kanns aber auch echt übertreiben mit den Shell-Arcs..... ein bisschen weniger wäre schön Deutsche Kreuzer: Weniger AP-Maxschaden, dafür amerikanische Bouncewinkel bitte für die AP-Nation..... Reduziert die Torprange auf 4 Km, aber verbessert das Turtleback der Kreuzer, sodass sie meinetwegen auf unter 7 km keine Zitadellen mehr bekommen können. Deutsche DDs: Bouncewinkel wie bei den Kreuzern, kurze Fusetimes, weniger Brandwahrscheinlichkeit und eine Aufdeckreichweite beim schießen entsprechend der Geschützreichweite und deutsches Hydro für alle Reichweitenbuff der 150mm Geschütze Russische Kreuzer/DDs: Biaaaaaaas 8 km Schneckentorps (mit entsprechend schlechter Detectability) bitte ab und einschließlich der Kirov/ Gnevny 10 km Torps ab der Tashkent Tashkent sollte die selben Granaten wie die Udaloi und Chabarovsk verwenden Japanische DDs: Schnellere Torps mit bessererm Tarnwert im Lowtier Besserer Tarnwert der Torps im Hightier Schnellere Geschützdrehung Amerikanische BBs Erhöhung des Shell-Speeds von NC,Iowa und Montana Bei Iowa und Montana stark, sodass auf <10km die Penetrationswerte gleich denen der Yamato sind (Natürlich hat die Yamato immer noch bessere Autobouncewinkel) Secondaries: Ich bin ein großer Fan meiner kleinen Kanonen, die fleißig mitfeuern wenn es auf kurze Distanz geht. Deswegen würde ich mir einen 25% Buff auf die Secondarydispersion auf ein Ziel wünschen sobald ich dieses manuell markiert habe. Secondaries, die nicht auf dieses Ziel feuern können, sollten allerdings trotzdem weiterhin auf alles feuern, dass sie erreichen können. Sieht cool aus, ist irgendwie logisch und gibt vor allem BBs die Möglichkeit noch agressiver zu pushen. Daher würde ich auch den Kapitänsskill "manual Secondaries" umändern in "advanced Secondaries", sodass er einfach einen generellen 45%igen Dispersionbuff für alle Tierstufen ermöglicht (Warspite Secondary Build Yeah ;) ) und diese wie gehabt von selbst auf alles Feuern was in Reichweite kommt. Dafür sollte allerdings die Brandwahrscheinlichkeit stark gesenkt werden, Bei deutschen BBs sollten zusätzlich die 150mm Geschütztürme mit den Zerstörer AP-Granaten (selbe gute Bouncewinkel, Schaden, kurze Fusetime) ausgerüstet werden. Dagegen kann man nämlich etwas machen.... Gegen den momentan Dauerbrand in der 10,6 km "No-Fun" Zone der Bismark eher weniger... Einzig die Iowa sollte eine höher Brandwahrscheinlichkeit bei Ihren Secondaries erhalten Puuh langer Post Danke fürs Lesen schonmal
  9. Quazie

    Suggestions and Ideas

    Is there anywhere in the forums for suggestions or ideas on gameplay items, events, challenges etc. If there was it could provide a source of input for the dev's to consider such things for implementation/or not. Like events, every time I hear the track "Thunderchild" from war of the worlds I think, there's insperation for an event if I ever heard one. But there appears to be nowhere to suggest such things.
  10. SelwynSlide

    AA range indicator when playing CV

    Hi everyone, I've had an idea which I hope might improve CV game play and wondered what you thought. How about when you are playing as a CV and you press ALT a ring appears around each of the enemy ships showing the AA range of that ship. CV players could then safely navigate around the enemies AA without accidentally straying too near. Multiple rings could be added to show long range, mid range and short range AA cover. Maybe colour code the rings so that you can tell how effective the ships AA is at that range as well? Red for lethal, orange for some damage and green for weak AA damage. I think this would allow CV players to avoid 'accidental' loss of planes by straying too near to enemy ships. What do you think?
  11. MajorDooD

    may I have some suggestions please ?

    Hello,I have some innovative ideas ( although they may have been suggested by someone else before - yep, I am not a genius ) 1) naming ships just think about it, ability to name your own ship with ( at the beginning ) fixed prefix and whatever name you want to insert. Now that would be cool ( if not used with rude words or racial comments, etc .... ), and if it would be too hard for server to handle, you can start with something simple, like adding a prefix to the ship name ( instead of phoenix, you would have "cv-55" phoenix ), or changing the names only on the premium ships for starters. 2) map control did this ever happened to you ? Your teammate wrote something in the chat or asked for help and you were confused whether to firstly look him up on the map by his name or his ship class, in order to find him ? pushing M and alt because he is out of "sight" or pushing alt but being unsure whether is was this "phoenix next to you" or the other one on opposite side of map ? I know there is a ping, whoever makes an order gets highlighted on the map for a few seconds, but still, it is confusing ( and yes, me badly understanding the game mechanics may be the reason, I am open to "flaming" on this one :/ ) and at last, and also a bit of a fun cracker, can I become a beta tester by simply playing the emerald cruiser ? I can even sink an enemy ship with it, i feel like now, I can sail anything in any circumstances anyway, thanks for reading that mess right till the end ( or not ;d ), please leave a comment below ( no, I am not a youtuber )
  12. hmslion

    Ideas for RN Premium ships

    Hello, first time posting here, so apologies if this is in the wrong place, or if there is another post that already covers this topic (I couldn't find one, that's why I'm posting. I usually play BB's in the game, but the last few days I've been playing the new British CL line. I agree with most of the comments here. Below tier 5, they are next to useless. Tier 6 up, they start being fun (I'm really enjoying the Leander). Anyway, I was thinking about what premium ships would be brought out. The two I would really like to see are: HMS London (1929, as rebuilt in 1941), Tier 8 Heavy Cruiser Stats from Wiki: Class and type: County-class heavy cruiser Displacement: 9,750 tons standard 13,315 tons full load Length: 633 ft (193 m) Beam: 66 ft (20 m) Draught: 21 ft (6.4 m) Propulsion: Eight Admiralty 3-drum boilers Four shaft Parsons geared turbines 80,000 shp (60 MN) Speed: 32 knots (59.3 km/h) Range: 9,120 nm at 12kts Complement: 784 officers and enlisted Armament: 8 × BL 8-inch (203 mm L/50) Mk.VIII in twin mounts Mk.I* 4–8 × QF 4-inch (102 mm L/45) Mk.V in single mounts HA Mk.III 4 × QF 2 pdr (40 mm L/39) Mk.II in single mounts HA Mk.I 8 × QF 0.5-inch (12.7 mm L/50) Mk.III in quad mounts Mk.I 8 × 21-inch (533 mm) torpedoes in quad mounts Aircraft carried: One Supermarine Walrus, one catapult HMS Arethusa (1934), Tier 5 Light Cruiser (Basically a Leander but with one less turret) Stats from wiki: Type: Light cruiser Displacement: 5,220 (5,270 Penelope and Aurora) tons standard load; 6,665 (6,715 Penelope and Aurora) tons full load Length: 506 ft (154 m) Beam: 51 ft (16 m) Draught: 16.5 ft (5.0 m) Propulsion: Four Parsons geared steam turbines Four Admiralty 3-drum boilers Four shafts 64,000 shp (48,000 kW) Speed: 32.25 knots (59.73 km/h) Range: 5,300 nmi (9,800 km; 6,100 mi) at 13 kn (24 km/h) 1,325 tons fuel oil Complement: 500 Armament: 6 × BL 6 in (152 mm) Mk. XXIII guns in twin mounts Mk. XXI 4 × QF 4 in (102 mm) Mk. V guns in single mounts HA Mk. III (Arethusa, Galatea) 8 × QF 4 in (102 mm) Mk. XVI guns in twin mounts HA/LA Mk. XIX (Aurora, Penelope) 8 × 0.5 in (12.7 mm) Mk. III Vickers machine guns in quad mounts Mk. III 6 × 21-inch (533-mm) torpedo tubes (2 × 3) Armour: 1–3 in magazine box protection 2.25 in belt 1 in deck, turrets and bulkheads Aircraft carried: 1 × Hawker Osprey, then Fairey Seafox, except Aurora; removed by end 1941. What do you guys think/what are your ideas?
  13. SelwynSlide

    Idea - Saving lives

    Hi everyone, I've had an idea that I think would add something to team play and could reduce ship service costs. What if, when an ally ship is sunk (detonations wouldn't count as they are a bit too explosive!) their 'crew' are in the water and they can be saved by allies. Move your ship within 1km of the sinking ship and slow your ship down and the 'crew' of the sunken ship will get saved over time. More 'crew' you save more experience/ribbons/credits you get. Bonus to your ally who lost his ship is that his service costs are reduced as he doesn't need to replenish the crew back at the port. They could even add in extra rewards if you save an enemy players crew. What do you think?
  14. destroyer2000_1

    Crazy ideas

    Hi, If I write this, it is for share a couple of ideas I have for a betteer word of warship. In first I propose for more teamwork, that some boats or equiped of water lances to turn off team mates fire for example, that kind of stuff I think will wake the multiplayer look better because in fact , now, everibodie play for his own, nobody care about his team mates. And my second proposition is to have waves in the sea, because wargaming games are suppoed to be war simulator games and who have already see battles with always a flat sea ? Wouldn t it be so cool to be in the middle of a storm with waves of 10meters that makes your boat go in all the direction and makes your shots more difficult ? Or even finish in a one vs one in the middle of a maelstrom !!!! I know that do something like that is really difficult but people will love thegame such more than today; Isn t that word of warship creators are trying to do ? To make the game the most realistic and fun as possible ? Plz sahre your mst crazy ideas and tell me what you think about mines
  15. Lukew82

    Ideas/suggestions

    Hey all, would like to start with... I am loving this game! Am however getting annoyed with the timer. Would be nice if there are some more maps and annihilation win maps. Its annoying/frustrating when you only just manage to start getting hits and then the round is over because a destroyer capped the enemy base or your team get lucky with kills and win on points in a few mins. perhaps adding some AI CARGO SHIPS AS A MISSION or escorting or something would be cool, or a land assault/strike on a base or have land bases for extra points. Would be interesting to hear everyone else's ideas for improvements or add ons. Remember, that it is a great game already so what could make it even better in your opinion?
  16. starkim1999

    ISE Class

    So i heard lot of things that people allredy suggestied this but this is my option how this could be a good idea and not too op and not too bad, this will indeed be something i never done so i hope you like it my suggestions what tier and what ship it will be: -it will be a tier 7 ships the same as fuso- -it will go under the category Carrier- -it will have 1 scout plane and 2 squadrons (ethier two torp bombers or 1 torp bombers and 1 normal bomber) ech squadron will have 2 plane in it, the scout plane is just one as it is on a normal ship- -the two turrents at front will be the main guns- -the two turrents on the back will be secondary togheter with the secondary at side- -will have some speciel perks- -same health as a normal fuso- What the things above can do (range, cooldown.... osv) -it will have the perks: launch scout plane (increasing the range with 6 km and spot ships far away), can launch 2 different squadrons planes (two plane ech squadrons), repair spray thingy. healing thingy. - -the turrents at the front i talked about you can use as main guns will have a range on 20 km with same accuracy as fuso, it will be able to choose beetween AP shells and HE shells- -secondary turrents i said above will have a range on 5 km to make it fair since it goes as auto turrents (the small ones will have the same range and stats as fuso) if a person is inside 15km of your ship the secondary turrents will begin rotate to them so the time takes not so long time, if it comes from ech side it will roate one turrent to the one ship and the other one to the other ship other side. to make this fair we know it has same power as normal battleship turrents when it shoot at a destroyer it will have AP shells on and when it shot at everything else it will have HE shell so the enemy can get a chance to kill the battlecarrier (carrier), still the smaller guns will be as a normal fuso.- -the ship will just have 2 reserv planes one for ech squadrons.- -it will have a new type of perk: can boost health for 10 seconds, to let the ship get a little chance to escape if its under attack- Cooldowns on different things: -the main guns you can controll will have same cooldown as a normal fuso- -the secondary guns (not the smaller one i talking about the turrent) will have cooldown on 15 seconds duo change of survivel (it will have same accurancy to hit as the normal secondary guns thats why)- -the planes when they land will get same cooldowns as normal carriers- -basicly nearly everything will be same cooldown i will update this- this post is not done this is the suggestion i got for now i will update it later i will add a poll so i be happy if u answar it
  17. haXik

    Some ideas!

    Hello captains! I am here, because i love this game and i have some good ideas. And sorry for my bad english . 1) If is the ship destroyed and is floating on shoal, the ship fall throughrt the textuers. I think will be better, when the ship stay stucked on the shoal. 2) I am missing here some option to make my ship skin. Some editor, change some colors and visual upgrades. Or at least make or upload clan logo and give it on body of my ship. What do you mean about this ideas? Please, give a comment. And again - sorry for my bad english Moved from the CZ/SK language section
  18. TheSentinelGhost

    Ways of Encouraging Teamwork.

    Teamwork We all know that it is a potentially frustrating and inconsistent thing, to rely on your fellow team-mates in match. Here are some thoughts on how team work could be encouraged: Add two new abilities to each class of ship; Carrier, Battleship, Destroyer, Cruiser. A passive ability that is automatically triggered when an ally comes in range of another friendly. With a cool-down per activation. Or a limit of how many ships it affects. Not able to overlap. A manual ability that the player can trigger, such as selecting an ally in range and then activating it which will help that ship for a short period of time. So what would these abilities be? My initial thoughts go something like this: Battleships Passive = Temporary dispersion increase for incoming enemy fire for friendly ships within a certain radius. Manual = Select a friendly and choose to restore a percentage of their health (excluding BB's) Cruisers Passive = Fire suppression time is reduced, so fires are put out more quickly. Manual = Select a friendly and grant them a temporary speed boost. (excluding cruisers) Destroyers Passive = Improved Torpedo detection. Manual = Reduce rudder shift time. Carriers Not really sure to be honest. Other abilities could include boosts to; Primary/secondary range/accuracy, Increased AA effectiveness, reduced cool-downs, concealment boosts, XP bonuses etc. Obviously this would require significant balancing and my even need a Skill tree overhaul, but they intention behind such ideas would be to encourage players to render assistance to team members instead of 'going solo'. Thoughts? Opinions? IF such a thing was implemented, what could each class have as their abilities?
  19. Jaeger_Bomb_Meister

    Improving The Game Ideas

    Played lots of Naval Games in past,nothing new here apart from W.G multiplayer Equipment/Comsumables & ongoing support..... Any Suggestions to make this game better so it improves on all what has gone before....even including things from previous games to make this game better... I'd like to see some Hybrids in game & more ship classes...with more players on each side... Like to see Better Maps,(With some possible Grounded Targets to Hit), as are o.k for Beta(not played new map yet) but other than that....well not one springs to mind as a good map.... Feel free to add your Suggestions below...keep them Grounded Please..........
  20. Euan_Huzarmy

    PT server - The End.

    Well, that is the end of testing on the PT server. What are your thoughts on the changes made to various ships? What are your thoughts on the 2 new maps, Solomon Islands and Straits? I have come away from the end of testing feeling better than I when I started testing on it 2 days ago. I have reservations though, as much as the Minekaze needed nerfing slightly the rest of the DD's I believe could have done with a little more of a helping hand along with the USN DD's. Apart from those rushing through the tiers to test out the top tier DD's they were obvious because of their absence, very few indeed. I loved Solomon Islands but it will be the reserve of the lower tiers so I will miss it on OBT! Straits, I like the map layout but I do not like the spawn points (but still not as bad as the awful pre PT spawn point layout) and for me the graphics appeared 'washed out'. I am sure others will be able to give reasonable feedback on what they did and did not like but if you want to leave feedback please be subjective and give good reason for like or dislike.
  21. HMS_Zulu

    Future Plans

    Hi guys so this is my first post and I want to make it a good one. I thought I would kick things off with new ideas for upcoming patches in the future; here are my ideas, but please share yours too! Game modes: At the moment there are only point and capture the flag based elements, but an Idea could be attack/defense on a port. This could be developed so that there are real players attacking a fort (port) which is either held by AI or other real players - this possibly creating a more exciting and wider range of attraction for the game. Another idea could be a simple thing like protecting or fighting for an island which contains an airstrip. Each team would have to have a carrier, this making it possible for each team to get some planes landing on it; this may sound a bit like ctf but even so it is something different. Nations: I don't really know which nations are going to be added in the future but can you guys just confer it? I think the Royal Navy is being added as well as the German Navy (kriegsmarine). If anybody knows anything else, please can they list it in the comments? Consumables: In this respect I know that there are auto consumables such as the battleship repair ability but will there be things like in world of tanks. Maybe a captain could be injured and you need a medical pack to heal him? Another idea could be for the boiler crews - tea and biscuits; again like WoT it increases speed and turning speed etc. I know that these ideas may already be out there, but if not I simply made this topic to be approved, ideas to be thrown about, and just generally for them to maybe be seen by the developers and actually added them in the game. Please post your comments, replies and other ideas below! Thanks, HMS_Zulu
  22. stan66

    New ideas for World of Warships

    Hi everyone, (English is not my native language, so sorry for that.) Last week I downloaded world of warships, I am only in tier 2 but I already like it really much. I noticed it's still in development and wargaming was looking for some suggestions, so here are mine. In 2009 the game Battlestations Pacific was released, it's a sequel to the game Battlestations Midway, which some/many of you will know. The game is about the second world war between America and Japan, where you are supposed to destroy the enemy fleet/base with your ships. Even though this game is a lot older, it has some features which (I think) might be interesting to use in WoW, I'm not saying wargaming should use all of these, I'm just giving some suggestions what they could use to expand their game. My suggestions are: - Submarines, I guess everyone who plays WoW knows what submarines are so I'm not going to explain it. I don't know if wargaming is already planning on adding submarines to WoW, I think this would be a great idea, a submarine is very different from any type of ship that is already in the game, it would require new tactics and skills to master the battlegrounds. Although it might be difficult to balance them out with strenght, firepower etc. compared to other ships. (you could for example, only have a limited oxygen supply in your ship which makes you surface at least once, so that you won't be immume to shellfire from enemy ships.) I think it will be well worth it to add them to this game or at least in some game modes. When I used to play Battlestations Pacific submarines where my favourite type of ship and I'm sure many others will like it too if it gets added to the game. To counter submarines, destroyes could have depht bombs which can explode at different dephts to damage and destroy submarines or other counter-measures. - Weather/Light I'm only tier 2 so sorry if i'm going to describe something that's already in the game. In battlestations pacific some missions contained heavy storms, which reduces visibility very much and made it harder to aim your fire. This could be a nice addition to the game, it would also change the way the game is played. Since spotting range is also reduced. A night setting might also be something to add, also reducing visibility. Battlestations Pacific contains a lot more features which I think could be added to WoW like some gamemodes 5v5 (no Island map), but for now I'm going to leave it with this. I mean in no way to offend Wargaming that they should copy Battlestations Pacific, but I think looking at it historically submarines are not something to ignore. (by the way the features I describe are in Battlestations Pacific, it's not like they came up with it. I'm just pointing out some components which are in the game and might be interesting to use for WoW.) Thank you for reading this, like I said before English is not my native language, so sorry if i messed it up. Would like to hear what you think about adding some features of(which are also in) Battlestations Pacific. Have a great fight!
  23. Bigbang999

    Update Possibilities

    I was just thinking to myself that until gravity was introduced into world of tanks it was just another update but after this effect it was game changing. Then I came about thinking of world of warship's future, what if there were dynamic maps? Huge waves and storms that role into a map creating a change in atmosphere and aiming possibilities. Could you shoot through the waves? This is a general discussion but I would like this to get noticed by wargaming as I think this could be ANOTHER game changing possibility to added to another game in their great series. Thanks for reading!
  24. Rawbeef

    Idea's for WOWS

    New Classes - Battlecruiser - Heavy cruiser - Light cruiser - Patrol Boat - Destroyer escort - Torpedo boat New nations - France - Great Britain - Germany - Brazil - Belgium - Finland - Greece - India - Italy - Canada - Sweden - Norway - Poland I'm Hope thad they would add it in next updates
  25. Kirk_Helmet

    First suggestions on minor details

    Hello everyone. After the first day of playing the closed beta of WoWS I am really impressed by the game. I had lots of fun in my first couple of battles and find some ideas great. For example the profile gaining experience is a great feature, the idea of a newcomer being able to only face bots in co-op battles on his first level is very good. Also if anyone would dislike his new, stock warship - he can grind the upgrades in co-op mode not complaining about facing stronger opponents. So generally - great job developers. On the other hand while playing the game I noticed several things I would like to see implemented. Probably some of them are already considered or already being developed. Sorry if I repeated any already discussed ideas. I'll list all the things that came to my mind on day one below: - Lack of commands. I mean some typical commands like: "Defend the base", "Follow me", "Help", "Requesting fire on <enemy>" etc. - I guess developers are working on it already but this is definitely the thing we need. - Lack of minimap pinging. When we press right ctrl we see the mouse cursor, just like in WoT, and we can move it around the minimap. It would be helpful if we could also ping some sector which we would like our team to look at. - I was already explained you do it by double-clicking. - Lack of division chat channel in battle. While already in battle we can either write to "all" or to the "team". It would be good if players not using the headphones could write specifically to their teammates from the same division, especially if they use their native (not english) language to communicate. - Lack of the possibility to see ammo type specification during battle. Again a comparison to WoT (sorry for that, but some ideas there are good). So in WoT after pressing the right ctrl we can drag our cursor over the icons of ammo types at the bottom centre of screen and see their specs: average damage (in WoWS it's a max dmg as far as I noticed) and average penetration. It would be nice if we could see those in WoWS during battle too. - Along with the ammo specs visible under a cursor it would be also useful if a player could be able to get some short description of ability like the "repair", "smoke screen" etc. explaining in few words what exactly the ability does. Yes, I know that after few battles player already knows that "repair" repairs guns, engine, extinguishes fire and stuff, but it would be nice to have this info anyway. It would also be really useful if we could see the ability reload time before we use it, maybe along with the description? For example: "Repair fixes this and that and even that instantly and extinguishes fires. Ability reloads in: 1:00 min." - I don't know if others would agree with me but I somehow felt uncomfortable with the fact that I can't see the distance in "sniper view". I mean we can see the distance to our allies and spotted enemies displayed above them but I would like to also have the range to the point I am currently aiming at visible. The info we get under the ALT key somehow solves this one. I think these are all my suggestions for now. Again - sorry if I repeated the already discussed features. EDIT: Green points.
×