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Found 31 results

  1. TheCinC

    Suggestions thread

    Please read this before posting, at least read the bold parts, so we can keep this thread effective and clean! Ever since beta I've tried to create a suggestion thread like this, but so far without success.. Please help make World of Warships great again and add your own suggestions here. When you add a suggestion, please keep it positive, constructive and if possible, to the point. Be clear, be specific if possible, use terminology we all understand. I've added a catalogue of suggestions, per topic, here in this OP, so you can just go to whichever subject interests you most, or check if something already exists, to make voting easier and prevent duplicates. Please use the appropriate subforum for discussing current or future ships or branches, it is an interesting subject, but too vast to cover here. Please do not comment on the suggestions, just like them or not, so we can keep this clean and people can just trawl through the suggestions of us forumites. If you run out of likes, come back another day. I've seen quite a few inspiring suggestions, but most of those threads die a lonely death sooner or later, this is my way of trying to keep them alive. If you want a separate topic, or already have one and want me to add them here, PM me and I'll try to add a link in the OP ASAP. If you want to comment/discuss any or all of the suggestions, please start a separate topic for that suggestion, PM me and I'll try to add a link in the OP ASAP. If you agree with a suggestion, just click 'Like this'. The more likes, the more popular a suggestion is, the more likely it will at least attract attention. Thank you for your attention and your cooperation. Stickied and maintenance Edit: as of the 5th of May 2017, this topic has been stickied. Thanks Kandly, and thanks to everyone who has participated so far! You've all helped make this effort at providing constructive feedback a success! I will keep track of this topic and keep adding to the index, but will now do so every few days or maybe once a week, as this topic has now become way more popular due to being more visible, so otherwise I won't have any time left to actually play the game. EDIT: due to the backlog in maintenance, please just add a reply to this topic with a link to a new topic you've created, so people will be able to find yours if it drops off the front page. EDIT: I realise I am way behind on keeping the index up to date, but that is in part due to this topic becoming a runaway success. It was already doing pretty well before being stickied, now suggestions are still added at least a few times a week. I haven't found the time to do this in a while, busybusybusy, and will have to decide whether I want to keep doing that, especially since I don't know how important the index is to everyone. PM me if you think the index should stay. If my inbox is overwhelmed, that is encouragement to keep doing this. Important edit as of 28th April 2017: See here. So Kandly has promised to forward our suggestions to the Devs, which now happens weekly, and Sub_Octavian himself may pop in once in a while as well. Sub_Octavian explained that, for various reasons, nothing may come of it, which I understand, but we will at least be seen and heard by the Devs. I also don't expect answers or replies, or even a notification things have been looked at or forwarded, so don't get upset if that doesn't happen, just post a question in the 'Questions of the community thread' if you really want an answer. I for one am very happy just to know that things posted will get the attention of the people who can do something with them. So let's make the most of this! List of all topics in this thread, and topics covered elsewhere on this forum. If you create a new thread to discuss a new proposal, just add a reply with a link to that topic so it can be found from here. Topic: General (everything related to World of Warships that does not fit in any of the other categories) Communication - Added by: TheCinC Date: 8th of January 2017 WoWs APP - Added by: Dominico Date: 8th of January 2017 Rank based matchmaking - Added by: TomaszuJerzy Date: 8th of January 2017 Rank based matchmating - Added by: Rethyl Date: 11th of January 2017 Skill based matchmaking - Added by: Shagulon Date: 3rd of March 2017 Enable replay in game and ability to create output ready for Youtube - Added by Capra76 Date: 9th of January 2017 Ability to continue chat after completing game - Added by Capra76 Date: 9th of January 2017 Revised report system - Topic by FaceFisted Date: 8th of January 2017 Captain training for future ships - Added by: Cosseria Date: 5th April 2017 More varieties of signal bundles, as on other servers - Added by: Leo_Apollo11 Date: April 17th 2017 Remove new upgrades from containers - Added by: SyntheticMan Date: April 27th 2017 Historical captains, with unique abilities I (see also below) - Added by: Phlogistoned Date: 7th May 2017 Remove special upgrades from supercontainers - Added by: Mydgard Date: 15th May 2017 Reward XP based on playing a role that fits your ship class, to encourage team work - Added by: Black_Baron_MC Date: 15th May 2017 Additional suggestions for rewarding XP based on playing a role that fits your ship class, to encourage team work - Added by: tsounts Date: 17th May 2017 Add an option to 'opt out' of receiving special upgrades - Added by: blindhai Date: 17th May 2017 Reward laying smoke for allies - Added by: blindhai Date: 17th May 2017 Historical captains, with unique abilities II (see also above) - Added by: Zen71_sniper Date: 18th May 2017 Fictional captains, with unique abilities - Added by: Gnirf Date: 18th May 2017 Topic: Gameplay (Bastion/Challenges/Missions/Game modes, etc.) New (historical) game modes - Added by: TheCinC Date: 8th of January 2017 AI controlled landbased planes - Added by: Affeks Date: 9th of January 2017 More time to cap in domination mode - Added by: Svadilfari Date: 11th January 2017 RTS-style game mode where CV controls all the ships on its team - Added by: Hawg Date: 23rd April 2017 Add means to decrease capture time - Added by: FallOutBoi Date: 5th May 2017 Add means to apply first win bonus to a game in which you actually did well - Added by: FallOutBoi Date: 5th May 2017 Topic: Game mechanics (Detection/Fires/Flooding/Shooting/Smoke/Spotting/Torpedoes, etc.) Realistic gun arcs for AA - Added by: Wembley_Mark Date: 27th February 2017 Upgrade that trades gun range for improved muzzle velocity/sigma/RoF - Added by: Aoteras Date: 30th March 2017 Either remove Radio Location or give us the option of turning off our Radio - Added by: TheCinC Date: 5th April 2017 Increase Manoeuvrability for DDs and CAs - Added by: TheCinC Date: 5th April 2017 Decrease accuracy for ship firing at target that manoeuvres and/or changes speed - Added by: TheCinC Date: 5th April 2017 Remove Hydro/Proximity Detection/Radar working through Islands - Added by: TheCinC Date: 5th April 2017 Scalable armour penetration - Added by: iFax Date: 5th April 2017 Add Semi-Armour Piercing (RN feature) to the skill tree, just like IFHE - Added by: Mymeria Date: 27th April 2017 Reduce reload time for spotter aircraft by 60 seconds, so having 4 due to 'Superintendant' skill would be more useful - Added by: TheRonson Date: 28th April 2017 Remove Hydro/Proximity Detection/Radar until it no longer works through obstacles - Added by: TheRonson Date: 28th April 2017 Gyroscopes allowing torpedoes to be launched sideways, then turn in any direction - Topic by: 1MajorKoenig Date: 25th April 2017 Allow players more freedom in choosing modifications - Added by: iFax Date: 6th May 2017 Allow player to set one ship as flagship, unlocking options for customization - Added by: Malhadras Date: 7th May 2017 Various options for balancing BBs and CVs - Added by: Han951753 Date: 11th May 2017 Change IJN DD torpedo launchers to launch volleys with random spread - Added by: tenacious_torps Date: 12th May 2017 Have radar only work for the ship using it, or not allow enemy ships to lock on - Added by: Klinkerhoffen Date: 15th May 2017 Change accuracy of fire based on how your opponent is spotted - Added by: Phlogistoned Date: 16th May 2017 Topic: Graphics (Animations, Improvements, etc.) More detonation/sinking effects - Added by: Dominico Date: 8th of January 2017 Corrections to various ship models - Added by: Piet11111 Date: 9th of January 2017 More variety in camouflage schemes - Added by: Ferry_25 Date: 27th of February 2017 Night battles with working light houses - Added by: Ferry_25 Date: 3rd of March 2017 Dynamic lighting in port based on time of day - Added by: Skyllon Date: 21st April 2017 Preference for historical camouflages, even if they are 'dull' - Added by: drmajga Date: 23rd April 2017 Ability to choose camouflages and bonuses separately - Added by: TheCinC Date: 5th May 2017 Allow players to fly multiple flags at once - Added by: NyronGT Date: 6th May 2017 Topic: Game client (user friendliness, options) Remember previous choice of currency for in game items - Added by: SyntheticMan Date: 11th January 2017 Remember previous choice for choosing a captain (From other ships or Reserves) - Added by: xxNihilanxx Date: 3rd March 2017 Option to have Minimap on second display - Added by: CaptainEbola Date: 4th March 2017 More information in the modules screen, allowing preview of module/upgrades - Added by: ThePurpleSmurf Date: 8th May 2017 Add ability to sell empty slots and captain's Reserve slots - Added by: Kibbari Date: 9th May 2017 Add option to set map preferences for all ships at once - Added by: Srle_Vigilante Date: 10th May 2017 Add separate slot for special upgrades to increase their worth - Added by: Gnirf Date: 17th May 2017 Show Challenges, Missions and Tasks that you can currently contribute to while in battle - Added by: blindhai Date: 17th May 2017 Show spotting damage while in battle - Added by: blindhai Date: 17th May 2017 Maximize air detection range at 10, as that is the maximum possible value - Added by: NoMoreAngel Date: 19th May 2017 Separate topics: https://forum.worldofwarships.eu/topic/114181-recruit-rewards-for-game-veterans-as-well-a-suggestion/ [This space intentionally left blank]
  2. Hello fellow captains, I made a post yesterday on reddit about the idea of adding a new IJN BB line split. Most of you who responded seemed like liking the idea, so I decided to post on this forum as well for a little more exposure ( hopefully WG dev team can take an eye to it as well). Bellow is the repost of the specification idea for a new IJN BB line (original thread : https://www.reddit.com/r/WorldOfWarships/comments/fto0d5/suggestion_second_ijn_bb_line/) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- It will be a cool addition to have an extra BB line for the IJN tech tree. These will be characterized by battlecruiser-ish BBs, featuring good speed, maneuverability and torpedoes (post Ise class) in exchange for less armor and less guns. It will be differentiated from existing tech tree ships in the following way : German BBs : More reliable guns but less armor French BBs : Higher caliber guns with slower shells + torps British BBs : Longer AP fuse time and less HE fire chance, better secondary + torps American BBs : Higher caliber guns but less AA + torps Techtree is as follows (I came up with this in 10min so subject to change) : ---------------------------------------------------------------------------------------------------------------- Tier VI : Ise (Ise class battleship) HP : 57100 Artillery : 2*6 356mm Main gun Range : 17km Sigma : 1.7 Reload : 27 sec Secondary range : 6km Maneuverability : Speed : 25.5kts Rudder : 14.5sec Concealment : 16.5km Protection : about the same as Fuso ------------------------------------------------------------------------------------------------------------------- Tier VII : Tsukuba (Kongo-Daikan class battlecruiser, Fujimoto proposal with 356mm guns) HP : 63000 Artillery : 3*3 356mm Main gun Range : 17km Sigma : 1.9 Reload : 25 sec Secondary range : 7km Maneuverability : Speed : 27kts Rudder : 16sec Concealment : 15km Protection : about the same as Nagato but longer ship so worse ------------------------------------------------------------------------------------------------------------------- Tier VIII (Main tech line replacement) : Tosa (Kaga class battleship) HP : 67000 Artillery : 2*5 410mm Main gun Range : 21km Sigma : 1.9 Reload : 31 sec Secondary range : 5km Maneuverability : Speed : 26kts Rudder : 17sec Concealment : 14km Protection : about the same as Kii ------------------------------------------------------------------------------------------------------------------- Tier IX : Ikoma (Kongo-Daikan class battlecruiser, Hiraga proposal) HP : 70000 Artillery : 2 * 2 + 2 * 3 410mm Main gun Range : 20km Sigma : 2.0 Reload : 26 sec Secondary range : 9km Torpedo Armament : 2*3 type93 Range : 12km Maneuverability : Speed : 30kts Rudder : 14sec Concealment : 13km Protection : about the same as Kii ------------------------------------------------------------------------------------------------------------------- Tier X : Kurama (Number 13 class battleship) HP : 75000 Artillery : 4*2 460mm Main gun Range : 20km Sigma : 2.0 Reload : 26 sec Secondary range : 9km Torpedo Armament : 2*3 type93 Range : 12km Maneuverability : Speed : 30kts Rudder : 14sec Concealment : 13km Protection : a little bit better than Kii -------------------------------------------------------------------------------------------------------------------- Optional : Tier VI Premium : Hyuga (Ise class hybrid carrier) HP : 59000 Artillery : 2*4 356mm Main gun Range : 17km Sigma : 1.8 Reload : 25 sec Secondary range : 7km Maneuverability : Speed : 25.5kts Rudder : 14.5sec Concealment : 15.5km Protection : about the same as Fuso Special consumable : CV style Fighter plane bubble that follows the ship, 2.5min duration, 3 available ------------------------------------------------------------------------------------------------------------------- As you can see, this isn't an accurate nor complete depiction of possible in-game stat. Feel free to add any correction or idea edit 1: format
  3. "Spotting have killed the game" Many players, to the more famous gamers/streamers have been saying the above line about the new CV rework. Ever since the major RTS was shelved, with many seesawing of micro updates, to major patches along the way. The look and feel of the new "mode". Effectively, World of Warships have changed forever... I feel I need to include the following. Instead of starting another thread in the forum, nor restarting what is already been said many times since. Yes, Wargaming (WG) have essentially "succeeded" in raising the players to try the CV lines. That's a fact, to which I will not challenge. After all, the numbers do reflect the rise in CV usage according to their data. As well as in game. That was their intention (they proved many times during their public statements in many 'summits'), but was that the only intention? Doubt it. With any introduction of anything "new", (this case being CV changes) WG have placed many Premium CVs on their shops. Many were sold. Only to have the players who bought them the feeling of buyers remorse. Subsequent updates/patches later. This is not only a rumour mill (From NA players to EU players), it's a fact. I've spoken to many players directly on both sides of the pond. None of them were glad to have bought them. What WG have consequently done. Their drop in the ocean, is now being felt on the shores of all the playerbases around the regions. A message to players. Could we please keep any and all arguments of why there is a CV / or the need for CV in this game out of this thread. This is not about that. It's about working with what we have now, to make it hopefully better for all. No, I'm not a pro-CV or against-CV. I just play with what the WG have given access me. Back on topic. Let's face it. Going back is not an option for WG. After many, many months of work and money poured into it. We know that it isn't going to happen. We get it. Instead of pressing for the hard reset. Let's find a way to maintain the changes, and tweak what could be better for all player base/game itself. So the following is what I will suggest for the WG team to maybe bring to their next internal meeting, hopefully. Currently, the spotting mechanic allows for X amount of distance from plane to ship to be 'hard spotted'. Much like surface ships to surface ships spotting mechanic. The distance varies from ship to ship, and their individual configurations that users chose to use their particular ships. I do not think that the players are unhappy with such mechanic. The fact that a plane can spot a ship at a certain fixed distance is nothing new. This was also true from the RTS days. So I can't say that this could be the issue. What is questionable, and begs the question of "spotting have killed the game". Is something else from the aforementioned hard spot mechanics. What it does now? It allows for CV planes to spot ships anywhere on the map. The detection ranges of the ships plus the range of the planes spotting distance to the ships overlaps too closely. What does that mean? Let's say ship has air detection of 5km, the plane have hard potting distance of 6km. That leaves 1km buffer in favour of the the planes. If anything, this gap should be addressed. If it hasn't already. I feel I might get lost in my own words here, so let me just jump right into it. Suggestions: Dropped Fighters (Close air patrol - CAP): A: Their spotting ability is active as long as they are patrolling in their dropped areas. With an active "aircraft fuel" timer. I feel I need to write this, just in case the current mechanic will be drastically changed for something else. This mechanic is fine as is. As a DD player, I think this wouldn't impact me as much. Or any other ship types. B: Their spotting ability is only active for a limited period, while retaining the ability to fight other enemy fighters. For example: Spotting time for full strength fighter squadron = 45 seconds, CAP time = 60secs. So upon 45 second mark, the spotting will stop. But the air to air will remain until the timer runs out. Or until the Combat Air Patrol (air to air) area is still active until the planes are shot down. Then the area goes dark. C: Their spotting radius is decided upon how many fighters are patrolling the area. i.e. 6 planes maximum (insert arbitrary number here) spotting distance, 1 plane minimum (inset arbitrary number here) spotting distance from centre of axis/flight pattern. D: The fighters can be replaced by being reinforced by another set of fighters from the CV; Automated flight. This will need to be done by addition of a CV consumable. Players choice, selectable for Premium consumable or non-premium. This will free up the CV player to assist one side of of map, while not having to fly from across the map to drop fighters. (I fear this as the most vulnerable idea, that the public may not agree with) CV vs CV gameplay: What is a missed opportunity. Not having the ability to directly PvP against a CV, as a CV player in game. Currently the CV is in battle with themselves to get as much damage, not versus enemy CV player. No matter how much we dissect this mechanic. That is what it results to. In the older system, there were. Skill level was player input controlled, versus the RNG automated as it is now. Now it's drop the fighters, let the automated RNG figure it out. This is nothing close to what the surface ship players do. They position, they aim, they time, etc. To achieve a particular result of their choices and actions. Why should it be any different for the CV? Imagine, if destroyers, cruisers, battleships with a press of a consumable. Allowing the shells to land on target depending totally on the automated RNG without any other input form the player. I'm quite sure that the player would disagree with this, why can't the CV players actions reflect this too? Why make the CV gameplay automated when fighting versus another CV player? This is something that should be addressed, if CV is to be more than just a damage collector. Introduce a consumable for player controlled Air to Air dogfighting: When a player is flying their squadron, and sees/wants to engage with the enemy squadron. Allow the player to press a consumable or a key, to change the reticule to Air-to-Air mode to engage in their dog fighting. Once either side have been shot down, the remaining planes will switch to the current "flying" mode. Or please find another way for Air-to-air dogfighting to be player input related, and not automated. I just find that the exclusion of player controlled input with Air-to-Air is a huge missed opportunity during the current rework. Flying player controlled planes (Rockets, torpedoes, bombs): When a player is actively controlling the squadron. The fog of war will be lifted off the minimal. In conjunction with the main battle screen. As the flying squadron is moving from grid to grid/area to area. Think of the planes directly (Line of sight) spotting the ships while it is on coarse. The planes can turn around to keep the target spotted, provided it is still airborne. Also the squadrons spotting is limited to X amount of distance from the centre point of axis/formation. So the squadrons will have to actively seek to find a target, loiter the target area to receive spotting damage (this should be boosted & reflected to CV players, not just relying on damage alone when calculating the credit earning formula). If the squadron all gets shot down, effectively fog of war reactivating instantly. Or until another squadron flies into the unmasked zone. I'm quite sure I've missed more ideas at the time of this writing. Summary The battle space is no longer open "spotted" for the whole duration. It would give all the ships the option to maneuver freely (provided they are not being actively spotted). It would also limit the CV's purpose to farm just for their own needs (opposite of team play). Re-introduce the manual controls of player selected inputs for Air-to-Air dogfights. Wargaming, can we test this idea at least? @Sub_Octavian,
  4. Lyno_Lemon


    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?
  5. In light of the upcomming Naval Training Center (aka NTC) and the huge outrage becaue of it, I wanted to start from a different position to hopefully change something in this games development so here goes my first topic. Main reason for this is seeing so many players beeing highly emotional while not beeing able to express what would matter, namely a solid reason for why the NTC is a bad idea. If anyone looks in this forum or reddit they will notice that the community doesn't like NTC but the purpose of this thread is to find the reason for it. If you want to talk about something else please use the other threads to not derail my efforts. After watching the Introduction and Q&A of the NTC to the CCs I was baffled that noone mentioned a good reason against this feature other than balance and the skill gap between old and new players, maybe they where all just so stuned by the implications this new feature proposes and maybe they talked about that later. No matter I'm not here to blame the CCs but to pick up an important topic that I think has been neglected so far. Now we all know that balance is a thing that is measured by statistics at WG, same for the skill gap it seems like. I take that deduction from the vid and dev blog since they share some insight about the huge differences when talking about premium consumables. So far with the introduction, now the main point of this thread. Since the developer are looking for ways to keep their players playing the game (by having to grind) and maybe even introduce new players I think we should share the most important reason we are playing this game and why so many people think this is the worst thing that ever happened. I too share the very negative feeling for the NTC but I know why I still play this game in particular: The game is competitive Yes that's all. Over all the games I played and am still playing this is the one deciding factor for me to keep playing a game or drop it in the corner after I'm finished with it. I can give you examples from MMORPGs to single player strategy games. Sure there are other reasons to why I play a game but the reason on top is the main reason why I keep playing. No graphics, no innovative gameplay mechanics can keep me bound to a game like the replay value of a competitive game does. I really just like to play something and get good in it. Maybe teach someone else, theorycraft about best builds and so on. I know I know WoWS is not known to be a competitive game especially without a skill-based match making and people keeping their stars for farming the most damage and all of that. But in the end it comes down to my ship against the enemies ship and thats what matters. I know that to expect, the radar and secondary ranges of several ships as well as their dispersion characteristics. I know that I can try to fight an German BB in open water in a cruiser if I am far enough away so his shells wont be able to hit me reliably. Let's imagine a situation in ranked for the sake of having two fully upgraded ships (without NTC) to further specify the problem. If I'm driving my Amagi and see a Bismarck on the opposite team I know what to expect. I know that the max range of his secondaries is 11.3km and that I have to try to keep him at a range bigger than that or I will lose the fight against him. I know that my health pool is already a bit smaller (2.900 health) and I know that my guns are more reliable. But all of this information gets completely changed with NTC. You now can't denounce the strenght of a ship by the name alone but have to factor unknown stuff like level two upgrades into account. It gets even worse if you take two of the same ship. Yes the players are never equally skilled and captain skills are maybe different and what not. But even if all of that was equal or better on my side I would still lose to someone with a higher upgrade level despite of beeing the better player. The addition of the Naval Training Center will remove equality between players even more. Yes you have to buy modules and level your captain now. Yes this might be a bigger impact than what the NTC might bring in total. But the grind for these things stops relativly soon. Most of the ships can be played in their "endgame" configuration with only a 14 point captain or even below that. Farming some extra credits to equip ones favourite ship with the best modules doesnt take more than a week. And most of the time you can play around this stuff which is also a major point the community expressed in regard of the CV rework. If I see another Bismarck in my own Bismarck but I know I dont have the longer range secondaries I can still stay out of range from him. With the new updates the game becomes much more of a guessing game than it already is. Lastly I want to explain why a competitive game is important. If you have a competitive environment in your game the game itself has a high replay value. This means that players will play your game just to get better even if there are no rewards. Best example for this would be StarCraft. Even the old SC was still getting played by millions of players despite not having any new content from 1998 (SC:BW) to 2010 (SC2:WoL). No events, no new classes just the same old game for 12 (!) years. And some players even went back to BW after they didnt like WoL. This means if you manage to balance your game up to perfection players will play it for the fun of competive gameplay alone. So please Wargaming do not let your game become another p2w title as the countless ones released by EA in the past years, ruining even the Star Wars franchise with it. A game is more fun if youre punished for mistakes and not just get a bigger an bigger weapon to beat anyone that you meet. Because as soon as you can kill everyone with ease you move on to the next game since this one is boring now. So, despite my long rant about what the game needs in my opinion I would still like to know what are your reasons to play. Is it the competitive mindset like it is for me? Are you rather just playing for the visuals? Or is it the potential to grind a ship into perfection like Wargaming thinks it is? If possible I would like to know from you why are YOU playing this game? Feel free to add some reasons for it too and not just some rather short answer so we can convince the devs about this! TL;DR: WG thinks you play game to grind, do you really?
  6. ItsTipez

    Just some ideas

    1: Add special effects when you detonate someone like guns flying off barbettes, lifeboats flying, hull ripping up ect... 2: new achievement; Detonating Strike. If you detonate someone who is over 50%hp, it will award you with this achievement rather than devestating srike 3:a blue name tag that is on your name, which is like violator or division tags. Its purpose will be to tell your team that you have a slow game, and the punishment for being afk wont be applied. 4: issues about he (keep in mind that this is if the player has ifhe through this and the next issue) . If a he shell hits the hull and shatters (like if you are bow on in a bb), there is no way that a he shell can start a fire that way. Another weird angle that can start fires is a shell hitting a deck at 95 degrees and starting a fire (correct me if i got the angle wrong). A bigger issue is he hitting super structure (like the hoods,and has ifhe skill) penning and constantly causing 1k damage each and never getting saturated (i will discuss this in the 5th problem). Also, PLEASE stop adding more he spamming ships or ships which specialize in he. By 2020, battleships will be impossible to play because cruisers are getting more popular and op. 5: fire/he saturation. Imagine a yamato, that got hit in the nose by he and caused a fire, losing 9k hp. Now imagine it again, but with less hp and fire causing the same amount of damage. This is the problem with playing bbs, especially high tier. I wondered why it dosent saturate the hull, like torpedoes do to ships. He hitting the deck in the same place realistically has to saturate it at some point. 6: a built in replay system. Just press a button if you think you liked the battle enough to see it again, drops into a tab and you can watch it infinite times (i know you can do this manually with a few lines of code, but im too paranoid to edit the code without breaking something)
  7. 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 ?
  8. 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
  9. 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
  10. 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
  11. 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?
  12. 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?
  13. 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
  14. 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.
  15. 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?
  16. 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 )
  17. 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?
  18. 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?
  19. Tywecc

    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
  20. Lukew82


    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?
  21. 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
  22. 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
  23. 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?
  24. 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..........
  25. OldGrandad

    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.