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Found 35 results

  1. Colostomiser

    DD gameplay and stealth

    Hi. Having given the CV rework time to settle down it is clear that DD play is still severely impaired. Even in the likes of the Kidd or a full AA spec Gearing, being spotted by air means taking fire and eventual deletion. DD gameplay seems to be dying. I have 3 years and hundreds of pounds invested in this game and need to make an informed decision about my future investment and even whether it is time to move on entirely. If anyone has the attention of the Dev team or any news as to the future of CV/Spotting, I would be very grateful to hear it. I really hope I don't have to leave the game I love. Thanks. Edit. This thread is not a request for tactics. I just need information on the direction WG are taking regarding CV's spotting. Thanks again.
  2. TL;DR or "short version" Strike planes (Attack plane, TB, DB) losing the ability to spot for teammates, only minimap spotting. Reconnaissance aircraft is the only plane type, which can spot Reconnaissance aircraft has a "special attack", where the plane can observe other ships and decreases the max. dispersion for teammates. The reconnaissance aircraft adds 50% of the damage done to an observed target caused by teammates to the CVs damage counter, while observing a target. Reconnaissance aircraft are single planes with small HP pool. DDs (counter) can handle them easily. CVs can't strike and spot the DD and other ships. Only spot or strike. Reconnaissance aircraft has special spotter consumables. Table of content Introduction Reconnaissance aircraft for Hakuryu Possible consumables Observation flight (attack run) Gameplay Bonus: Reconnaissance aircraft on second branch CV (Support CVs?) Introduction Many people complain about perma spotting. I'm more neutral about that, but what I really don't like: At the begin of a match every ship is bunched up and attack there would only cost many strike planes. So generally it's more about to scout with the strike squad. But only scouting is kinda boring and weird with strike planes. Thus I would prefer, if there would be a plane type made for this role, which would also solve the "perma spotting" issue. My idea is to add reconnaissance aircraft for CVs as a 4th option. The strike planes would lose the ability to spot for other teammates and would be only possible to spot for themself (they could scout on the minimap only), while the reconnaissance aircraft would be able to spot for the team. The reconnaissance aircraft would also have an "attack run" and I will call it observation flight (tell me, if you have a better name for that) and it works like the a normal attack run with left mouse button. Reconnaissance aircraft for Hakuryu Aircraft type: C6N Saiun Hit points: 1257 Max. speed: 241 Knots (with boost) Squad size: 1 Flight deck reload: 182 Sek. Concealment: 7.5 km Flight deck size: 2 Possible consumables (not all, just a collection of ideas) Crewman: Spotter I (alternative name: Binoculars I) Increases the concealment to sky of enemy ship for the reconnaissance aircraft by 20%. Also the reconnaissance aircraft is able to spot the last known position of firing ships (even smoke firing ships). Duration of the consumable: 30 seconds Cooldown: 80 seconds Charges: 3 Crewman: Gunner I Reduces the damage taken from fighters by 75% and the rear gunner starts to shot at planes behind the reconnaissance aircraft. (Kills ~1 plane) Duration of the consumable: 10 seconds Cooldown: 80 seconds Charges: 3 Patrol flight I The reconnaissance aircraft starts to patrol in an area (Like the fighter consumable). The player loses control of the reconnaissance aircraft and can return to the CV with the 'F' key. Duration of the consumable: 30 seconds Cooldown: 120 seconds Charges: 3 External fuel tank I Using Engine boost or air breaks won't cost any energy, but the aircraft takes 33% more damage, while it lasts. Duration of the consumable: 20 seconds Cooldown: 80 seconds Charges: 3 Observation flight (attack run) The Observation flight works like the attack run of an attack plane or torpedo plane. But instead of attacking a target, they go into an observation mode - a bit like the periscope of the submarines at the Halloween event. Thus the recon aircraft observes a target with binoculars and is able to mark a target for the team. If the enemy ship is targeted/marked by the reconnaissance aircraft (IJN) the max. dispersion is reduced by 20% for team mates and 25%, if it's an USN reconnaissance aircraft. Additionally the damage done by team mates while observing the target will be added to 50% to the CVs damage counter as well. So the CV gains base exp for being a spotter only and gives team support by reducing the max. dispersion. As a userfriendly help, there are two indicators for the teammates. First the observed/targeted/marked enemy will get a graphic indicator, that the teammates can see it in-game. The other indicator is a chat message similar to the chat messages of using a radar. Something like "The reconnaissance aircraft revealed a weak target on D4. Focus fire!" Gameplay In randoms and especially in clan battles the CV would have a better gameplay in the first minutes. The CV starts a reconnaissance aircraft to spot the enemies movements and if there is a good target, he will aim for that ship, so the teammates can shoot at it. The early spotting would be way more fun and not only flying around and do nothing. It would be more engaging, if the spotting is more active, less passive. The dds won't have much trouble with the reconnaissance aircraft, because there is only one with low hp, thus it will be shot down pretty fast and the CV would try to avoide DDs. If the CV decides to start a strike squad against a DD, then he won't spot the DD for his teammates and he would have to deal with the DD alone, thus the DD can focus on dodging the CVs aircrafts The USN are considered to have a better reconnaissance aircraft, because the IJN have long range torps, which can be used out of the AA range, this shall give the Midway more value and make her to a good alternative choice. Bonus: Reconnaissance aircraft on second branch CV (Support CVs?) We know, that there will be a second branch in the future and Wargaming mentioned some ideas of Support-CV. The reconnaissance aircraft could be also implemented on those CV but a stronger variant. The reconnaissance aircraft on Support-CVs are in a squad of 3, or 6 planes and could also carry bombs for example. The Support-CV would be a better and way more effective spotter than the Strike-CV Actually, my reconnaissance aircraft idea would solve the alternative line. The Strike CVs would have: Attack aircrafts Torpedo bombers Dive bombers Single reconnaissance aircrafts The Support CVs would be still have strike potential, but more focused on the spotting mechanic So Support CVs would have: Reconnaissance aircrafts in squads with HE-bombs Torpedo bombers AP-dive bombers (USN) / HE-dive bombers (IJN) weak attack planes (Kaga sytle)
  3. FukushuNL

    Another radar ship

    1 Day and I'm already done with the Alaska. I was interested in getting her as I haven't gotten any of the other BC yet, but nowadays, between the English cruisers, the Russian cruisers and the American cruisers, I am permaspotted when trying to contest a cap. And now we have another radar ship in our midst. I did a game in my Jutland and have been camping an island for like 5 minutes, no kidding, because I had a continuous radar icon above my ship. If the Neptune's radar was on cooldown, the Worcester went on, followed by the Alaskas. I now refuse to buy the ship as I don't want to be putting other DD captains in that position. I'll wait for the Asuma or the T10 Japanese.
  4. Hi all, have some suggestions for the CVs 1. Add Smoke bombs consumables to planes to switch the Fighters consumable. One smoke plume that last 30 sec. Pretty good for Clan wars. 2. Airplanes can spot only in front of them! Player must keep the airplane pointing in the ships direction in order to keep him spotted. View area can be balanced 60 degrees to 90 degrees. This should make the CV players choose between roles spot or attack, and @ same time give dds a chance to hide. What do you think?
  5. Hi all, Dear WG - simple "Quality of Life" idea - Place "*" in front every ship name that is spotted ONLY by player! Because we all have been in situation in game when we wondered whether we are the only ship that is spotting certain enemy or not... Leo "Apollo11"
  6. I love the new carrier gameplay and certainly feel it should stay. But the balance is terrible, especially towards destroyers. I want all classes to be fun to play and have active roles. I don't feel that the answer lies in any balancing of AA scores, since that does not really help the DDs, and just makes either CVs or AA ships underpowered. (Some balancing is of course necessary, but my post is not about AA ships and carriers) I think the issue could be solved better by adjusting air detection for destroyers. Here are some possibilities I have thought of: 1) Give DDs zero (0) air detection. This means that planes will never spot a DD. The carrier can see where fire comes from, but never get any model to target. Basically it gives carriers "Deep Water" detection. 2) Give DDs a air detection of perhaps one or two-hundred meters. This means that a lucky flyover will reveal the general position of a DD to friendly team, but that a non-shooting destroyer is nearly impossible to attack with planes. 3) Combine reduced air detection with a shooting "Bloom" Same as with shooting from smoke, firing enlarges air visibility by a fixed distance. This could be dependent on the caliber of the guns firing like present smoke firing, or it could be the full range of the guns or AA system engaging the enemy - Like the present shooting mechanic. This method would give DDs back to role of spotting, area control, and cap capturing. It will also be a major indirect buff to torpedo destroyers, though I am not sure if that is a big problem. Gun destroyers have the possibility of going silent and avoiding planes. Carriers will almost only be able to attack destroyers if they have been spotted by friendly surface ships. Which I think is okay. It means more teamplay between carriers and surface ships (especially destroyers) as carriers would have to support DDs with fighters and dance with the enemy CVs to avoid their fighters and attack the enemy DDs. Rocket planes would still be relevant (and no too overpowered, I think) as they can quickly move to a DD vs. DD hotspot and give support to friendly DDs and radar ships. I know that historically rocket and gun armed planes were the terror and doom of destroyers in WWII, but that is no reason to oblirate an entire class in this arcade game. I play carriers, but I want good destroyer gameplay and to see it rewarded! (I apologize if anyone has made this sort of suggestion already, I make no claim to be a game designer genius)
  7. While I am of the opinion that the game atm is in an awkward state because of everyone wanting to try the new CVs, not giving us a realistic look at what CVs mean in normal day to day matches, I think the biggest issue isn't CVs camping in the back, nor the infinite amount of planes they got in the ship, nor the damage. It's the way they spot the whole field. I think that when CVs only can spot with their active squardon and in particular DDs get a lower air detection, things would be a lot better. So would life be better for all if returning planes would not ve able to spot and DDs' air detection concealment would make it easier to dodge planes? This way there is a better balance between the speed, range and versatility of CVs and being able to spot key targets. I also want to stress for fairness of the CV discussion, that firstly CVs had at least 4-5 squadrons in the air in the old days with more chances to spot DDs and there was less complaining than there is now and secondly both sides have an equal amount of CVs, so while comparision "CV vs every other type of ship" is one that everyone likes to discuss, this counts for both sides. Sure, your personal score is important and as a DD you want to be able to put a good score down, but in the end it's a team effort and both teams have to deal with the same issues. Thirdly, we had a long time where CVs only apeared in 3 games in a dozen, while now we will probably see many more games featuring CVs. And this logically will change the way we gotta play the game. The game we got to play up till now was only because CVs were unpopular. And I still think their meta is better than the Radar meta ;)
  8. KarmaQU_EU

    A topic borne of desperation

    It is past the time of egos and stuff, I don’t care if I make an [edited]of myself as long as there is even the slightest chance the CV concept can be helped. I have in the past made a large amount of highly wishful and far fetched thinking on concepts for the CV rework, including straightforward but drastic suggestion of measures such as removing all torpedo bombers and solely balancing/designing CV gameplay (at least initially) around the other less dreadful types of bombers. Other examples included separating CV tech trees into smaller escort carriers and larger fleet carriers, which have broad implications including MM fixing and fine tuning. But I digress. Recently I am beginning to follow WG’s line of logic better, keeping the game simple while just playable and interesting enough. And here lies a critical flaw. One of the most difficult yet critical systems in this game, the Vision System, is an Achilles heel in the whole design structure. And the disproportionate effect the CV has on this area was already well known even before the rework, from DD griefing, torpedo spotting, surprise torpedo-insertion on BBs due to planes having stealth range as well, and last but not least, CV sniping using plane stealth. While I cannot make a hasty conclusion on whether stealth and vision system for surface ships is good or bad, though it was copied off WoT systems and not custom-made for naval combat, it certainly was not very compatible with CV gameplay at all. And a critical flaw of the current rework is how few direct improvements, or even adjustments, were made to the way CVs interact with the vision sphere in the game. While torpedo spotting was outright removed, and ship spotting nerfed, the reverse which was plane spotting was not, and in fact as they themselves mentioned in their public address, stealth torping (with TB!) was still a minor “exploit” turned tactic. In more conclusive terms, the very essence of CV gameplay in a strategic or tactical sense which was area and info control aka. ‘Spotting’ was not fixed nor improved into their rework, and CV interaction with the surface sphere in this sense was also outright ignored or shoved aside (just remove their total spotting ability and interaction). And you don’t fix a faulty part by simply removing the part, or completely isolating the part from the rest of the system. It’s just not good practice. In complex systems like this, balancing is also a larger job than just making sure the AA maths and don add up. There’s “qualitative” things too, like fuzzy maths, like capabilities that can’t be simply summarized into numbers, and how actual human thought processes work. - Furthermore, in poetic irony, in their rush to make WoWs, and CV, compatible with consoles, they neglected the zeitgeist of console gameplay, which is a very heady, rushing, flow-based kind of gaming. A confounding mechanic like the vision system is not something a console player would enjoy while they are trying to have fun, they simply can’t be bothered to put in the extra mind-power, and the separate category of mental processes needed for that particular form of thought. Thus, I believe, they will not enjoy getting surprise-rudder insertions by planes materializing out of nowhere (or in reverse, getting jump-scared by a DD suddenly hammering your CV out of nowhere), nor enjoy the game much with ships that adversely rely on the vision system at all, because even on PC it’s a fine dance of managing your pathing and constantly doing distance-tallies and mental notes of what ships are all around you (including enemies). But on console on a big screen it’s just not that kind of experience, if you get this. - So in conclusion, even if the current rework gets the go-ahead, and it is still playable after all, there is still this theoretical danger that WoWs on console will not be very popular, and one of the key reasons could be because of how vision works in this game, and how this game is adversely affected by this hidden factor, just as how CVs were adversely affecting the game due to how their mechanics worked, and this is making the console experience far less than ideal. This is the key danger. The secondary danger is that due to how detached and incompatible (unintegrated) the CV reworked gameplay is from the practical intricate workings of the present surface ship system (such as the example given how all vision related things were just swept under the carpet), that even after 1-2 months of “balancing”, CV gameplay will still be a sore thumb in this game, and a far cry from what some of us in our heart of hearts had dreamed it would bring to WoWs, a breath of fresh air, masterful and creative design, to not just save CV, but save this game, and give it second wind to continue improvements in its very design. (I would like to call for an emergency stop in this rework, and the reasons in writing above is why. I understand I have no authority nor proven knowledge to make such a call but I am doing it shamelessly anyways, because I will shamelessly claim that I as a player love the CV as a concept and what it’s gameplay could have been, and this rework as it is, as a concept, is not something that someone could love. I am incapable of expressing with concise grace exactly why, but it just feels very wrong. So wrong that I am desperate.)
  9. NOTE: I posted this earlier in the suggestions thread but since (1) the OP there is not updated and people in the recent replies are talking about submarines, (2) other people have made similar posts outside of the suggestions thread and because (3) it's now an active topic of discussion & focus of development, different from all the hypotheticals and wishful thinking, I decided to make a separate post. I love the preview, and I'm really eager to see some of what was shown brought to any testing environment ASAP. I've been playing CVs, and I can say I'm mediocre-ish: got a solid grasp of the fundamentals, I've had my moments and some luck. I've been paying attention to the constant drama surrounding CVs, and I'm pretty sure I understand WG's position in all of this. However I do think some sort of compromises ought to be considered: - MAKE FIGHTERS A DEPLOYABLE, NPC-like, drone-like blob, that receives commands to either escort your strike squadron, or be sent around the 3D world (not the minimap) to fly combat air patrol (CAP) over an area, over a friendly ship, or stay "home" and fly CAP over your carrier. This could be done by having a radius around your strike squadron, within which you can POINT & CLICK (or press a key) to set the fighters' target location or object. Maybe add a good amount of cooldown time, for how often they can receive a new command. "Summoning" fighters out of thin air just seems kooky to me. - NERF ALL CARRIER PLANES' SPOTTING ability by having enemy vessels spotted by just carrier aircraft (including the strike craft) ONLY APPEAR AS "OUTLINED" SHIPS to the rest of your team, giving a rough location on the minimap, but not visible in the 3D viewport - no target lock, no aim-assist mechanics, someone has to go and deal with the threat the old fashion way. This would negate the current, much lamented mechanics of CVs planes being omnipresent & spotting those ships which really don't want to be targeted. Realistically, I imagine that a group of planes trying to avoid AA and focusing on their attack runs would have a really hard time walking friendly artillery onto its target in the chaos of battle. - ADD LOW, STATIC CLOUD COVER - plumes scattered over the maps (maybe randomized?), to give planes a hiding place. The concealment on these would work both ways - diminish the effect of incoming enemy AA, but the planes would lose sight of all enemies around them. Make RADAR penetrate these clouds or maybe add a separate AIR RADAR consumable. Also make CYCLONES limit planes abilities in a similar way, or even more (affect accuracy, speed, maybe get damaged, etc). This to add to the feeling that you're controlling an air asset, navigating through different features, not just a Z-clipped surface asset. Also because the airspace looks bland with the current "skybox above, water texture below" situation. My main reasoning about fighters and spotting here is that instead of completely removing some features, we should keep them to retain an authentic feel to the CV role, but nerf them to the point where they require luck and strategic foresight, instead of who's got better ping / RNG / clicks per minute. The same goes for people's concerns on the Twitch stream regarding CV sniping and side-rushing DDs: you won't be caught with your pants down if you pay attention and have a bit of foresight. What do y'all think?
  10. Charger76

    Spotted, cannot work out how

    Just playing in a Ranked battle there. I was in smoke, had not been seen entering smoke. Seconds later I get a "Spotted!" warning yet nothing is able to see me from any angle, I cannot spot anything (am in Benson with camo & CE), nothing is on the map and I am not within 2Km of any body. Nobody has sonar or radar, this is in any case a standard "Spotted!" warning not an air or sonar / radar spotted 3warning. How then am I spotted? Not an error either, had a deluge of fire hit me. As I drive out of smoke there is an enemy Benson just under 3Km away. How did he spot me?
  11. wilkatis_LV

    BBs that outspot cruisers

    Obviously BBs outspotting cruisers isn't anything new (as evidenced by the fact that NC has that same 11.8km detection as Conq), decided to make a list of all BBs which outspot cruisers that they can meet in their games, I mean - how many there could be, right? 39. That's how many All the comparisons are at max concealment or those ships, so with camo (if applicable), with concealment expert skill, as well as concealment module (if applicable)
  12. En el foro en inglés, el supertester Sharana ha puesto un par de guías sobre esos dos temas. Están en inglés, pero usando Google translate y los dibujitos uno se puede hacer una idea. Sobre AAA Sobre visión
  13. A new (or new-ish) problem has been spotted above the horizon - people getting hit without being spotted. First signs of this (that I noticed) showed up in late 0.6.6 or early 0.6.7, slowly ramping up and becoming more and more... popular. Basics are quite simple - you are not spotted, but you are getting hit by someones main battery fire. Initially I always wrote it off with one of the following "explanations": -Long range fire, it was fired at the last moment and then took 10...20 seconds to reach the ship after it was spotted -Lucky blindfiring into a smokescreen (without any tracers to aim for) -Ridiculously bad aim at someone near me who was spotted, and it just happened hit my ship I started to pay more attention to this when I heard other players starting to talk about this, as well as saw more and more people writing in chat about it. While some situations could be explained with the points I made, they often just don't fit. Wasn't in smokescreen, was maneuvering after getting de-spotted, there are no allies nearby... This video is the best example I've got as of yet. The Maass, played by my clanmate, hadn't been spotted when at around 1min 20 seconds into the game enemy suddenly fired a reasonably accurate salvo at him (no hits scored, but all 4 shells splashed around his ship). And as you can see towards the end of the video - the spotting marker still works when you are actually spotted. Happens both - with and without - "Priority Target" trained on your commander, as well as both - with and without - any mods installed. My best guess is either it's a serious bug randomly showing the enemies some ship that shouldn't be visible or (most likely) some kind of a new exploit. Please do share any information / evidence you have about this, all of it could help to get rid of this problem before it's massively widespread.
  14. johy2

    DDs 20sec

    Hi guys, i would like to hear your opinion on 20 secs of extended spotting range after fire when you play DDs. I dont have anything against this mechanic but i think 20 secs for DDs is too much. For other clases it is not so important, but for DDs, oh boy. You fire that one shot to finish enemy, and get 20 secs of pounding with low HP. Disgusting.
  15. Let me explain through a situation. I was the last ship alive in my Minekaze, came around an island and ran into an enemy CA. I popped smoke, she used her hydro/radar (I don't know which ship has which but that's not important here, because as far as I know they work similar), the logical thing and I have no problem with that. But as I got deeper in my smoke I was unable to SEE the CA but she kept me spotted by her radar/hydro, and I have zero problem with staying spotted, smoke was a bit OP. In my case alone against multiple ships I was spotted but I couldn't SEE anybody because of my own smoke. The change I suggest is when somebody gets spotted by hydro/radar they should spot back the ship that used the consumable. Almost like HEAR where the hydro/radar comes from. This counter spot should only be possible within the hydro/radar range. It wouldn't be unbalanced because I had multiple kills against DDs while they were in their smoke because I saw where the smoke was->few torps in their smoke and just wait for the results. With this I mean everybody can see where a DD is when it uses smoke generator for obvious reasons but there is no negative sideffect on hydro/radar. I see a pattern emerging in consumables (or in basic features), almost everything has a positive and a negativ side. For example nitro:+speed -increased spotting range (edited) non carrier launched fighter/spotter plane: +the function of the plane -the plane can give your position away smoke: +decreased spotting range -very visible fighter strafing (the stuff you can do with fighter planes): +increased dmg -just in one locked direction automatic return of planes to carriers: +fastest way -gives your general position away (DD torps: +deals huge dmg -can give your general position and travel direction away) I hope you understand my idea and I'm open to any suggestions (sorry for my bad english)
  16. Daylot_Usta

    Experience for Spotting and Scouting

    Devs, I have few ideas to encourage spotting and scouting in the game. Just ask if you want to read.
  17. dasCKD

    Team (doesn't) work

    Bottleship Report #004 - The teamwork sucks, and the game isn't helping. Before you ask, this isn't a rage thread provoked by a series of bad games. Since the changes made to tier 4 and 5 carriers as well as the breaking of the carrier control system beyond what it was before, I have been at a constant level of simmering rage that one day threatens to simmer its way through my skull. Crawling out from the smoldering hole in my head, it will claw its way to the closest piece of machinery, a primal force let loose upon the world. It will then rise up, a horrific chimera of the machinery of modern society and fated to destroy it. The rage personification shall rise up into the atmosphere, forming a second red moon. As the inhabitants of earth gathers around the eldritch nest, the rage and the machinery of war shall be melded into the core that only grows more resentful and more massive. Then, when the day of the prophesy dawns the egg will - I - umm... Where was I? Ah yes, teamwork. Teams & Divisions Spotting Consumable use Knowing when to use consumables, and when to save them. Intermission Linguistic barriers This is probably more of a problem that is restricted to Europe and Asia, but a problem it is. Function keys Spotting target marker Well, that was this week's Bottleship Report. Perhaps next week I'll talk about something less serious, like implementing missile cruisers and destroyers. Now that this is done, I can finally get back to playing World of Warships.
  18. Hookeys, began playing (or trying to) BB's after a loong pause (1 year or more) and of course immediately noticed that the much vaunted Spotting Aircraft were just as useless as they have always been Why even bother putting them there? This matter is even more annoying, since I have recently received 4 of the awesome "Spotting Aircraft Modifications" in sk. super containers (admittedly i fail to notice, what is so super about them), all of which are pretty much useless as well and the exchange of mounting them instead of the main armaments mod, for example, just is not worth it. My points, which everyone probably knows already: The range increase they offer, is pretty much useless, unless the target is fully stationary and does not move, as the lead, you have to take for such long ranges means that you are likely to miss (since the target would have to travel in straight line for ages, which is not very likely. Also the atrocious dispersion at long ranges likely guarantees that none of your shots will hit. If you hit anything with AP, it will likely bounce from the hilariously "thick" deck armor of any ship it might hit so HE is the only choice of ammo, which in turn causes minimal damage thus removing the incentive to even bother (why break concealment for a likely failure anyway). So a proposal, what IF we could make those aircraft useful again in a few easy steps?: Make it so, that while the spotting aircraft is airborne, ship's dispersion ellipse will be a little tighter, say by 2% or something at any range. Thus temporarily improving the BB's chance to hit something. This would of course only work as long as the aircraft is airborne. Spotting aircraft could actually "spot" (I know Woah!) and Increase the effective detection / spotting range of the BB for a short while, for example so that they would temporarily be able to detect an approaching DD, which has a concealment of 6km from 6,6km away (so +10% buff). This would also work on other ships, while the aircraft is flying. PS. I normally play DD, so I fully know this would increase the challenge, but then again a plucky and attentive DD player could still just observe that AHA! There are spotting aircraft about, wait for a while and approach again after they are gone and in cooldown, then torp the fiendish BB or then just torp it from a bit further away. Just thinking, I have so many of the dratted SUPER spotting aircraft mods and absolutely no use for them or even for the regular kind... Oh yeah and before anyone says so, I know they could help in spotting incoming torps a little earlier but that just ain't enough.
  19. Just trying to imagine if supportive role, such as tanking damage for your team, or spotting enemy constantly, resetting caps etc... would actually give more exp than doing direct damage to enemies. How do you think WOWS would be different from todays game meta? Write down below what YOU think WOWS gameplay would be like if this become true. Would there be more teamplay? Or perhaps more campfest? Maybe the game meta would be the same as today? Guys, time to use our imagination !!
  20. OldChieftain

    Once again WG over compensates

    Look, you have made destroyer's a pain in the [edited]to play, when they should be the most fun. First you cater to the whining of BB player's and now they can dodge torpedoes with ease. You made torpedoes easy to spot. Now of course every single ship except DDs has planes (seriously, in a 2 CV game plus the capital ships planes I just drive into the nearest BB and try to get some torps off before dying); thereby removing a DD's only remaining asset -stealth. I understand in the beginning no one knew how to deal with torpedoes and the 'seemed' OP, but the aren't. reverse this trend making DDs untenable. Remove planes from everything but the CV. Seriously this prejudice against Dds is getting silly. Captain's perk- Vigilance and improved spotting planes. Upgrade- improved spotting range, every ship above tier 5 has planes, torpedoes spotted at more then a kilometer. rudder shift times under 15 seconds for giga-ton BBs. The DD is supposed to be a knife fighter and if it gets close you screwed up and your dead, best case you might take the DD with you, but not now. No, now you spot the DD around 10 km out you begin maneuvering and then bring it under fire; torpedoes launched 3 km or more away are an almost automatic miss. and you take half his HP with your salvo and your 5, 6, 7 km secondary's finish it off. Simple solution make DDs surface detectable only ( they are easy enough to kill after all ). Not going to follow the thread so replies will be unread.
  21. vipersocks

    Spotting Ribbons

    So, does anyone know if we get xp for spotting now or is it just a ribbon?
  22. Hallo WoWS-Kollegen, manchmal erlebe ich es, daß ich schon längere Zeit ungespottet bin, und dann: Fokusfeuer vom Feinsten. Die "Entdeckt!" Warnung erscheint nicht, der Ping ist stabil um die 35, und die Lag Anzeige leuchtet auch nicht auf. Ok, also Replay angeschaut - und da ist die "Entdeckt!" Anzeige plötzlich an, bevor der Feuerzauber los geht. Ok, kein Onlinespiel ist perfekt, auch Offlinespiele haben oft ihre Macken. Andererseits wundere ich mich manchmal über stark angeschlagene Gegner, die ich sehen kann, ich ziele ein und warte auf den Reload der Geschütze. Der Gegner rührt sich kein Stück, als ob er sich sicher und unverwundbar fühlt. Erst nachdem meine Granaten bei ihm eingeschlagen sind, bewegt er sich - oft genug auch als Brezel nach unten - und manchmal kommt dann die Beschwerde im Chat, ich sei ein mieser kleiner Hacker, teilweise gefolgt von mehr oder weniger wüsten Beschimpfungen. Also hatte er wohl auch keine "Entdeckt!" Meldung, als ich ihn gesehen habe. Das kommt in den letzten 6 - 8 Monaten ab und zu vor, manchmal bis zu 3x an einem Spieleabend. Dann wieder tagelang gar nicht. Die Framerate ist immer stabil und schwankt im üblichen Rahmen, fällt aber nie unter 40 FPS. Für mich sieht es so aus,als würde mein Client manchmal die Spotting-Informationen nicht korrekt empfangen oder daß sie serverseitig nicht korrekt gesendet werden. Daß da vielleicht ein kleiner Bug in der Spielmechanik steckt. Natürlich ist es ärgerlich, wenn man sich im Schlachtschiff für Reparaturen zurück gezogen hat, gerade den ersten Heal gezogen hat und dann buchstäblich aus dem Nichts massiv Schaden frißt. Oder im Zerstörer im Nebel sitzt und ungespottet auf den Reload der Torpedos wartet, und dann aus dem Nichts heraus durch Fokusfeuer versenkt wird. Ich meine jetzt nicht die Situationen, wo man gerade in der Tarnung verschwunden ist und die schon anfliegenden Mumpeln noch in die Zitadelle des Kreuzers rauschen und dort Party feiern. Ich meine Situationen, in denen man 20 - 30 Sekunden oder länger laut der Anzeige ungespottet ist und sich dann plötzlich im Fokusfeuer mehrere Gegnerschiffe wieder findet. WoWS ist sicher nicht ohne Bugs, und das akzeptiere ich. Da sitzen schließlich Menschen dran, die Fehler machen können. Habt ihr auch ab und zu solche Erlebnisse, und wenn ja, wie sehr beeinflussen sie euer Spiel? EDIT: Mods benutze ich gar nicht, habe nur Replays und Übungsraum aktiviert.
  23. moin zusammen, die neuen ribbons für aufgeklärte schiffe find ich cool. dabei wird nur deutlich, daß es mehr ribbons für aufklärungen gibt, als final nach dem gefecht als anzahl aufgeklärter schiffe aufgeführt ist. hier kann man sich über das wording streiten, ob ein mehrfach aufgeklärtes schiffe auch zählen sollte. die ribbons beantworten die fragen mit ja, die aufklärungsanzahl mit nein. hier wäre es glaub ich sinnvoll, ein konsistentes system zu haben. dabei frag ich mich nun auch, wonach die xp-vergabe für aufklärung erfolgt: nach ribbons oder dem counter der aufgeklärten schiffe. so richtig rund ist das noch nicht, aber die philosophie dahinter gefällt mir und ist glaub auch ein schritt in die richtige richtung.
  24. Alighierian

    Spotting along islands

    That ship shown in the blurry background of the match result window is a Wyoming. I did not spot him: he showed up when the match ended. The reason I did not spot him? that lower section of the island visible in the foreground was blocking my view. I can understand if such a protrusion prevents you from spotting low and small vessels like DD's, but not spotting a Wyoming whilst sailing in a Myoko seems a bit excessive. This isn't the only place it happens either: I've seen it happen more often than not. It's the same faulty spotting as in WoT: you don't see anything until certain points are visible to the view centre (so to speak). For tanks this was the commander's copula, for ships it's the main bridge. I'm not entirely sure of this, but for ships it seems to be you have to see the enemy's bridge with your own bridge, else he doesn't appear (if you're the spotter). This leads to pretty crappy situations where ships literally appear out of thin air when coming around corners. That this happens is bad enough as is, but such landmasses as shown in the screenshot should not impede visibility as if they're a full-size vertical island from the beginning of the beach. Map: Fault Line Location: Western-most part of the map, south entrance, facing towards the lower middle
  25. dCK_Ad_Hominem

    Suggestions for changes of plane dynamics

    Hello all, a few thoughts crossed my mind recently regarding the way air planes work in the game. Now in before anyone gets his panties in a twist, the following are just mere suggestions for changes which I think could benefit the game. Please point out aspects I have overlooked or consequences I have not foreseen. Also, let's keep this a civil discussion. Without further ado: 1. Ships should always counter spot the plane that is spotting them (possibly excluding carrier strike craft). I guess we have all been in a situation in which we were plane spotted without knowing where exactly the plane in question was. I believe it would be beneficial and allow for counter play if one could at least see the plane. 2. Ships engaging planes with aa (outside of smoke) should be spotted regardless of distance. Yes, Minotaur players, I'm looking at you. The idea that a ship should be able to shoot down planes without getting detected by those is possibly one of the worst game mechanics that wasn't addressed yet. Same as invisi firing this should be removed from the game and air spotting distance should at least the equal to aa range. This would make aft a double edged sword, but prevent severe frustration for high tier cv players. 3. I'm expecting a lot of you to have a gripe with this, since it would change competitive cv play. Torpedoes should only be air spotted if a plane is in spotting range. Once the plane moves out of spotting range torpedoes should become unspotted again (I would include torp spotting by ships into this as well). This would make the game more demanding and dynamic, while improving the value of destroyers in competitive play. As it stands, a great cv can pretty much deny any sort of torpedo hits on his team mates by simply patrolling the corridors they are likely to pass through. This would be fine, as long as a once spotted torp wouldn't remain spotted forever. It would put a bigger strain on ships in the direction the torps are headed and increase the overall skill level. What are your thoughts on this :)?
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