MacHopper Beta Tester 385 posts 2,478 battles Report post #26 Posted April 10, 2015 a clan mate of mine had a battle like that last night, just after we were discussing the aim assistance mod. Straightaway he's like "Aim bots...Aim bots everywhere". Funny thing is, if we hadn't told him about the aim assistance mod he'd have just gone "ah well, sh*t bad luck" but because of the mod, he assumed it had to be that. Just like the people who heard about the AA "buff" (which actually is more an AA re-rating) and who now have suddenly decided they are being endlessly r*ped by AA. Share this post Link to post Share on other sites
[-GOD-] McLeod [-GOD-] Weekend Tester 399 posts 7,184 battles Report post #27 Posted April 10, 2015 Been noticing the same since the patch. Especially in my Kongo and Fuso every game I get turrets destroyed - nevr damaged first just out right destroyed, I maybe had it once on the Fuso before the patch but never on the Kongo, sure I had them damaged but I could always repair them. 1st game in Kongo today I lost 2 turrets with the first 2 salvos that hit me and had to spend the rest of the game (not long as was subject to citadels hits once every ten seconds or so till I died) with 2 turrets. Since the patch though every game I'm in no matter what ship I'm in I have turrets destroyed - even on my DD's. Weird thing is I can hit people as normal, get crits, get citadels but since the patch I've only knocked out 1 turret lol. Share this post Link to post Share on other sites
GrumpyWorm Alpha Tester 3,274 posts 832 battles Report post #28 Posted April 10, 2015 McGough, on 09 April 2015 - 01:29 PM, said: There are no aimbots. Other than this one. http://forum.worldofwarships.eu/index.php?/topic/10185-aiming-mod-exposed/ It may well be you're running into people running this "assistance" mod. That is just lead indicator, not aim bot. On top of that it is not yet designated as bad by WG. Share this post Link to post Share on other sites
Moulie Beta Tester 75 posts 325 battles Report post #29 Posted April 10, 2015 So, Vuk, are you saying that a lead indicator mod, in a game where a critical skill to have is being able to lead at range, is no problem as long as WG are 'deciding' if it is a game breaker or not? 2 Share this post Link to post Share on other sites
GrumpyWorm Alpha Tester 3,274 posts 832 battles Report post #30 Posted April 10, 2015 So, Vuk, are you saying that a lead indicator mod, in a game where a critical skill to have is being able to lead at range, is no problem as long as WG are 'deciding' if it is a game breaker or not? No, im not saying anything - im just defining things: it is not aim bot, it is leading help mod. Once WG decide is it good or bad we can give it proper name and take proper actions. Not before that. Share this post Link to post Share on other sites
Boomer7 Beta Tester 153 posts 15,535 battles Report post #31 Posted April 10, 2015 Thats a bad answer Vuk. If it is no problem why has it not been implemented from the start? While a lead indicator might be of minimal use in close range fight, it will be a big help for BB during the first few volley you normally exchange when often your only indication that you are in range and spotted are the splashes of the hits. If you get citadelled or critical hit with the first salvo as soon as you leave your starting zone, I would say that is a big issue. So if WG is ok with a leadindicator, then put it in officially, for everyone, but then don't be amazed if people stop playing, as much of the skill aspect of the game is then removed. Currently it is satisfying to see a solid hit at 20km as I know I judged right, if I just need to click on a targetmarker and the shots land "automatically" on target wher is teh challenge. I am even satisfied if I see the shots straddling the target as I know my aim is true and the next salvo will probably hit. I played simulators where even after ranging in with some salvos you were lucky to hit 1-2 shots at these ranges. But back to the turret damage, I did my firsts games in the Fuso yesterday, and in the first one I had 3 turrets knocked out. It might be "historically" accurate as turrets got knocked out quite often during sea battles, but it is no fun in a arcady game when after a few minutes you have lost half of your firepower to random hits. In that game I had2-3 critical hits myself and I think every time I saw the turret symbol pop up. I shot at 2 Kongos and tehy at me (there were 1-2 other BBs on my side as well, but I dont know how they fared). So between the 3 of us, out of 14 turrets in a few minutes we lost at least 5. That seems a bit high. 2 Share this post Link to post Share on other sites
GrumpyWorm Alpha Tester 3,274 posts 832 battles Report post #32 Posted April 10, 2015 It was implemented in one of CAT versions if im not wrong. Also i dont see nothing bad in calling things right names. Until decision is made, you wont get any actions or response from Wg staff about it. 1 Share this post Link to post Share on other sites
[IUN] McGough Beta Tester 29 posts 11,681 battles Report post #33 Posted April 10, 2015 It was implemented in one of CAT versions if im not wrong. Also i dont see nothing bad in calling things right names. Until decision is made, you wont get any actions or response from Wg staff about it. I'm not interested in the arguments over naming. It's semantics It's a bot/mod that assists by telling you where to aim. An aimbot as far as I am concerned. Does it automatically put your cursor to the correct place? No, but then this is not a fast paced FPS game so there isn't that urgent need to do that, the user has ample time to move his cursor over the "leading help indicator" and click. As you say, I understand that it was in early CAT versions. What then were the reasons for removing it? I realise entirely that this is nothing to do with you but if it's all the same with you I will refer to it as I see fit and not how the WG newspeak team wants it referred to. Share this post Link to post Share on other sites
Kaiz0r Alpha Tester 42 posts 383 battles Report post #34 Posted April 10, 2015 Wasn't this topic about the destruction of turrets? Anyway, I also noticed a massive increase in knocked out turrets. Both in the positive and negative way, you destroy them faster on the enemy, and they destoy yours faster as well. Share this post Link to post Share on other sites
Cornholio21 Beta Tester 9 posts 72 battles Report post #35 Posted April 10, 2015 Okay, today was a small Update of 90MB there... After this my main turrets in Kongo also became very weak... Share this post Link to post Share on other sites
Smi2k Alpha Tester 560 posts 1,009 battles Report post #36 Posted April 10, 2015 Had the turret loss problem already before the patch....destroyed main battery mod 1, no dead turret for 2 days now Share this post Link to post Share on other sites
Hornet331 Weekend Tester 166 posts 120 battles Report post #37 Posted April 10, 2015 Had the turret loss problem already before the patch....destroyed main battery mod 1, no dead turret for 2 days now Nope does nothing, I have this on the fuso till day one, still get way more crit turret hits then before the update. Share this post Link to post Share on other sites
MacHopper Beta Tester 385 posts 2,478 battles Report post #38 Posted April 11, 2015 Nope does nothing, I have this on the fuso till day one, still get way more crit turret hits then before the update. I think You've misunderstood Smi2k. He seems to be saying that he has found it was the main batter mod 1 that was increasing his chance of being criticaled. That would be interesting to consider - how many people who are suddenly receiving a lot more critical hits and turret knocked out hits have one or more of the gun modifications installed? (Its feasible that a mis-coded mod would change a stat or percentage chance the wrong way). I put the mod on my Fuso that reduces the risk of Magazine explosions, very next game I got one-shotted. I spoke to my opponent afterwards (to congratulate him on an amazing shot, I'm not a noob rager) and he said it was citadel - not magazine - hits that I took. But prior to that mod I'd never had that experience of being one-shotted. It hasn't happened since, but I've been focused on Cruisers and Destroyers more. Share this post Link to post Share on other sites
Smi2k Alpha Tester 560 posts 1,009 battles Report post #39 Posted April 11, 2015 I think You've misunderstood Smi2k. He seems to be saying that he has found it was the main batter mod 1 that was increasing his chance of being criticaled. That would be interesting to consider - how many people who are suddenly receiving a lot more critical hits and turret knocked out hits have one or more of the gun modifications installed? (Its feasible that a mis-coded mod would change a stat or percentage chance the wrong way). I put the mod on my Fuso that reduces the risk of Magazine explosions, very next game I got one-shotted. I spoke to my opponent afterwards (to congratulate him on an amazing shot, I'm not a noob rager) and he said it was citadel - not magazine - hits that I took. But prior to that mod I'd never had that experience of being one-shotted. It hasn't happened since, but I've been focused on Cruisers and Destroyers more. Yep, you got me right. For me it looks like it is a "problem with the Modification" or just pure "bad luck". There was a Discussion in the German Forum as well, but it got closed due to "flame wars" starting. Still Testing how it goes without the Module, so far i lost 1 Turret on my Fuso, none on Cleveland and none on the Mogami. But since we are Testers, we also should be considering that there might be something broken or maybe there is just a problem with the localisation / description of the main bat mod 1 Share this post Link to post Share on other sites
Hornet331 Weekend Tester 166 posts 120 battles Report post #40 Posted April 11, 2015 (edited) So the mod actually now increases chances instead of decreasing... interesting. Gona try it and remove it and see what happens, but than again, mag hits aren't so much the problem, its turret destroyed with low damage. Edited April 11, 2015 by Hornet331 Share this post Link to post Share on other sites
Smi2k Alpha Tester 560 posts 1,009 battles Report post #41 Posted April 11, 2015 So the mod actually now increases chances instead of decreasing... interesting. Gona try it and remove it and see what happens, but than again, mag hits aren't so much the problem, its turret destroyed with low damage. Well, at least it is a possibility. But the more imput we get on it, how often it happens with and without the main battery mod 1, the bigger the possibility gets, that those -20% chance on critical for the main battery is either false implemented, or whatsover ;) Share this post Link to post Share on other sites
Hornet331 Weekend Tester 166 posts 120 battles Report post #42 Posted April 11, 2015 wouldn't be surprised if someone just input a + instead of a -. It is certainly possible since there are modules that actually make things worse (by design). Share this post Link to post Share on other sites
The_yoh1len Alpha Tester 43 posts 166 battles Report post #43 Posted April 12, 2015 (edited) Such a lovely situation. If this is not fixed in next update I will seriously consider giving up for a little while because it is a crucial part of this game that is broken and It needs to be fixed ASAP. Edited April 12, 2015 by The_yoh1len Share this post Link to post Share on other sites
Moulie Beta Tester 75 posts 325 battles Report post #44 Posted April 12, 2015 Tried the space Yamato earlier today. It took 3 hits to insta kill all 3 turrets. Not a fun game really, that one. Share this post Link to post Share on other sites
Hornet331 Weekend Tester 166 posts 120 battles Report post #45 Posted April 12, 2015 yamato is bugged in general, even before the recent patch. Share this post Link to post Share on other sites
Figment Beta Tester 3,801 posts 10,499 battles Report post #46 Posted April 12, 2015 It is in a way more historically accurate - see my previous post or reflect on Bismark's last battle, but man it's annoying to go through (I think it should stay in, with a minor tweaking towards a rarer occurrence). IMO it should stay in, but ONLY after a turret has received two or three critical hits. It should not be the case that you run out of turrets. Share this post Link to post Share on other sites
gamarus_kragh Beta Tester 11 posts 1,844 battles Report post #47 Posted April 13, 2015 (edited) I have paid a bit more attention to when it is I lose turrets over the weekend and it sorta surprised me that some coincided with reports of overpenetrating shells (rather the other way around, a lost turret combined with the overpen message. I have had plenty of turrets knocked out without the overpen notice). The two may not be related in that it could be two different (heavy) shells, one knocking out the turret and one passing through another part of the hull, but the two together happened often enough for me to notice it. This does not account for the many turrets lost on BB's as overpenetrations should be a really rare occurrence for those. My thoughts when I started to perceive a connection between some of the destroyed turrets and overpenetrating shells went like this: A one tonne shell that passes through a turret without the bursting charge being initiated should do damage, but I'd class that as repairable. Shells that explode inside the turret ought to do more lasting damage... (BTW, I knew the bursting charge was relatively small, but I had not thought it would be quite as small as it turns out: The 458.5mm, 1.460kg AP shell from the Yamato only had 24kg of explosive charge!) Edited April 13, 2015 by gamarus_kragh Share this post Link to post Share on other sites
Todesmagneten Weekend Tester 14 posts 608 battles Report post #48 Posted April 13, 2015 Happened to me today, lost all my turrets on my Clev in one single match. Very annoying. Share this post Link to post Share on other sites