kwk75l48 Weekend Tester 131 posts 4,299 battles Report post #301 Posted June 2, 2015 (edited) umm is not closing the skill gap cheating ? I mean i guess i could use a moped on a marathon and possibly get in the top ten but im only closing the skill gap because im not good at running ( no really im not, if i run i fall medical thing) most user wants are to be better without trying most user needs are to get on with the darn game in vanilla client Imho. and as far as other people using that moped no i wont because i would rather fall on my [edited]every third step than cheat. Edited June 2, 2015 by kwk75l48 Share this post Link to post Share on other sites
AllVaterOdin96 Beta Tester 1 post 105 battles Report post #302 Posted June 5, 2015 get the aim assist out NOW its sickening to see a full broad side hit every time and making at least 12000 damage to you 1 Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #303 Posted June 5, 2015 get the aim assist out NOW its sickening to see a full broad side hit every time and making at least 12000 damage to you There is no more lead indicator, the people hitting you are just better then you. Sorry Share this post Link to post Share on other sites
Squartacielo Beta Tester 2 posts 59 battles Report post #304 Posted June 12, 2015 Hello everyone. I am writing to give you some personal opinion after a few weeks that i played this fantastic wargame. First of all, I believe that a good Commander is also a good Navigator. Very important to the conduct of ship is attention to what surrounds us (as well as allied ships) during navigation and I think is appropriate to increase the damage because it can cause leaks or fires aboard. To offset any impact between Allied ships could use "global rules on navigation". For example the ship that proceeds from the right way takes precedence over what is left so, during the phase of damage compensation has some benefits. What are other bullets; I think it would be good to insertr the flatspot them impact too "short" bouncing on the surface of the sea and strike bounce. I think a map illuminated by the full moon is fantastic for epic naval battle. Submarines are a fundamental part of naval battles but they are too slow for a game so frantic. I think not to forgo this aspect you might give the possibility to the player using a small fleet of 3 submarines that decides where to insert before the start of the battle. Choose three points in the map and put the submarine underwater. Of course the submerged submarine can't conquest point underwather but it can do this in surface mode. So you can also equip the ships with sonar and depth bombs that discover and destroy possible threats. The player who uses the submarines can conduct submarines using tactical map and during attack/defence phase he can swithc to first person mode, with Periscope and standard command (like warship). I apologize for my English but I hope I was clear. Good sea at all. Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #305 Posted June 12, 2015 No subs, ever, thanks Not within this arcade setting where torpedoes are already the cause of most whines on the forums Share this post Link to post Share on other sites
GRKStrich Beta Tester 1 post 670 battles Report post #306 Posted June 13, 2015 Subs would be much easier to balance than CVs, who's game mechanic is just broken and never could be balanced. CVs will always either do too much or too less damage. And everyone who thinks, there has to be a point in the middle of to much and to less are ignoring the fact that there is a mm system. So it might be that you have a game, where they are right balanced, but the next game you are again to strong or to weak. And thats caused by game mechanics, which are so different to other ships ... Subs on the other hand would use every game mechanic that is already in the game, just giv them low visibility and only torps to fire, very low hp, and implement a counter system on destroyers. Share this post Link to post Share on other sites
Warren_G_H_Crecy ∞ Beta Tester 6 posts 7,498 battles Report post #307 Posted June 15, 2015 Dear Wargaming, After reading your statement i can say that i would like to see the mod banned. In the old days not every shot hit the target so even an indication is already annoying. When you have a good team of 3 ships they can kill a single ship easier then doing the calculation them selves. Maybe in the co op it would be an idea so that you can practise with it and see how movement and such affects a shot. I would love to see the range indicator and travel time always visible since i use them both to see where to aim my guns. Maybe a splash circle is better then like in WoT with the arty. The bigger the speed the bigger the circle. Something else i would love to say. Atm i enjoy the game alot. Please, please, please do not add premium ammo for the ships. That would ruin the game i my opinion. Looking forward to seeing more in upcoming patches Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #308 Posted June 15, 2015 Dear Wargaming, After reading your statement i can say that i would like to see the mod banned. In the old days not every shot hit the target so even an indication is already annoying. When you have a good team of 3 ships they can kill a single ship easier then doing the calculation them selves. Maybe in the co op it would be an idea so that you can practise with it and see how movement and such affects a shot. I would love to see the range indicator and travel time always visible since i use them both to see where to aim my guns. Maybe a splash circle is better then like in WoT with the arty. The bigger the speed the bigger the circle. Something else i would love to say. Atm i enjoy the game alot. Please, please, please do not add premium ammo for the ships. That would ruin the game i my opinion. Looking forward to seeing more in upcoming patches Your content is outdated, the mod is gone. For perm alt marker you can install a mod, I recommend Aslains modpack installer which you can find in the Fan Zone section of the forums Share this post Link to post Share on other sites
[AMASS] PoetRaptor Beta Tester 162 posts Report post #309 Posted June 28, 2015 Is anybody from WG even reading some of the other forum threads? This is Beta Test, after all, and I would've expected WG to be a bit more responsive to issues that are highlighted by Testers (such as Over-the-Top Fire Damage, which was highlighted as a big, and increasing, problem in CBT, especially after patch 0.3.1 - but it seems to have got even worse in 0.4.0), and suggested solutions. There are some excellent ideas in other threads, and WG needs to take them seriously. Instead, they seem to get ignored. Given that WG seem to encourage Mods, I suggest that someone urgently comes up with a Mod that drastically reduces the amount of Fire Damage and the rate at which it accumulates. Share this post Link to post Share on other sites
GrumpyWorm Alpha Tester 3,274 posts 832 battles Report post #310 Posted June 29, 2015 I suggest that someone urgently comes up with a Mod that drastically reduces the amount of Fire Damage and the rate at which it accumulates. No mod could help you control what server is doing. Also, fire mechanics are bugged right now, so it is known issue and it should be fixed in some of future updates. Share this post Link to post Share on other sites
[AMASS] PoetRaptor Beta Tester 162 posts Report post #311 Posted June 29, 2015 No mod could help you control what server is doing. Also, fire mechanics are bugged right now, so it is known issue and it should be fixed in some of future updates. Thank you for your informative feedback. It's good to know that the fire mechanics are acknowledged to be bugged, and should be fixed in future. Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #312 Posted July 1, 2015 No mod could help you control what server is doing. Also, fire mechanics are bugged right now, so it is known issue and it should be fixed in some of future updates. You should post your correction here as well, fire mechanics are NOT bugged, Tuccy told you this. The pyro bug which was the one Tuccy talked about is already fixed, and the current HE fire mechanics are not bugged they are working by design. Share this post Link to post Share on other sites