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Tuccy

Game Modifications: Pros and Cons

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Weekend Tester
131 posts
4,299 battles

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 by kwk75l48

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Alpha Tester
19,378 posts
6,105 battles

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 :hiding:

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Beta Tester
2 posts
59 battles

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.

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Alpha Tester
19,378 posts
6,105 battles

No subs, ever, thanks :B

 

Not within this arcade setting where torpedoes are already the cause of most whines on the forums :)

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Beta Tester
1 post
670 battles

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.

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Beta Tester
6 posts
7,498 battles

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

 

 

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Alpha Tester
19,378 posts
6,105 battles

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 :)

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[AMASS]
Beta Tester
162 posts

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.
 

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Alpha Tester
3,274 posts
832 battles

 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.

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[AMASS]
Beta Tester
162 posts

 

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.

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Alpha Tester
19,378 posts
6,105 battles

 

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.

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