[-URK-] The_Flying_Dutchman114 Players 168 posts 24,565 battles Report post #1276 Posted September 3, 2018 6 hours ago, thiextar said: But adrenaline rush is already a god tier pick for nearly all ships, why would it need a buff? Because AR at the moment favours offensive skills with an increase of ROF. So I was thinking, why no benefit for defensive skills, better reloadtime for Repair Party and Damage Control? And ofcourse also for the other consumables. Share this post Link to post Share on other sites
[TOXIC] eliastion Players 4,795 posts 12,260 battles Report post #1277 Posted September 4, 2018 9 hours ago, The_Flying_Dutchman114 said: Would like to see that the Adrenaline Rush skill also affects the reload time of consumables. For each 1% HP lost a 0.2% faster reload time of every consumable. I can imagine that as a crew you would put in more effort when your ship is about to sink. Damage Control Party with 80secs reload would be reloaded in 72secs with 50% of HP lost. Repair Party with 120secs reload would be reloaded in 109secs with 50% of HP lost. When on low health you are (most of the time) focused because of EASY KILL. So with this skill you could get that tiny bit of advantage to squeeze out an extra (just in time) repair. 2 hours ago, The_Flying_Dutchman114 said: Because AR at the moment favours offensive skills with an increase of ROF. So I was thinking, why no benefit for defensive skills, better reloadtime for Repair Party and Damage Control? And ofcourse also for the other consumables. I don't really agree with that. AR is a great 2-point skill as it is, not often the first pick (DDs want LS first and BBs as well as lots of cruisers prefer EM) but for most ships it's THE second 2-point skill to pick. If anything, we could get ANOTHER skill like AR (as in, scaling from lost hp) focused on other things than damage. In fact, we could end up with a whole family of these things, imagine: - Adrenaline Rush (-0,2% reload on everything for every missing 1% hp) - Emergency Escape (+0,15% speed and acceleration for every missing 1% hp) - Desperate Effort (-0,1% reload on all consumables for every missing 1% hp) I came up with the values on the spot so that they're noticeable but not overpowered special mention here is about Desperate Effort. Notice how we have a -5% on all consumables skill - I don't think a skill that does the same but based on hp should have double the efficiency at 50% hp. Especially considering how many consumables become more and more precious as you have less hp - that DCP needs to be available when you don't have much hp left to burn (literally) and don't get me started on Repair Party that literally can't be used on full hp. I think that 5% buff at 50% is the absolute maximum a skill should give, especially since it can be stacked with signals, JoAT and - if I remember correctly - the special Jack Dunkirk's SI... 2 Share this post Link to post Share on other sites
[-URK-] The_Flying_Dutchman114 Players 168 posts 24,565 battles Report post #1278 Posted September 4, 2018 6 hours ago, eliastion said: I don't really agree with that. AR is a great 2-point skill as it is, not often the first pick (DDs want LS first and BBs as well as lots of cruisers prefer EM) but for most ships it's THE second 2-point skill to pick. If anything, we could get ANOTHER skill like AR (as in, scaling from lost hp) focused on other things than damage. In fact, we could end up with a whole family of these things, imagine: - Adrenaline Rush (-0,2% reload on everything for every missing 1% hp) - Emergency Escape (+0,15% speed and acceleration for every missing 1% hp) - Desperate Effort (-0,1% reload on all consumables for every missing 1% hp) I came up with the values on the spot so that they're noticeable but not overpowered special mention here is about Desperate Effort. Notice how we have a -5% on all consumables skill - I don't think a skill that does the same but based on hp should have double the efficiency at 50% hp. Especially considering how many consumables become more and more precious as you have less hp - that DCP needs to be available when you don't have much hp left to burn (literally) and don't get me started on Repair Party that literally can't be used on full hp. I think that 5% buff at 50% is the absolute maximum a skill should give, especially since it can be stacked with signals, JoAT and - if I remember correctly - the special Jack Dunkirk's SI... Other new skills is a great idea! As long as Repair Party and Damage Control get a shorter reloadtime with lost HP. The times I was frantically hammering on my keyboard to get that last repair ..............and then in the very last second Share this post Link to post Share on other sites
Lt_Lazlow Players 27 posts 7,522 battles Report post #1279 Posted September 4, 2018 CV REWORK 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. - 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 the 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 for artillery those ships which really don't want to be targeted. My reasoning here is that attack planes and fighters, flying into enemy AA, focusing on combat of their own, shouldn't really walk friendly artillery on to its target at the same time. - 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. P.S. I hope I got the thread right and this hasn't been discussed in some thread I might've overlooked. Share this post Link to post Share on other sites
Charaid Players 474 posts 18,538 battles Report post #1280 Posted September 4, 2018 18 hours ago, SkollUlfr said: i was thinking more of corner camping cv. im sick to death of chasing those things into corners of maps. but obviously edge riding bb are a problem too, or you wouldnt have mentioned it. Make the maps circular (earthlike) and then there are no corners. 3 Share this post Link to post Share on other sites
TrigJegman Beta Tester 2 posts 3,806 battles Report post #1281 Posted September 4, 2018 A suggestion for submarines, it's not a big and complete idea but it's a start. Subs start at the same tier(IV) as carriers and can never matchmake to a tier lower than the sub being played. this is to prevent "sealclubbing" at the bottom tiers. (i know tier IV is not high tier) Mechanic sugestion subs must run in surfacemode to charge the batteries so they can dive, divetime depends on the charge gathered on the surface. divetime should be a recharge not a consumable ( cap it at 4 or 5 min for a max charge). maybe ad a slow battery decay ? To dive, the submarine should take 5 deconds(depending on sub tier), maybe ad a skill to lower it by x% ? For ease of gameplay there is no deapth of dive controls, unless you are using the Crash dive consumable to go deep. (you nerver "bottom out") Unless detected by Hydro search a sub under water remains invisible. (can even go under ships) "Sneak Mode" stationary and submerged (time depends on charge gathered) with the periscope up you only have a 1km detection range on your submarine, but you can spot enemy ships at your leisure. (locked into First person mode? so it doesn't got too OP?) On the surface submarines have a comparable detection range to destroyers but a much more limited gun capacity, both in terms of deck cannons and AA. Can still launch torpedos in surface mode (naturaly). Standard and Deepwater torpedos can hit submarine in dive mode but only Deepwater torpedos can hit submarine in Crashdive mode. Sub only consumable Crash dive: fast (3sec or lower?) and deep dive to avoid deapth charges and gunfire, crash dive puts the sub as low as it can go so there are drawbacks. charges:1 (or2?) cost:20% of current health (crash dive never kills you) duration: equal to same tier destroyer smokescreen. TO DEEP TO LAUNCH TORPEDOS?? Health same as equal tier destroyer Torpedo damage Tier V example, Nicholas — American Tier V destroyer 11733 Bogue — American Tier V aircraft сarrier. 9867 Suggested tier V American submarine torp damage 10800 (should be alright to do this due to limited launch tubes, maybe 2 front tubes with british cruiser single drop?.) Suggested range: NEVER more than 4,5KM (maybe 5km) Ship Speed Historical (tweak as necessary) Submarine countermeasures Hydroacoustic search can get a small submarine only detection range buff (500m more than surface ships?), ad a classic "ping" sound when a submarine is detected in hydro search range (submarine should also hear the "ping" of sonar detection, could be a skill for sub captain "keen ear"?) destroyer and cruiser(maybe only some cruisers?) consumable anti sub minefield. (replace smokescreen or speed boost?) destroyer and cruiser(maybe only some cruisers?) consumable sonar buoy (with a battery timer so it's not infinate, basically a stationary hydro search with a longer timer) Deep water Torpedos can hit a sub in crash dive mode. Deapth charges work like Secondary Armament auto fire? Anti-submarine Mortar (The Hedgehog) British Royal Navy only? PREMIUM SUBMARINES French submarine Surcouf Surcouf had a twin-gun turret with 203 mm (8-inch) guns, the same calibre as that of a heavy cruiser She had a spotter plane onboard, and was also armed with torpedos HMS M1 was a submarine of the British Royal Navy, M1 was fitted with a 12-inch (305mm) gun which was intended for use against surface ships in preference to torpedoes. She had bow torpedo tubes. (only 4) The I-400-class submarine Imperial Japanese Navy. They were submarine aircraft carriers able to carry three Aichi M6A Seiran aircraft underwater to their destinations. They were designed to surface, launch their planes, then quickly dive again before they were discovered. They also carried torpedoes for close-range combat. (would possibly work well with the new Carrier remake, considering the 3 plane dive and launch attacks seen on the stream) (could ad in game refit of weapons on the planes while in the hangars, switch from torps to rockets,bombs or machineguns for dogfights) Share this post Link to post Share on other sites
[SCRUB] ClappingSmolies Players 41 posts 10,914 battles Report post #1282 Posted September 4, 2018 On 02/09/2018 at 11:05 PM, SkollUlfr said: make the map border reduce damage dealt instead of speed. and make proximity to the map border reduce damage if moving slowly. eg, if you arent moving, the entire edge square reduces damage. MAP “SOFT” BORDER I think a soft map border would be a better idea, sort of a “anti ship mined area” if you go out of bounds for more than 10s you should start setting off mines that do 15% damage to ships total HP for ever 5 seconds outside the map border. You could change the the timer for class. Ie DDs have 7 seconds to return to the battle CAs have 10 seconds BBs and CVs have 15 seconds this would remove the border hugging and still allow manoeuvres. @MrWastee@MortenTardo 4 Share this post Link to post Share on other sites
Jessa_Doom Players 600 posts Report post #1283 Posted September 4, 2018 Hi WG & All. I did suggest this sometime back about mine laying. Some ships are we sailing ships have depth charge rack on the stern and maybe this can be re-purposed as a mine laying and added like a consumable and used in a limited way to either force enemy to take wider angles around islands, or block off Chanel's between island, and have the same damage as airborne torpedoes or the same damage as in operation Dynamo's mined areas. This mining tactic will still do damage to friendlies but friendlies will get a warning like a sound or a red area showing, the enemy will not get any warnings, so the player hue laid mines should not get punished if other players ignore the warnings. There will be no sailing across in front of an enemy ship drop mines and sail away to get a hit, A BIG NO! NO!, as mine can only release if undetected and more then 10.Km range away from any enemy ship. All damage given by mines. (a ruff guide open to thought) All damage points given as a percentage go to whole team regardless of ship hitting mines. (AFK's get nothing) Ribbons to layer for every mine detonated. Meddle called Mine tactical strike (MTS) achievement given upon 3-5 ships sunk in one battle as like this, 3 DD's sunk by mines or as many in same battle. 4 CA's sunk by mines, 3 BB's sunk by mines, A contribution ribbon/meddle if damage caused to more then 5 ships in any one battle by mines. Positive feedback only. Share this post Link to post Share on other sites
[-RDE-] humpty_1 Players 496 posts 40,980 battles Report post #1284 Posted September 5, 2018 having a button/mode where a cruiser can attach itself sts to a bb. so it could sail say 3km away and all manauvers the bb does will be coppied by the cruiser... 2 Share this post Link to post Share on other sites
[B0TS] philjd Beta Tester 1,806 posts 7,738 battles Report post #1285 Posted September 6, 2018 Suggestion - new Operation - Operation Cerberus. https://en.wikipedia.org/wiki/Channel_Dash For Axis vessels only (so German, Italian, Japanese - these to broaden the choice) Tiering of ships 6 or 7 (any class) Mission Objective - get Sharnhorst, Gneisenau and Prinz Eugen from point A to point B safely. Opposition would be RN light forces (with MN also), including MTB's and DD's mainly with air support - no US or Soviets in the war as yet. If the mission progress is too slow, then a significant surface presence could arrive, QE's, KGV's, CL's (with a similar increase in air support also) _____________ Could be a nice way to help introduce the new RN DD's also. EDIT - or you could turn it around, and be the UK attacking the Germans.... 1 Share this post Link to post Share on other sites
[S-E] FixCVs_Nautical_Metaphor Players 3,532 posts 29,234 battles Report post #1286 Posted September 7, 2018 Avoid scheduling updates of different games at the same time. Currently, the Public Test server and WoT are being updated so I can't even play one while waiting for the other update to finish. Share this post Link to post Share on other sites
[TTTX] Tyrendian89 [TTTX] Players 4,608 posts 8,139 battles Report post #1287 Posted September 8, 2018 On 7.9.2018 at 9:30 AM, Nautical_Metaphor said: Avoid scheduling updates of different games at the same time. Currently, the Public Test server and WoT are being updated so I can't even play one while waiting for the other update to finish. ...you do realize you can just pause the updates... Share this post Link to post Share on other sites
[S-E] FixCVs_Nautical_Metaphor Players 3,532 posts 29,234 battles Report post #1288 Posted September 8, 2018 On 9/8/2018 at 5:43 PM, Tyrendian89 said: ...you do realize you can just pause the updates... You do realize that's not a real pausing function but more often than not, the complete download will start all over if you do that, wasting hours of bandwidth? Same with setting / changing the download speed limit after a download is started. On the Public Test server; - create a tester flag so people have at least ine flag to hoist (or just add all the flags from their live server account.) - add all the premium ships from players' live accounts. I'm also missing the option to test with maxed out captains, so maybe add one analogue for every commander of 16 points and above players have levelled on the live server. Share this post Link to post Share on other sites
[TTTX] Tyrendian89 [TTTX] Players 4,608 posts 8,139 battles Report post #1289 Posted September 9, 2018 29 minutes ago, Nautical_Metaphor said: the complete download will start all over if you do that uh... no it doesnt (at least on my end). It starts at 0% again, yes, but that is 0% of the remaining data. Pay attention to the actual amount of data that is left to download right before you pause - that should be the total amount shown when you restart. So for example, if you pause at 6GB/11GB, it should resume at 0GB/5GB. Unless something on your end is weird/different, which is always possible I guess, and in that case you'd definitely have a point with your suggestion Share this post Link to post Share on other sites
[S-E] FixCVs_Nautical_Metaphor Players 3,532 posts 29,234 battles Report post #1290 Posted September 9, 2018 On 9/9/2018 at 3:05 AM, Tyrendian89 said: uh... no it doesnt (at least on my end). It starts at 0% again, yes, but that is 0% of the remaining data. Seriously, what kind of putz sets up a progress bar like that?! Make it so that if the Updater starts in the middle of the game, players get a chance to turn it off or pause the download (like for example if the game gets too laggy or disconnecty.) Currently, you only notice by the mentioned symptoms and your only chance to turn it off and regain your bandwith is killing the process in the Windows Task Manager, which is not ideal. Share this post Link to post Share on other sites
Maihon Players 231 posts 7,535 battles Report post #1291 Posted September 10, 2018 When you buy a new Captain from the Premium Shop or the recruiter please can they just go into the reserve pool of their particular nation without adopting that pesky T1 specialisation so that they are ready to use on that first ship without yet another round of expense or delay for re-training. 1 Share this post Link to post Share on other sites
[THESO] Excavatus [THESO] Moderator 4,705 posts 17,878 battles Report post #1292 Posted September 10, 2018 4 hours ago, Nautical_Metaphor said: Make it so that if the Updater starts in the middle of the game, players get a chance to turn it off or pause the download (like for example if the game gets too laggy or disconnecty.) Currently, you only notice by the mentioned symptoms and your only chance to turn it off and regain your bandwith is killing the process in the Windows Task Manager, which is not ideal. There is an option in updater that you can pick and no updates will start unless you manually start them. But I have to tell this finally, since you are loitering this suggestion topic with every shread of idea pops into your mind, you are basically making this whole topic useless.. just like most of your ideas. 3 Share this post Link to post Share on other sites
[S-E] FixCVs_Nautical_Metaphor Players 3,532 posts 29,234 battles Report post #1293 Posted September 10, 2018 Vor 9 Stunden, Excavatus sagte: useless.. just like most of your ideas. That must be why so many of my ideas have already be implemented. Share this post Link to post Share on other sites
[NUKED] blindhai Players 472 posts 12,974 battles Report post #1294 Posted September 10, 2018 8 minutes ago, Nautical_Metaphor said: That must be why so many of my ideas have already be implemented. When you post like 100 ideas, it is likely that they have implemented like 10 of them...because most of them are in mods or are quite obvious. I mean, if you have the time and it is fun...post as many ideas you want...but dont think that they are in the game, because you posted them here. That is ridiculous! Excavatus has a point here. I get the notifications from here to see if there are interesting ideas which i can vote for, but i only see your profile picture in most of the notifications...and some of your suggestions are "questionable" tbf. ;) 1 Share this post Link to post Share on other sites
[S-E] FixCVs_Nautical_Metaphor Players 3,532 posts 29,234 battles Report post #1295 Posted September 10, 2018 Suggestion for this forum: Make it so you don't even get notified if a user from your ignore list mentions you, quotes you or anything. 1 Share this post Link to post Share on other sites
[NUKED] blindhai Players 472 posts 12,974 battles Report post #1296 Posted September 11, 2018 16 hours ago, Nautical_Metaphor said: Suggestion for this forum: Make it so you don't even get notified if a user from your ignore list mentions you, quotes you or anything. Well, this is a way to handle criticism... i hope he didnt block you as well, @Excavatus. Actually it is the best suggestion i have read from him for a while... Let's see if his suggestion will be implemented as well as all his other suggestions...kappa. Share this post Link to post Share on other sites
R8dr Players 164 posts 16,192 battles Report post #1297 Posted September 11, 2018 Remove Karma, useless and annoying. Share this post Link to post Share on other sites
[THESO] KillStealBoss Players 12,123 posts 62,162 battles Report post #1298 Posted September 12, 2018 17 hours ago, R8dr said: Remove Karma, useless and annoying. No, I think every update people with positive karma should be rewarded. It'll help with chat abuse and overall bad behaviours. Rewards like camo or premium account for 24 hours etc. On 9/11/2018 at 12:23 AM, Nautical_Metaphor said: Suggestion for this forum: Make it so you don't even get notified if a user from your ignore list mentions you, quotes you or anything. My suggestion : uninstall 2 1 Share this post Link to post Share on other sites
[S-E] FixCVs_Nautical_Metaphor Players 3,532 posts 29,234 battles Report post #1299 Posted September 12, 2018 Change the Random Battle MM so that no team ever has to play without a DD when the other team has one. It is possible for CVs so it should be even easier for DDs, of which there are far more in the game. This is especially important below the radar tiers. Alternatively, maybe there could be an exception so if only one team gets a DD, the other gets at least one radar ship, or one more than the other team. Share this post Link to post Share on other sites
R8dr Players 164 posts 16,192 battles Report post #1300 Posted September 12, 2018 5 hours ago, MacArthur92 said: No, I think every update people with positive karma should be rewarded. It'll help with chat abuse and overall bad behaviours. Rewards like camo or premium account for 24 hours etc. After this game just now I got reported twice, they say I didn't protect them...so remove Karma and report system it is just annoying. My Karma is now at +88 and I still say remove it, it is useless. And no rewards is worth being annoyed. 1 Share this post Link to post Share on other sites