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Submarines: Beta Sign-up and Q&A

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13 hours ago, Obsessive_Compulsive said:

It might be prudent to calm down, remove all expectation and simply experience and perhaps even enjoy a new dynamic.

 

 

 

 

Just a thought.

The playerbase has been 'enjoying' and 'experiencing' the new dynamic of rework CVs for the past eight months, thanks. The very same rework that has been such a raging tearaway success that player numbers of CVs are now close to their pre-work numbers. The kind of balance that is such a paragon of game design that WG have to artificially cap their numbers in the MM. Just a thought. 

 

I'll leave the following here and not post any further - plenty more opinions around besides my own. 

 

WG cannot be trusted to add subs in a balanced form. If they were truly balanced or in-line with what we already have in the game - very few people would go for them. They'd be slow, they'd need to get quite close to their targets to engage them, they'd be frightening vulnerable in anything other than a straight up ambush situation. So instead they need to pull out the stops - relying on the inherent 'cool new stuff!' novelty value to get people to overlook the issues that are created.

 

 To illustrate my point…. I'm going to propose we add a DDG to the game.

 

1) 70-80 knots - quite fast (x2) compared to the real thing but we need to keep things 'DyNaMIC'.

2) I would like surface-to-surface missiles that can lock on and engage moving targets at long range. Multiple launches possible at the same time.

3) It must also only be able to be engaged by secondaries and only if it's detected and the opposing players have driven through a little mini-game first. Targets have to be within 500m for secondaries to work btw...

4) Only ships with secondaries capable of shooting this DDG shall be CLs - JUST CLs you understand - for reasons. 

5) It's also got stealth tech y'know - so radar won't detect it in certain modes. It can switch into and out of 'stealth mode' at will as needed and travel at high speed without giving away it's position. Limited time duration.

6) While in Stealth Mode the ONLY thing that can detect it is another of these super-DDGs at 2km proximity spotting. Everything else is blind to it's presence.

7) We also need some consumables - expect stuff that can extend the time you are in 'stealth/invisible to everything mode'. 

 

Now if the above concept sounds utterly daft and totally out of keeping in an 'artillery ship' game - take a good long hard look at the qualities of subs. 

 

1) SSN speeds on surface and at depth.

2) Guided 2nd/3rd gen torpedoes (e.g. can be updated remotely and track targets after launch - 'fire-and-forget'). Multiple torpedoes can be fired.

3) ASW 'follow-the-circles' minigame / auto depth-charges.

4) ASW duties limited to 2-3 ships per team.

5) Effective invisibility to hydro at certain depths. Able to transit at SSN speeds at this depth.  Limited time duration.

6) Detection at 'deep' depths only by other subs at 2 km. Nothing else.

7) Consumables of a distinctly gimmicky nature (based on statements from devs).

 

Now as a genuine question - what precisely is the actual, gameplay difference between the two scenarios above? Take your time - if you can offer an explanation then I'd like to hear it.

 

 

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4 hours ago, Gvozdika said:

The playerbase has been 'enjoying' and 'experiencing' the new dynamic of rework CVs for the past eight months, thanks. The very same rework that has been such a raging tearaway success that player numbers of CVs are now close to their pre-work numbers. The kind of balance that is such a paragon of game design that WG have to artificially cap their numbers in the MM. Just a thought. 

 

I'll leave the following here and not post any further - plenty more opinions around besides my own. 

 

WG cannot be trusted to add subs in a balanced form. If they were truly balanced or in-line with what we already have in the game - very few people would go for them. They'd be slow, they'd need to get quite close to their targets to engage them, they'd be frightening vulnerable in anything other than a straight up ambush situation. So instead they need to pull out the stops - relying on the inherent 'cool new stuff!' novelty value to get people to overlook the issues that are created.

 

 To illustrate my point…. I'm going to propose we add a DDG to the game.

 

1) 70-80 knots - quite fast (x2) compared to the real thing but we need to keep things 'DyNaMIC'.

2) I would like surface-to-surface missiles that can lock on and engage moving targets at long range. Multiple launches possible at the same time.

3) It must also only be able to be engaged by secondaries and only if it's detected and the opposing players have driven through a little mini-game first. Targets have to be within 500m for secondaries to work btw...

4) Only ships with secondaries capable of shooting this DDG shall be CLs - JUST CLs you understand - for reasons. 

5) It's also got stealth tech y'know - so radar won't detect it in certain modes. It can switch into and out of 'stealth mode' at will as needed and travel at high speed without giving away it's position. Limited time duration. 

6) While in Stealth Mode the ONLY thing that can detect it is another of these super-DDGs at 2km proximity spotting. Everything else is blind to it's presence. 

7) We also need some consumables - expect stuff that can extend the time you are in 'stealth/invisible to everything mode'. 

 

Now if the above concept sounds utterly daft and totally out of keeping in an 'artillery ship' game - take a good long hard look at the qualities of subs. 

 

1) SSN speeds on surface and at depth.

2) Guided 2nd/3rd gen torpedoes (e.g. can be updated remotely and track targets after launch - 'fire-and-forget'). Multiple torpedoes can be fired.

3) ASW 'follow-the-circles' minigame / auto depth-charges.

4) ASW duties limited to 2-3 ships per team.

5) Effective invisibility to hydro at certain depths. Able to transit at SSN speeds at this depth.  Limited time duration.

6) Detection at 'deep' depths only by other subs at 2 km. Nothing else.

7) Consumables of a distinctly gimmicky nature (based on statements from devs).

 

Now as a genuine question - what precisely is the actual, gameplay difference between the two scenarios above? Take your time - if you can offer an explanation then I'd like to hear it.

 

 

The first difference I can spot is that the speed of subs is not supposed to be 70-80 knots at all. Much slower. This is a massive difference because it takes more time for them being effective on the battlefield.

The second difference is that you can hit subs with main armaments, at least HE and possibly AP based on feedback, as long as they are not fully submerged(no idea on secondaries). They need to get to surface at some point if they are trying to flee and then they will be able to be killed very very fast because they are not as mobile as DD's and can't evade well(but have less HP than them). That's the third difference(You cannot reliably re-stock oxygen, or battery power, or whatever you call it, in periscope mode(consumables aside), and periscope mode is SLOW.).

The follow the circles minigame isn't the only possible elimination method.

If there's CV's then they will be naturally weak against a sub breaching defenses but at the same time flyers might be able to detect these subs better...

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If anyone has uboot ramming videos or can do some,

it would be awesome to see the outcomes and details of submarines ramming in the game.

Also, uboat vs uboat ramming would be cool to see - Many thanks :)

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On ‎9‎/‎12‎/‎2019 at 11:44 PM, mariouus said:

Well, we saw the Stream, now we have seen the Q&A.

 

And just like it was obvious with "new" CV, it is very obvious with that Sub concept that it will not work out.If you look at the topics from very early during "new" CV PTS, you can see that quite alot of us could tell very preciecly, how it will work out. And it worked out exactly like that.Even before CV, there where quite a few "nerfs" for other ships. It was pointed out do WG that those nerfs have now actual foundation and it later turned out that those nerfs where actually mistakes.

 

Thing is. Games like WoWs have things gameplay needes do have. If a concept does not have those must-haves, it will not work out. It is as simple. 

Fact is, many players in this community have many-many (more) years of experince playing games like WoWs and games in general. Those players know really well that what will and what will not work. This is the skill WG Balancing and Development branch lacks. And this is not me trying do insult WG, they have proven it over and over again. 

 

And has far has DECENCY toward Developers is consered. Lets take CV 0.8.0 - WE told WG allready in PTS that concept is bad, WE told them why it is bad,  WE told WG very prececly what following months will bring. And what WE got for that -  SIX months of complite cluster fk. That was completly avoidable. 

 

And now, the same guys are pushing forward with even bigger change, that have even more issues, doing it on top of still flawed CV "rework". 

 

Biggest problem with WG, is not that their Devs in balancing department are incompetent, it is that they are incompetent and arrogant. Previous so predictable screw-ups have assure, that they have alienated quite alot players who can provide good and high quality feedback. Because why bother.

 

 

 

 

You see, what you said is exactly the problem !

 

I don´t say you´re a liar, what you said might all be true, but what´s the point ? The problem is not the CV rework, the problem is YOU !

WG showed no conformity to your wishes, no matter how valid they might have been, and now you refuse to work around this !? Really ?

I myself might not be happy about it, look at the Kii, she once was the bane of all aircraft and look at her now. A premium ship paid with real money btw.

Please take one advice : get over it, things change . If you can´t adapt, you lose and it´s your problem solely, not of anyone else, not WG´s.

 

You say, you don´t want to insult WG, but at the end of your treatise you call them incompetent and arrogant.

No mate, that´s you !

Excuse my temper and let me explain.

WG is one multimillion Dollar entreprise, do you really asume they will make their judgements based on snotty posts by ranting kids ?

And by stating publicly they are incompetent and arrogant, that means you are better, or otherwise you wouldn´t know. If you are such a bright star in the field of gamedesign, why aren´t you running your own business ?

I´m  convinced WG looked into it, what you call high quality feedback, and I believe there are professionals dealing with these matters , you just don´t like their conclusions and now throwing insults at the devs.

And here we come to that DECENCY.

There people working there to give us this game putting in their effort, maybe passion, knowledge, and overtime to boot. Sure, there might be mistakes made and wrong conclusions drawn from time to time, but they are DOING something !!! 

But no, you and the other guys, have gone full armchair Admiral on the other side of things and rant on instead, about CV rework, submarines and even about contents in daily containers and the scarcity of the supercontainer, like I had the misfortune to read in one subforum.

WG handing out goodies, and people complain ? Great !

 

That is insulting, not calling anyone incompetent, but shi**ing on someone´s work is.

Nothing is cast in stone , anything can be changed if enough people ask for it, no need to portray the developers as something you would answer with a dry slap if said to you on the street.

Be decent and be patient ! Show some respect for someone´s efforts !

 

If not, well you know, WoWS is not only F2P it´s also F2FO !

 

And I´m saying it again, to be very clear to all those guys :

If your life consists of nothing else but to portray WG and their developers as st*pid animals (e.g. that certain reddit post), I suggest WG should show you the door.

 

I´m completely fine if someone expresses his opinion against submarines, but look at all the mess here !!!! And the Beta hasn´t even started !!!!

Come on, mates, you are better than this !

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1 hour ago, dekjabrist said:

I´m completely fine if someone expresses his opinion against submarines, but look at all the mess here !!!! And the Beta hasn´t even started !!!!

We do not even have do go that deep. See how long DDs in your random battles live and look how they play do live longer. Now think that WG thinks that those DDs have spare capacaty do chace circel (submarines) and be sole protection for CA/CL and BBs.

 

Only very good DD players have capacaty to do so, there for the entire concept has failed. We do not even have do talk about BETA, it failed way befor that.

 

1 hour ago, dekjabrist said:

WG showed no conformity to your wishes

It had nothing to do with my wishes. CV reworked failed - and it failed very predictably and factually. You can check it. By reading the patch notes and Forum, you can actually reconstruct the path to failure.

 

1 hour ago, dekjabrist said:

Please take one advice : get over it, things change . If you can´t adapt, you lose and it´s your problem solely, not of anyone else, not WG´s.

Say what now? I and most of the players pointing out obvious short-coming of that concept, had no problems of adapting. We could play it before, we could play it during, we could play it after. Does not change the fact that WG subjected community through compliete cluster fk, by trying do enforce no-good concept. This is definition of incompetence.

 

We do not complane, because we can not adopt.

 

1 hour ago, dekjabrist said:

And I´m saying it again, to be very clear to all those guys :

If your life consists of nothing else but to portray WG and their developers as st*pid animals (e.g. that certain reddit post), I suggest WG should show you the door.

We, vocal experienced players, who are toxic and all that,  can play the game. We could play it during the CV reworks and we can play it during Submarine thing aswell. Probably better than many. We like the game.

 

But there is a limit.

 

Even before CV rework, there where many Topics, well argumented ones. That pointed out the flaws of the concept and what will happen with thier "new" Concept in practice. Even before that, with certain nerfs, there was topics that pointed out the problems. Those Topics where ignored, but those changes failed, just like predicted.

 

So why we should, at this point, make long and well argumented topic about it? Just do be ignored once again? I do not do sugarcoating.

 

Like I sayed before. Concept behind the Submarines goes against basic gameplay of the games like WoWs, just like CV rework did. It does not mean we can not have Submarines in game, it means we can not shoe-horn it into randoms. It will just not work out.

 

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2 minutes ago, dekjabrist said:

They do not want to shoehorn it into randoms !

Read the posts again. They do want them into randoms.

 

PS: If you want do see Gross-Incompetence. Look what happened with "Legion of Honor" Tokens this week.They could not reward them, nor could they fix the system. WG has a Tool - ingame pop-up do rapitly notify players, who are not in Forums (most players are not using Forum) It was not used, still is not. So we now have sizable amount of players, who spent dubloons do get enought tokens that French captain, even though they have enought tokens pending. It is disgraceful.

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On 9/12/2019 at 3:24 PM, JollyDodG3R said:

Yeah, for sure ... now 'historical arguments' are invoked? are you kidding? what happened to 'it's only a game'?

 

every class should at least have a chance to do damage on every other class

Including subs against subs too.

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On 9/14/2019 at 11:22 AM, Terppa12 said:

how can bb deal whit the submarines when other dd s and some cruisers are dead?

They say (WG):

As for the battleships, switching ammunition is critical in some moment of the engagement and part of the game. In some situation, an HE shell will do more damage to another battleship than an AP would have done. 

 

So mate.. when You play Yammy, shoot HE :)  :cap_rambo:

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Dear captains and WG staff for world of warships. 

 

I take the liberty to write about the upcoming submarines and some ideas I have. 

I saw the lives from gamescom and people that made YouTube videos about the submarines. 

I wanted to point someone issues. 

I saw the gameplay and I understand it's in very early status.

About ping and homing torpedoes I disagree 1000% it will not help and will make thing terrible. 

My suggestion for the torpedoes, because we all know that until 1945 all torpedoes were straight to the target, is that to allow them as like the British ships to shoot the torpedoes 90° left or right (maximum gyro setting was 100 to110°) and to shoot them or one by one or spread (60°left+60°right)

If you want to keep homing torpedoes then my suggestion is to put them as extra module in X tier submarines. 

About the reload to be also individually for each torpedo tube.

 

About consumables for the submarines. I suggest the following. 

Repair party / Snorkel (for the submarines VIII IX X) / hydroaccoustic Search (5km) / Radar 5km (only for tier X)

Snorkel can be used if you are only in periscope depth and it stops the consumption of the oxygen for the amount of time that Snorkel consumable is active.

About detectability. I suggest 4km to 5km if you are on surface and 2km if in periscope depth. 

Please all ships that have sonar pings can detect submarines in any depth.

 

About tech tree.

Please do not do it as it is with the CVs. We know all that there are a lot of types of submarines in US GERMANY ENGLAND USSR AND JAPAN

 

Here is my suggestion for the submarines tech tree. Ps. You can make them harder to research 

TIER             US                 GERMANY               USSR

II                 S-CLASS           U-93(1910)         POCHTOVY

III               BARRACUDA     U(B)                     MORZH

IV              PORPOISE          U(C-D)                 BARS

V               SALMON            IIB(or D)               DEKABRIST

VI              SARGO               VII A                      LENINETS

VII             TAMBOR            VII C                      SHCHUKA

VIII            GATO                 VII C41                  PRAVDA

IX              BALAO               IX                           S-CLASS

X               TENCH               XXI                         K-CLASS

 

These are my suggestion for the submarines. I wish I could test them to have more complete image and to make more suggestions. But I believe with what I wrote most will agree (I hope).

 

About destroyers 

Please return the same reload for Chung mu and yenyang they have the same guns with fletcher and gearing. They cant fight with the new destroyers you put in game. Especially in rank battles.

About destroyers to find submarines. It can be if they  have hydroacoustic search or if they get close to 2km.

 

 

Thank you in advance. 

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I'd like to test them. I've just seen some footage on YouTube and I have a few recommendations. Please make a time window for the ping system. Don't make submarines snipers from 15 km that first send torps normally and changing its course after a long time, changing its course on the last moment before reaching a ship. Submarines are meant to be sneaky and disable enemies from close distance without being detected, not snipers. Also, please give DD's the option to also manually throw depth charges (or remove automatic throw at all, give us atleast a button to push at a certain moment insted of only sailing above a circle), put them on weapon number 4 for example, with a certain reloading time just like guns and torps.

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On 9/12/2019 at 2:00 PM, The_EURL_Guy said:

The submarines Beta Test is coming soon! Here are the answers to the most frequently asked questions.


Read it on the portal

hi mate. just one question. if i´m one of those that get the beta test, how will i know? by email? cheers

 

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On 9/12/2019 at 3:45 PM, Gvozdika said:
  Reveal hidden contents

 

What is the main purpose and game concept of submarines?

The in-game role of submarines will partly reflect their historical role. That is, first and foremost, about positioning, planning, waiting for the best moment to attack, and subsequently diving into the depths of the sea to escape retribution. From the right position, a submarine can cause turmoil in enemy lines, strike from an unexpected direction, disable a dangerous enemy, or divert the attention of destroyers towards herself, thereby allowing her allies to act much more freely.

The role of subs in game will reflect their historical role around about 1% of the time. The rest we kind of made up. These things make sense when you've had a few... That is the idea of a sub running amok in a fleet battle environment and creating chaos in the already disorganised Random Battles you all know and love. It'll be fine. Honest.

 

Why do submarines have such high speeds?

Submarines have rarely been fast in reality, and often they have been significantly slower than other ship types. However, World of Warships is still a game, and it has certain conventions that make fights between our enormous steel monsters more dynamic and attractive. That's why, in our game, submarines have some of the same parameters as other ship types—making the game more vigorous and exciting, and also helping to integrate the new ship type comfortably into the game in consideration of its balance. We honestly couldn't shoehorn this ugly duckling of a class into the game without taking reality and throwing it clean out of the nearest window. Reality is really boring anyway - so we'll give diesel subs the speeds of nuclear ones to spice things up a bit. Physics is also vastly overrated. Stop complaining - we're going to get these damn things into the game no matter the cost. 

 

What are sonar pings and what are they needed for?

The Sonar Ping mechanics allow players to get deeply involved in battle and demonstrate their skill. They also represent what these vessels did in reality, albeit presented in a slightly exaggerated form.In real life, an attack on a target took considerable time, and required complex calculations and careful target observation. At the same time, there were torpedoes with acoustic guidance, but they worked in a passive mode. Our mission is to create fascinating gameplay that includes all the tasks of a submarine crew. To do that, we've accepted some conventions by uniting two entities in one. In this way, we tried to turn the hard and painstaking work of submarine crews into fast and exciting gameplay. Because GIMMICK BALANS BEST BALANS. Homing torps won't cause any issues whatsoever. We've done a great deal of research on this and discovered that NO ships were actually sunk by active wire-guided torpedoes in WW1 or WW2 - so you are all overreacting. Research undertaken by the same man who balanced CVs in 0.8.0.

 

How many submarines will we see in battles?

On the test server, no more than two or three submarines per team are planned; on the live server, their number might be decreased to one or two. This will allow us to keep the overall dynamics and advantage of surface warships, as well as present submarines as a ship type that adds diversity to the main gameplay. We are convinced they will be balanced - which is why we'll cap their numbers in the MM to avoid breaking the game. We're SO convinced they'll fit that we'll possibly limit them down to 1 max.

 

Why doesn't the Hydroacoustic Search consumable detect submarines at the underwater level?

At the moment, this is a game convention that allows us to make the underwater level the safest zone for a submarine, where she will be able to avoid most kinds of damage and escape any enemies. However, there are still several test iterations ahead, and these in-game mechanics, as well as other mechanics related to submarines, can change. Like CVs - we have worked out that there are some people who simply cannot use the keyboard effectively. They CAN however use their credit card effectively - so we really do need to make things easier for them. The last thing we want is sub-hunting ships actually being able to find subs using actual technology that was purpose-designed to find underwater objects. That kind of logic has no place in our game in 2019. 

 

Why is it that only destroyers can release depth charges?

It's their historical role. It was destroyers that tracked down and hunted submarines. Despite the fact that sometimes cruisers and battleships carried depth charges, they almost never actively hunted submarines. We're considering adding depth charges to some light cruisers, but it's too early to speak about such changes now. DD players - do you enjoy being chased around the map by rocket planes, radar'd then vaporised by all those new radar ships we'ved added, machine-gunned to bits by all those rapid-fire HE spammers we're selling? GREAT NEWS! You've got another job! You'll love it! 

 

 Why are depth charges released automatically and what is zone activation needed for?

Destroyers already perform a wide variety of tasks in battle. By making the release of depth charges automatic, we are reducing the number of actions that the destroyer is required to perform, thereby saving valuable time that a player can spend on other tasks.Moreover, we tested several variants where the player had to click once or several times to release a charge, as well as a variant where the release of charges happened upon activating a consumable. We didn’t find any significant advantages over automatic release, which is why we've chosen this variant.Zone activation is part of the game mechanics for destroyers hunting submarines, displaying their approximate location. Player interaction is so last year. Things are jolly easy when you just automate everything - if we could make ship movement that way we would. Just follow the pretty circles and hope that RNG plays nice. Resistance is futile. You WILL follow the circles.

 

How to fight against a submarine?

Although submarines have the best stealth parameters among all ship types and the possibility of going underwater, they still remain the most fragile ships and have just a small amount of medium-range torpedo armament. Moreover, if a submarine engages in active combat near you, you'll know at once. After she uses a sonar ping, her last location will be displayed on the Minimap. This will allow you to quickly catch the submarine due to her reverse speed being rather low. You can also force her underwater where she has to spend her oxygen supply and can't attack other ships. Submarines have a limited supply of oxygen which can only be replenished at the surface level, which is their most vulnerable position.When you spot a submarine, attack her with HE shells. Their blast wave has the potential to affect her at a certain distance of impact and deal serious damage.In future test iterations, other submarine countermeasures may be added. Although subs are effectively invisible - we're pretty sure this won't be an issue. Our spreadsheet informs us that it will be fine. That is why we're having to write this long paragraph to allay your fears and concerns that we're trying to squeeze this new class in for it's own sake to make a quick buck from the schmucks who are easily pleased. We're not. We aren't. Get that idea straight out of your heads.

 

Stay tuned for more details and let us know what you think. Beta testing to start soon - in a similar vein to the Rework Testing Process that was so ...erm.... successful. Hell, we'll ignore all of what you say anyway but at least you can play with the new toys!

 

 

For those who don't speak WG - a translation is above.

 

EDIT TO ADD - I offer professional translation services in most WG regional dialects.

 

 

Just had to quote this again.:cap_haloween:

 

If you haven't read it already and had a good laugh then your missing out.

 

:Smile_teethhappy::Smile_teethhappy: It's so so true. 

 

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On 9/16/2019 at 7:58 AM, PiXiE93 said:

They say (WG):

As for the battleships, switching ammunition is critical in some moment of the engagement and part of the game. In some situation, an HE shell will do more damage to another battleship than an AP would have done. 

 

So mate.. when You play Yammy, shoot HE :)  :cap_rambo:

Yamato is an exception ;)

On 9/18/2019 at 4:08 AM, Thunder_apollo said:

hi mate. just one question. if i´m one of those that get the beta test, how will i know? by email? cheers

 

When you have pressed the button at the news about that, that you want take part on the beta test, then you will receive a E-Mail with Login data

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On ‎9‎/‎15‎/‎2019 at 12:09 AM, mariouus said:

Read the posts again. They do want them into randoms.

They make a beta test and after that a separate game mode and after that release into randoms, where is this shoehorning ?

 

But from what I´ve seen of gameplay footage, it´s in my opinon at least, far from implementation.

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Cuando empieza la beta para poder entrar y apuntarlo en el calendario del movil.

 

tengo instalado ya la instancia de test de los submarinos y puesto usuario contraseña solo queda saber cuando empiza la beta test

 

gracias.

 

================

 

When the beta starts to be able to enter and write it on the mobile calendar.

 

I have already installed the test instance of the submarines and put user password only remains to know when you start the beta test

 

Thank you

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[TCNDF]
Players
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Buenas tardes.

No puedo acceder al test de submarinos tengo usuario y credenciales lo instlado lo puse per me da un error de conexion server. Concretamente el error es el siguiente:

Error Connecting Server.
Failed to connect to the server . Plase try again later

podeis ayudar

Gracias.

 

==========================

 

Good afternoon.

I can not access the submarine test I have user and credentials I instilled it I put it but it gives me a server connection error. Specifically, the error is as follows:

Connecting Server error.
Failed to connect to the server. Plase try again later

can you help

Thank you.

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[TOFTC]
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On 10/12/2019 at 2:11 PM, Apocalisys said:

Buenas tardes.

No puedo acceder al test de submarinos tengo usuario y credenciales lo instlado lo puse per me da un error de conexion server. Concretamente el error es el siguiente:

Error Connecting Server.
Failed to connect to the server . Plase try again later

podeis ayudar

Gracias.

 

==========================

 

Good afternoon.

I can not access the submarine test I have user and credentials I instilled it I put it but it gives me a server connection error. Specifically, the error is as follows:

Connecting Server error.
Failed to connect to the server. Plase try again later

can you help

Thank you.

The servers should be down, I assume. I don't know, when the Test-Server is online, but there are particular times.

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[PUPSI]
Freibeuter
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On 10/12/2019 at 2:11 PM, Apocalisys said:

can you help

 

19 minutes ago, Pikkozoikum said:

The servers should be down, I assume. I don't know, when the Test-Server is online, but there are particular times.

the second round was scheduled until 9.10.

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On 9/12/2019 at 3:45 PM, Gvozdika said:
  Reveal hidden contents

 

What is the main purpose and game concept of submarines?

The in-game role of submarines will partly reflect their historical role. That is, first and foremost, about positioning, planning, waiting for the best moment to attack, and subsequently diving into the depths of the sea to escape retribution. From the right position, a submarine can cause turmoil in enemy lines, strike from an unexpected direction, disable a dangerous enemy, or divert the attention of destroyers towards herself, thereby allowing her allies to act much more freely.

The role of subs in game will reflect their historical role around about 1% of the time. The rest we kind of made up. These things make sense when you've had a few... That is the idea of a sub running amok in a fleet battle environment and creating chaos in the already disorganised Random Battles you all know and love. It'll be fine. Honest.

 

Why do submarines have such high speeds?

Submarines have rarely been fast in reality, and often they have been significantly slower than other ship types. However, World of Warships is still a game, and it has certain conventions that make fights between our enormous steel monsters more dynamic and attractive. That's why, in our game, submarines have some of the same parameters as other ship types—making the game more vigorous and exciting, and also helping to integrate the new ship type comfortably into the game in consideration of its balance. We honestly couldn't shoehorn this ugly duckling of a class into the game without taking reality and throwing it clean out of the nearest window. Reality is really boring anyway - so we'll give diesel subs the speeds of nuclear ones to spice things up a bit. Physics is also vastly overrated. Stop complaining - we're going to get these damn things into the game no matter the cost. 

 

What are sonar pings and what are they needed for?

The Sonar Ping mechanics allow players to get deeply involved in battle and demonstrate their skill. They also represent what these vessels did in reality, albeit presented in a slightly exaggerated form.In real life, an attack on a target took considerable time, and required complex calculations and careful target observation. At the same time, there were torpedoes with acoustic guidance, but they worked in a passive mode. Our mission is to create fascinating gameplay that includes all the tasks of a submarine crew. To do that, we've accepted some conventions by uniting two entities in one. In this way, we tried to turn the hard and painstaking work of submarine crews into fast and exciting gameplay. Because GIMMICK BALANS BEST BALANS. Homing torps won't cause any issues whatsoever. We've done a great deal of research on this and discovered that NO ships were actually sunk by active wire-guided torpedoes in WW1 or WW2 - so you are all overreacting. Research undertaken by the same man who balanced CVs in 0.8.0.

 

How many submarines will we see in battles?

On the test server, no more than two or three submarines per team are planned; on the live server, their number might be decreased to one or two. This will allow us to keep the overall dynamics and advantage of surface warships, as well as present submarines as a ship type that adds diversity to the main gameplay. We are convinced they will be balanced - which is why we'll cap their numbers in the MM to avoid breaking the game. We're SO convinced they'll fit that we'll possibly limit them down to 1 max.

 

Why doesn't the Hydroacoustic Search consumable detect submarines at the underwater level?

At the moment, this is a game convention that allows us to make the underwater level the safest zone for a submarine, where she will be able to avoid most kinds of damage and escape any enemies. However, there are still several test iterations ahead, and these in-game mechanics, as well as other mechanics related to submarines, can change. Like CVs - we have worked out that there are some people who simply cannot use the keyboard effectively. They CAN however use their credit card effectively - so we really do need to make things easier for them. The last thing we want is sub-hunting ships actually being able to find subs using actual technology that was purpose-designed to find underwater objects. That kind of logic has no place in our game in 2019. 

 

Why is it that only destroyers can release depth charges?

It's their historical role. It was destroyers that tracked down and hunted submarines. Despite the fact that sometimes cruisers and battleships carried depth charges, they almost never actively hunted submarines. We're considering adding depth charges to some light cruisers, but it's too early to speak about such changes now. DD players - do you enjoy being chased around the map by rocket planes, radar'd then vaporised by all those new radar ships we'ved added, machine-gunned to bits by all those rapid-fire HE spammers we're selling? GREAT NEWS! You've got another job! You'll love it! 

 

Why are depth charges released automatically and what is zone activation needed for?

Destroyers already perform a wide variety of tasks in battle. By making the release of depth charges automatic, we are reducing the number of actions that the destroyer is required to perform, thereby saving valuable time that a player can spend on other tasks.Moreover, we tested several variants where the player had to click once or several times to release a charge, as well as a variant where the release of charges happened upon activating a consumable. We didn’t find any significant advantages over automatic release, which is why we've chosen this variant.Zone activation is part of the game mechanics for destroyers hunting submarines, displaying their approximate location. Player interaction is so last year. Things are jolly easy when you just automate everything - if we could make ship movement that way we would. Just follow the pretty circles and hope that RNG plays nice. Resistance is futile. You WILL follow the circles.

 

How to fight against a submarine?

Although submarines have the best stealth parameters among all ship types and the possibility of going underwater, they still remain the most fragile ships and have just a small amount of medium-range torpedo armament. Moreover, if a submarine engages in active combat near you, you'll know at once. After she uses a sonar ping, her last location will be displayed on the Minimap. This will allow you to quickly catch the submarine due to her reverse speed being rather low. You can also force her underwater where she has to spend her oxygen supply and can't attack other ships. Submarines have a limited supply of oxygen which can only be replenished at the surface level, which is their most vulnerable position.When you spot a submarine, attack her with HE shells. Their blast wave has the potential to affect her at a certain distance of impact and deal serious damage.In future test iterations, other submarine countermeasures may be added. Although subs are effectively invisible - we're pretty sure this won't be an issue. Our spreadsheet informs us that it will be fine. That is why we're having to write this long paragraph to allay your fears and concerns that we're trying to squeeze this new class in for it's own sake to make a quick buck from the schmucks who are easily pleased. We're not. We aren't. Get that idea straight out of your heads.

 

Stay tuned for more details and let us know what you think. Beta testing to start soon - in a similar vein to the Rework Testing Process that was so ...erm.... successful. Hell, we'll ignore all of what you say anyway but at least you can play with the new toys!

 

 

For those who don't speak WG - a translation is above.

 

EDIT TO ADD - I offer professional translation services in most WG regional dialects.

 

 

Just for those that haven't read this very funny but very true comment on the 1st page. 

 

I know I've already added it twice but cant help myself. :Smile_teethhappy:

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[ICU]
Beta Tester, Players, In AlfaTesters
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Does anyone know when we will receive the Signal flags for completing the missions on the Test Server with the latest Submarine TST?

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[MEWA]
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1) Very happy to see the submarines being introduced to the game. This was one of the main things I was missing here since the start of the game. I hope they will provide rich and 'in-depth' interaction with the environment and surface ships/planes.

Also I think all ships should have some counter-play against them - battleships and heavy cruisers too.

I'm happy WG changed their minds and decided to introduce them - It was disappointing for me that subs were not here since the game launch.

 

Also - giving hydro-acoustic search to submarines - seems like something to consider.

 

2) Other great set of features would be: more weather effects that would affect lightning, waves, rain, mist, snow, visibility, water transparency and hue etc.

 

3) The other thing I was missing was more realistic water and wave simulation - and water interaction with all ships - but I know fluid simulations are challenging computer-science topic - so I was not really expecting it to be realistic to introduce soon.

 

Happy to see game is developing, I hope to see more improvements to make it even greater software.

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Hallo iedereen,

 

Ik kan me niet aanmelden voor de bètatest omdat de aanbiedingsperiode is verlopen volgens de website,

kan ik nog steeds de bètatest doen?

 

Afbeelding1.png

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