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Brynd

Update 0.3.1.4 - Conquest

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In this update, we are adding a brand new game mode called Conquest, slightly changing the movement dynamics of ships and squashing bugs. More info inside!

 

Full news article

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[KOKOS]
[KOKOS]
Beta Tester, Players
3,418 posts
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Thanks for posting this Captain Brynd. :honoring:

 

EDIT 1: article page says Error 404

EDIT 2: Working link

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Beta Tester
1,520 posts
1,524 battles

So, when the USN CVs get the same damage as the IJN CVs, can we please get the old spread back for IJN TBs?

Heck, they now do the same damage per torp or even more, AND have better DB damage? (Zuihou TB: 8567, DB: 4600 vs Bogue TB: 8500, DB: 5400; Ryuujou, Hiryuu TB: 8567, DB: 4600 vs Independence, Ranger TB: 9867, DB: 7500) And this with the better spread and more torps for USN TB and the higher hitchance and more bombs for USN DB?

 

 

What are you smoking to make such a change?

 

This change destroyes IJN CV just from the numbers alone.

 

And the line with "shattering torpedo blows" must be a joke, when you have to stack all your TB to 1) have a chance for some of them to survive the AA and 2) half the torps miss anyway, due to the abhorrent spread.

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[WAFU]
Weekend Tester
185 posts
1,294 battles

So no fix for HE then thats a load of crap. I pretty much stopped playing because of it i can't enjoy the game because every battle im set on fire way to much and sit there with 4 fires going and unable to do anything about it because i used Damage control Party 30s early to put a fire out and damaged engine. Even using my Hull repair only prolongs the inevitable. chance of fire should be based on armour so carriers and Destroyers get the 12% chance of fires, Crusiers should be 7% chance and BB somewhere between 1.2% and 3% due to the armour. 

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[WG]
[WG]
WG Staff, Alpha Tester
3,516 posts
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Additional news to our esteemed captains:

 

This week the Development team managed to find a rather rare, but rather annoying bug in the game mechanics causing, in isolated cases, abnormally high chance to fire - basically being set on fire with almost each hit. Because of its rarity it took some time to isolate the bug and to hunt it down.

 

the fix was found and will be included in game after appropriate testing - for now it seem it might come already in micropatch 0.3.1.5 (ie the next one) - we will try to keep you up to date with it.

 

Thanks for your reports that contributed to resolving this issue and enjoy the game :honoring:

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[AUX]
Beta Tester
4 posts
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OK, nerf damage of jap. TB, but give back old spread! squad have only 4 planes, they are drunk with sake or what? and with power of freedom usa TB with 6 planes can do better?

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Alpha Tester
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OK, nerf damage of jap. TB, but give back old spread! squad have only 4 planes, they are drunk with sake or what? and with power of freedom usa TB with 6 planes can do better?

 

Don't forget their "slightly" higher amount of divisions.

 

But, what do i read, there is actual new content in minpatches, not only big updates once per two months? Good.

 

This week the Development team managed to find a rather rare, but rather annoying bug in the game mechanics causing, in isolated cases, abnormally high chance to fire - basically being set on fire with almost each hit. Because of its rarity it took some time to isolate the bug and to hunt it down.

 

I would say even the unbugged fire chance is abnormally high, damage is too punishing, especially when we count the HE damage itself, and the fire repair and prevention are inadequate.

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Weekend Tester
916 posts
1,191 battles

And what about fixing those goddamn Essex DBs? With their stupid bug when they start climbing up right before the bomb run, so slowing down like hell and that causes missing the target on manual drop cause the prediction made by player is totally screwed by this.

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Alpha Tester, Alpha Tester, Alpha Tester
823 posts
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Nice idea... Give even late war IJN planes bombs which were used since '39 meanwhile there exists an improved version of with with almost doulbe payload of explosives used in Midway and later. Make just 4 planes in a wider formation than 6 planes and make it so that unless you're lucky you wont achieve more than 2 hits...

So what if IJN have more planes? Cant achieve air superiority agaisnt even lower tier CVs in some cases with at most 8 fighters and usually at same tier only one USN squadron can rip them to shreds. 

What we have left for IJN carriers? 

USN already had way more better bomb damage, enough to take 1/3 of a tier 8-9 cruiser meanwhile if youre lucky you get 3k damage with IJN bombers. USN torpedoes usually score 3-4 hits per run thanks to sheer number and close formation but lacked the damage(thankfully) but now they will hit even harder than IJN ones. With last update IJN torpedo bombers lost accuracy greatly, even with old spread it needed skill and luck to score more than 3 hits, now it needs more than that to score 2... werent IJN carriers supposed to have better attack power?.. i dont see anything better there sadly... 

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Alpha Tester, Alpha Tester, Sailing Hamster
777 posts

Additional news to our esteemed captains:

 

This week the Development team managed to find a rather rare, but rather annoying bug in the game mechanics causing, in isolated cases, abnormally high chance to fire - basically being set on fire with almost each hit. Because of its rarity it took some time to isolate the bug and to hunt it down.

 

the fix was found and will be included in game after appropriate testing - for now it seem it might come already in micropatch 0.3.1.5 (ie the next one) - we will try to keep you up to date with it.

 

Thanks for your reports that contributed to resolving this issue and enjoy the game :honoring:

 

Thx for the info Tuccy

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[BKT]
Beta Tester
87 posts
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[edited]
Edited by BigBadVuk
This post has been edited by a member of the Moderation Team, due to inappropriate content.

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Beta Tester
1,182 posts

Additional news to our esteemed captains:

 

This week the Development team managed to find a rather rare, but rather annoying bug in the game mechanics causing, in isolated cases, abnormally high chance to fire - basically being set on fire with almost each hit. Because of its rarity it took some time to isolate the bug and to hunt it down.

 

the fix was found and will be included in game after appropriate testing - for now it seem it might come already in micropatch 0.3.1.5 (ie the next one) - we will try to keep you up to date with it.

 

Thanks for your reports that contributed to resolving this issue and enjoy the game :honoring:

 

Wait, wasnt that just a rather obvious "divide by half" error rather than "divide in half" in the fire chance mechanics? You know the one that was reported by players last month?

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Alpha Tester
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Lol @ the CV 'underpowered' complains (:rolleyes:) even making it into a thread about a new game mode, don't you bunch have enough posts in the other threads to pollute another one?

 

 

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Beta Tester
939 posts
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Well, the Izumo needed all of the buffs it can get. Becouse now, it's a pile of floating garbage.

 

Also agreeing with mtm78, CV gameplay is way OP at the moment. In the hands of any player with a functional brain that knows what the "Alt" key does on your keyboard.

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Beta Tester
375 posts
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So with full upgrades a yamato's secondarys will shoot 9.8km ? Thats epic :bajan:

 

It's my understanding that the upgrades stack and multiply, so it'd be 8.4km with module OR captain skill, 10.08 with module AND captain skill, and 10.58 with captain skill, module, and signal flag.

 

Correct me if I'm wrong, of course.

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[PRAVD]
Weekend Tester
3,802 posts
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Lol @ the CV 'underpowered' complains (:rolleyes:) even making it into a thread about a new game mode, don't you bunch have enough posts in the other threads to pollute another one?

 

 

 

Well, on the patch notes on news page if you click "discuss on forum" it send you here. So it's WG's fail again, not the posters that they are discussing it here.

 

Also, WG you still doing the same nasty habits of incomplete patch notes and hidden changes... please be honest with us and stop the hidden stats changes already!

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Beta Tester
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  • Fixed a bug that caused ship geometry artifacts to appear as oddly shaped objects (usually grey).

 

 While playing in SLI-mode the artifacts are still there. Not as many as before the patch, but some artifacts remain.

 

 

 

 

 

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Beta Tester
116 posts
10,539 battles

New “Conquest" game mode added

 

only one word needed to describe this mode: garbage :amazed:

a enemy ship needs just 1sec to get 1 point and that can win the match, because no one is awarded points for destroying enemy ships

 

---

 

on the other hand, I noticed quite a nice stabilization of engine performance

Edited by zmeul

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Alpha Tester
142 posts

:ohmy: WTH, such a buff for USN carriers?

IJN should have higher dmg per torp for TBs than USN, but lower dmg for DBs while USN will have higher. With top config and on equal tiers, of course. That was the idea some time ago and I think that is the way it should be, no matter the number of planes / sqs in the air.

Shokaku vs Lady Lex top planes - TBs 8567 vs 9867 (USN 1.3k better), DBs 4.6k vs 7.5k (USN 2.9k better). USN had better fighters in the late war phase so I have no probs them being better from T8+.

So, except better camo, rudder shift and few planes more in the air IJN CVs are inferior to USN ones. Better speed for planes will not save them, much. Oh well, way to go..... :sceptic:

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Weekend Tester, In AlfaTesters
618 posts
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:ohmy: WTH, such a buff for USN carriers?

IJN should have higher dmg per torp for TBs than USN, but lower dmg for DBs while USN will have higher. With top config and on equal tiers, of course. That was the idea some time ago and I think that is the way it should be, no matter the number of planes / sqs in the air.

Shokaku vs Lady Lex top planes - TBs 8567 vs 9867 (USN 1.3k better), DBs 4.6k vs 7.5k (USN 2.9k better). USN had better fighters in the late war phase so I have no probs them being better from T8+.

So, except better camo, rudder shift and few planes more in the air IJN CVs are inferior to USN ones. Better speed for planes will not save them, much. Oh well, way to go..... :sceptic:

 

  But Lexi has only 6 TB, right ? vs Shokaku 12

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Alpha Tester
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Well, on the patch notes on news page if you click "discuss on forum" it send you here. So it's WG's fail again, not the posters that they are discussing it here.

 

Also, WG you still doing the same nasty habits of incomplete patch notes and hidden changes... please be honest with us and stop the hidden stats changes already!

 

My bad didn't realize WG made a little oopsie :teethhappy:

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Beta Tester
143 posts
5,228 battles

It's weird but since 2 patches ago my map loading times increased a lot (the game is on a HDD not a SSD), before the patch i was able to "set up" the ship before battle and still got a few seconds to spare...now i get into the battle with as much as 40 seconds delay...The Izumo buff is welcomed but not enough...the Amagi is better in all ways compared to the Izumo...

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Beta Tester
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This part is not fixed yet: 

  • Fixed a bug that caused ship geometry artifacts to appear as oddly shaped objects (usually grey)

 

 

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Beta Tester
2,177 posts
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It's weird but since 2 patches ago my map loading times increased a lot (the game is on a HDD not a SSD), before the patch i was able to "set up" the ship before battle and still got a few seconds to spare...now i get into the battle with as much as 40 seconds delay...The Izumo buff is welcomed but not enough...the Amagi is better in all ways compared to the Izumo...

 

I use a SSD set up to play games on only and average time when entering the map is 10-6 seconds left before start.
Edited by atomskytten

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