Jump to content
Forum Shutdown 28/7/2023 Read more... ×
Seraphice

Update 0.11.6 - Bug Reports

86 comments in this topic

Recommended Posts

[BASIC]
Players
1,113 posts
27,739 battles
8 hours ago, Seraphice said:

Hi! Auto-resupply for signals and eco bonuses is now automatic!
 

Sorry I wasn't specific enough, I mean the option to enable/disable auto resupply is missing, it only auto-resupplies by default. Option to disable this process would be great, we had this before said rework anway....

Share this post


Link to post
Share on other sites
Players
1,235 posts
19,598 battles
8 hours ago, Seraphice said:

The reason why fantasque and terrible have such differing winrates is not their detection.
Also, wows-numbers is not a good platform to compare stats in this way, as it takes into account stats from all time of both ships, which in the case of terrible, works against it very much, since the ship was changed A LOT after release:
image.png

Most notably, it was buffed quite a lot to be on a similar standing to Le Fantasque, the differences between the two are now quite minimal.
 

 

The Le Terrible was released October 25, 2018

Both changes were before the release.

 

7 hours ago, Johnny_Moneto said:

Old base value was 8.46km - the formula is 8.46km * 0.97 * 0.9 * 0.9 which equals 6.647022km (got displayed as 6.6 in client).

New base value is 8.21km - the formula is 8.21km * 0.9 * 0.9 which equals 6.6501km (gets displayed as 6.7 in client).

 

The real difference is 3 meter. That has no impact in game.

@Seraphice: You guys could bring the base value to 8.20km. That would correct the display and give Le Terrible 5 meter better concealment compared to before (6.642km). Should also be not much of a difference gameplaywise.

  

 

Ah, ok, they rounded after the first multiplication: 8,46 * 0,97 = 8,2062 and in the end is this the difference between the standard Detectability Range before (6,6 km) and after the Update (6,7 km) the client is showing.

 

It has impact, if you think, you have to avoid 6,7 km at all costs.
But this is not the case and with knowing this, it has no impact.
So I`m fine with it and this discussion.

Share this post


Link to post
Share on other sites
Players
1,235 posts
19,598 battles
8 minutes ago, Meister_der_Insel said:

 

Ah, ok, they rounded after the first multiplication: 8,46 * 0,97 = 8,2062 and in the end is this the difference between the standard Detectability Range before (6,6 km) and after the Update (6,7 km) the client is showing.

 

It has impact, if you think, you have to avoid 6,7 km at all costs.
But this is not the case and with knowing this, it has no impact.
So I`m fine with it and this discussion.

 

Other possibilty:

They were rounding every time to two digits, but they changed the sequence because of the economic update.

8,46 * 0,9 = 7,61 and after that the result is every time 6,6 km.

 

 

Share this post


Link to post
Share on other sites
Beta Tester
2,903 posts
22,181 battles
Vor 3 Minuten, Meister_der_Insel sagte:

It has impact, if you think, you have to avoid 6,7 km at all costs.

Just to add for everybody reading this: DDs, that have the same concealment value as per the client's info, don't necessarily have the same concealment value in game.

E.g.: Two DDs, each with 5.9km concealment. One has 5.94km in reality, the other 5.88km.

First one is Z-46, second one is Z-44. Latter has 60m spotting advantage even though the values in the client are the same. That difference is the already notable "Han Solo shot first" effect.

Share this post


Link to post
Share on other sites
WG Staff
1,664 posts
7,797 battles

Gentlemen, this is a nice discussion, but let's keep it on topic alright?
It's a bug reports thread, so let's keep it at that.

Fair seas captain!
~Sera

Share this post


Link to post
Share on other sites
Players
600 posts

Since this update i've been having gunnery issues THAT IS MAKING THE GAME UNPLAYABLE.

 

When i play DD's on random occasions the torpedo's will load at start till i fire then they wont fire but reload taking longer to load, example say torpedo Load is 30 seconds, press fire i get no fire but a reload this time up-to and over 2 minutes WHF!!! YES 2+ minutes depending on DD, NOW UNABLE TO PLAY DD's.

 

When i play other ships that have HE/AP & SAP shells i can only fire HE as AP wont activate or if do it then jump back to HE, sometime they wont fire at all.

 

As said before with every update this game get worse with more and more bugs that seems to get programmed in deliberate.

Share this post


Link to post
Share on other sites
Players
116 posts
8,949 battles

Hello.


Since the last update I have a rather annoying bug. I can no longer write in the chat because all the letters I type are doubled. (Instead of "hello", I get "hheelloo".) I have been told that this bug has existed for a long time, is there a way to fix it?


Thanks for your help!

  • Cool 1

Share this post


Link to post
Share on other sites
Players
4,158 posts
25,223 battles

I am also getting the same issue when i type in chat that it doubles the letters, its not always but happens intermittently and its rather annoying.

  • Cool 2

Share this post


Link to post
Share on other sites
[BYOB]
Players
7,047 posts
32,207 battles

The camos on British CVs also apply the pattern to the landing deck. No other nation does that and it makes no sense as it would hinder the planes in landing.

 

Spoiler

JTrdzG8.jpg

IBOq0he.jpg

 

Share this post


Link to post
Share on other sites
Players
498 posts
9,671 battles

Happening to me evey time I leave a game before the game is over, like if Im dead. Cant click on anything, all the info is corrupted. Playing Windows borderless maximized, low graphic settings.  


Marvel at my 23% winrate audacious btw.

 

edit: can confirm chatbug. 

 

edit 2: Hasnt happened at all today despite changing nothing.  (the first bug, not the chat bug) 

image_2022-08-06_222456830.png

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×