robihr Players 3,168 posts 9,352 battles Report post #301 Posted May 6, 2016 well as long as it is feature and not a bug 1 Share this post Link to post Share on other sites
Agantas Players 1,059 posts 7,793 battles Report post #302 Posted May 6, 2016 I have the same problem of staying spotted after SA goes off (SA goes off when I should get unspotted, but for some reason don't), but people shoot accurately 2-3 salvos at my DD still. Seems to happen every time I get spotted and go to hide again. So now, instead of just getting out of spotting range, I have to flee to much farther in the back. And since the spotting time is so long now, there is a good chance that I've attracted the red CV's attention. If I try to pop smoke to cover my retreat, people fire accurately into the smoke. It feels like smoke in IJN DDs is practically useless as an escape cover, since people just see through it during the most critical time it needs to be effective. I don't know how to play concealment-dependent DDs when the game is like this. My Minekaze stays in port until this is fixed. Personally, I don't think it is related to firing guns, since I see this effect even when I don't shoot them. People shoot at you after you get unspotted for a while still, with those 1-3 salvos coming at you. They can't all be blind fire. These days, if I get spotted when playing my Hatsuharu, I shoot at the spotter. If this is intended, it is a huge nerf to DDs. When I play other ships, I see visible DDs much more often than before, without seeing the reason why they are visible. Share this post Link to post Share on other sites
[MAASS] th3freakie Beta Tester 420 posts 7,746 battles Report post #303 Posted May 6, 2016 Nope, proximity spotting isn't effected by firing. Being on fire ≠ Firing ;) That said I am just speaking out of fuzzy memory so it is entirely possible - even likely - that I am wrong. Share this post Link to post Share on other sites
IntelligenceData Beta Tester 191 posts 8,160 battles Report post #304 Posted May 6, 2016 So,WG are you guys still in denial about this issue? Kinda important to know for me because I want to spend some moneys! Should I spend them on WoWs or pre order Total War Warhammer? Share this post Link to post Share on other sites
[ST-EU] Admiral_noodle Supertest Coordinator 6,337 posts 4,395 battles Report post #305 Posted May 6, 2016 I suspect they are trying to replicate the issue before saying anything else. Share this post Link to post Share on other sites
[TTTX] Ictogan Players 1,841 posts 7,432 battles Report post #306 Posted May 6, 2016 Being on fire ≠ Firing ;) That said I am just speaking out of fuzzy memory so it is entirely possible - even likely - that I am wrong. Misread that, but being on fire also doesn't affect proximirt spotting AFAIK. Share this post Link to post Share on other sites
IntelligenceData Beta Tester 191 posts 8,160 battles Report post #307 Posted May 6, 2016 (edited) I suspect they are trying to replicate the issue before saying anything else. Well,at least they could say if they are working on it or not. After the last post from WG which basicly said everything is fine and working as intended,nothing has changed,blablabla..,more people getting rekt because they are still spotted for at least 10 seconds after the SA icon goes off. Claiming nothing has changed (while it clearly has!) and then maintain silent isn't really a customerfriendly manner,isn't it WG? Edited May 6, 2016 by I_am_the_Dude Share this post Link to post Share on other sites
LilJumpa Beta Tester 4,603 posts 7,488 battles Report post #308 Posted May 6, 2016 @ the smoke Question fire/firing etc. I I I V Share this post Link to post Share on other sites
[OILUP] Senhime Alpha Tester 98 posts 1,955 battles Report post #309 Posted May 6, 2016 Okay guys, I'm not too good at this replay analyzing, but tell me what happens with 13:30 minutes to the end and at grid H3. https://www.dropbox.com/s/y9vx0zut27vqgix/20160506_180036_PJSD026-Camo-Kamikaze_41_Conquest.wowsreplay PS: wolf sends his regards 1 Share this post Link to post Share on other sites
[SCRUB] Loran_Battle Beta Tester 1,245 posts Report post #310 Posted May 7, 2016 Ok, Support closed my ticket because SA was working as intended and they couldn't see anything wrong with my replay. I watched it myself again and it is quite clear i am not spotted, the enemy Nagato was behind an island and nothing else was within 15 km. The Nagato was at 8.7km. Last time SA went off was about 10 seconds earlier. I come around the island, engage smoke and start shooting. SA doesn't go off, yet the nagato turns his guns at me and fires. But support says everything is fine... gonna make a video tomorrow to show the moment and then open the ticket again. Share this post Link to post Share on other sites
[SCRUB] Loran_Battle Beta Tester 1,245 posts Report post #311 Posted May 7, 2016 Okay guys, I'm not too good at this replay analyzing, but tell me what happens with 13:30 minutes to the end and at grid H3. https://www.dropbox.com/s/y9vx0zut27vqgix/20160506_180036_PJSD026-Camo-Kamikaze_41_Conquest.wowsreplay PS: wolf sends his regards Looks like that CV got spotted for a second there. Shouldn't have been since nothing is near it or in line of sight. Weird as hell. In my opinion and looking at some things happen the last few days I'm now 100% sure the spotting system is bugged. And WG is in denial about it. 2 Share this post Link to post Share on other sites
[SCRUB] Loran_Battle Beta Tester 1,245 posts Report post #312 Posted May 7, 2016 Let me just bump this thread. I want our CMs to see this: Please tell me I am crazy and this is "working as intended". 9 Share this post Link to post Share on other sites
IntelligenceData Beta Tester 191 posts 8,160 battles Report post #313 Posted May 7, 2016 Seeing Nagatos shells flying towards you I would say he definetly locked on to you. On Monday someone from WG will show up and say it was a nice blindshot. Share this post Link to post Share on other sites
rafparis Beta Tester 872 posts 4,381 battles Report post #314 Posted May 7, 2016 yep, when you blindshot, aka the ship is not locked, the dispersion is way greater. Share this post Link to post Share on other sites
havaduck ∞ Players 2,989 posts 11,824 battles Report post #315 Posted May 7, 2016 On Monday someone from WG will show up and say it was a nice blindshot. If that is a blindshot then I never fired a accurate one with the target locked ^^ ;).... but yeah lets see what WG has to say .... So far using Smoke in any way is a gamble - I now often try to restrict my smoke use either to provide cover for a friendly or the get the fu<k out and only as a very very short distraction to the enemy. Share this post Link to post Share on other sites
[TTTX] Mayv Players 1,952 posts 7,021 battles Report post #316 Posted May 7, 2016 Getting the range for that blind shot first try, on a target in smoke that is moving seems like a bit to much. Share this post Link to post Share on other sites
[SPUDS] Unintentional_submarine [SPUDS] Beta Tester 4,052 posts 8,765 battles Report post #317 Posted May 7, 2016 (edited) 3 of 4 shells hit... if that is BB blindfire at 10km+, then I want some of that. But since we have a case of firing, then it might be related to what a previous poster mentioned. That firing did make him detected, SA didn't show up, and finally smoke didn't cover him afterwards because the firing penalty is also off somehow? Pretty crazy scenario I will admit, but it's not as if the situation is hard to get into. Edited May 7, 2016 by Unintentional_submarine Share this post Link to post Share on other sites
[E-R-A] snipershot Beta Tester 324 posts 9,404 battles Report post #318 Posted May 7, 2016 Please stop crying wolf guys, nothing to see, working as intended. /sarcasm Share this post Link to post Share on other sites
[COSTS] Hanszeehock Alpha Tester 3,692 posts 5,959 battles Report post #319 Posted May 7, 2016 Let me just bump this thread. I want our CMs to see this: I do not think the video is conclusive. It could have been a blindshot. Have been part of testing of the 3 secs delay on a test server. So cannot produce replays. However, in all scenarios the 3 seconds delay worked perfectly. I'm not saying I agree with the delay and certainly the SA description should be changed, but I understand why it is needed. Share this post Link to post Share on other sites
[FTR] Krizmuz Players 780 posts 24,205 battles Report post #320 Posted May 7, 2016 I'm not saying I agree with the delay and certainly the SA description should be changed, but I understand why it is needed. I don't. Furthermore I don't understand them insisting that the delay has always existed Share this post Link to post Share on other sites
[COSTS] Hanszeehock Alpha Tester 3,692 posts 5,959 battles Report post #321 Posted May 7, 2016 I don't. Furthermore I don't understand them insisting that the delay has always existed It is to prevent 'blinking'. This was quite an issue in early game versions. Share this post Link to post Share on other sites
[SYTHE] _Flyto_ Players 623 posts 7,167 battles Report post #322 Posted May 7, 2016 (edited) Have been part of testing of the 3 secs delay on a test server. So cannot produce replays. However, in all scenarios the 3 seconds delay worked perfectly. I'm not saying I agree with the delay and certainly the SA description should be changed, but I understand why it is needed. I don't think anybody is denying that the 3 second delay exists - in fact, a number of us have demonstrated this in training rooms. What many believe is that it (or at least the discrepancy between real visibility and the Detected icon) did not exist before 0.5.5. Edited May 7, 2016 by _Flyto_ 3 Share this post Link to post Share on other sites
[FFP] IsamuKondera Supertest Coordinator, Modder 1,365 posts 13,372 battles Report post #323 Posted May 7, 2016 It is to prevent 'blinking'. This was quite an issue in early game versions. I don't have a problem with fixing stuff like "blinking". But i do have a problem with the following stuff: 1. SA is clearly bugged. You can't tell me that the Nagato shot was a blind shot. the dispersion on my CA guns from a Myoko is already high while shooting blind. How should a BB have a better one? 2. Spotting is bugged as you can clearly see in the replay linked from Sen (where the Carrier pops up during the game while no ship is near the carrier) 3. SA always worked in that way that it showed you when you are spotted. So why did they changed it so that we have to count 3 seconds after it vanished? 4. Lying from WG: This was definetly not implemented befor 0.5.5.0. So at least they shouldn't say that we only "imagine" stuff.... I know that you love defending WG but this time the train left already the station. there is definetly a bug around there... And it's not the only bug around there... 3 Share this post Link to post Share on other sites
[TTTX] Ictogan Players 1,841 posts 7,432 battles Report post #324 Posted May 7, 2016 (edited) It is to prevent 'blinking'. This was quite an issue in early game versions. Still, it's extermely harsh on DD players. Stop immediately as you use smoke? The enemy sees where you are stopping and can still get lots of damage on you when you should be hidden. Going a tiny bit too fast in smoke? Previously you would only have been spotted for a split second because of that, now the enemy can see you for at least 3 seconds because of that. This is not just a solution for an annoying issue, it's a direct nerf to DDs. Edited May 7, 2016 by Ictogan Share this post Link to post Share on other sites
[COSTS] Hanszeehock Alpha Tester 3,692 posts 5,959 battles Report post #325 Posted May 7, 2016 I don't have a problem with fixing stuff like "blinking". But i do have a problem with the following stuff: 1. SA is clearly bugged. You can't tell me that the Nagato shot was a blind shot. the dispersion on my CA guns from a Myoko is already high while shooting blind. How should a BB have a better one? 2. Spotting is bugged as you can clearly see in the replay linked from Sen (where the Carrier pops up during the game while no ship is near the carrier) 3. SA always worked in that way that it showed you when you are spotted. So why did they changed it so that we have to count 3 seconds after it vanished? 4. Lying from WG: This was definetly not implemented befor 0.5.5.0. So at least they shouldn't say that we only "imagine" stuff.... I know that you love defending WG but this time the train left already the station. there is definetly a bug around there... And it's not the only bug around there... Typical response. SA is clearly working as intended. It was around before 0.5.5, at least as far as I am concerned from my own playing experience. Simply calling people liars without clear evidence and no obvious intent is not going to win you any arguments. Share this post Link to post Share on other sites