rafparis Beta Tester 872 posts 4,381 battles Report post #651 Posted May 20, 2016 What a drama queen. And fix your keyboard. I suggest you actually read all my posts rather than take one out of context in an insulting manner. Sorry for that. But even if me, who is normally calm in my post, begin to throw insults, it should tell you something. A hidden change have RUINED DD gameplay, and WG says "it was always like that", what do you expect? That we move along saying "ah ok... no problem"? Remember the shitstorm when there was the BB AP bug? It is the same here, but as it concerns DDs, nobody seems to care. Share this post Link to post Share on other sites
[COSTS] Hanszeehock Alpha Tester 3,692 posts 5,959 battles Report post #652 Posted May 20, 2016 Sorry for that. But even if me, who is normally calm in my post, begin to throw insults, it should tell you something. A hidden change have RUINED DD gameplay, and WG says "it was always like that", what do you expect? That we move along saying "ah ok... no problem"? Remember the shitstorm when there was the BB AP bug? It is the same here, but as it concerns DDs, nobody seems to care. Thanks mate. No one is saying nothing has changed. Clearly the official position is that SA has not changed. It is working as intended even if it feels different. In an earlier thread in response to Vogel I agreed that it was possible that the repacking was to blame as it was not noticeable before. The devs have not changed the spotting mechanics for ages. Why would they lie about it ? So if the 3secs is more noticeable then something related changed. However, it does seem to me in recent games that DDs popping smoke appear to disappear more quickly than even a few days ago. Share this post Link to post Share on other sites
Vogel Alpha Tester 2,062 posts 4,171 battles Report post #653 Posted May 20, 2016 (edited) In any event, it hasn't always been like this. But the question is what caused this change? Edited May 20, 2016 by Vogel Share this post Link to post Share on other sites
[ST-EU] Admiral_noodle Supertest Coordinator 6,337 posts 4,395 battles Report post #654 Posted May 20, 2016 @Hans - DDs are learning to stop faster and slow before smoking @Vogel - visibility was bugged 0.5.4 and earlier. Rendering wasn't consistent with the rules as stated by devs - certainly on my PC 0.5.5 repackaged the game to make it work a lot smoother. That includes responsiveness in things like rendering. I think that's why everyone now experiences the game "as designed" I cannot say exactly why. I'm not a coder Share this post Link to post Share on other sites
robihr Players 3,168 posts 9,352 battles Report post #655 Posted May 20, 2016 The issue I have with this change is that it is indeed NOT a giant nerf that will be visible in the stats. But it is a giant nerf to how fun it is to play destroyers and how easily the game mechanics can be understood. it is giant nerf in stats. i have been playing dd-s much worse since it came out with having less survivability than in 5.4 before i became aware of the problem. since i became i dont play as aggressive enough and have somewhat boosted survivability, but less average damage. Share this post Link to post Share on other sites
[D_R_M] steviln Players 911 posts 18,566 battles Report post #656 Posted May 20, 2016 If this ends with the stupid gamey tactic of stopping your ship inside the smoke screens and be almost untouchable, welcome. They are not untouchable at all. I cannot count the kills I have gotten by just spamming torpedoes into a cloud where a DD sits, shoots and thinks it is safe. It is really one of the most stupid tactics there are. Just like the tactics of BBs on low tiers seeking "cover" standing still behind an island. Share this post Link to post Share on other sites
rafparis Beta Tester 872 posts 4,381 battles Report post #657 Posted May 20, 2016 @Hans - DDs are learning to stop faster and slow before smoking But that don't work too: if ever for a microsecond your ship nose emerge from the cloud, you are visible for 3 more seconds, even 6 and 9 if you were too fast. my stats in USN DDs have faltered by around 50% in exp. after 5.5 Share this post Link to post Share on other sites
[ST-EU] Admiral_noodle Supertest Coordinator 6,337 posts 4,395 battles Report post #658 Posted May 20, 2016 But that don't work too: if ever for a microsecond your ship nose emerge from the cloud, you are visible for 3 more seconds, even 6 and 9 if you were too fast. my stats in USN DDs have faltered by around 50% in exp. after 5.5 One of the issues is its too hard to know where your smile ends too. It does work. It's better than slowing later. It's not "good" I agree! dds are easier to kill now. Share this post Link to post Share on other sites
robihr Players 3,168 posts 9,352 battles Report post #659 Posted May 20, 2016 dds are easier to kill now. it is funny that this came in patch that WG encouraged ppl to play more aggressively by coming closer to enemy... 1 Share this post Link to post Share on other sites
[SYTHE] _Flyto_ Players 623 posts 7,167 battles Report post #660 Posted May 20, 2016 it is funny that this came in patch that WG encouraged ppl to play more aggressively by coming closer to enemy... All the changes affecting destroyers recently, except for the IJN torpedo ones, have encouraged the opposite. "Come closer, so that your enemies can use their radar to splat you in seconds!" Share this post Link to post Share on other sites
CasualSlav Players 3,296 posts 5,105 battles Report post #661 Posted May 20, 2016 I know those changes (SA and radar) are mean to stop torpedo walls. But hey, how about putting A CAP on DDs' numbers in a team?! Share this post Link to post Share on other sites
[SCUMM] herrjott [SCUMM] Players 943 posts 22,067 battles Report post #662 Posted May 20, 2016 Thanks mate. No one is saying nothing has changed. Clearly the official position is that SA has not changed. It is working as intended even if it feels different. In an earlier thread in response to Vogel I agreed that it was possible that the repacking was to blame as it was not noticeable before. The devs have not changed the spotting mechanics for ages. Why would they lie about it ? So if the 3secs is more noticeable then something related changed. They even changed it in the last patch. Now, the multiplier factor is not applied to the ship's detectability range for 20 seconds after a shot from the main battery is fired, if at the moment of the shot the ship cannot be detected by the enemy, even with the potential detectability range increase being applied. Share this post Link to post Share on other sites
[ST-EU] Admiral_noodle Supertest Coordinator 6,337 posts 4,395 battles Report post #663 Posted May 20, 2016 They even changed it in the last patch. Indeed. However the general mechanics are the same. Also "SA change made to make DDs not torp wall" is total nonsense. SA not changed Not relevant anyway. Point is DD play for harder more than any other class thanks to this... Experience modification - stats across board for all DDs ought to get worse post 5.5. Even when guns were buffed. Stats anyone? Share this post Link to post Share on other sites
robihr Players 3,168 posts 9,352 battles Report post #664 Posted May 20, 2016 SA not changed SA has changed. Share this post Link to post Share on other sites
[COSTS] Hanszeehock Alpha Tester 3,692 posts 5,959 battles Report post #665 Posted May 20, 2016 SA has changed. On no it hasn't............................. Share this post Link to post Share on other sites
[COSTS] Hanszeehock Alpha Tester 3,692 posts 5,959 battles Report post #666 Posted May 20, 2016 Share this post Link to post Share on other sites
[TTTX] Ictogan Players 1,841 posts 7,432 battles Report post #667 Posted May 20, 2016 I think it's a general issue that we are refering to this problem as if it was a problem with SA whereas the problem lies in the newly introduced discrepancy between being detected and being visible. Share this post Link to post Share on other sites
[COSTS] Hanszeehock Alpha Tester 3,692 posts 5,959 battles Report post #668 Posted May 20, 2016 (edited) I think it's a general issue that we are refering to this problem as if it was a problem with SA whereas the problem lies in the newly introduced discrepancy between being detected and being visible. I like the repacking explanation as it covers all bases and makes total sense. Spotting mechanics didn't change, but players noticed a change so it had to be something else. Faster rendering answers the question. Edited May 20, 2016 by Hanszeehock Share this post Link to post Share on other sites
[TTTX] Ictogan Players 1,841 posts 7,432 battles Report post #669 Posted May 20, 2016 I like the repacking explanation as it covers all bases and makes total sense. Spotting mechanics didn't change, but players noticed a change so it had to be something else. Faster rendering answers the question. Faster rendering doesn't explain why ships are now visible for 3 seconds longer than they are detected. Yes, this is working as intended but it's still an issue. Share this post Link to post Share on other sites
SinkTheOthersNotMe Players 440 posts 5,824 battles Report post #670 Posted May 20, 2016 And the fact that a detected DD launching smoke gets nuked by several ships with SA off and when said DD should not be visible anymore.....at least before 5.5 Share this post Link to post Share on other sites
LilJumpa Beta Tester 4,603 posts 7,488 battles Report post #671 Posted May 20, 2016 (edited) I like the repacking explanation as it covers all bases and makes total sense. Spotting mechanics didn't change, but players noticed a change so it had to be something else. Faster rendering answers the question. Well, added the extra servercheck/visibilitycheck while firing your main guns. So they did mess around with the spotting mechanics in patch 0.5.5. Faster rendering doesn't explain why you stay visible, while not detected. That is unrelated since you are already rendered. Also faster rendering would not solve the blinking problem, since your ship got rendered frequently. But we are turning in circles. Official answers from WG EU members cannot be expected here, since for them nothing is wrong and they did their duty and asked, gave a unbelievable explanation and went back to the foxhole. Btw. If the credit from EU Supertesters melts to zero because they give feedback regularly about critical issues that might or have occured (your word "complaints" may be something to think about), then there is something wrong in the communication between ST and Devs. Edited May 20, 2016 by LilJumpa Share this post Link to post Share on other sites
[HNS] Sonic_157 Players 727 posts 18,131 battles Report post #672 Posted May 20, 2016 (edited) Latest Q&A. Source (20 May) 1. Please explain why Situation Awareness is not working as before patch 0.5.5.? ( ) A. We haven't changed detection mechanics so that such an effect shouldn't have appeared. We currently think that these issues are linked to the client repackaging and the changes we made to loading process of objects. We will continue to monitor the situation and, if necessary, we will implement a fix in one of the next updates. OMG! At last!!!An offical recognition that a problem does truly exist! It seems that we are not crazy after all! Edited May 20, 2016 by Sonic_157 Share this post Link to post Share on other sites
robihr Players 3,168 posts 9,352 battles Report post #673 Posted May 20, 2016 On no it hasn't............................. technically maybe it hasnt, but function it has been doing has been changed. before SA showed exactly when you were detected and when not, now it has 3 second delay. so in all purposes SA has been changed. Share this post Link to post Share on other sites
[ST-EU] Admiral_noodle Supertest Coordinator 6,337 posts 4,395 battles Report post #674 Posted May 20, 2016 technically maybe it hasnt, but function it has been doing has been changed. before SA showed exactly when you were detected and when not, now it has 3 second delay. so in all purposes SA has been changed. Well... SA is the thing that hasn't changed however detevtion --> visibility has ergo SA "effect" has changed. A a bit like if you buff every ship except warspite warspite has been nerfed without changing. Share this post Link to post Share on other sites
[COSTS] Hanszeehock Alpha Tester 3,692 posts 5,959 battles Report post #675 Posted May 21, 2016 Well, added the extra servercheck/visibilitycheck while firing your main guns. So they did mess around with the spotting mechanics in patch 0.5.5. Faster rendering doesn't explain why you stay visible, while not detected. That is unrelated since you are already rendered. Also faster rendering would not solve the blinking problem, since your ship got rendered frequently. But we are turning in circles. Official answers from WG EU members cannot be expected here, since for them nothing is wrong and they did their duty and asked, gave a unbelievable explanation and went back to the foxhole. Btw. If the credit from EU Supertesters melts to zero because they give feedback regularly about critical issues that might or have occured (your word "complaints" may be something to think about), then there is something wrong in the communication between ST and Devs. OMG, there is no conspiracy theory. Why cannot you accept the truth that the spotting mechanics have not changed ? You are just being silly now. In my very limited understanding of this, due to repacking, information between your PC and the server is quicker. Therefore you see things quicker, i.e. it is not slower. How is that difficult to understand ? As for communications between ST and devs, this is usually via WG staff. It works well and I have no problem with it. Please get real, because I don't do BS ever ! Share this post Link to post Share on other sites