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Discussion thread for "some interesting info around the world"

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11 minutes ago, SeeteufeI said:

In the German announcement it says something like "prematurely leaving battle".

So then yes, it should be rage quiting / leaving battles while your ship is still alive.

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Question is for how long one has to to be AFK for the system to kick in.

 

On one hand, random DCs are a thing when the servers or if the player's internet connection are acting up. The former should be relatively to filter out, the latter however ... but if the threshold is too forgiving to reduce the number of false positives, then a large number of ragequitters would go scotfree.

 

Next problem is can the system differentiate people being factually AFK (left the match) from those kinds of griefers that just sail to the farthest mapcorner and hide there for the rest of the match? Those would technically still be in the game ... wouldn't be much different from pressing a button every once in a while to prevent automatic AFK kicks (as are common in other online games).

 

The latter type of players are arguable the worst since they're pulling that kind of crap on purpose to screw with the people on their team. Even an AFK or ragequitter is more likely to be useful by providing an attractive target for the enemy to shoot at once spotted which can be a welcome reprise for others, but even that fringe benefit is denied by such mapcorner huggers.

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53 minutes ago, Aotearas said:

Question is for how long one has to to be AFK for the system to kick in.

The obvious guess for that would be that the system would just identify you as AFK the same way it does currently (getting you a 0XP match).

 

I wouldn't count on the system to be very good at weeding out the slightly smarter griefers (these that don't technically leave the battle). After all, there are plenty ways to "leave" - you can just go sightseeing, or you can hit full ahead and majestically sail right into enemy spawn in your CV... no way really to pick on things like these by an automated system that's supposed to be reasonably simple AND that's supposed not to punish people for just being bad players.

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3 hours ago, WolfGewehr said:

 

I think with fleeing they refer to exiting (returning to port) the battle before your ship is destroyed.

 

You mean like getting disconnected during battle due to a program glitch and then having to reboot the PC, restart the game, to come back into the battle and see you not only got sunk but also got penalized for WGs buggy coding?

:cap_haloween:

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Wait a second, in the EU announcement, regarding MM fixes, it shows the new MM with one team 2 Tier 10 BBs (to one on the other team) while the other has two Tier 10 DDs to one on the first team. I thought the point was to mirror the teams. So they're just equalizing the amount of DDs, BBs etc?

Well that's pathetic. And nowhere near the needed Radar amount or gunboat to torp DD numbers on each team...

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1 hour ago, Deckeru_Maiku said:

 

You mean like getting disconnected during battle due to a program glitch and then having to reboot the PC, restart the game, to come back into the battle and see you not only got sunk but also got penalized for WGs buggy coding?

:cap_haloween:

People should feed on hamsters in their PC's. (and WG on their servers).

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22 minutes ago, Darth_Glorious said:

T8+ US CL (Cleveland, Seattle and Worcester) got radar and sonar in separate slots.

And the AA consumable ? 

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10 minutes ago, LilJumpa said:

New shell types in the PT 0.7.4 client

 

 

 

Looks like russian BiasBotes are incoming.

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39 minutes ago, Aotearas said:

 

 

Looks like russian BiasBotes are incoming.

Yup at least that 406mm is unmistakenly the gun meant for Sovetsky Soyouz.

 

The only other option is UP 41 which could have a gun with similar performance to Sovetsky Soyouz. That would mean Italian spaghettiboats are on their way... Though I find this unlikely.

Edit: I find the HE performance to be too good for italians tho. Not like it was a question that these were really russian guns anyway.

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5 hours ago, Darth_Glorious said:

T8+ US CL (Cleveland, Seattle and Worcester) got radar and sonar in separate slots.

 

Sounds like WG are struggling to make the 6"/47 work at higher tiers.

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5 minutes ago, Capra76 said:

 

Sounds like WG are struggling to make the 6"/47 work at higher tiers.

What a surprise. :cap_old:

If at this stage WG has to play with consumables, then I'm seeing a dark future for the USN CL line.   Because no amount of sugarcoating can hide the fact that the ship stats look unappealing right now.

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What the hell is this is 406 mm ammunition from 1914? Was their any russian gun designed that large? The largest I remember are the Izmail/ Borodino class battlecruiser guns, which are 14 inch guns, and even those were never constructed and ultimately delayed the vessels construction far beyond the end of WW1 so it was scrapped.

Which ship is supposed to carry that?

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6 minutes ago, josykay said:

What the hell is this is 406 mm ammunition from 1914? Was their any russian gun designed that large? The largest I remember are the Izmail/ Borodino class battlecruiser guns, which are 14 inch guns, and even those were never constructed and ultimately delayed the vessels construction far beyond the end of WW1 so it was scrapped.

Which ship is supposed to carry that?

http://www.gwpda.org/naval/irn16bb.htm

 

bubnov-16in-1914-artist%20impression.jpg

 

3x4 406mm 45.000t BB from 1914 capable of going 30 knots.

T6 material :Smile_trollface:

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17 minutes ago, josykay said:

What the hell is this is 406 mm ammunition from 1914? Was their any russian gun designed that large? The largest I remember are the Izmail/ Borodino class battlecruiser guns, which are 14 inch guns, and even those were never constructed and ultimately delayed the vessels construction far beyond the end of WW1 so it was scrapped.

Which ship is supposed to carry that?

Those guns are from Vicker

http://www.navweaps.com/Weapons/WNRussian_16-45_m1914.php

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Slightly overambtious for a struggeling superpower, slowly crumbeling. 8 ships of those?

But well, even the design was never finished... so, russian secret  archives can do all it's work.

 

Hahahahaaa 18 torpedo tubes? Don't be rediculous russia. Even the 4-6 caused significant weaknesses, and those ships didn't have two different plates taped together, because you can not work a 15 inch steel plate. I honestly think, compared to those ship designs, that were actually ordered, this is nonsense. :P

Guess russia learned nothing from Makarovs death... so let's built more ships mit more floaty explosives, and shitty TDS...

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On 11/4/2018 at 8:10 PM, Aotearas said:

Question is for how long one has to to be AFK for the system to kick in.

 

On one hand, random DCs are a thing when the servers or if the player's internet connection are acting up. The former should be relatively to filter out, the latter however ... but if the threshold is too forgiving to reduce the number of false positives, then a large number of ragequitters would go scotfree.

 

Next problem is can the system differentiate people being factually AFK (left the match) from those kinds of griefers that just sail to the farthest mapcorner and hide there for the rest of the match? Those would technically still be in the game ... wouldn't be much different from pressing a button every once in a while to prevent automatic AFK kicks (as are common in other online games).

 

The latter type of players are arguable the worst since they're pulling that kind of crap on purpose to screw with the people on their team. Even an AFK or ragequitter is more likely to be useful by providing an attractive target for the enemy to shoot at once spotted which can be a welcome reprise for others, but even that fringe benefit is denied by such mapcorner huggers.

A full-blown rage quitting can be easily detected because you have to actually hit the button to leave battle, thus the server knows you did that. Disconnections should be easy to detect by the servers due to the packets being dropped, and don't forget that, currently, the moment you log in again you're still thrown into the battle you were playing unless it has already ended. General AFK would be the hardest to sort out, but that's where a combination of idle time and reports could be established. The last two situations can be used for rage quitting, true, but they both keep your client busy, not allowing you to enter another battle for an undefined (although less than 20 minutes) amount of time.

 

Salute.

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21 minutes ago, TigerMoth said:

Anyone know what happens to the permanent camo on the Cleveland? Does it follow the Cleveland or does it get put on the Pensacola when it moves?

9 minutes ago, Yogibjoern said:

The other line splits worked as follows premium Camo follows  the ship plus one for the ship replacing it. I short if you use 5000 doubloons and buy for the Cleveland and Baltimore you basically gets 2 T-VIII camo for free

Please use this one. Thanks!

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3 hours ago, principat121 said:

ST. American cruisers

 

Columbia (Cleveland), tier VIII.

 

Consumable slot distribution is changed and Surveillance Radar is moved to the slot with the Spotting Aircraft.

Slot 1 - Damage Control Party

Slot 2 - Hydroacoustic Search

Slot 3 - Defensive AA Fire

Slot 4 - Spotting Aircraft/Surveillance Radar

 

Seattle, tier IX, Worcester, tier X.

 

A fifth consumable slot is added and now the Surveillance Radar and Hydroacoustic Search are available simultaneously from different slots.

Slot 1 - Damage Control Party

Slot 2 - Hydroacoustic Search

Slot 3 - Defensive AA Fire

Slot 4 - Surveillance Radar

Slot 5 - Repair Party

 

Changes are designed to make these cruisers more effective against enemy destroyers and create a more unique gameplay for them.

 

30052539_2052879721705031_4356354072825408308_o.thumb.jpg.02c12d700ca006bffb9a4080ae797685.jpg

1 minute ago, Robber_Baron said:

ST. American cruisers.

Columbia (Cleveland), tier VIII.

Consumable slot distribution is changed and Surveillance Radar is moved to the slot with the Spotting Aircraft.

Slot 1 - Damage Control Party

Slot 2 - Hydroacoustic Search

Slot 3 - Defensive AA Fire

Slot 4 - Spotting Aircraft/Surveillance Radar

Seattle, tier IX, Worcester, tier X.

A fifth consumable slot is added and now the Surveillance Radar and Hydroacoustic Search are available simultaneously from different slots.

Slot 1 - Damage Control Party

Slot 2 - Hydroacoustic Search

Slot 3 - Defensive AA Fire

Slot 4 - Surveillance Radar

Slot 5 - Repair Party

Changes are designed to make these cruisers more effective against enemy destroyers and create a more unique gameplay for them.

 

Source https://www.facebook.com/wowsdevblog/

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If CV rework is about to come this year (as Jingles kinda stated) or next year...


I really do not see point to put premium carriers in shop considering it will be global rework... don't make people to spend money for something that will be drastically changed. That is kinda moral responsability toward customers.


On one hand I could not wait to put my hands on Graf Zeppelin , on another hand... I am seriously worried what we might get of rework... I main carrier class while I play other for fun to feel expirience... but but... lets wait and see... so I am not sure if I will buy GZ...

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I *highly* expect CV rework to be nothing like current CV. As in my expectation is for it to no longer be top down RTS but instead play more like the paragon class from fractured space (YT if unsure what i.mean)

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