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Public Test 0.6.0 - Changes for Test 2

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No he just said basic pen of HE I was wondering about the +30% perk in combination with either 19mm base pen vs 17mm base pen.

 

17mm + IFHE = 22.1mm and 19mm + IFHE = 24.7mm.

 

I havent found any armour areas between these 2 values.

Edited by ZombieCheeze
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Ill just repost this here seeing as Thinderchief is still determined to derail that other thread.

 

Funny how the Bow armor nerf didn't go ahead because of community feedback and because it made BBs to easy to kill from the front but a skill that basically single handedly kills stealth and ambush gameplay is totally fine to go ahead.

Edited by peachpest
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17mm + IFHE = 22.1mm and 19mm + IFHE = 24.7mm.

 

I havent found any armour areas between these 2 values.

 

Thank you :)

 

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Ill just repost this here seeing as Thinderchief is still determined to derail that other thread.

 

Funny how the Bow armor nerf didn't go ahead because of community feedback and because it made BBs to easy to kill from the front but a skill that basically single handedly kills stealth and ambush gameplay is totally fine to go ahead.

 

Has probably most to do with how many, many, MANY Tirpitz players would've been up in arms about what would be a significant nerf to the premium ship, which would likely cost WG a sizeable sum in either compensations or refunds as an immediate result if that change had gone though.

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Has probably most to do with how many, many, MANY Tirpitz players would've been up in arms about what would be a significant nerf to the premium ship, which would likely cost WG a sizeable sum in either compensations or refunds as an immediate result if that change had gone though.

 

That would be true but if you remember Premimum ships would not have been affected for that very reason and if anything it would have made the Tirpitz stronger for its tier.
Edited by peachpest

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Fletchers are going to become the dominant DD after 0.6.0... They can "clean up" enemy RPF DD users and then can still perform Torpedo launches and Cap Points after enemy RPFs are suppressed.

 

They are already dominant. RPF will just make it even worse.

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Hatsuharu vs CV

 

In many games on the live server I see CV player never moving or just sitting behind the obvious islands, which I can sort of understand because CV play is click intensive and splitting your attention between planes, your ships, and tactical options is a lot to handle.  However, there are times when I run into those CV players that seem to do it all... they watch the mini map and re-position their carrier ( probably having concealment expert)... so that they are very hard to track down in a DD.  This is a skill I do not have nor probably ever will.  Respect. 

 

On the public test server I am I running RDF on the Hatsuharu, and CV are now simple to track down mid to late game.  All that skill and re-positioning of your CV are a waste of time.   Sickening really.

 

 

 

that would be the only reason to love RPF. if only spotting a CV and killing it with a DD were even related.

CVs will know exactly where's the destroyer and simply run in the opposite direction, staying invisible, sending a ton of planes untill the DD is no more.

there's no way to kill a CV with a DD, in high tiers. the skillships are often faster, have a ton of HPs, and can insta-nuke the attacker with a simple lazy click.

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Feedback considering the skillRadio positioning Finding by competitive players:

Okay so I tested again a bit with different people in the training room (especially the Radio positioning Finding)

I have to say it basically kills every 'skillful encounter in the game'.

 

For people that don't know how it looks like: it shows this sign/indicator constantly on your screen:

snPTcdP.png

and it updates itself on a frequent basis.

 

The enemy that is the closest target and being radared by you sees this sign:

je9FkdA.png

 

The problem:

 

BB vs DD/CA is basically impossible for both of them. The BB player can preaim and adjust his ship movement according to the enemy position, a devastating strike is nearly impossible in one go this way.

 

Every good BB/CA player that is in  a 1vs1 situation will benefit an immense amount of this skill.

 

Take the german BBs for example: they have hydro, everyone has situation awareness to begin with and with the new 1 point skill Priority Target he even knows how many targets are aiming at him.

If you are a DD and rely on your stealthy torpedos, you are nearly useless and need to pray to actually get many hits in. The BB palyer will just angle towards you and give you a small silhouette -  that shouldn't be what we want to see 24/7.

 

During Cyclones:

 

During a cyclone this skill will take away the ambushing effect in a way that is quite worrying. If you as a player know where someone is and want to ambush him, he can just angle towards you and preaim - good ambush, especially if you are a squishy target to begin with.

 

Summary:

 

This skill should not be implemented into the game at all imho. It takes away a lot of skill and tactical options (not even for competitive but also for randoms) and if a player is actzally doing a good move and achieves to sneak behind an enemy line/flank he should get rewarded for that and not just be punished by being shown via an indicator for the nearest enemies. This completely removes  strategic gameplay parts of the game that should be in there.

 

I am speaking for myself and many other competitve players  (many OMNI players for now that are testing right now) and we are really worried about that skill.We hereby declare that we would like to see this skill being removed from the game since it takes away a lot of strategic approaches, depth of the game(-mechanics) and playerskill.

 

 

 

 

Edited by USS_Trump
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RPF.

JUST NO.

 

what on earth is so wrong about having fun? destroyers are fun to play and fun to play against. because you don't know where to expect an attack, and must use some brain cell to make predictions, react quickly, force the enemy DD to choose a direction instead of another one etc.

now, what's wrong with it? exactly?

 

as mr Trump wrote above, there will be constant pre-aiming and pre-angling, cyclone and island ambushes will simply cease to be an option, and everything will end in a campfest, as far as possible from the capzones.

Edited by ulcusrodens

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I am speaking for myself and many other competitve players  (many OMNI players for now that are testing right now) and we are really worried about that skill.We hereby declare that we would like to see this skill being removed from the game since it takes away a lot of strategic approaches, depth of the game(-mechanics) and playerskill.

 

 

 

 

THIS

just out of curiosity, is there anyone at all who thinks this is a good idea? dunno, someone who just plays the Yamato and wants to end every battle with 10 kills? because i still have to see a comment that's not entirely negative.

Edited by ulcusrodens

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This skill should not be implemented into the game at all imho. It takes away a lot of skill and tactical options (not even for competitive but also for randoms) and if a player is actzally doing a good move and achieves to sneak behind an enemy line/flank he should get rewarded for that and not just be punished by being shown via an indicator for the nearest enemies. This completely removes  strategic gameplay parts of the game that should be in there.

 

As a non competitive ( well I don't play in a clan which enters in tournaments.. I am competitive in randoms though :trollface: ) this is the most relevant part for me :) To bad I ran out of likes :)
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just out of curiosity, is there anyone at all who thinks this is a good idea? 

 

The RU player base probably.

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The RU player base probably.

 

Which I still cant understand why they seem fine on this matter normally they are the ones that get in a uproar about even the smallest little details yet a skill that undermines skill they have no issue with.

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Hell no, this would mean I lose 90% of my ships as dedicated IJN DD Captain and I can start all over again from scratch. And I know many IJN DD Captains have this line as specialization.

 

Just a few "hints" for ppl liking conspiracies:

 

- Why do you think WG gave to IJN DDs an additional line of HE gunboats... That currently is stopped at EXACTLY T8? Why WG reconfigured the IJN Torpedo line to be sure T8 & T9 steps were slow + short range torpboats before reaching a T10 boat that "suddenly" becomes faster and deadlier as Torpboat? Why is T8 carefully chosen as the "choke point" on Captain Progress?

 

- Estimate which is the Premium Ship that has triggered more income for WG until now... Now think on why WG is making, patch after patch, the entire game environment safer and more newbie friendly for one and ONLY ONE class... Find any relation?

 

- Which is the highest Tier per Class achievable by premium ships? Still do not find a relation with all this changes?

Not a conspiricy thinker but

1 If they play themselves they are not very good, love their BB's and hate stealth and long range torps because of their persistance problem with rudder rust?

2: No idea but if I have to guess... Missouri?

3: DD's (IJN T2) T7, with the Sims sorry T8 Tashkent, CV's T7 with Saipan, Cruiser T8 with Kutuzov and Atago, Prinz Eugen and Tirpitz , BB's T9 with Missouri

 

It is clear that DD's (especially IJN) have the short end of the stick together with CV's and BB's have their priority so far, combined with several nerfs to the DD's and buffs to the BB's no conspiricy thinking is needed to see a pattern

Edited by Mavadelo

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The RU player base probably.

 

Hi everyone!

 

Regarding the discussion of captain perks on RU forum, players who mentioned RDF are either against it or would like to see it reworked.

 

So far was able to fast scroll through the follwong threads:

[0.6.0] Общий тест. Второй этап. Навыки командира, translation: [0.6.0] PT. Stage 2. Commander Perks.

[0.6.0] Общий тест. Второй этап. Общий фидбэк, translation: [0.6.0] PT. Stage 2. General Feedback.

 

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Regarding RU server. 

I have created a poll, that asks if people support its introduction. And results so far 50% against 30% for and everyone else don't care. 

http://forum.worldofwarships.ru/index.php?/topic/76890-голосование-по-поводу-радиопеленгации/page__pid__3103953__st__20#entry3103953

Of course since it is not official™ feedback results may be irrepresentative,  but this is what we got 

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3: DD's (IJN T2) T8 with Lo Yang (T7 for USN/VMF) T7, with the Sims, CV's T7 with Saipan, Cruiser T8 with Kutuzov and Atago, and Prinz Eugen and Tirpitz , BB's T9 with Missouri

 

Small correction.
Edited by Nethraniel

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What about the Fire Prevention skill, does it still unify the superstructure as 1 fire max? Cuz if yes... then the skill is still OP! It doesn't matter if it now costs 4 points. It's OP! - Why not just remove the unificaction of the superstructure and leave the rest as is? albeit at a 3 points or even 2 points cost! But if not... then it's OP!... OP!

 

edit: I forgot to repeat "Remove RPF!", cuz apparently everybody and their mother thinks this skill is gamebreaking except the devs.... - That skill is so gamebreaking that I even unsubscribed from a couple "well known" youtubers who gave "neutral" reviews about the skill cuz I'm now thinking they are being "sponsored" by WG to manipulate the community! Cuz nobody in their right freakin minds wouldn't think that skill isn't game-destroying!

Edited by Stugga

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I gotten arsonist in my fist game in a Mahan on the PTS, and yes the BB was using RPF as the middle fire encompassed his entire superstructure. But I was lucky that stray shells ( yeh for USN DD shell arcs :hiding: ) hit both the aft and bow sections, and he just blew his dmg repair on a flooding from my torps. 

 

It will be harder to burn them down but it's in no way impossible. I mean I was against it at first as I didn't think. and still don't think, it's needed. But it's not going to make BB's invulnerable. 

 

edit: just to make clear, it was an enemy Gneisenau which together with a Kiev and another ship ( not sure which one, can't remember and that BB died pretty quick ) which were attacking an allied Fuso. I started a fire on Gneisenau while closing in with them, he blew repair on single fire and I put him on fire again, then I focused on dealing with the Kiev and our Fuso was in the mean time taking chunks out of the Gneisenau as well. Between the Kiev being spotted I kept sending HE on the way to the Gneisenau and got another fire, then killed the Kiev and torped the Gneisenau, the Gneisenau was on pretty low health when he blew his repair and heal and I was lucky to get those 3 fires on him while he was using his heal. Think min req. is 40% of his HP and I might have done 40.000001% or something. 

Edited by mtm78

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a bit off-topic, but a thought might fiit in here:

 

i come from star trek online pvp. started some years ago and saw the ever ongoing decline of pvp over there through hardcore powercreep. new abilities, gear and passive (tons of those) have been added, up to a point where the pvp environment totally has become unbearable/unplayable... actually indeed it is nothing than an ancient memory of the game it oonce was and could've been.

 

the link.... the link simply is that rpf perfectly fits into the pattern i experienced over there. a passive no one asked for that puts pvp in whole on the edge. it's far from being a simple %buff here or there (like for perception *hinthint*), it's a passive skill (i'd call op) that turns out as active ingame and gives a clear advantage while passively nullifying the actual and active playerskill...

pvp always should have same and balanced outgoing positions (diff. classes in relation to each other). this skill destroys this balance that actual is provided by things like concealment and even stealthfiring (calibre, shellchars., armor, angling and whatnot ofc as well.... quite some).

rpf negates many of these balancefactors. f.e. (many named already by others):

- concealment

- torpplay

- flanking

- tactical movements/pushes/retreats reffering on geo-mapdesigns

- ............(just the ones i instantly can recall)

 

 

just don't go down that sto road... NEVER... EVER implement passives that give active advantages in gameplay. it's the pvp-own duty to provide the evolution of these skills like "where's th dd?!". give buffs on %'s, buff here/nerf there (while within a ceratin range ofc)... all fine. but such things like rpf, or even imo the heap skill, are things that not should play roles in pvp environments imo.

always think of chess: each player should've the same starting conditions. diversity is a good thing always, but in a pvp game it not should cross certain borders..... so, think i covered most word combos on the matter :bajan::hiding:

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Gents, just a quick update on at least one worry regarding the RPF: The cone is decided server-side, so no matter what you do in client, you should not get any more exact than this.

 

Other than that, we are relaying your concerns about the skill on a regular basis - unfortunately we have no other news about it for now.

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Gents, just a quick update on at least one worry regarding the RPF: The cone is decided server-side, so no matter what you do in client, you should not get any more exact than this.

 

Other than that, we are relaying your concerns about the skill on a regular basis - unfortunately we have no other news about it for now.

 

Great! Please relay this: http://forum.worldofwarships.eu/index.php?/topic/71283-implementation-of-rdf/

And this: http://forum.worldofwarships.eu/index.php?/topic/70253-new-commander-skills/

At least 9 out of 10 people thinks it's a broken mechanic. Please consider this...:(

 

Now WG has the chance to actually prove that they are listening!

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Gents, just a quick update on at least one worry regarding the RPF: The cone is decided server-side, so no matter what you do in client, you should not get any more exact than this.

 

Other than that, we are relaying your concerns about the skill on a regular basis - unfortunately we have no other news about it for now.

 

After looking at the actionscript code later it did indeed appear to only be used for rotation calculations for the indicator, the AlertIndication.yawToNearestEnemy is provided through python and if you say it's provided server side ( like it should :great: ) that's a good reassurance. 

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