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Kandly

Update 0.6.6 Technical Test Feedback

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Captains,

 

Please post all feedback regarding the PT of Update 0.6.6 below in this topic.

 

Cheers,

Kandly


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Captains,

 

Please post all feedback regarding the PT of Update 0.6.6 below in this topic.

 

Cheers,

Kandly

 

Will do :)

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Posted (edited) · Report post

nice all but give us 2 test and premium ships this unik what we can not buy i techtree and in shop, ma giwe us all ships 2 test.

now i dont know what 2 buy, tirpiz / alabam/ or some other tir 8 ship.

because that we hawe test that i know what 2 buy, tj. what ship i like 2 play.

Edited by BIGMRCINA

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What?

You shall test T5 here, that's what's the test is about. :hmm:


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Hi, my PT client just updated to 0.6.6 .....but when i try to connect i get the ''i can t connect to server '' message ....any news about when the server will be runing again?.....feel free to comment ....thank you all


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Posted (edited) · Report post

"Newport" Naval defence, your carrier comes in and you're supposed to protect her, and the enemy comes in just a couple of km's behind and one of their ship is an Izumo and two DDs. loooool. So here we are in tier 5 mostly ships, and it is impossible to save the carrier because by the time we've taken out the Izu and the two DDs she is so damaged from the Izu secondaries alone she pops right after. Might want to change that BB to a non long-range secondaries ship at the very least. :teethhappy:

 

Also, the new PvE Co-Op mode doesn't count towards the specials you can get on the main server, now in this test. It wouldn't mean much really, but since regular Co-Op and Regular battle no longer works there is no way to achieve it for people.

 

 

Edited by Hedko1

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Is it normal you can't use a ship twice after the battle ended?


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Posted (edited) · Report post

"Newport" Naval defence, your carrier comes in and you're supposed to protect her, and the enemy comes in just a couple of km's behind and one of their ship is an Izumo and two DDs. loooool. So here we are in tier 5 mostly ships, and it is impossible to save the carrier because by the time we've taken out the Izu and the two DDs she is so damaged from the Izu secondaries alone she pops right after. Might want to change that BB to a non long-range secondaries ship at the very least. :teethhappy:

 

Yes the jump from T3 to T6 and finaly T9 is... as Lord Wellington said in the battle of wateloo :" A bit of a pisser".:)

But im more concerned that all Battles i had without a CV in Team endet in a Defeat. All the CAs, DDs, and BBs where depleted even before the Izumo came up.

Edited by DeKaktus

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Well the balancing is a bit "off" to put it mildly but otherwise the mechanics and bots etc. seem to behave ok. The Warspite back-up spawned next to an enemy Gneisenau and got torped immediately. Hilarious. :teethhappy:

 


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After the first issues with language it seems to be working for me at least. I assume there will be more since so far I have only seen one map and T6 over and over again at this first test run.

 


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PTS Username is GhostWarrlior

 

I played the T5 Zuiho -  Game was won and 3 of 5 objectives complete.

Time game started was 20:09, 22-05-2017

Game Scenario. "Newport" Naval Base Defence

 

1. I am finding that some enemy ships (Mogami and Yorck) are still showing alive and as red markers/icons on the Minimap but are completely dead and not using any guns, This gives the impression a lot more enemy are alive then what there actually is.

 

2. Also found that when in port and ready to click "Battle" for "Newport" Naval Base Defence, The Button is not illuminated, I had to click Random and then back to "Newport" Naval Base Defence to get illuminated "Battle" Button.

 

3. In Port Clicking on "Profile" then "Summary" there is not a selection for "Newport" Naval Base Defence

shot-17.05.22_21.22.10-0214.jpg

 

REPLAY FILE IS HERE


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Tried this with a bunch of ships. Got 2 "wins", 1 in Kirov and the other in Budyonny. Like in Coop these damn bots are cheating. They see every torpedo the moment it enters the water. That makes using DDs and Bogue extremely annoying, because they dodge everything.

 

The reward you get for this is pathetic if you ask me. If you lose you get what, 100-200 XP and 10000 to 20000 credits? That means you can't even use tech2 consumables without losing credits. Come on. Also you can keep your 10 points Hashidate captain.


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Cant load into the mission. 0:55 Awaiting Players, sitting here for 5 minutes now...

shot-17.05.22_21.59.41-0650.jpg


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if you ask me. If you lose you get what, 100-200 XP and 10000 to 20000 credits?

 

Make a point of not losing, I found the rewards considering this is a CO OP battle mode game rather fair. this also included 30 signals and 5 Ocean Soul Camos for the 3 gold stars awarded.

 

shot-17.05.22_21.10.23-0596.jpg

 

NO service Charge, Is this only if you Win?

 

shot-17.05.22_21.32.56-0420.jpg

 

 


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the Reward is nice if you Win, and a Defeat is of course not profitable. also why gets the ship locked for 30minutes if you loose ? i understand it after you won, but it seems a bit mean if you loose to wait 30 minutes in order to try again.


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the Reward is nice if you Win, and a Defeat is of course not profitable. also why gets the ship locked for 30minutes if you loose ? i understand it after you won, but it seems a bit mean if you loose to wait 30 minutes in order to try again.

 

I had no idea you had to wait 30 mins after a loss, I have only played 2 games, both won. is the wait of 30 mins only if you try to use the same ship?

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Well, the first few, rather subjective impressions of mine. Take it with a grain... a whole lot of salt.

Overall, the mode exceeded my expectations, though I was only able to play Newport.

 

Regarding the less important thing, the visuals. It's well done, the new elements (repair ships, surveillance stations etc.) look very good, although the bots coming in with orange premium camos make the overall image look a bit silly. If it were for me, I'd restrict them to use the basic camos. Flames and other visual elements that reflect on the flow of the battle look really nice, although in some cases I do not really understand the priorities. For example, the disappearing guns of the forts look absoultely gorgeous while working, but I only managed to spot them because after I got vaporized, instead of exiting, I took the time to look around the map. Compared to this amazing attention to details or the burning of the fuel tanks, the smoke clouds of the port do not look that daunting as they maybe and possibly could.

I do, however, really appreciate the fact that the new scenarios seem to have their own map, let alone their own map objects. I'm rather happy about that!

 

 I9nxCV0.png

 

n77J05S.png

 

As for the more important matters.

As the gents pointed out above as well, the incoming friendly Lexington is in a rather bad position. I'm not certain how it could be solved better, but spawning her on the same side as the enemy, almost between the red ships is something to think about. Regarding bot-behaviour, I experienced nothing else than what we can see in the standard coop battles. This is expected, however, it has it's drawbacks. As we are dealing with lots of bots, retaining the friendly firepower is crucial to win. This is, however, problematic, as bots tend to focus insanely and immediately the target with the lowest hp. For example, I played too agressively with the Émile Bertin, resulting in a run where I immediately lost all but 2k of my HP. Horrible play from me, sure, but this still forced me to island-abuse in the rest of the game, and once the first of their destroyers broke trough our lines and detected me, of course, I got immediately focused again, meaning that everyone shot at me who could. I'm not alone with this issue. On this picture, I got overextended, bots spawned into my face, but they did not care about me at all until they sent this poor fellow back to port, as he had lower HP.

While this is a sensible behaviour, this effect tends to snowball, and a small deficit in firepower often results in a loss. In a normal coop match, even 2-3 AFK or not that talented players are not a problem. Here, even one AFK player can screw with the team in a considerable manner.

 Wg8cYGv.png

 

In general, I'm very fond of the whole "if - then" mission-system, so basically of the optional objectives, although I am a bit worried if all the operations will be based on what basically is a horde-mode. It's early to talk about this, but I hope we will see other, varied mechanics as well, maybe with bigger maps, multiple "checkpoints" on the road etc instead of basically holding out against waves of bots, while something else happens in the background. More interesting team composition restrictions (let the "CV-weekend" be CV-weekend for example! :D ) could also be fun. Be brave! The progress looks good so far.

Also, historical scenarios!

By the way, considering that these scenarios (or to be more precise: this particular scenario) so far don't necessarily take far more time than a standard co-op match (or maybe just didn't feel so, now that I think about it), the rewards are rather generous in case of victory. For a defeat it might not be worse than a coop-match, fortunately, I can't remember well how does a coop defeat look like, but as I feel that defeat is a more real possibility in this case, maybe the "rewards" should be a bit bigger. Not the XP, but say, don't lock the ship.


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In general, I'm very fond of the whole "if - then" mission-system, so basically of the optional objectives, although I am a bit worried if all the operations will be based on what basically is a horde-mode. It's early to talk about this, but I hope we will see other, varied mechanics as well, maybe with bigger maps, multiple "checkpoints" on the road etc instead of basically holding out against waves of bots, while something else happens in the background.

 

100% agree with you, 

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100% agree with you, 

 

Personally, I'd rather take a new operation once a month or even one in two months if they are varied, rather than one "yet-another-horde-mode" every weekend.

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View PostAkosJaccik, on 22 May 2017 - 09:59 PM, said:

 

Personally, I'd rather take a new operation once a month or even one in two months if they are varied, rather than one "yet-another-horde-mode" every weekend.

 

Still better than the normal coop mode at least if the Tier isnt limited.
 

View PostiJoby, on 22 May 2017 - 09:30 PM, said:

 

I had no idea you had to wait 30 mins after a loss, I have only played 2 games, both won. is the wait of 30 mins only if you try to use the same ship?

Just lost a Battle in the Independence, ship is loocked for 30 minutes.


 

shot-17.05.22_23.16.26-0384.jpg


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only got to play two matches because my PTS client had suddenly gotten it in its head that it really wanted to be a RU live server client right now, which I could only fix by redownloading. But, at least for me, the wait was worth it.

Really like the new mode from what comparatively little I've seen of it:

  • difficulty level seems about right (tough struggle with random 7 PTS players in a mix of T5&6, and maybe we'll get some kind of Hard Mode that would pose a serious challenge for a coordinated team of 7 on Voice Comms? Adding that seems like a comparatively simple and natural thing in this context).
  • Bot improvements were noticable (dem torpedobeats yo!) but not overwhelming
  • Newport had the feel of defending against overwhelming odds right - being in a T5 and seeing an Izumo pop up on the horizon is a pretty good OSHEET moment :D

I just hope we get enough different operations to keep this entertaining for a while - I reckon we (top level clan) will have some real good fun figuring out how to ace all of these missions (maybe even in a hardmode? prettyplease?!), but I dont really see us going back to them that much afterwards, for sheer lack of variety after a certain point....


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In general, I'm very fond of the whole "if - then" mission-system, so basically of the optional objectives, although I am a bit worried if all the operations will be based on what basically is a horde-mode. It's early to talk about this, but I hope we will see other, varied mechanics as well, maybe with bigger maps, multiple "checkpoints" on the road etc instead of basically holding out against waves of bots, while something else happens in the background.

 

From 1600 untill about 1800 the playable mission was "Aegis" - and it's rather different:

Reach a convoi, free him and escort it to the base before you get overrun from chasing Atagos. 

No DDs, mainly BBs - you need other ships than on Newport, and better never stop moving.


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Posted (edited) · Report post

*edit, was playing the mission newport defense*
team play IS needed to win.

balancing seems fairly good if im honest. a team that plays well has no issues winning.

divisions can hard carry for instance 2 fubuki DDs and a carrier in a division and you will not lose unless they screw up big time

 

In random teams the chances are your team will lose a careless ship in the 1st wave, the carrier tends to cripple a ship in the 2nd wave and in the 3rd wave the t8 cruisers lol pen your t5 battleships with full damage HE shells, 4 salvos from a mogami sunk an allys near full hp new mexico.granted he deserved it since he screwed his aim up and only landed 9 overpens instead off citadels at 6km range.

balancing seems ok for now.

 

i suggest adding a 5-20 sec delay betweem the friendly lexington spawn and the izumo spawning in

and staggering the ai opponant ships in the fleets spawn times very slightly since spawning 6+ ships at the same time may cause weak pcs to stutter briefly as they load in

 

 

Are more levels of missions planned since tiers 5-6 are lower than alot off people were hopeing for.
take some notes off armored warfairs approch to pve, some intresting features they have letting you play co op with any tier and the mission difficalty scales with it.

Edited by Flukeyluke

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Thoroughly enjoyed playing this this evening, although so far I have only been able to play the Newport scenario. Won every game but the difference is in the secondary objectives. It'd have to be a very poor team to actually lose, but I admit we did come close in one of the games, thankfully the CV managed to mop up at the end for the win. With no secondary objectives completed the win feels pretty much like a loss. As far as earnings are concerned the XP seems on a par or maybe slightly lower than the two or three normal co-op games you could play in the same time frame. Credit earnings are probably similar too, but not having to pay two or three service charges certainly helps.

 

I had a few of the special awards during my games, but didn't seem to receive anything for them other than the award badge itself. I would hope that there will eventually be some additional small reward given out for these, such as a few flags or a camo. I also hope that eventually there will be higher tier versions of these scenarios available.

 

The decision to "lock" the ship for 30 minutes after battle is a curious one, I'd love to know why.

 

Overall, I would say that although there is always room for improvement, this is off to a very promising start. I hope we get the chance to try some of the other scenarios out too.


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