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T_the_ferret

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Everything posted by T_the_ferret

  1. Frick it, bringing this back so it doesn't get drowned out in feedback In my opinion having the only advantage of Light Shell and some Propellant modules be a slight RoF increase (that can be achieved via loading mechanism anyway) is not worth it versus the huge bonus that is having shells that do more damage, penetrate more, are more accurate, have more range and more chance to damage something important, while having stuff like Dunnite get obsolete incredibly fast is very odd considering its boost that are better than most other explosives.In my opinion propellant, explosives and shell types need to be rebalanced
  2. Its not only the text i'm talking about. In my opinion having the only advantage of those modules be a slight RoF increase (that can be achieved via loading mechanism anyway) is not worth it versus the huge bonus that is having shells that do more damage, penetrate more, are more accurate, have more range and more chance to damage something important In my opinion propellant and shell types need to be rebalanced
  3. What i mean is that the propellant and shell tooltip specifically say that this increases your base accuracy, while in fact it does no such things, it reduces it. Tooltip should mention that "rate of fire allows better aiming" but not directly say "less barrel wear results in increased accuracy" as it is factually untrue
  4. @Nick ThomadisAlright i will illustrate my point Stats of a 127mm guns using Light Shells and Tube Powder I, supposedly reducing the range and increasing accuracy, as per the tooltip for both Stats of a 127mm using Heavy Shells and Cordite I supposedly as per the tooltip severely reducing accuracy but increasing range. Note how using range increase that supposedly are very detrimental to my accuracy, i gained more than 6% of base accuracy (thus much more while in battle when aimed) over using "accuracy increasing" components. This is the problem i am talking about
  5. @Nick ThomadisWhat about the tooltip and accuracy problem?
  6. Well yeah but this makes no sense because all this does is reduce accuracy at all ranges, making the text misleading.
  7. Yeah that's another thing, a lot of modules seems useless, convoluted or downright bizarre in how they work. For example Dunnite is such a good explosive, its incredible, but its also obsolete very quickly and replaced by things that do not increase penetration? If anything it should stay a niche explosive all the way to the end of the game
  8. In my own personal opinion, range and accuracy should be separate as right now modification that reduce range but increase accuracy are useless, as accuracy ends up decreased by this. In an objective view, having tooltips saying range and accuracy are separate is bad as its a lie, the higher your range the higher your accuracy. This tooltip, as well as many others (Cordite, Light Shells, Heavy Shells) imply range and accuracy are totally separate statistics, and that for example by taking Tube Powder as propellant you have less range but more accuracy. While that is completely false, taking Tube Powder instead decreases both your overall accuracy and range.
  9. No i don't mean that, i mean the fact the tooltip and every information inside the game says that max range is not linked to close range accuracy, while it is and is an important factor no matter the gun
  10. That's the other thing, i keep pointing it out to everyone that for some reason max range dictates 1km accuracy, but nobody's picking up on that either. Its frustrating
  11. It certainly doesn't show so in both the accuracy tooltip when building ships nor in battle, because for some reason range also affects accuracy at 1km no matter the gun. So the less range you have the less accuracy you have firing at point blank range. Been pointing this out for weeks but never got an answer on it beyond "you're such a WoWs player bro"
  12. Then gosh at least update the texts and help lists. I keep being told "range = accuracy is realistic" even if it is at least don't mislead players by saying on modules that reduce range that they're more accurate but have less range, because that's straight up a lie.
  13. Stable ship (battleship), calm sea, little to no wind, extremely advantageous position and experienced gunnery crew. Your best chance to hit with all conditions reunited shouldn't be only 50%
  14. I think the main thing here, we may disagree to what extent it needs to be changed, but i think we can all agree that no matter the approach, gameplay or historical, veteran crew with rangefinder sights wouldn't only have a 50% chance to hit a battleship at 200m range. There's clearly something wrong with gunnery data
  15. Not really talking about torpedoes here, was more mentioning the fact that even at point-blank range you can have only 50-60% chance to hit with secondaries, or that at 1km its around 12%. Even if its accurate nobody really enjoys having your 178mm gun miss a battleship completely at that range five times in a row
  16. Solution isn't making everything terrible, solution is to realize this is a game, there's already way much worse stuff in term of realism, and enjoyment takes precedent over historical data.
  17. "We've been talking about those things for over a year" Ok so why did they never get fixed or even had an attempt at getting fixed? Reason we're still talking about it a year later is because its the core of the campaign and its still a bother to play with a year later
  18. Its always "in the future". We keep hearing that. When is it gonna be addressed, when will we get stuff fixed and added that was supposed to be fixed and added "in the future" a year ago.
  19. The main thing i would suggest is fixing the modules (or their tooltips) that affect range and accuracy, because the tooltip is very misleading. Right now tooltip implies accuracy is increased while range is decreased, but range is the paramount statistics in accuracy and as such those modules that reduce range but increase base accuracy simply decrease overall accuracy by sometime a significant amount
  20. Not to mention all ship for some reason suffer from a torpedo vulnerability modifier on top of its base design, to the tune of 20% additional damage received from torpedoes (light cruisers) to 2% additional damage (heavy battleships)
  21. The main problem in campaign (and to a limited extent in custom) is that coincidence rangefinders, while close to being researched in both nation campaigns, cannot be retrofitted onto ships as they do not have that option, so most of your ships for the entirety of the campaign (as most ships take very long to be commissioned and put to work) still have in my opinion immense trouble hitting targets like torpedo boats, while bigger targets like heavy cruisers or battleships with underwater torpedo tubes can easily close the gaps by rushing you and throwing a torpedo out that you have little chance of dodging. Most self defense guns (102 and under) have extremely low base chance to hit even at 1km, to the extent of 15 to 10 percent base. Combine this with no rangefinders, guns with high caliber that do have a chance to hit having low muzzle velocity and low RoF as well as all of your crews at start being cadets and thus having significant disadvantage to damage control means its a base problem inherent to the game's gunnery design.
  22. It has indeed been improved in this aspect, however i am more generally talking about base gun stats in my feedback than outside factors to aiming. I've tested the new patch and its appreciated to be able to somewhat correctly aim at targets doing wild maneuvers and not getting -80% to accuracy but the meta of larger guns no matter what and range over anything else hasn't changed because of this
  23. I am in agreement with you, but let's be honest, we probably need "hotfixes" right now while they work on detailing those systems more. So while we wait on that i think the ones i wrote would probably do until its done
  24. Yeah the problem is there is a huge margin between having torpedo defense or not. At 1890 you have none, which means you get wreckt by a single torpedo. At 1895 you get either 1 or 2 and if you have Torpedo Defense 2 you can take a good 3-4 torpedoes of the era on a heavy cruiser or battleship Edit: Keep in mind this is supposed to be a fast-ish solution, because torpedoes need WAY more work between defense, flood protection and torpedoes themselves to be better
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