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humusz

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About humusz

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  1. Thats why there are word standard there.
  2. There is none of that as I know of but there is thread in reddit about secondaries. as what I remember the general rule its like.............. Every secondaries have sigma of 1.0 Minimal Standard of Secondaries dispersion is 30m. and for every Km it add 57m to the dispersion value. so the formula for 10km would looks like 30 + (57 x 10) = 600 meters some say, higher caliber secondaries have bigger (Base ?) dispersion. it add +20m every increase of 10mm in caliber - Im not sure about this one Well, for me. higher velocity secondaries would imidietly translate to higher hit rate. since AI is stupid, they wont try to predict enemy manuver. so shell that took to long to reach would have less chance of hitting target even with 5,0 sigma
  3. Suggestion to enhance chat

    There is mod for that I use it for long time, it display shipnames in chat box like : Humusz(DesMoines) : Radar CD with Minimap with Ship names activated. you can have easier time grasping things that happen around you, as long you dont tunnel vision so much
  4. Lets debate: Stats matter

    ofc stat matter, but neither developer nor comunity of this game have good define/description of what stats that matter ESports and Traditional sports use them. for example you have Ball possesion, Discipline, Red card, Yellow card, Shoot at goal, Assist, Succesfull pass and so on on Football. If you understand the subject just by gleening it already can tell story on their own
  5. 10km Hyrdo, holy shit lol
  6. Potato using those mods wont sudenly become purple stats potato The ability to aim perfectly is not even half step of reaching higher skill celling The minimap that display last position ship, and the one that shown ship name is used to be mod. and it was the one that I consider unfair advantage, before it implemented
  7. "I'd like to clarify the situation with making mods native to the game, as I’ve seen quite a few discussions on the topic. What I’m going to say is our official position, and you don’t have to agree with it, but I believe you’ll be able to understand it better. Please, feel free to spread the word if you feel like it, nothing I this message is a secret. First and foremost – we warn players that use anything that we consider close to cheating, and then we suspend or ban their accounts in accordance with the ruleset published in the end of 2017. I’m talking about mods that give players a tangible advantage, like any of the predictive aiming aids. Now, let us look at the more popular mods that are allowed and our plans in regards to the UI development. Minimap movement vector is going to be added to the game soon. Not a dynamic one, therefore it does not directly replace the popular “traffic lights”, but makes the icon orientation more obvious and easy to perceive. This can make for an interesting combo with the line of sight on the minimap – together they are basically a version of the popular “angle meter” mod. We’re not going to show you the exact degree values between you and the target, you’ll still have the mod for that, but overall, it’s now much easier to measure the angles in a battle, which helps both tanking and dealing damage in many cases. And keep In mind that we’re not providing any new info, this could be deducted before, but required you to closely follow the minimap (maybe even hurting your eyes) or the ship’s model and therefore - far less convenient. “Traffic lights” are not being implemented yet. This mod can be useful when there’s a battleship closing in, which then begins to back up (we all had that happen, right?), and the funnel smoke does not really give you a clue. Again, using overclocked eyes, you can get that from the minimap, but that’s not very user-friendly. That’s why some players use “traffic lights”. We’re sure as hull not going to put it in the game like the original mod, adding said lights, but making it a part of the minimap as something less intrusive seems like a good idea. Everything mentioned so far, is not only harmless, it does not change the game in any meaningful way. These solutions simply show the already available information in a more convenient manner. “X marks the spot”. This is something that we want to introduce as a part of the client quite soon, after the movement vector is in. Now it exists as a mod obviously. It’s used for better orientation and shooting at targets hidden in smokescreens. Our version will most likely show the factual aiming spot instead of the camera focus, which will improve upon the educational part of this feature. Heated arguments often begin about the ability to shoot blindly, judging by the markers of latest spotting. There is a video, where Kutuzov cruiser is covering a stationary bot with smoke and then citadels it with blind fire from 3-4 kilometers. You might hate me for this, but I’m going to say it anyway: don’t make you final judgements based on synthetic tests. E.g., it is technically possible to citadel a Yamato through a funnel with a 203-mm shell. Seriously, if you fire at a close range there will be enough penetration to go through the superstructure, ricochet against the 19-mm exhaust plating, pierce the first 57-mm deck (piercing value of the shell is less than 1/3rd of the initial one at this point, but still enough) and even the 200-m armored deck (just barely, but still possible). And then – an explosion in the citadel. I even have an outline of proposed shot :) This is a fringe case, but I imagine you get the gist. This can be reproduced in the training room. Ut in battle? One in a million? In the overwhelming majority of cases ships don’t stop instantly in smokescreens, a lot of times they are still on the move, while covered. Additionally, blind fire is seldom left unpunished this close and tracers make it even easier to perform close-range shots. When It comes to standard distances – there’s a huge dispersion penalty if the target is not focused, which doesn’t allow for stable damage from blind fire. As a bonus, putting this mod in game would end the questions about equality and fairness, since everyone will have it. Newbies should be able learn the targeting system faster, as they will be able to better analyze their aim in relation to 3d world and minimap. “Smart markers” – markers that show consumable activation. We understand why this is popular, as some consumables are hard to identify in the battle. You can recognize Def AA Fire by the increased output of AA guns, Repair Party by the HP bar, but Hydro or Radar… Basicaly, this info is wanted and needed. However, our game is not just an MMO-action, not an MMMORPG, so we’re not going to make a whole separate section with all the “buffs” and “debuffs”. However, it’d be short-sighted of us not to encourage teamwork and collaboration. That’s why we’re going to work in this direction, but more likely as an improvement to the quick command flower and favor mindful cooperation by communication and warning the teammates. That’s why there’s no timeline for this yet, the task is quite a big one. Thank you! Sorry if I made anyone sad" https://forum.worldofwarships.com/topic/157092-development-alert-from-sub_octavian-on-controversial-mods-such-as-traffic-lights-and-angle-indicator/ some mods feature will be coming to game
  8. Cruiser player dont like being aimed at, Kebab do her job better when everyone shoot him
  9. constantly being demoralise

    WG Tip : fxp was there when you just cant make some shitty ship works
  10. The Unsung Brave Fool Heroes

    on weekend 8 out of 10 atempt, they will only feed if team have advantage, and what he doing would only give points and ground Being reckless on losing condition sometimes can turn tables, but when team dont need to do anything to win - dont be the fool half of that "unsung" people prob never check scoreboard tick into what direction, before being reckless :/
  11. Republique - IFHE Secondaries

    yeah, 1 salvo from conqueror and all 100mm on alsace starboard side perished. oh well ":/
  12. Republique - IFHE Secondaries

    As fun build as secondary is. its not that effective nor wise to put expensive skill point on situational tool. and Secondary turret on Frenchie is as protected as eggshell, by the time lategame approached and you can brawl with less wory, only few of them survive My Alsace have Manual Secondary, and I usualy eager to bring those into action when opportunity arise. but even with + 100% health secodnary module, by the time they finaly have opportunity to shine, only the durable 155mm at the centerline usualy stick till the end
  13. The Unsung Brave Fool Heroes

    Opportunity what ? Most of the time, what they did would lead to the collapse of entire flank. and got entire team steamrolled
  14. Why ? Focus Fire mostly. it would be rainbow, honey and butterfly if you can just man-o to man-o someone, and everyone would just let you both duke it out. but it was team game, and people were not that honorobu. beside IRL its also legit tactic to gangbang a ship with 400 aircraft. so, If anyone fooly put themself where they can be fired from 10 diffrent enemy from 10 diffrent direction, ofc being focused he surely will. and not one ship can not be melted when being focused by combined might of so many ships so, its imperative need. to learn how to manage risk to fight effectivly. either through cover or range
  15. its about god damn time they do that. Well, people that intend to git gud would be digging information by themself. to study indepth advanced mechanic of game they play. Dota, LoL, CS etc for example have many community established guide trying to uncover Dev secret mojo. Older gamer, prob much more used to searching information from 3rd party/community source. like in Playstation or early WoW/Ragnarok olden days but landscape of gaming is changing, there 3 times more gamers than a decade ago. and game that have steep learning curve would be more easly abandoned since now with many option around. I can only hope WG dont follow the trend of making easier game. cause difficulty is a quality in itself
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