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Found 8 results

  1. Hi everyone! Could you please tell me why the Consumable action time can be last for 600s on CV's Fighter? I don't play CV much. Just see it today. Thanks for any comment. Regards,
  2. Type 2 Ka-mi, is known to be the one for the Consumables for Destroyers and Submarines, These units will spawn as an allied AI which can attack ships with Guns and Anti Air, These Amphibious units carried Torpedoes, which can attack Battleships or Cruisers. Only 2 may be spawned at a time and Circling around the destroyer for a long interval (5 minutes)
  3. *Edited the post so that it is more accurate to the format. Hi. This issue have been going for a while (since 0.7.5 update) and it is still yet to be addressed till today. Mid range laptops that runs the client at 1280x720 ~ 1388x768 resolution will have issues in port where it is impossible to slot in certain consumables due to the UI spawning outside of the window. Example shown in the picture below. Never tried with other resolutions but 1280x720 and 1366x768 will face the similar issue as the scaling of the UI is too big for the client window size. As for now, the only way to get by this issue is to connect my laptop to a larger display device and set the game to run at 1920x1080 resolution on that secondary display. I tried editing the XML to run at different resolutions but it automatically reverts back to my native resolution of 1366x768. I'm sure there are plenty of players out there that are using low-end ~ mid-ranged computers that are having the same problem especially for British cruisers since one of the consumable slot is shared with so many different type of consumables as shown in the picture. . On side note. is it possible to have the drop sown menu of the consumables to a scroll-able ones like the ship parameters UI? If there are any options that can solve the issue which i somehow missed feel free to tell me because i did asked in the discord community and we cant solved it. Thanks
  4. greifer

    Radar and Hydro Mini-Map Range

    Greetings all, Hydro and Radar. Two consumables that when equipped are used by a lot of the playerbase. I do check to see my range and use alt to work out those ranges, but having an option to display these on the mini-map would be more than useful. Colours can be orange, or any colour really. I had a look for mods but couldnt find any, if there are, please let me know, and I will stand corrected!
  5. and...no. I'm not suggesting that premium consumables should be given to all players and all ships by free. what I'm trying to say is... another thing related to in game economy (especially high tiers) but my suggestion will also affect low tiers as well. Like many others have said already, in game economics in high tiers is absurd. many suggestions have been made, most of which consists of the decrease of repair costs. while I do agree with end game economy being bad, I also understands that WG wants high tier players (especially average players) to play mid tiers every now and then to regain credits... but. what about good players? does good players that always earn the top 3 in their team, while not having premium account, needs to play mid tiers every now and then just to regain credits? what I'm trying to say here if you're a good player, and you actually got destroyed in the match, while still getting the top exp in your team. because of various reason. tanking, contesting points, opening opportunities for teams to attack, etc. I once had a game, where I was in a nagato (sorry I had no SS) where I was on top of the team in exp (1200 base exp I recall, as it is a fairly quick match) and actually got destroyed. I do not suffer from a deficit, but, I only earn like, 7k credits. while being the top exp earner on the winning team. I really can't imagine what horrible deficits others below me did have. one thing that I actually noticed that my "repair bill" is also inflated by premium consumable resupply. (I usually only use prem repair kit and DCP in the nagato) so that inflates all my bills in battle by 45k credits. on to my actual suggestion what if, somekind of a challange was added. it can be completed multiple times as a challange would. My suggestion is, to add a challange, in which if you get top 5 exp earner and top 3 in a losing team, you will get a package of consumable that your ship uses. for example, if I'm in a nagato, and i got second on the losing team, I will get 1 premium DCP, 1 premium repair, 1 premium scout plane, and 1 premium catalput fighter. if I'm in a fubuki, I would get 1 premium DCP, 1 premium smoke, 1 premium torpedo reload booster, and 1 premium engine boost instead. Why I'm suggesting this is that when you actually do well in a match, you will be rewarded by a reasonable sum of credits. If i use my nagato battle above as an example, as the top exp earner, my premium consumable resupply will cost 0 credits, resulting in my nett profit being 7k+45k = 52K, and thats reasonable, because I'm the top exp earner. I at least deserve that. now I'm going to see it from the WG side. WG wants good people to be able to play high tiers consistently, while average and bad people will have to occasionally play mid tiers to regain credits. I would say my suggestion here fills in what WG also needs. By restocking consumables on top exp earners, the quality of games will be improved by a lot. it wont be a sniping battles cause some people will actually go in there, because their "bill" is reduced. and it also makes good people don't think about deficits anymore, as they will still be rewarded reasonable even if he is destroyed. One of my friend, never uses premium consumables. the reason why is because he wanted to save credits. I know he is a pretty good player. but it saddens me that he can actually do better with the consumables. On the other hand, if someone plays bad, then nothing will change, he will still lose credits, he will still need to pay to resupply consumables, and he also needs to occasionally play mid tiers to gain credits again. tl;dr : Make a challange in which the top 5 exp earners in the winning team and top 3 exp earners in the losing team gets free consumable resupply. this is to increase the quality of games for good players, and keeping the bad players punished as is, like what WG wants. actually it doesnt have to be the top exp earners, the condition can be changed to an exp treshold; like, if you get at least 1500 base exp on the winning team, and 1000 exp on the losing team. sorry for the long post and my maybe-slightly-drunk english
  6. So I already created this topic in the Suggestion thread, but now I would like to see what the Discussion thread thinks about this idea. So one night I was playing in my Tirpitz sailing the high seas when out of the blue I saw a USS DB and a TB squadron making a bee line for me. I already had my BB's fighter in the air waiting for enemy planes to get closer, and as the two enemy squadrons got closer (around 7km) I went ahead and CTRL click the TB since I view them as more of a threat. Here's where my problem comes in, even though I chose to focus on the TD sq with AA, my fighter plane determined that he would go for the DB sq since they were closer to him (by like 100-200m) as he flew his patrol, and since none of the enemy TB were shot down on their approach I ended up eating 4 torps from that fly by, mean while my fighter shot down 3 DB before they could even reach my ship (wishing that he would have done this to the TBs instead). Now since my short story is over I'll get to the summery. I'm suggesting that WG should give BB's and CA's that have fighter planes the ability select an enemy sq and focus on it in a similar fashion like the ships AA's do. If I CTRL click a enemy plane sq then my fighter (if in the air) should also focus that squadron as well. [This part is not necessary for the main suggestion to work, just an idea] So we can't just allow this as a default function for BB's and CA's right away, there should be a way to earn this ability to use in game. I propose that if you want to be able to tell your fighter to focus then you will need to research a commander skill (maybe a tier 3 or 4 skill). This will force players to pick and choose this skill against other skills. Also I would like to point out that your fighter will still only be bound to patrol within his normal fight radius and you will not have any control on his fight pattern, he will circle over head like normal. Now this is something I would like to see implemented, it makes sense that your ship should be able to communicate with the pilot and tell him which enemy sq. to focus (it's not like he doesn't have a radio up there). Let me know what the rest of you think about this.
  7. So earlier tonight I was playing in my Tirpitz sailing the high seas when out of the blue I saw a USS DB and a TB squadron making a bee line for me. I already had my BB's fighter in the air waiting for enemy planes to get closer, and as the two enemy squadrons got closer (around 7km) I went ahead and CTRL click the TB since I view them as more of a threat. Here's where my problem comes in, even though I chose to focus on the TD sq with AA, my fighter plane determined that he would go for the DB sq since they were closer to him (by like 100-200m) as he flew his patrol, and since none of the enemy TB were shot down on their approach I ended up eating 4 torps from that fly by, mean while my fighter shot down 3 DB before they could even reach my ship (wishing that he would have done this to the TBs instead). Now since my short story is over I'll get to the summery. I'm suggesting that WG should give BB's and CA's that have fighter planes the ability select an enemy sq and focus on it in a similar fashion like the ships AA's do. If I CTRL click a enemy plane sq then my fighter (if in the air) should also focus that squadron as well. So we can't just allow this as a default function for BB's and CA's right away, there should be a way to earn this ability to use in game. I propose that if you want to be able to tell your fighter to focus then you will need to research a commander skill (maybe a tier 3 or 4 skill). This will force players to pick and choose this skill against other skills. Also I would like to point out that your fighter will still only be bound to patrol within his normal fight radius and you will not have any control on his fight pattern, he will circle over head like normal. Now this is something I would like to see implemented, it makes sense that your ship should be able to communicate with the pilot and tell him which enemy sq to focus (it's not like he doesn't have a radio up there). Let me know what the rest of you think about this.
  8. We all have Problems on Destroying Destroyers, so i planned for this Consumable as another Defensive method against Destroyers,Cruisers (With torpedo arnament) and Battleships. Its simple, it will Rapid-Fire for 20 seconds and it will burst like for 0.5 seconds of "Secondary turrets" which can be useful if a Destroyer is Around (OFC Carriers are the problem here).... So...Yes or No or Neither?
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