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Showing results for tags 'fix'.
Found 6 results
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CVs have too much of an influence in the match. The CV rework was to fix this and and make them more accessible to players. However there has been a serious backlash. First of all when DDs are complaining about CVs, they seem to forget how before, CVs could keep you perma spotted easily. Now is not the case. The biggest difference between the rework and old rts system is that there are always CVs out there. Here are some of my suggestions to help balance things out yet also require CVs to step up their game and not spam things and farm damage. 1) Limit 1 CV per side at T8. Since T8 has all the premium CVs, they are basically just too influential on the game. An Enterprise and Saipan side would easily demolish a double Shokaku side. This shouldn't be the case. They can also gang up on any T6 ship and make him redundant 2) Give DDs the fighter consumable where they "CALL" fighters "FROM" the carrier to their location. This would give them protection and make them an intergral part of the game again. The fighters could even have a travel time from the carrier to the DD to balance things out.This ties into number 3. 3) Make fighters automatically aim for enemy aircraft as soon as they enter their effective radius. Currently carriers can easily get a premature run or escape before the fighters engage . This shouldn't be the case, fighters should automatically attack any planes that enter their effective radius. These are some of my suggestions and I would like to hear any responses. Destroyers have always hated games where there is a carrier, even before the rework. I find that people seem to be forgetting this. Superunicum carrier divisions were pretty common before the rework but I've noticed a drop in their number. Before you would always get some anchor T7 Saipan with two T8 AA ships division, this kind of div doesn't work as div anchoring doesn't work anymore. I don't consider the reworked CVs to be OP. It's just that they need a proper counter by the players and I thing making DDs have that consumable would help them. I personally like the new carriers as now everyone can fly.
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Help me guys.. i dont know why this always pop ups when i launch the launcher... anyone can solve this? I already check and repair game integrity Also.. if i press yes.. then play the game... it wont connect to the server...
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Help please! A noob question It is my first time to finished downloading PT cant open because of missing wows.exe??
- 4 replies
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- Public test
- Bugs
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Ok. As I am aware, many people hate the Furutaka, tier V Japanese "heavy cruiser". I am aware how bad this ship is, my first game and I already know the grind will be like the M3 Lee in WoT. The turrets have a very slow turn rate (BB turn rates, as I am aware, with the expert gunner skill). and the guns have a slow reload, and TERRIBLE TERRIBLE range. My Kuma, that fired more than twice as fast, turned twice as fast, and had the SAME range, if not even better. Developers, please consider adding a final upgrade for the Furutaka with twin turrets. And maybe find a way to balance it out with the US cruisers, because as far as I am concerned, the Furutaka is a punching bag for the Omaha, even the Phoenix. the guns are bad, it turns like a battleship, armed like a destroyer (minus the torpedoes), armoured like a carrier. Please, fix!
- 40 replies
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I don't know about most players, but the re-balancing that went live in the last big patch actually made a lot of really nice changes that the game much more balanced, so why did you break the Minekaze! I'm aware people bitched and moaned about its torpedo range and this would be one of the big factors for the 'rebalance' but getting rid of the 10km torpedoes was a very bad game design choice, and I won't just say it but I'll explain why. The Minekaze before the big patch was a bit slower, had 5.9km detecion range, 7km fast torpedoes, and 10km SLOW torpedoes. This was a very good way to upgrade from the Isokaze with her 7km torps, and introduced the facet of the whole 'Jap destroyers have good torps/ Bad guns' mechanic. Sure you couldn't really duke it out with destroyers, but any Minekaze captain that decided to do this was a BAD Minekaze captain. The 10km torpedos were a brilliant addition to the ship as they were OPTIONAL, slower, easier to avoid but longer reaching, meaning a minekaze could keep a flank held at bay for bigger guns to lay into an enemy position, while itself stay at arms length from the front lines. The 10km torps rarely hit the target you were aiming at if at all, but meant that if ships at the front lines were stupid enough to stay going in a straight line for longer than 2 minutes (I exaggerate but it was a SERIOUSLY long time) then they ate a torpedo or two. I believe that the reason these were removed was because people couldnt see the minekaze that was shooting at them, BUT thats the idea of Destroyers in general, especially Japanese destroyers. And seriously, you deserved to eat one if you were that slow to turn lol. I don't disagree that the rebalance fixed the Minekazes TERRIBLE guns, but they are still terrible, just a tiny bit better, but by removing the Minekazes best asset you have made it extremely ineffective. 7km is just not enough, and with a detection range of 6.1km now, it extremely difficult to torp anything unless you charge to suicidal ranges to shoot your torps, at which point they spot you and turn if they have half a brain, making the Minekaze a Kamikaze vessel :3 Please war gaming add back the 10km torps, it was a very good idea for players to choose their favorite loadout, and at tier 5 it was a good time to get some variation. I know from various test that I personally can not play with the 7km torpedoes, and with that detection range its disgusting :3 Yours Humbly, Leopardts
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It has not yet been implemented, it was a mistyped in the announcement for the latest patch, but they are working on it so don't worry. Also keep sending those blue line abuse replays