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Update 0.3.1


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Just had a manual DB drop on an enemy carrier where the entire targeting oval was on the ship (he was stationary).

 

Nothing hit.

 

Give me a break. This isn't pre-alpha here. This is CB that's supposedly a few months from launch. :glare:

 

It's getting to the point where if anyone hits me with DBs, or gets a few fires in short succession, I simply put out in all "gratz on the pro RNG" because right now that really feels like all there is to it. This has to change for this game to have any hope of being more than a 'glorified browser game' as someone on wotlabs put it.

Edited by Skywalkre
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Fuck it. I'm back to just doing dailies. Shit like the above just kills any desire to play. I can just google image search WW2 naval ships and roll dice on my desk if that's all this game is.

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Saw a great suggestion on wotlabs about how to fix fires (for BBs, at least).

 

As it stands fires do a fixed amount of dmg (seems to be 200-300) every tick (which appears to be every 2s). Right now it appears to be a straightforward mechanic: you fire on a ship and if you hit it anywhere you have the listed % chance for that gun to start a fire. Thus, ships like the Atlanta are terrifying to run into because on a broadside you have 14 shells hitting you every 5s each with a 5% chance to start a fire. When you do the math the odds are very high you'll be set on fire quite frequently (the odds of not catching on fire at least once from 3 broadsides is just 11%...). On top of this HE hits completely wipe away, apparently permanently, secondaries and AA guns, leaving BBs in a terrible shape.

 

The suggestion was that fires no longer do hp dmg (unless they're caused from a citadel hit and are internal). Instead, when a BB is on fire the secondaries and AA are temporarily unavailable (but not destroyed). If a player leaves a fire go on for long enough then secondaries and AA are lost for good.

 

I'd take this in a heartbeat over what we have right now. It would make armor meaningful because the only way you'll take away hps from a BB is from AP fire and torpedoes. It would still allow support ships, weaker cruisers and destroyers, to weaken a BB so a carrier strike would be more viable. It would likely shift the game in favor of BBs but I'm not too worried because I have the feeling armor and AP mechanics are still not quite right (I have yet to get a plunging citadel hit on a BB from any gun and 203mm AP just feels overly weak right now).

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Patch tomorrow morning on NA server from 04:00 to 05:00 pacific time.

 

Fixed a bug that caused a failure to display any change when upgrading the AA module to 127-mm guns on Fuso
Fixed an issue affecting aiming and non-moving ships
Fixed an issue that resulted in poorly balanced teams when in Standard and Domination game modes
Added an after-battle notification prototype
Fixed an issue that caused features to disappear while turning the camera
Decreased the speed of dive bombers and torpedo bombers under attack
Changes to ship turning radii
Fixed an issue causing ships to become stuck near sector G2
Changed economic settings for ships Myoko, Ishizuchi, and Mogami
Decreased the effectiveness of "Pyroman" skill to +3% instead of +5%
Changed bombs and torpedoes on Japanese aircraft:
Torpedoes tiers IV - VII: Type 91 Mod1A
Torpedoes tiers VII - X: Type 91 Mod2A
Bombs all tiers: Type99 N25 Mod1
Decreased the damage of HE shells by between 11.5% and 15.8%
Decreased the likelihood of AP shell ricochet by adjusting the deflection angle by 5 degrees
Improved overall client performance, mostly addressing freezing issues
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Some changes in the right direction regarding HE spam... though frankly I would've preferred to see more (like an across the board drop in fire % chance).

 

Edit: That change to Pryoman leaves me with the impression it's additive. If it was multiplicative going from 5.25% to 5.15% fire chance on hit is meaningless. Maybe I was just that unlucky with the 600+ DD hits I was tracking that never got above 6%.

Edited by Skywalkre
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Patch tomorrow morning on NA server from 04:00 to 05:00 pacific time.

 

Fixed a bug that caused a failure to display any change when upgrading the AA module to 127-mm guns on Fuso
Fixed an issue affecting aiming and non-moving ships
Fixed an issue that resulted in poorly balanced teams when in Standard and Domination game modes
Added an after-battle notification prototype
Fixed an issue that caused features to disappear while turning the camera
Decreased the speed of dive bombers and torpedo bombers under attack
Changes to ship turning radii
Fixed an issue causing ships to become stuck near sector G2
Changed economic settings for ships Myoko, Ishizuchi, and Mogami
Decreased the effectiveness of "Pyroman" skill to +3% instead of +5%
Changed bombs and torpedoes on Japanese aircraft:
Torpedoes tiers IV - VII: Type 91 Mod1A
Torpedoes tiers VII - X: Type 91 Mod2A
Bombs all tiers: Type99 N25 Mod1
Decreased the damage of HE shells by between 11.5% and 15.8%
Decreased the likelihood of AP shell ricochet by adjusting the deflection angle by 5 degrees
Improved overall client performance, mostly addressing freezing issues

 

 

Sounds good.

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Someone made a great post over on the WoWs subreddit with the turning radii and HE dmg changes.

 

Basically every BB and CV got hit though the CVs got it the worse (seems early anti-CV runs as another CV player are now a must since it should be rather easy to kill them if your planes can get to them unscathed).

 

Edit: Thinking this through more... it was already rather easy to kill another CV early in the game if you could get your planes through. The issue is if as I discovered when I jumped to the Hiryu and started running into games where every enemy ship had 70+ AA. These turning nerfs make it a gimme, now, that you'll sink the enemy CV with your planes if they get through.

 

So... will MM account for this? If you put one CV against two that lone one is likely dead for sure. Looks like it's time to stop ridiculing CA players for guarding CVs and instead asking them to help out.

 

Edit 2: I can already see the frustration of CV players who don't get an escort and feel bad for the CA player who takes up that job ("yep... sitting back here... waiting... so much fun").

 

Edit 3: No initial impressions because I basically haven't seen any carriers since the patch. I wonder why?

Edited by Skywalkre
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Edit 2: I can already see the frustration of CV players who don't get an escort and feel bad for the CA player who takes up that job ("yep... sitting back here... waiting... so much fun").

 

Especially since the XP for shooting down planes seems to be just barely north of 0.

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Edit 2: I can already see the frustration of CV players who don't get an escort and feel bad for the CA player who takes up that job ("yep... sitting back here... waiting... so much fun").

 

Especially since the XP for shooting down planes seems to be just barely north of 0.

 

Good point. Forgot about that.

 

So I've put in a few games and... this patch definitely still didn't do enough. Lost half my life in my NC to fires because the issue of repair being too long and fire chance being too high hasn't changed.

 

Edit: They still haven't gone anywhere near far enough to make AP appealing for most ships. Ran two games in my Pensacola. Fired AP in one against other cruisers (so citadels are a definite possibility) who only presented their sides to me. With several citadel hits I averaged all of 750 dmg per shot. Next game ran all HE, got no fires, and averaged 600.

 

It's still RNG vs RNG and right now the RNG on HE does so much more for the overwhelming majority of ships out there.

Edited by Skywalkre
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Fuck it.

 

Fires still doing all the damage and nothing you can do to stop it. DDs still able to sit in a smoke screen, fire, and you can't detect them a few km out.

 

Done for the day.

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Some developer comment on the latest patch here http://worldofwarships.com/en/cbt/news/developers-note-0313/

 

Either the quote below is describing an undocumented change or it is what they meant by this line in the patch notes Decreased the speed of dive bombers and torpedo bombers under attack

 

 

 

Also, rather important changes have been made to the gameplay of fighter aircraft. It is now more difficult for fighters to catch up with "empty" squadrons. Thanks to this change, defenseless strike squadrons have an opportunity to resist fighters. Dropping bombs and torpedoes gives an improved chance of escaping enemy fighters without being swarmed when returning for resupply.
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Some developer comment on the latest patch here http://worldofwarships.com/en/cbt/news/developers-note-0313/

 

Either the quote below is describing an undocumented change or it is what they meant by this line in the patch notes Decreased the speed of dive bombers and torpedo bombers under attack

 

 

 

Also, rather important changes have been made to the gameplay of fighter aircraft. It is now more difficult for fighters to catch up with "empty" squadrons. Thanks to this change, defenseless strike squadrons have an opportunity to resist fighters. Dropping bombs and torpedoes gives an improved chance of escaping enemy fighters without being swarmed when returning for resupply.

 

 

Considering how savaged strike squadrons can be before they drop their ordinance, you see a lot of good carrier players just leave them to die so you can respawn squadrons faster.

 

Also amusing the devs think people actually fly fighter squadrons nowadays.

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Also amusing the devs think people actually fly fighter squadrons nowadays.

 

I've seen it more lately, actually, even from IJN CVs. I'm curious if its players realizing the turning changes make them more vulnerable and they're scared about that first alpha strike from opposing CVs at the start of the game so want some fighters as insurance? Then again this is a WG playerbase... I might be giving them too much credit. :glare:

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  • 2 weeks later...

3.1.5 tomorrow for NA server http://worldofwarships.com/en/cbt/news/update-0315-downtime/

 

Among other fixes and balance changes this one caught my eye.

Pyromaniac Bug
As it turned out, over the past week (thanks to those who reported the issue), there was a problem with the game that dramatically increased the number of fires. If a commander had the ability “Pyromaniac” learned, and said commander was retrained to another ship, the pyromaniac ability instead of working with a 50% efficiency, worked with a 500% efficiency! This update will fix the error, and we will start to study the fire issue anew, simply because it had a negative impact on the general statistics.[/qote]
Edited by Harold Jones
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Some developer comment on the latest patch here http://worldofwarships.com/en/cbt/news/developers-note-0313/

 

Either the quote below is describing an undocumented change or it is what they meant by this line in the patch notes Decreased the speed of dive bombers and torpedo bombers under attack

 

 

 

Also, rather important changes have been made to the gameplay of fighter aircraft. It is now more difficult for fighters to catch up with "empty" squadrons. Thanks to this change, defenseless strike squadrons have an opportunity to resist fighters. Dropping bombs and torpedoes gives an improved chance of escaping enemy fighters without being swarmed when returning for resupply.

 

 

 

Just noticed the bolded part of the quote. Can you tell your torp and bonbers to drop early to try to avoid a fight? If so how?

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I suppose you could do a manual drop on empty ocean if you wanted to escape a pack of fighters.

 

How do you do it?

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When I signed in it updated to the 3.1.5 mentioned above however I still don't see and any difference in the chance of fire starting. It is still much higher than the recharge on damage control IMHO but recognize YMMV.

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