Ahskance

Ahskance



07 Dec

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    Ahskance on Forums - Thread - Direct

Never did personally. I assumed it was intended. Like a way to provide long-range shelling safely? Heck, maybe it is~

To be honest, I never really thought much about it. I just knew it was a thing I had to deal with sometimes, and I've spoken on stream about how a DD can light the CV and torp it from near max range without ever giving a detected indicator.

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    Ahskance on Forums - Thread - Direct

It's one of those weird mechanical things. It's happened to me over a number of battles.

For instance, there are matches where I take off with my planes (which have a 10 km detection) and they are immediately spotted. This means a DD is within 10km of my hull... and yet my hull gives no indication of being lit. When I hunt for the DD, and I get within a range of it, suddenly my hull wakes up and shows "!detected".

To an extent, I always wondered if it was a built-in weakness that was never often exploited. Nonetheless, it's a thing and has been for years.

Yes, so what he's describing is likely a backend coding issue. A Midway might be detected out to 15km on the surface, but maybe 12km Aerial Detection. Instead of making new values, submarines seem to have been keyed into the Aerial Detection ranges at some point in their development.

While submarines can no longer spot to Aerial Detection ranges at Oper...

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06 Dec

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    Ahskance on Forums - Thread - Direct

I have a few, but Z-52 comes to mind.

I've been told it's powercrept to heck, but she's a consistent performer for me~

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    Ahskance on Forums - Thread - Direct

This is actually incorrect.

While I do not know the actually distances/mechanics of the situation, the CV Hull is able to be spotted at a distance from a surface ship without displaying the !Detected indicator.


Example: A Midway has a 15km detection, and a stealthy DD is at 14.5 from the hull.

The Hull is spotted and can be fired at, but the CV Driver may not have an indication that the hull is detected until either

a) the DD is detected by actual spotting

b) the distance to the destroyer is reduced to (unknown value) by planes that have been detected and has started closing in while hunting the DD.

c) the DD closes to (unknown value) away from the CV Hull, which will then automatically give the !Detected warning.

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    Ahskance on Forums - Thread - Direct

You have some reading to do!

Firstly: https://blog.worldofwarships.com/blog/229
Secondly: https://blog.worldofwarships.com/blog/234

Drop Rates are being published on all new Container-style things and started with the Black Friday Containers that were recently released.

You can find the information on the Santa Crates here: https://blog.worldofwarships.com/blog/251

For additional information, I have a pinned post going into detail about the Santa Crate system when a Ship Group is exhausted through player ownership:

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Happy reading!

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    Ahskance on Forums - Thread - Direct

When folks cross a line, please don't be afraid to make a Customer Support ticket.

We don't need crap like that in our game, and that's what Customer Support is there for.

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    Ahskance on Forums - Thread - Direct

A) I've reported this up to the proper channel. Will let you know if I hear something back.


B) In the meantime, while this is an advantage a CV player could have in reference to a submarine which is hunting him, a few points.
b1) The likelihood a CV player will notice the defensive fighters took off, or makes the connection as to why that might have happened... is small. You have a niche advantage in understanding this mechanic better than others, which is interesting in a sense. Some small game mechanic interactions can be cool little tidbits you can roll into an advantage.
b2) You can negate the player's advantage by calling to your friendly CV to briefly spot the enemy CV. The Fighters which protect the hull last for 10 minutes, so as long as the enemy CV has been detected within the last 10 minutes would remove this "early warning".

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Anyway, I'll let ya know if I hear anything. Don't be ...

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    Ahskance on Forums - Thread - Direct

Unfortunately, if a 0 point score is reached, that will end the match.

The hope is that bots having more accuracy will result in an extra loss of a ship or two on the Player-side, which should make it much less likely that the Bot Team reaches 0.

It will likely continue to happen, but the goal is that it's infrequent. Right now, it's guaranteed since the bots miss all their shots, which is a real problem.

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    Ahskance on Forums - Thread - Direct

Nice! Totally saving this <3

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    Ahskance on Forums - Thread - Direct

Looking into doing that now.

Thanks for the heads up!

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    Ahskance on Forums - Thread - Direct

You wondered what I hinted at!

The BB/DD limitation change felt like it would be a welcome surprise <3

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    Ahskance on Forums - Thread - Direct

Grumbling about stuff is time-honored tradition for Gamers <3 When you like something, you invest in it and care about it.

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I was more referring to the overall mode concept. Bots spawn and charge forward. While there's some anti torpedo code that was implemented or some other basic maneuverability stuff, the mode remains a very straight forward experience.

While there are folks that have no interest in it because it's nothing like Random Battles, others appreciate it because it ISN'T like Random Battles. It's a get-in-and-shoot stuff mode, because shooting ships is fun.

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    Ahskance on Forums - Thread - Direct

I've always had trouble feeling out which version to use. A long time ago I'd settled on "affect" having some tie to "emotion", such as someone being emotionally impactful would be "affected".

Having now read https://www.grammarly.com/blog/affect-vs-effect/ at 7:30am, I'm... not really in a better place than before. However, "Affect" is a verb and "Effect" is a noun kiiinda helps?


Even now, I read: "There's been no word of them being effected that I'm aware of. Should be a-ok~" as ok in concept due to that lack of a Unique Upgrades ability to feels emotions :D

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Anyway, I'll fix it. Thank ya <3

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    Ahskance on Forums - Thread - Direct

There's been no word of their situation being changed that I'm aware of. Should be a-ok~


05 Dec

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    Ahskance on Forums - Thread - Direct

There are folks with Billions of Credits... so probably a LOT.

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    Ahskance on Forums - Thread - Direct

There wasn't anything about my message to fix <3 There are quite a few vocal folks on this forum that really do enjoy Co-Op the way it is now.

However, the Bot AI aim was disrupted by some coding changes a few months back. That's being adjusted with the coming patch. If it needs further adjustment, we'll keep dialing it in until we get it right~

As for the other thing I hinted at, it's nothing earth-shattering but I feel it'll be welcome <3

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    Ahskance on Forums - Thread - Direct

Taylor was asking about a Co-Op Anti-Fighter build for getting ribbons.

In the early game, yes the bots aren't in the center so you can catch some planes. But after a minute or two, the Cruisers and Battleships will shoot down fighters that are trying to trap planes since those ships have moved up. You have to wait a few minutes before you space between the CV Hull and rear-most Battleship's AA for normal Fighters to not be shot down. A lot of Co-Op is over with quickly, so that's not always an option.

Since the Bearn has tankier Fighters, her planes last longer and can intercept more consistently for Taylor's purpose.

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    Ahskance on Forums - Thread - Direct

Can you explain this a little more? What would the purpose of the Sign Up be?

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Ranked is done in a "Sprint" format, where there are enough Stars/Matches required to give a full experience. However, it's not "infinite" to help make sure that our Random Battle queue stays healthy.

Having the additional gameplay option splits the playerbase and increases queue times, so having the Time Window for Ranked and having the Battle Limit of a Ranked Sprint situation helps to alleviate that particular issue.

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    Ahskance on Forums - Thread - Direct

This is true, but World of Warships is an Asymetric Game. As such, people have identified what X or Y class does to alter the experience of a match and an acceptable range of X or Y class is found.

In simple terms, most folks enjoy World of Warships with a certain ratio of ships in the game, so that class mixture is the target (though Queue Time can cause flexibility there in the interests of keeping Queue Times low).

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Worth noting, we've run 3-ship Brawls which do not require Class Mirroring. So one team might have a CV while the other does not, or one team might have a Destroyer while the other does not, etc... Clan Battles also allow non-Mirrored play.

I know there were folks that enjoyed the variety, but at this time Random Battles is kept Mirrored to allow for a base-level of consistency.

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    Ahskance on Forums - Thread - Direct

That's the interesting thing about statistically probability, though. 200 Battles is a lot, but 500 is more, and 1,000 is yet higher. Statistical resolution comes more into focus as the samples analyzed get more and more numberous.

The best way I can describe this is flipping a coin:
You might feel that flipping a coin 2 times should result in a 50/50 yield.
You might feel that flipping a coin 200 times should result in a 50/50 yield.
You might feel that flipping a coin 2,000 times might should result in a 50/50 yield.

However, the reality is that you get whatever result actually happens. While it makes sense to expect it to zero in on a 50% rate for both sides, it's still possible that it doesn't happen. This is an Outlier.

Realistically, while the majority AREN'T Outliers, there always must be results which exist on the fringe.

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The best I can tell you is to watch the Matc...

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