User Panel
Update 0.5.7 - to release tomorrow, June 15th
First Upgrade Slot Removed Upgrades Main Battery Modification 1 (-20% to the risk of the main battery becoming incapacitated; -20% to main battery repair time; -20% to the risk of your ship's magazine detonation) Torpedo Tubes Modification 1 (-20% to the risk of the torpedo tubes becoming incapacitated; -20% to torpedo tube repair time) AA Guns Modification 1 (+20% to AA mounts survivability) Secondary Battery Modification 1 (+20% to secondary battery survivability) Added Upgrades: Main Armaments Modification 1 (-20% to the risk of the main battery and torpedo tubes becoming incapacitated; +50% to main battery and torpedo tubes survivability) Secondary Armaments Modification 1 (+100% to secondary battery and AA mounts survivability) Magazine Modification 1 (-70% to the risk of magazine detonation) Gun Fire Control System Modification 0 (+20% to traverse speed of main turrets and torpedo tubes; +20% to secondary battery maximum firing range; -64 -40% to the maximum dispersion of main and secondary battery shells). This upgrade will be available only for Premium Japanese ships with 140mm main guns (Iwaki, Yubari and Katori) Second Upgrade Slot Removed Upgrades: Secondary Battery Modification 2 (+20% to secondary battery maximum firing range; -20% to maximum dispersion of secondary battery shells) Artillery Plotting Room Modification 1 (+16% to main battery maximum firing range) Torpedo Tubes Modification 2 (-10% to torpedo tubes repair time; +20% to the torpedo tubes traverse speed) Gun Fire Control System Modification 1 (-7% to maximum dispersion of main battery shells) Added Upgrades: Artillery Plotting Room Modification 1 (+16% to main battery maximum firing range; -20-5% to the maximum dispersion of secondary battery shells; +5% to secondary battery maximum firing range). This upgrade will be available only on American battleships Aiming Systems Modification 1 (+20+5% to secondary battery maximum firing range; -20-5% to maximum dispersion of secondary battery shells; +20% to the torpedo tubes traverse speed; -7% to maximum dispersion of main battery shells) Reworked Upgrades: Main Battery Modification 2 (+10% to main battery loading time; +15% to the main battery traverse speed): the penalty has been decreased to +5% to main battery loading time Third Upgrade Slot Reworked Upgrades: Main Battery Modification 3 (-12% to main battery loading time; -17% to the main battery traverse speed): the penalty was changed to -13% of the main battery traverse speed Artillery Plotting Room Modification 2 (-7% to the maximum dispersion of main battery shells): the main battey shell dispersion has been improved by 16-11%. This upgrade will be available only for American battleships AA Guns Modification 3 (+20% to average damage per second of AA mounts): the bonus has been increased to +25% to average damage per second of AA mounts Secondary Battery Modification 3 (-20% to secondary battery loading time): the bonus has been increased to -25% to the secondary battery loading time; and new bonuses have been added, namely +20% to the secondary battery maximum firing range and -15% to maximum dispersion of secondary battery shells Fifth Upgrade Slot We increased the usefulness of an upgrade that players rarely used. Reworked Upgrades: Propulsion Modification 2 (-20% to time for reaching full power) the bonus has to time it takes to reach full power has improved to 50%. This upgrade boosts the engine automatically by 50% while the ship accelerates from 0 to 6 knots (both ahead and astern) Compensation To improve switching to the new upgrade system, you'll be automatically compensated for all changes that significantly affect gameplay: For all the Main Battery Modification 1 upgrades, the same number of Magazine Modification 1 upgrades will be added and available to mount All the Main Battery Modification 1 upgrades and Torpedo Tube Modification 1 upgrades will be replaced by the Main Armament Modification 1 upgrades All the AA Guns Modification 1 upgrades and Secondary Battery Modification 1 upgrades will be replaced by the Secondary Armaments Modification 1 upgrades All the Gun Fire Control System Modification 1 upgrades will be replaced by Aiming Systems Modification 1 upgrades All Secondary Battery Modification 2 and Torpedo Tubes Modification 2 upgrades will be removed. You will receive a compensation of 500,000 Credits for each removed upgrade Interface We've improved the post-battle statistics screen, focusing mostly on the "Detailed Report" tab: The amount of damage will now be in bold text, and the normal font style will be used for the number of shots fired. For both the parameters above, we added pop-up window hints with detailed information Added pop-up window hint with detailed information about the aircraft shot down (enemy and player, where applicable) Added pop-up window hints with detailed information about damage received from bombs, torpedoes, and shells In the "Credits and XP tab:" Added pop-up windows with information about a Commander. This window is displayed when the cursor is placed on the Commander's name Updated the layout of in-game surveys for more numerous and detailed responses Battle Interface and HUD improvements: If a ship has two main armaments (main battery and torpedoes) the reloading status panel will show the reloading indicators for both main armaments. To enable this option, use the corresponding interface item in the "Controls" tab For the alternative battle interface mode (activated by pressing the Alt key or setting the corresponding checkbox in the "Controls" tab if not permanently enabled in "Settings"), the tiers of the corresponding ships will now be displayed for both allied and enemy aircraft Players can switch to the Binocular View when their ship’s torpedo armament is selected Maps On this new map, fighting takes place around a Canadian archipelago. Teams need to navigate numerous islands. (It's available for battles in tiers VII-X.) The "Islands of Ice" map is reworked after surveys and feedback from players. We concluded that the middle part of this map is too open which makes it less tactically diverse. Furthermore, we decided to remove the "diagonal" placement of key areas because they were too far from each other The "Islands of Ice" and "North" maps now will be available again for Ranked and Team Battles After we analyzed the statistical data and feedback from players, we made the "Strait" map unavailable when tier VII ships are present -- Standard Battle mode was removed from battles between tier VII-X ships because: - In this mode, the bases on most maps were far away from each other, and players often had a tough time arriving to impact the outcome of the battle. Because of this, players were often unable to have enough impact on the outcome of the battle - It lacked intermediate "points of interest" where the most exciting action usually takes place - In this mode, protecting the base was crucial, and players used more passive tactics, which led to less exciting play Audio Enhanced special sounds for "distant events" in battle Enhanced the sound for an air attack on a ship by bombers Improved the ship destruction sound: now the nature of this sound will depend on the way the ship was destroyed Enhanced sounds when the player's ship is hit Improved the sound notification for Surveillance Radar activation Optimized and enhanced sounds for low sound quality settings Improved "dropping" sounds for ejected main battery shell cases Improved game interface sounds Other Updates Economics We've removed all the modules that were duplicated on several ships. This creates a more systematic approach to researching and unlocking ships and their modules. Now each ship has her own unique modules. This change will have no significant effect on the gameplay process and all made by players before this change is implemented will be retained! Weather The "Hydroacoustic Search" and "Surveillance Radar" consumables will now work at maximum distance even during Cyclone weather conditions. This change comes from analysis of the feedback we received from players after the introduction of weather mechanics in Update 0.5.5 Visual-only weather effects were replaced with the Cyclone weather conditions (with a 10% chance of a Cyclone during a battle) for battles between tier VII-X ships on the following maps: "The Atlantic" "Islands of Ice" "Hotspot" "Trap" "Two Brothers" "Land of Fire" "Trident" "Shatter" "Okinawa" "Neighbors" "Estuary" Water Visualization We reworked the effects when an in-game object hits the water's surface. Now the water will reacts to bomb explosions, ship destructions, torpedo wakes, most ship wakes, and when you fire the main guns! Technical Changes The time required to load ship models during a battle is decreased. Ship models will load faster on some computers, and there will be fewer cases where a ship delays becoming visible to the player if she should have already been visible according to the game's detectability and spotting mechanics We reorganized the game content in .pkg archive files to further optimize the use of resources. Foliage and skybox textures were moved to map archive files, while user interface items, particles, effects and camouflage patterns have also been moved to individual archive files Spectator Free Camera If your ship's been destroyed, you can stick around and watch the rest of the battle using the Free Camera. Control it with the WASD keys, and change the camera's elevation with the mouse's scroll wheel! Press Shift to switch modes With the space bar, you can move the camera to any ship or squadron you see in the center of the screen (via the crosshair) Ships We started a gradual revision of all armor models to bring these armor models (created at different stages of the game's development) to the same level of detail. In Update 0.5.7, we more precisely defined the destroyers' armor models. In some cases, this led to the slight redistribution of HP within parts of the ship, while Increased detail and curves will also make AP shell ricochets possible in some situations. Armor interaction with HE shells and bombs will not change. New Warships Arizona and Ashigara were added into the game for testing by Supertesters and WG employees. Unfortunately these ships are currently unavailable for purchase, but players may encounter them in battle. Server Maintenance We're introducing notifications about planned server restarts. You'll see these notifications in the Port or in Battle Chat if the player is in a battle. Minor Changes and Improvements Ships Changed default angle of fire for small-caliber AA guns Revised display of halyards, signals, and ensigns from various distances Murmansk: revised display of stars on her port and starboard sides Colorado: revised display of her textures from various distances Benson: fixed the overlap of her torpedo tubes with the ship structures Arkansas Beta: revised display and model of the crane Chapayev: corrected texture and detail defects, revised her stern funnel shape Dmitri Donskoi: added "Machta-11-14" and "Coral" antennas, fixed incorrect texture of ship's bottom Baltimore: changed the positions of drum winches to remove their overlap with the main battery turret Khabarovsk: improved her geometry and textures, replaced the boat of 1390 design with the boat of 378 design that is more historically accurate Blyskawica: fixed errors in her textures and geometry, improved the quality of the coat of arms Campbeltown: changed the geometry of the "Type 286" surveillance radar, changed the radar location Moskva: now, her respective radars rotate together with the ship's guns New Orleans: ventilation elements no longer overlap with the aft main battery turret Myogi: main gun barrels and the catapult gear will no longer overlap Indianapolis: fixed the error with the "Manual Fire Control for AA Armament" skill not working properly in some cases Molotov: fixed the error with the "Manual Fire Control for AA Armament" skill not working properly in some cases Udaloi: fixed small errors with the in-game camera for this ship Kirov: corrected models and rotation of her radar Budyonny: Fixed bug where some objects from model remained visible above the water surface after the ship had been destroyed In-Game Logic and Interface Corrected the logic error in in-game logic related to the "Survivability Expert" skill. In some cases, this error resulted in ship repair cost being added instead of being deducted or making it possible to earn the "Dreadnought" achievement with a ship that is not able to recover HP with the use of the Repair Party consumable. We also revised the description of this skill Fixed the bug with the artillery camera's point of view passing through a ship's superstructure when tracking the fired shell Corrected the visuals for flooding effects when switching cameras after a ship is destroyed Corrected the transition between zoom levels when in the Binocular View Revised the hint displayed when a player is trying to demount a permanent camouflage Fixed bug where the on-screen fire effect did not disappear after the player's ship had been totally destroyed Fixed bug that resulted in the camera's point of view passing inside some islands Fixed error where non-default key bindings were sometimes not kept after restarting the game client Fixed bug related to incorrect camera position when going back to the battle HUD from the Tactical Map view Fixed bug that made it impossible to assign a priority target for the secondary guns when the target was beyond the maximum firing range of the main guns Fixed bug where the command to close the game client was ignored when in the Basic Training screen Fixed bug where the animation for the active Defensive AA Fire consumable was still shown when there were no enemy aircraft within the corresponding ship's AA engagement area radius Fixed error where the checkbox for enabling/disabling display of a "circle" for the main battery firing range was available in the Minimap settings when playing on aircraft carriers Fixed error where the incorrect number of aircraft a player destroyed in a battle was sometimes displayed in the post-battle results screen Fixed bug that made it impossible for the player to recover an air squadron Fixed bug related to display of completed missions and challenges in the post-battle results screen Fixed error where the wrong amount of XP earned by the player in the last battle was displayed when the player had damaged their allies in that battle Fixed incorrect behavior of crosshair-related hints when in the Binocular View Other Changes Fixed error that caused the game client to terminate unexpectedly during the Introductory Mission Fixed operation of the Vertical synchronization option Fixed some memory leaks in the game client Fixed error that caused the game client to terminate unexpectedly when launched on a computer under heavy load Removed files that became unused in the current update Fixed error that caused the game client to crash under certain conditions when loading into the battle View Quote |
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and there will be fewer cases where a ship delays becoming visible to the player if she should have already been visible according to the game's detectability and spotting mechanics View Quote I see this one every now and then. The smoke or shells will display, and a second later the ship will appear. After we analyzed the statistical data and feedback from players, we made the "Strait" map unavailable when tier VII ships are present -- Standard Battle mode was removed from battles between tier VII-X ships because: - In this mode, the bases on most maps were far away from each other, and players often had a tough time arriving to impact the outcome of the battle. Because of this, players were often unable to have enough impact on the outcome of the battle - It lacked intermediate "points of interest" where the most exciting action usually takes place - In this mode, protecting the base was crucial, and players used more passive tactics, which led to less exciting play Audio View Quote Oh Heavens, we can't have a map that involves some level of tactics and planning. This is what killed Tanks for me. Dumping everyone into a killing field for last man standing type play. |
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Everything can kill an Atlanta, you have to play cautiously but in the Ranked battles where I see 3 to 4 DD's per match they can be very effective at countering them. Hell, yesterday I killed all three enemy DD's in the first 5 mins of the game which took away the enemies ability to cap. Since OPFOR was playing the hang out at long range and snipe game. It really doesn't matter though, I'm playing the up/down game at Level 15 trying to break out. I got within a win of making 13 until I hit a streak of failure and back down to 15 before I logged off. |
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Finally made 12 last night. The Indianapolis has turned into my goto ship right now.
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I don't see anything about improving the in-port UI freezes and hang ups. This is my greatest complaint about the game programming.
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I see this one every now and then. The smoke or shells will display, and a second later the ship will appear. Oh Heavens, we can't have a map that involves some level of tactics and planning. This is what killed Tanks for me. Dumping everyone into a killing field for last man standing type play. View Quote View All Quotes View All Quotes Quoted:
and there will be fewer cases where a ship delays becoming visible to the player if she should have already been visible according to the game's detectability and spotting mechanics I see this one every now and then. The smoke or shells will display, and a second later the ship will appear. After we analyzed the statistical data and feedback from players, we made the "Strait" map unavailable when tier VII ships are present -- Standard Battle mode was removed from battles between tier VII-X ships because:
- In this mode, the bases on most maps were far away from each other, and players often had a tough time arriving to impact the outcome of the battle. Because of this, players were often unable to have enough impact on the outcome of the battle - It lacked intermediate "points of interest" where the most exciting action usually takes place - In this mode, protecting the base was crucial, and players used more passive tactics, which led to less exciting play Audio Oh Heavens, we can't have a map that involves some level of tactics and planning. This is what killed Tanks for me. Dumping everyone into a killing field for last man standing type play. There was no tactics and planning in standard battle. It was spawn, camp base, blast at range. At least with domination, you're forced to move. |
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Quoted: Quoted: I don't see anything about improving the in-port UI freezes and hang ups. This is my greatest complaint about the game programming. |
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I saw that, but they didn't mention it. I really do assume it is a memory leak, but would have expected them to mention hang-ups in port as being improved by the change. View Quote View All Quotes View All Quotes Quoted:
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I don't see anything about improving the in-port UI freezes and hang ups. This is my greatest complaint about the game programming. Is not problem, is feature! Design to keep from making rash decisions like capitalist! Is being make improved, to mimic Soviet efficiency! So is not need say fix problem. |
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Is not problem, is feature! Design to keep from making rash decisions like capitalist! Is being make improved, to mimic Soviet efficiency! So is not need say fix problem. View Quote View All Quotes View All Quotes Quoted:
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I don't see anything about improving the in-port UI freezes and hang ups. This is my greatest complaint about the game programming. Is not problem, is feature! Design to keep from making rash decisions like capitalist! Is being make improved, to mimic Soviet efficiency! So is not need say fix problem. 15 minute wait after every match to reload consumables on Russian ships, to mimic waiting in line for bread. |
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Quoted: 15 minute wait after every match to reload consumables on Russian ships, to mimic waiting in line for bread. View Quote View All Quotes View All Quotes Quoted: Quoted: Quoted: Quoted: Quoted: I don't see anything about improving the in-port UI freezes and hang ups. This is my greatest complaint about the game programming. Is not problem, is feature! Design to keep from making rash decisions like capitalist! Is being make improved, to mimic Soviet efficiency! So is not need say fix problem. 15 minute wait after every match to reload consumables on Russian ships, to mimic waiting in line for bread. |
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View Quote If you didn't win, everyone on your team should uninstall. I need more MM like that in my favor. |
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If you didn't win, everyone on your team should uninstall. I need more MM like that in my favor. View Quote View All Quotes View All Quotes Quoted:
If you didn't win, everyone on your team should uninstall. I need more MM like that in my favor. We didn't win Our CV was one of the worst CV drivers I've ever seen. The enemy CV was very very good and he kicked our butts because none of us had decent AA ships. |
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We didn't win Our CV was one of the worst CV drivers I've ever seen. The enemy CV was very very good and he kicked our butts because none of us had decent AA ships. View Quote View All Quotes View All Quotes Quoted:
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If you didn't win, everyone on your team should uninstall. I need more MM like that in my favor. We didn't win Our CV was one of the worst CV drivers I've ever seen. The enemy CV was very very good and he kicked our butts because none of us had decent AA ships. Ouch. |
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nothing beats the guy who posted a couple weeks ago with 1 or 2 Yamatos, Montana, 2 Iowas on enemy team for BBs, and he was in his North Carolina which was top tier BB for his team. View Quote View All Quotes View All Quotes Quoted:
Yeah thats pretty bad, I guess I just expected MM to work better for ranked battle. Now I know better. |
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Won 9/10 this morning--no kids in house, no wife on Facebook, no Netflix running on 3 TV's---kicking ass and taking names--and tomorrow they launch an update that will break my game for a week....
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I see this one every now and then. The smoke or shells will display, and a second later the ship will appear. Oh Heavens, we can't have a map that involves some level of tactics and planning. This is what killed Tanks for me. Dumping everyone into a killing field for last man standing type play. View Quote View All Quotes View All Quotes Quoted:
and there will be fewer cases where a ship delays becoming visible to the player if she should have already been visible according to the game's detectability and spotting mechanics I see this one every now and then. The smoke or shells will display, and a second later the ship will appear. After we analyzed the statistical data and feedback from players, we made the "Strait" map unavailable when tier VII ships are present -- Standard Battle mode was removed from battles between tier VII-X ships because:
- In this mode, the bases on most maps were far away from each other, and players often had a tough time arriving to impact the outcome of the battle. Because of this, players were often unable to have enough impact on the outcome of the battle - It lacked intermediate "points of interest" where the most exciting action usually takes place - In this mode, protecting the base was crucial, and players used more passive tactics, which led to less exciting play Audio Oh Heavens, we can't have a map that involves some level of tactics and planning. This is what killed Tanks for me. Dumping everyone into a killing field for last man standing type play. Ya know, tanks still has some of the yolo grinding, but actually seems a little more tactically sound these days. I think the ADHD speed grinders have moved on to WOWs now. Yeah, low tier matches at Mittengard are still yolo fests over in < 5 minutes, but some of the mid and higher tier games actually seem to be favoring strategy again. It get the impression wargaming is desperate to get the player base built up for WOWs and is catering to the "fast and furious" crowd that cares very little about winning, and very much about unlocking the next ship on the tech tree. Which is a real shame, as I think WOWs has the potential to be a really grate strategy and tactics game, especially as the game mechanics themselves get a bit more refined. |
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I think I finally got the hang of this heap. http://i60.photobucket.com/albums/h12/jimanders1967/WOT/shot-16.06.14_18.16.10-0239_zpshg7pp1hx.jpg View Quote Jesus tittyfucking Christ. |
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Quoted: I think I finally got the hang of this heap. http://i60.photobucket.com/albums/h12/jimanders1967/WOT/shot-16.06.14_18.16.10-0239_zpshg7pp1hx.jpg View Quote |
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I think I finally got the hang of this heap. http://i60.photobucket.com/albums/h12/jimanders1967/WOT/shot-16.06.14_18.16.10-0239_zpshg7pp1hx.jpg View Quote 220K damage, 1 kill |
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Sure looks like you did . I made it as far as the Kagero, I couldn't get it to work and sold it . The Kagero seems like a step back after the Fubuki IMO. View Quote View All Quotes View All Quotes Quoted:
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I think I finally got the hang of this heap. Sure looks like you did . I made it as far as the Kagero, I couldn't get it to work and sold it . The Kagero seems like a step back after the Fubuki IMO. I noticed that too before they reworked the line. Mine was awesome, and the Hatsuharo was aweful. Seems like they have an "every other" OP ship that makes the grind more painful. |
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SO--both the Challenge ships---are Kongo's? So now I can have three? And they all have identical stats, and strengths relative to each other? WTF?
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Same stats as a fully upgraded kongo, different skins, and a 6 point captain that jabbers at you in Japanese View Quote View All Quotes View All Quotes Quoted:
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SO--both the Challenge ships---are Kongo's? So now I can have three? And they all have identical stats, and strengths relative to each other? WTF? Same stats as a fully upgraded kongo, different skins, and a 6 point captain that jabbers at you in Japanese At least this time around it's only based on damage dealt and not setting fires, shooting down aircraft and stuff that made everyone cry last time. You basically complete the missions by just playing the game yet the "Snowflake Generation" on the forums still cry nonstop. |
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At least this time around it's only based on damage dealt and not setting fires, shooting down aircraft and stuff that made everyone cry last time. You basically complete the missions by just playing the game yet the "Snowflake Generation" on the forums still cry nonstop. View Quote View All Quotes View All Quotes Quoted:
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SO--both the Challenge ships---are Kongo's? So now I can have three? And they all have identical stats, and strengths relative to each other? WTF? Same stats as a fully upgraded kongo, different skins, and a 6 point captain that jabbers at you in Japanese At least this time around it's only based on damage dealt and not setting fires, shooting down aircraft and stuff that made everyone cry last time. You basically complete the missions by just playing the game yet the "Snowflake Generation" on the forums still cry nonstop. I'm more worried about the mouthbreathers playing ranked. I can't get past rank 10. |
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I'm still bouncing around 14-15 but I've only played a few games in the last few days. View Quote View All Quotes View All Quotes Quoted:
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I'm more worried about the mouthbreathers playing ranked. I can't get past rank 10. I'm still bouncing around 14-15 but I've only played a few games in the last few days. The stupiditygets worse when you hit 10. Jap BBS charging the cap, US BBS trying to snipe. And t6 ships like the Farragut and Aoba running around pissing people off. And seriously mismatched teams, like one team has a new Mex and the other team has a fuso and Nagato. The one constant is that the team with the most Blyskas wins. |
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The stupiditygets worse when you hit 10. Jap BBS charging the cap, US BBS trying to snipe. And t6 ships like the Farragut and Aoba running around pissing people off. And seriously mismatched teams, like one team has a new Mex and the other team has a fuso and Nagato. The one constant is that the team with the most Blyskas wins. View Quote View All Quotes View All Quotes Quoted:
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I'm more worried about the mouthbreathers playing ranked. I can't get past rank 10. I'm still bouncing around 14-15 but I've only played a few games in the last few days. The stupiditygets worse when you hit 10. Jap BBS charging the cap, US BBS trying to snipe. And t6 ships like the Farragut and Aoba running around pissing people off. And seriously mismatched teams, like one team has a new Mex and the other team has a fuso and Nagato. The one constant is that the team with the most Blyskas wins. Yeah 10 is a shit show right now. I'm taking a few days off from ranked play because of it. |
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Same stats as a fully upgraded kongo, different skins, and a 6 point captain that jabbers at you in Japanese View Quote View All Quotes View All Quotes Quoted:
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SO--both the Challenge ships---are Kongo's? So now I can have three? And they all have identical stats, and strengths relative to each other? WTF? Same stats as a fully upgraded kongo, different skins, and a 6 point captain that jabbers at you in Japanese The biggest disappointment for me the last go around was that you had to use them in the special game mode only. I was I guess too optimistic that they would be "premium" ships like in Tanks, and be useful as crew trainers. |
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That is my beef as well---they are NOT premium, so you get no "extra" benefit to playing them? Oh well, at least got some free port slots as long as I can sell them....
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I think I overheard someone say you can't sell them? View Quote View All Quotes View All Quotes Quoted:
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That is my beef as well---they are NOT premium, so you get no "extra" benefit to playing them? Oh well, at least got some free port slots as long as I can sell them.... Yeah, they are are bonus ships. There is no port slot associated with them, the port skin IS the port slot for all of the ARP ships. If you don't have the right skin set as your port, you don't see them or, have access to them. |
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You heard correctly Leisure--can't sell them...So I currently have 4 Kongo's......
What is the best Level 4 Captain skill for BB's and Cruisers, as a general rule? Have American and Japanese BB's captains waiting on it, as well as German and Russian cruiser caps.... |
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Just had 2 back to back ranked matches where the enemy team had one BB and we had none. Lost the first match. I rammed and kill the Colorado in the 2nd match, we won.
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You heard correctly Leisure--can't sell them...So I currently have 4 Kongo's...... What is the best Level 4 Captain skill for BB's and Cruisers, as a general rule? Have American and Japanese BB's captains waiting on it, as well as German and Russian cruiser caps.... View Quote BB's is AFT for secondary and AA range. CA's is survivability expert, unless you're an HE spamming <COC violation>, then you can buy RNGesus' favor and get DE. I refuse to run DE, even on my Zao/Khab, where it makes you OP as hell. |
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that sums up my recent experience in ranked battles View Quote View All Quotes View All Quotes Sort of why I've taken a few days off. |
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Sort of why I've taken a few days off. View Quote View All Quotes View All Quotes Quoted:
Sort of why I've taken a few days off. Still grinding ranked. Made it to 9 so far, almost 8.the number of people at that level are low enough that I recognize about 1/3 to 1/2 of the players each match. Some arguments have turned into multi match fueds, with hilarious results. |
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I made it to 12 last night, and one star from 11. View Quote When you reach 10, shit will go bad. All the players that were barely good enough, or got carried, hit 10 and stagnate there. Once you get past to 9, it gets better. I Don't know why, 10 and 9's are grouped for the same matches. But you see a lot less idiots at 9. |
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