Author: Veroxx
RNG Unleashed #2 : Flip and shoot
RNG Unleashed #2 : Flip and shoot
Inside the Chieftain’s Hatch : M41 Walker Bulldog, part 2
Inside the Chieftain’s Hatch : M41 Walker Bulldog, part 2
WoWS Q&A
Source: MrFingersEU
This is a transcription of the Q&A (with MrConway & SubOctavian) of the Carrier rework from a WoWS stream.
what about the rumours?
Well, they’ve been working on it for quite long, and they were reaching the point of first external testing, yet not in time for Gamescom, but yesterday (Sunday 2/9) they got the first stable build, which is ripe for displaying. Supertest starts tomorrow (4/9).
What is the philosophy/thoughts behind it, and why are you doing it? What were the problems with the current one
The problems are high skill, low popularity, high impact and strange AA-mechanics. It’s a game-in-game, not really linked to how the game is played. In paper this concept of an RTS seemed cool, but it didn’t work out. The skill-gap between new players and experienced players is too high, with the steep learning curve made that there was virtually no influx of new CV players. A CV has an enormous battle-impact (high alpha-damage potential) paired with a huge recon-value. This all lead to a non-popular class with only a few hundred players. The AA is also skewed, either you shoot down a lot of planes, or hardly at all. If you get roflstomped by a carrier as a DD, your AA is not strong enough to cope with that mass of planes, thus you won’t shoot any down due to how the mechanics work. Autodrop & manual-drop are 2 different worlds, not scaled to eachother. Continue reading “WoWS Q&A”
WoWS Q&A
Source: MrFingersEU
This is a transcription of the Q&A (with MrConway & SubOctavian) of the Carrier rework from a WoWS stream.
what about the rumours?
Well, they’ve been working on it for quite long, and they were reaching the point of first external testing, yet not in time for Gamescom, but yesterday (Sunday 2/9) they got the first stable build, which is ripe for displaying. Supertest starts tomorrow (4/9).
What is the philosophy/thoughts behind it, and why are you doing it? What were the problems with the current one
The problems are high skill, low popularity, high impact and strange AA-mechanics. It’s a game-in-game, not really linked to how the game is played. In paper this concept of an RTS seemed cool, but it didn’t work out. The skill-gap between new players and experienced players is too high, with the steep learning curve made that there was virtually no influx of new CV players. A CV has an enormous battle-impact (high alpha-damage potential) paired with a huge recon-value. This all lead to a non-popular class with only a few hundred players. The AA is also skewed, either you shoot down a lot of planes, or hardly at all. If you get roflstomped by a carrier as a DD, your AA is not strong enough to cope with that mass of planes, thus you won’t shoot any down due to how the mechanics work. Autodrop & manual-drop are 2 different worlds, not scaled to eachother. Continue reading “WoWS Q&A”