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About baldrick

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  1. The bug is well known for quite some time, taking advantage of it is unethical and ruins the game for everyone. Deletion of ships is quite a lenient punishment, I am in full support of complete deletion of the complete account of any cheating players (including players who use mods). Anyone who cheated won't be missed. Good ridance and goodbye
  2. You can see what upgrades have enabled/disabled AAW. There are no "required" upgrades, there are suggested upgrades by the game and upgrades that give certain bonuses in Harbour Assault mode. Upgrade your ships to best suit your playstyle, intended battle mode (Harbour Assault, online experts, great battle, raids etc.) For example CAs (like Petropavlovsk) can be main damage dealers in online experts (go for max range/dps and armour) or BB escorts (armour, speed and AA or ASW) For D Petropavlovsk I believe the best build is 2 armour (get some protection) 1 secondary guns (best range AAW enabled), 3 primary guns (by far the strongest) and 2 engines (the faster a ship the harder it is to get hit and easier to position as needed)
  3. For some reason the number on star for favourites and actual number of favourite players don't agree. Also when I scroll down to see all favourite players the list just jumps to the start making it very hard to see them all
  4. While I disagree with the way Bobby put it, I agree that the mission has to change. The way the mission is >95% of the time you get defeated before the first squad takes off, no matter what CV you play. To win you have to get lucky and get heavy transports spawn close to weak DDs. Devs can at least code in heavy transports to reduce the random element that makes it unwinnable most of the time edit: tried twice with vet S tier A Project, launched 2 scouts to distract DDs at North and two dive bomber squads. Sailed with OH speed to attract fire. Lost both times at 32 seconds, scouts shot down before dive bombers approached Northmost DDs that killed the Transport (a light 1st time and heavy the second but between an L class and a Tribal)
  5. C is the highest Shimakaze you can get (currently at least). while powerful and ludicrously fast (69 knots OH with mastered crew) and fun to play (mostly because of the OH speed), note that DDs lack repair crew and the damage reduction they offer making them relatively fragile
  6. you mean armour? yes it reduces damage taken by a good amount
  7. Launchers on most ships fire either side of the ship, you have to aim them the other side to fire all of them.
  8. For the attacking time issue I suggest fixing each territory to a time - unchangable by occupying fleet. This will prevent getting all areas to the time preference of a couple of fleets and give a fair chance of occupation of an area to all
  9. The upgrade describes how many tubes each torp launcher fires. Launchers are 3 for Shimakaze and don't change by upgrades (much like gun turret number is fixed but gun barrels per turret may change by upgrading guns)
  10. Check if banning by IP and if a daily limit of how many posts can one make is possible. Thanks for trying to keep things working
  11. A Aurore's deck gun is placed at extreme bow and below sub, appearing to float alongside or just in front of sub from most angles Other ships have similar issues (guns placed low on hull) but nothing that extreme or funny
  12. The idea is to get points, you have to be active and open to attack, then attacks will reshuffle points - but if attacking fleet can't be more powerful than defending it is down to skill and outsmarting your opponent. If winner gets points from loser then battling between main and clone will reshuffle points but not generate new - you'd have to stay active to generate or grab them from a third fleet.
  13. Ideas to get fleets out of the shadows: 1. Attacking fleet may not have more ships than defender and higher tier. For example I get my fleet in wof room with a D, D, C and B tier ships, attacker should be limited to 4 players and B tier max 2. Defending fleet strength by number and tier of ships: strength in points* by tier F=2, E=3, D=4, C=5, B=6, A=8, S=10. So the D,D,C,B above will worth 19 points, I can attack with an S and an A (18 points) or 5 E tiers and a D (19 points) or whatever i think is best *points per tier indicative - need playtesting to create truly competitive not favouring high, mid or low tiers One of the above, combined with points given for being active should address both the inactive fleets issue and the fear of getting overpowered by a fleet entering with overwhelming strength
  14. In fb what i did was put a link here, hoping someone will be interested and add his ideas here for further discussion or at least add his support. fb is volatile, while good for a heated discussion it, posts get quickly buried and forgotten
  15. there was a suggestion in the past that i believe has potential, please check, comment and help it mature as a suggestion if you feel the same