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Usmcland

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Everything posted by Usmcland

  1. Make a que to begin the map when que is 75% full everyone drops in the map at the same time in different areas so teams are split up and have to work to fight and group up. Also make a fast pace map where if you kill a resource vehicle you obtain a random number and type of unit. @Peter
  2. No they need speed increased and special attack activation range increased as well as destroyers sonar ability range increased. Also give bombers attack against subs and subs attack against aircraft. Then add them to all maps please. @Peter
  3. Air assault !
  4. Expand the sonar range and expand the attack ability range.
  5. I think the timer will be a good change. Thank you for that. As for the HP I think the focus should be on the activation range or speed to get to the activation range. Usmcland 37747
  6. @Peter -Officers and Battle technology that apply to all units and all naval units currently don’t work for subs. This should be fixed. This will help with the speed. -Sub special attack: —Option 1: If subs are out of range while they conduct their special attack they still attack but with half the effects of bonuses. —Option 2: If subs are out of range while they conduct their special attack they still attack with full bonuses but the bonus effects only last 1 minute. -Time for surfacing submerging and special attack: Special attack 3min, Submerging 30 seconds, surfacing 3 minutes. ***Emergency dive: deals 50% damage to max HP and submerges immediately.*** ***Emergency blow: deals 50% damage to max HP and surfaces immediately.*** -Bombers: need to be able to attack subs while surfaced.
  7. I’m having a problem with officers and battle technology not applying to the subs when they specifically state they apply to naval units or all units. This would help with the speed issue.
  8. @Peterthe officers that apply to all naval units don’t effect the subs. battle tech that effects all units has no effect on subs.
  9. I would like to see the mechanics used in this map brought over to all other maps. Because in maps like global the players who farm the NPC tigers first have the advantage. Make the super battleships and tigers and SS HQ in all maps as strong as you have in Aegean.
  10. Will subs take gold or MMR coin to upgrade?
  11. Perfect thank you! This will be a game changer
  12. Can we get the stats and full details of the subs before they come out so we can plan on how to use them while we wait for them to come out? @Peter
  13. Does S3 open on the first?
  14. Essentially to become a unit worth utilizing to destroy any surface ships they will need increased defense while submerged, AOE in a small area or (((“HIGHLY”))) boosted attack damage if they can manage to strike first without being detected due to the difference in HP. My recommendation would be three subs should be able to sink a 36k ship in 30 seconds. This would force the naval maps to be played more tactical utilizing the destroyers with sonar and then follow the destroyers being targeted by bombers unless they are protected by cruisers. This would give all units the ability to turn the tide of battle and continually change which unit would be considered the center of gravity based on how the enemy attacks the angle on which they attack from and the order of which units attack to gain the advantage. My hope is that with subs here now, gone are the days of who ever has the most battleships wins. Instead it should be whoever can out think and maneuver the other player becomes the victor and adding more units is just the way to accomplish this. NOW WHERE ARE MY SUBS TO COMMAND?!?!?
  15. I agree. Mitsubishi and bristol need dept charges.
  16. 1.)Will the sub reveal its position when the sub attacks a target or becomes attacked? 2.)If a sub is spotted how long does it last? 3.)Will subs have extra defense while submerged? 4.)How big is the sonar detection range of destroyers and how long does the ability last? Was it ment to say you can use the ability every five minutes and it only lasts for 1 sec? 5.)Will destroyers be equipped with dept charges? 6.)What is burst damage? 7.)Also I see you have a picture of the sub unit. Are they solid on the stats for the unit and if so can you tell us? 8.)Increase the speed of the aircraft carrier to the same speed as the Battle ship since the battle ships of ww2 were built to keep up with the aircraft carriers and not the other way around. 9.)Change the amount of LC units able to load on the aircraft carrier to the same as city units..right now I can load 20 avros into a aircraft carrier but only 10 Mitsubishi. 10.)Give bombers with defensive turrets air to air ability. 11.)Give fighters and jets ability to conduct strafing runs against ground units. 12.)Give commandos ability to swim. 13.)Give commandos ability to sabotage buildings and units.
  17. When will season 3 be beginning?
  18. Probably not due to subs utilizing torpedos but if the deck guns are Bolfors they should have AOE vs air. But I would like to see torpedos dealing AOE damage against troops that are stacked on on another being the exact same location as the targeted unit.
  19. When you said: Considering completing the strike takes time, so it sometimes many not deal any damage, such as the situation where red naval troops moves out of attack range when you are launching the strike. Is it safe to compare this to the Bolfors attack set up time before attacking? If so has a he quick set up been fixed and or will it be fixed by the time the sub units come out. As well will the subs have some AOE ability around the targeted unit due to the mechanics and the purpose of the torpedo being to explode under the ships keel essentially breaking the ship in half? Can and will a naval class be added to the selection with airman, tanker and cannon class? And will there be naval LC units in the upcoming update?
  20. these were some ideas I had posed before. Just wondering if they were considered. Balao Class Submarine Surfaced HP-4,000/ Surfaced Speed-3.42/ Surfaced Sight-300. Submerged HP-10,000/ Submerged Speed-1.72/ Submerged Sight-150. Attack Range-200/ Attack Range vs Air 250 Attack: Ship-2500/ Air-1400/ Submarine-2500 Fuel-36H/ Food-48H/ Ammo-24min Defense type- Ship 1000 (surfaced). Defense type- Ship +3000 (submerged). Production Cost: 20min to produce & 15min to build. Cash-8,000/ Oil-1500/ Steel-2500/ Rubber-1500 Battle technology: -HP & Speed +10% -Attack +10% -Mark 18 Torpedoes, due to the torpedo design the submarines position is not given away while attacking. -Emergency Dive, -50% time it takes for submarine to submerge. -Silence is Gold, instant -25% of target units max HP if submarine attacks without being spotted. 30 sec duration. 30 min cool down. Extra information: -If submarine unit is spotted a shadow in the water will be present to all who have sight in area. -3min time to submerge. -Causes AOE damage In a 25 spot radius. -40sec to set up Bolfors Deck gun. Time starts when unit is surfaced while stopped. -Dept Charges cause 5% damage to max HP until submarine surfaces. -Subs only spotted if within 180 sight range of all ships or 250 sight range of destroyers.
  21. Then google lied to me lol
  22. I see my ideas might be getting put to the test! I can’t wait!
  23. It’s simple tanks are supposed to be scary so make them scary when a tank unit but only tigers and all other tank units after that can be made get within a range of 100 the defense of Those units within range gets taken away or subtracted by 500
  24. If you beef up the tanks we need to also make sure the tank destroyers and anti tank guns are as well. #keep the balance.
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