Selling or having it removed is all around a bad idea. If seeing the ship in port really bothers you, make more use of the filter. There are plenty of paper ships and unbelievable ship abilities when compared to "real hold my nose and use it in COOPs when you have snowflakes or anniversary events. To each their own I guess, but I would agree with the vast majority of the responses. Or ships in game that have radar, but it operates for only 20 seconds at a time? Or sonar that…etc., etc. Ships that had radar IRK, but in-fame, zero-zip-zilch-nada? What is the dividing ling between the many fictionalities above, that you’re willing to look past, vs. Or radio direction finding that tells the target you’re onto him. Or real ships in the game having been given fictional refits by WG? Or ships in game that have radar, but it operates for only 12-36 seconds at a time? Or sonar that…etc., etc. Ships that had radar IRL, but in-game, zero-zip-zilch-nada? How about ships with fictional capabilities, or fictionally impaired capabilities?ĭestroyers that never could reload torpedoes IRL, but have as many reloads that game time permits? How did these principles allow you to play all the way through the fictional FDG, knowing the fictional GK was at the end of the line? And sink the XP into unlocking it? if I'm working through a tech tree and need to use a fictional ship, I'll sell it as soon as I unlock the next in line). Then I want it gone from my port as soon as is feasible (i.e. If it's rated as "Fictional" on this list I don't want to keep any ships that Wargaming, rather than a historical naval designer, came up with. It's a bit of a principles thing on my end. Sorry for the late reply (I thought I'd be receiving email notifications.).
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