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About Hiltibrant

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  1. Hiltibrant

    Balance changes

    Not too sure the stealth-firing changes as they're implemented pan out too well - already strong classes come out even better now, while classes that relied on being able to stealth fire get a really harsh treatment. Here's a suggestion on how to approach the problem slightly differently: 1. Keep the visibility bloom when firing your guns as it is. 2. Adjust the time your visibility blooms. Time it in accordance with your gun caliber. F.ex. if DD guns (up to 130mm let's say) bloom your visibility for 3 secs or so, CL guns (152mm) bloom your visibility for 5 secs, CA guns (203mm) for 8 secs... that wouldn't paint DDs as much as a target, but make their tactics visible and allow the enemy to adapt to the situation. The result, I'd imagine, would be that DDs reveal their positions by firing, but wouldn't paint themselves as a target and be exposed for as much as they currently are. You'd attract attention from enemy ships and maybe draw one salvo before dropping off detection again, likely not enough to get a good firing solution unless you fire repeatadly. As it is, Soviet DDs can easily deal with incoming fire due to their good range, agility and speed, but DDs that don't have agility or speed (Japanese) simply can't deal with being spotted for sustained periods.
  2. Having read a great many topics about the problem of balancing air-dropped torpedos, as well as having witnessed (and having received a few) torpedo attacks in-game, I'd like to propose make a few suggestions that also adresses another issue I have been having - balancing AA. The major problem right now with air-dropped torpedos is the possibility to manually target the drop for an entire squadron of TBs - with very little micro-management, A competent CV driver can place a full spread of torpedos broadside on and ensure hit ratios of over 50% from a single spread. This is very often the result of careful planning the approach of TBs to ensure that they do not need to circle around the enemy ship so as to minimize the exposure to long-range AA fire. This is all fine and well, but it raises questions about the effectiveness of many ships' AA suite: many higher tier ships are equipped with three "levels" of AA defense: 1. large-caliber AA guns (usually 5 inch or 10,5cm guns that work very effectively at the moment (often observe them scoring 2-3 kills on approaching planes during an attack run) 2. mid-range AA guns with multiple mounts (the Bofors 40mm, early-war 1.1 inch guns, 40mm Pom-poms and German 3,7cm guns fall into this category) that also seem to do their job fairly well, seeing as cruisers that mount these kind of weapons are also effective AA platforms and were, historically at least, the workhorse of a ship's AA defense against most attacking planes, since the large caliber AA lacked the rate of fire to down more than a few attackers if the attack was pressed home. 3. This leaves the ubiquitous 20mm Oerlikons, 25mm Type 96 AA Gun and German 20mm Flaks and Machine Gun mounts - which on many ships form the majority (in numbers) of AA mounts. These guns have extremely short range and perform, in game terms, extremely lacklustre. Since most American BBs, CAs and CLs mount a considerable amount of guns in the other two categories, this is less of an issue, but for IJN ships in particular, this is a major issue, since many Japanese ships lack any kind of medium-sized AA defenses. However, it is these kinds of AA guns that should counter the kind of massed close-range torpedo drops (as well as low-level bombing/strafing runs that are not modelled in the game) that we see in-game. As it is, these kinds of guns do not fulfil their purpose. This leads me to a couple of possible suggestions as to how AA can be used to balance the situation: The close-range AA guns need buffing, so much so that they create an effective 1,5-2 km kill zone around a ship. Any attack squadrons that approach to within this zone should suffer extreme amounts damage - in effect making such attacks suicidal for the attacking aircraft. This has a stand-off effect, making a mid-range drop from say 2,5-3 km more desirable and cost-efficient (a carrier wanting to preserve his attack capabilities for future strikes). Note that this would very much depend on the number of small-caliber AA the ship mounts. This will give especially BBs (which historically mounted these guns in numbers of between 50-100 guns by the time the was ended) more of a chance to dodge more torpedos from the spread, though most likely not enough to evade it entirely. It would also mean that many low-to-mid tier ships would gain valuable self-defense capabilities, as their AA suite comprises more of these kinds of guns. However, it would not make mid-tier ships like the Furutaka, for example, invulnerable to air attack, as they generally did not mount enough of these guns to deter air attacks, they would only be more costly if carried out from close range than they are now. Another possibility would be an AA consumable for BBs similar to cruiser's defensive fire cooldown, but one that would basically create a blanket of mid-range AA fire in the direction of a targeted (highlighted?) squadron from the ship's long-range and medium-range AA guns. This should create the effect of increasing the rate of fire of said weapons and focus as many of them as possible in the direction of the targeted squadron - creating a more distant kill zone that would prove lethal to attacking planes if they press their attack. As to how far out this ability should reach I am not sure, but let's say 3-4km, for the sake of argument. This is a tactic that was drilled by AA crews on both American BBs and CVs during WWII, and which proved very effective against most kinds of attacks (massed kamikaze strikes being somewhat an exception)
  3. Hiltibrant

    Carrier squadrons / AA needs changes

    As it is in-game right now, there are a lot of problems related to the performance of carrier planes, especially torpedo squadrons. 1.) Torpedo squadrons perform perfectly grouped torpedo attacks, resulting in simply too devastating spreads of torpedoes that are nearly impossible to evade. While I am not desiring this game to have particularly high historical accuracy, the way torpedo bomber attacks were really carried out in WWII might give an answer to the problem. Coordinating a torpedo bomber attack within a squadron was practically impossible, so what actually happened was that torpedo bombers would attack in waves/flights of 2-4 bombers each - drawing out the attack and resulting in much more limited spreads of torpedoes. It would greatly improve the gameplay situation if torpedo squadrons could mimick this sort of behavior, rather than delivering an alpha strike, as they do now. 2.) Torpedo attacks have too high "penetration" of a ships AA defenses - getting in closer than 1km to the ship before releasing torpedoes, which, combined with the slow speed of the bomber at release, would make them highly vulnerable to AA fire. As it is now, it doesn't feel like squadrons in close proximity to ships' AA defences take significantly more damage. 3.) AA defences on many ships are largely impotent. Experiences learned throughout WWII showed that the pre-war AA armament of many ships was simply inadequate - a flaw which virtually ALL pre-WWII designs in game share - all Japanese BB up to and including the Nagato, all cruisers up to and including the Mogami, etc.. Most of these ships would see a dramatic increase in the number of light AA mounted on them (25mm AA for the Japanese, 20mm Oerlikons and 40mm Bofors for the US) - as it is in game now, the number of AA guns on many ships seems to increase (according to the hull upgrades), but the volume of AA fire does not increase relative to this. WWII AA was all about the volume of fire - saturating the sky in the direction of the attackers with enough AA to prevent planes from breaking through. This is not represented in the game at all at the moment, even with several ships providing mutual AA cover.