Jump to content

Widar_Thule

Players
  • Content Сount

    209
  • Joined

  • Last visited

  • Battles

  • Clan

    [BTS]

1 Follower

About Widar_Thule

  • Rank
    Chief Petty Officer
  • Insignia

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

669 profile views
  1. Widar_Thule

    A new concept: Flagship of the Fleet

    Nice observation. Your idea/concept of improving Commanders is a bit more far reaching than the "Flagship of the Fleet", because you can assign Commanders to any ship of a nation at will and even more importantly to premium ships without retraining. The "Flagship of the Fleet" concept differs from that approach because is only limited to a single ship and thus only involves improving/customizing a single ship per player, so it has less impact on the game than improving one or more Commanders. As said, the original idea behind the "Flagship of the Fleet" concept are two fold: (1) To allow players to customize/improve in detail their "favourite" ship, which is something that almost everybody that plays WOWS at one point or another mentions and/or would like to do; (2) To have the WOWS Management get something in return for the work needed to implement the "Flagship of the Fleet" concept, by having players spend either "time" ("ginding") or "money" (Euros etc.) on their "Flagship of the Fleet". It is interesting to hear the Executive Producer of WOWS mention the first point (1) as the main reason behind the "Naval Training Center" concept. A further expansion/update to the "Flagship of the Fleet" concept I have posted here: I will update the first post in this topic with a link to that post as well to make sure that this topic is up-to-date and consistent.
  2. Widar_Thule

    Cv rework suggestions

    REDUCE THE VISUAL EFFECTS OF AA/FLAK BLACK SMOKE CLOUDS The numerous black smoke "clouds" that are the result of heavy AA/Flak concentrations are a major disadvantage, handicap and nuisance for Carriers when they are attacking an enemy ship or group of enemy ships. Often the black smoke "clouds" make it impossible to keep sight of the enemy ship when making an "attack run" with Aircraft. The result of this is that the Carrier Commander due to the black smoke "clouds" then cannot aim and fire correctly to hit the target. By reducing the transparency, colour, size, frequency and/or duration of the black "smoke" clouds the Carrier Commander can keep track of the enemy target ship at all times when making an "attack run" with Aircraft. Since version 8.0 the black smoke "clouds" produced by high concentrations of AA/Flak is often, especially at higher tiers, so intense that during the crucial last seconds of an "attack run" the enemy target ship is obscured from sight by smoke. This prevents the Carrier Commander from making last second adjustments of course, speed and aim as well as press the "fire" button at the "right" moment to hit the enemy target ship. A result of this is that, especially at higher tiers, it is more difficult to hit an enemy ship when the enemy ship is obscured by black smoke "clouds". Next to this it is also highly annoying in a match to have large parts of the screen covered by black smoke "clouds" during the most crucial seconds of Carrier game play.
  3. Widar_Thule

    Cv rework suggestions

    DYNAMICALLY ASSIGN CARRIER AIRCRAFT BASED ON THE TOP TIER OF THE MATCH It is a major disadvantage, handicap and nuisance that Carriers in about 60% to 70% of the random battle matches are usually either bottom Tier or mid Tier. In such matches these Carriers are almost useless because their Carrier Aircraft cannot survive within range of the high AA/Flak values of the top Tier ships. As a result these high AA/Flak value top Tier ships effectively become NO FLY ZONES for the mid Tier and bottom Tier Carriers in a random battle match. This can be addressed by DYNAMICALLY ASSIGNING CARRIER AIRCRAFT based on the Tier of the match. Practically all real world Carriers during their lifetime had not one type of Aircraft aboard. A typical Carrier had more advanced Aircraft aboard in 1945 than she had in 1941. This principle can dynamically be incorporated in WOWS and that can allow Carriers to be more effective when they are mid Tier or bottom Tier in a match. This mechanism can be used to make Carriers more interesting and more comfortable to play when they are not the top Tier ships in a random battle match. This would also be more comfortable for surface ships when they are bottom or mid Tier in a match and facing an enemy Carrier that is one or two Tiers above their Tier. So it would be a win-win for both surface ships and Carriers. EDIT: Using this system a Carrier would have Aircraft with less Hit Points and weaker overall stats when being top Tier, and stronger Aircraft when being bottom or mid Tier in a random battle match. Additionally the ORDNANCE (so type of rockets, bombs and torpedoes) of the Aircraft could also be DYNAMICALLY adjusted per Aircraft type depending on the Tier of the match to further modify the amount of damage a Carrier can do in a match where she is top Tier, as opposed to a match where she is mid Tier or bottom Tier. EDIT: Using this system a Carrier would have weaker Aircraft armament with weaker overal stats when being top Tier, and stronger Aircraft armament when being bottom or mid Tier in a random battle match. Two examples to explain the proposal and how it works: The Tier 8 Carrier ENTERPRISE - The Tier 8 Carrier ENTERPRISE would in a Tier 8 match have these Aircraft types at her disposal: F4F-3 'Wildcat' (armed with rockets) and SBD-2 "Dauntless" (armed with bombs) and TBD-1 "Devastator" (armed with torpedoes), they are the 1941 era Aircraft. - The Tier 8 Carrier ENTERPRISE would in a Tier 9 match have these Aircraft types at her disposal: F4F-4 'Wildcat' (armed with rockets) and SBD-3 "Dauntless" (armed with bombs) and TBF-1 "Avenger" (armed with torpedoes), they are the 1943 era Aircraft. - The Tier 8 Carrier ENTERPRISE would in a Tier 10 match have these Aircraft types at her disposal: F6F-3 'Hellcat' (armed with rockets) and SB2C-1"Helldiver" (armed with bombs) and TBM-3 "Avenger" (armed with torpedoes), they are the 1945 era Aircraft. The Tier 8 Carrier GRAF ZEPPELIN - The Tier 8 Carrier GRAF ZEPPELIN would in a Tier 8 match have these Aircraft types at her disposal: Me 109 T-1 (armed with rockets) and Ju 87 C-1 (armed with bombs and torpedoes), they are the 1941 era Aircraft. - The Tier 8 Carrier GRAF ZEPPELIN would in a Tier 9 match have these Aircraft types at her disposal: Me 155 A-1 (armed with rockets) and Ju 87 E-1 (armed with bombs and torpedoes), they are the 1943 era Aircraft. - The Tier 8 Carrier GRAF ZEPPELIN would in a Tier 10 match have these Aircraft types at her disposal: Ta 152 C-1 (armed with rockets, bombs and torpedoes), they are the 1945 era Aircraft. Additionally, as mentioned above, the rockets, bombs and torpedoes at Tier 8, 9 and 10 could be adjusted to fit the ordnance available in 1941, 1943 and 1945 respectively. EDIT: Added an example for the Tier 8 Carrier GRAF ZEPPELIN with DYNAMICALLY Tier adjusted ORDNANCE/AIRCRAFT:
  4. Widar_Thule

    Naval Training Center - Ideas & suggestions

    Naval Training Center The Good I approve of the concept of improving your "favourite ship". I approve of a 3-layer system that improves your "favourite" ship. I approve of a concept where you can improve your favourite ship by playing that ship. The Bad I understand that some people "grind". But I do not. My time on this planet is too valuable to "grind". I just want to play the ships that I like and not waste time on ships that I do not like. If that means buying a premium ship then I will buy the premium ship. This "Naval Training Center" system seems to want to force me to "grind" ships that I am no interested in. If I do not "grind" then I seem to get weaker ships than those that do grind. That concept I do not approve of. It looks as if premium ships are downgraded compared to upgraded ships if they are not upgraded via this "grinding" system. For me as a paying customer it is not acceptable to see my premium ships weakened for no acceptable reason whatsoever by "buffing" the environment they operate in. I did not pay money for premium ships to see them downgraded due to an upgraded environment that can only be matched by "grinding" ships that I am not interested in. That concept I do not approve of. I am not interested in playing fantasy ships (meaning ships with no completed design or that were never built) that never existed and not interested in ships that were only brought to a level of readiness after late 1945 (like the Carrier MIDWAY for example). That means that I am not in the least interested in Tier 9 and 10 ships in general and in some national ship lines in particular that have mostly fantasy ships. This "Naval Training Center" system forces me to play Tier 9 and 10 ships several times over to have upgrades to keep my favourite ships competitive. That means this system is trying to force me to do something that I do not like, and thus will not do, to stay competitive. That is unacceptable, if forced to do so then I will play a game where this principle is not at work. That concept of playing a ship line to Tier 9 and 10 ships several times over to stay competitive is a concept I do not approve of. Suggestions for improvement of this system: Allow players the option to get the upgrades for their favourite ship by playing that favourite ship X amount of times. That way it will not feel like a "grind" but just like playing the game as always, just with the added incentive that you will get upgrades simply for playing your favourite ship X amount of times. This "ginding" of ONLY your favourite ship could be allowed IN ADDITION to the "grind" through the lines system that was presented by WOWS today. I would prefer however to allow a player to improve any ship by playing THAT ship X amount of times. Time is precious, do not force players to play ships against their will to stay competitive. Introduce the "Flagship of the Fleet" concept that I have proposed on this forum IN COMBINATION with the "Naval Training Center" system. So use this 3-layer bonus system from the "Naval Training Center": Battleships Level 1 2 3 Name Survivability Main and Auxiliary Armaments Consumable Bonus +15% to hit points -10% to size of the dispersion ellipse +10% to secondary armament firing range +10% to secondary armament accuracy -10% to reload time of all consumables +40% to action time of Damage Control Party +1 charge of all consumables Cruisers Level 1 2 3 Name Survivability Main and Auxiliary Armaments Consumable Bonus +10% to hit points -20% to rudder shift time -15% to size of the dispersion ellipse +10% to torpedo range +10% to maximum damage of torpedo -15% to reload time of consumables +1 charge of all consumables Destroyers Level 1 2 3 Name Survivability Main and Auxiliary Armaments Main Armaments Bonus +10% to hit points -10% to reload time of consumables -20% to rudder shift time -50% to the steering gears repair time -50% to engine repair time -10% to reload time torpedo tubes -10% to reload time main battery +10% to maximum damage of torpedo +2% to chance of causing a fire For the proposal that I made called "Flagship of the Fleet". I am sure that if you allow players to upgrade ONE SHIP like this for FREE, meaning their favourite ship as described in this topic, that they will be much more positive about the system than if you take EVERYTHING away from them by forcing them to "grind" for EVERY SINGLE ship. At least give the players ONE fully upgraded ship, called the "Flagship of the Fleet". The "Flagship of the Fleet" could be implemented as part of the "Naval Training Center" system, so the first upgraded ship the player would then get for "free". The player would get ONLY ONE ship upgraded for free in this manner. Alternatively instead of only upgrading only one ship, the so-called "Flagship of the Fleet", a player could be allowed to upgrade ALL ships but ONLY if he plays those ships a lot in random battle matches. So a player could unlock NTC Upgrade Number 1 for THAT particular ship after playing X amount of random battle matches in THAT particular ship, NTC Upgrade Number 2 for THAT particular ship after playing Y amount of random battle matches in THAT particular ship and finally NTC Upgrade Number 3 for THAT particular ship after playing Z amount of random battle matches in THAT particular ship. For example when NTC is introduced a player that plays 1,000 new random battle matches in NORTH CAROLINA gets NTC Upgrade Number 1, after 2,000 new random battle matches in NORTH CAROLINA gets NTC Upgrade Number 2 and after 3,000 new random battle matches in NORTH CAROLINA gets NTC Upgrade Number 3. But all those NTC Upgrades 1, 2 and 3 would be only for NORTH CAROLINA, if a player wants those NTC upgrades for another ship he would have to play 3,000 new random battle matches after NTC is introduced in that other ship as well. In other words, the ship that you play a lot will be improved a lot. That rewards loyalty to individual ships and adds depth to individual ships but ONLY if a player plays an individual particular ship a lot. Tier 10 ships might be excluded from this NTC upgrade system since they already have Legendary Upgrades. The "Flagship of the Fleet" might be combined with the idea of upgrading every ship IF you play that ship a lot in this manner: - New "special" NTC "Flagship of the Fleet" 3-layer upgrades that can only be mounted on the "Flagship of the Fleet" (possibly excluding Tier 10 ships due to their Legendary upgrades). Those "special" NTC "Flagship of the Fleet" upgrades can only be unlocked by playing X, Y and Z amount of random battle matches in the "Flagship of the Fleet" (a ship chosen by the player, once every six months). If a player chooses another ship to become the "Flagship of the Fleet" then the new "special" 3-layer NTC "Flagship of the Fleet" upgrades of that ship will be automatically and without cost replaced by the new "normal" 3-layer NTC ship upgrades that are described below. - New "normal" NTC 3-layer upgrades that can be mounted on any ship EXCEPT on the "Flagship of the Fleet" (and possible except on Tier 10 due to their Legendary upgrades). Those "normal" NTC upgrades can only be unlocked by playing X, Y and Z amount of random battle matches in any ship that the player owns. If a player chooses a ship with "normal" NTC upgrades to become the "Flagship of the Fleet" then the "normal" 3-layer NTC upgrades on that particular ship will be automatically and without cost replaced by the new "special" 3-layer NTC "Flagship of the Fleet" upgrades that are described above. The "normal" NTC 3-layer upgrades could have a bonus and penalty and the "special" NTC 3-layer "Flagship of the Fleet" upgrades could only have a bonus (and thus no penalty). Suggestion for the Factor X, Y and Z are 1,000 2,000 and 3,000 random battle matches respectively. In time new upgrades could be added for 4,000 and 5,000 random battle matches played in a ship. This way players would "grind" and consequently only "upgrade" the ships they like to play or improve and not the other ships that they have no interest in playing and upgrading.
  5. Widar_Thule

    Cv rework suggestions

    ALLOW CARRIER COMMANDERS TO SWITCH AA SECTORS WHEN IN AIRCRAFT CONTROL MODE It is a major disadvantage, handicap and nuisance that a Carrier Commander needs to switch back from Aircraft Control Mode to his Hull Control Mode to switch AA Sectors, instead let Carrier Commanders switch the AA Sectors when in Aircraft Control Mode. It regularly happens that enemy Aircraft attack a Carrier while the Carrier Commander is controlling his Aircraft on the other side of the map in Aircraft Control Mode. This forces the Carrier Commander to then recall his Aircraft in order to switch to Hull Control Mode only to be able to switch his AA Sectors. That means that all the time and consumables spent flying the Aircraft to the other side of the map are lost, so is the opportunity to attack an enemy ship there AND more time is going to be lost to take off with another Aircraft Squadron and fly that Squadron to the position where the other one was when it was recalled. And all that is forced on the Carrier Commander JUST to switch AA sectors. That is not only a major disadvantage, handicap and nuisance but is also highly Carrier Commander (so player) unfriendly.
  6. Widar_Thule

    Look, I just want a game about old warships ​​​​​​

    I do not understand in all these games (WOT, WOWS, WOWP, WT etc.) why they have this insane focus on fantasy and post 1945/1950 equipment. The only logical reason that I can think of is that the USSR only caught up technologically with the leading first world nations in many areas after the 1950s and 1960s. It is known that there are government subsidies for making "patriotic" games, to be fair they exist in many countries not only in Russia but also in GB and the USA for example. Having said that... looking at the real warships deployed by the Allied Navies and taking WW2 as an example... Allied Navies involved in WWII (total number of warships deployed in brackets) Royal Navy HMS Royal Navy (9,518) US Navy USS US Navy (9,233) Royal Canadian Navy HMCS Royal Canadian Navy (560) Soviet Navy USSR Soviet Navy (421) French Navy FR French Navy (241) Royal Indian Navy HMIS Royal Indian Navy (230) Royal Australian Navy HMAS Royal Australian Navy (169) Royal Dutch Navy HNMS Royal Dutch Navy (146) Italian Navy Italian Navy (120) Free French Navy FFL Free French Navy (104) United States Coast Guard USCGC United States Coast Guard (96) Royal Norwegian Navy HNoMS Royal Norwegian Navy (81) Royal Hellenic Navy RHS Royal Hellenic Navy (76) Royal New Zealand Navy HMNZS Royal New Zealand Navy (55) Brazilian Navy Brazilian Navy (54) Polish Navy ORP Polish Navy (39) South African Navy HMSAS South African Navy (17) Source: https://uboat.net/allies/warships/ On a side note, based on the above, the Royal Canadian Navy had more ships than the USSR Navy in WW2. You would think that WOWS could limit herself to adding THOSE real world warships to their game. Instead they increasingly focus on ships/aircraft that never had a finalized design, were never built and/or never anywhere near completion/deployment before August 1945. Funnily enough the ships and aircraft that sank more enemy ships than anything else in history are not even included in WOWS. As to Battleships, looking at classes and numbers in service one cannot escape the fact that WW1 really was their most important war and that era in WOWS is really more a minor stepping stone in WOWS to the Tier 10 Starship ENTERPRISE and Tier 10 Battlestar GALACTICA.
  7. Widar_Thule

    Why are YOU playing this game?

    Why would I play WOWS? Short and simple answer: For the real world WW1 and WW2 warships and aircraft. The more WOWS is being pushed into the realm of a fantasy game with ships/aircraft that NEVER even had a finalized paper design, ships/aircraft whose construction was NEVER started or ships/aircraft that would NOT have had a chance to being anywhere near completion/deployment before August 1945, the less interested I become in WOWS. Sadly, with this incessant focus in WOWS on making money on Tier 9 and Tier 10 ships in WOWS and the release of ever more fantasy ships/aircraft whose capabilities in game completely overshadow the real world WW1 and WW2 ships/aircraft that actually existed, the less interesting the game has become. Looking at all the newly released fantasy ships in WOWS over the past few months, one cannot escape the conclusion that the people that are interested in real world WW1 and WW2 warships and aircraft are no longer the target audience of WOWS. If they ever really were that is.
  8. Widar_Thule

    HMS Rodney.....

    If SARATOGA would be introduced I more expect her to be either a Tier 8 Carrier with Tier 10 Aircraft, or a Tier 6 with Tier 8 Aircraft, or a Tier 10 Carrier with Tier 10 Aircraft. That is not what I would like to see, but that is based on the usual WOWS Development design/development logic. I doubt they will introduce Tier 9 Carriers at any time in the foreseeable future or at all for that matter... WOWS Developers have shown an image that YORKTOWN and TAIHO are scheduled to appear in game as Tier 8 "support" Carriers. Whatever that means. In that image I refer to we see parallel Carrier lines for each nation at Tier 4, 6, 8 and 10 with one of them being the existing "normal" Carrier line and the other one being a new and as of yet unreleased "support" line. Well the "tradition" you refer to is a matter for debate. Take the SCHARNHORST, she was one of two ships of the so-called SCHARNHORST class. Yet she is the premium ship in WOWS and her sister ship, the GNEISENAU, is the "line" ship in WOWS. As to logic and tradition. Take a look at the German Cruiser line. There at Tier 7 we find the Heavy Cruiser YORCK. A fantasy ship that was never built. It is squeezed in between the Light Cruiser NÜRNBERG and the Heavy Cruiser HIPPER, both are real life ship designs of the Reichsmarine/Kriegsmarine. I have not been able to find any evidence that a Heavy Cruiser design called YORCK was ever even contemplated of being built by the Kriegsmarine, or even its predecessor the Reichsmarine for that matter. What should have been at Tier 7 was the LÜTZOW (the re-named lead ship of the DEUTSCHLAND Class Heavy Cruiser). Instead we have the third ship of the DEUTSCHLAND Class, the GRAF SPEE, as a premium Heavy Cruiser. What would have been logical is to have the Heavy Cruiser LÜTZOW as the Tier 7 Heavy Cruiser, the SCHEER (arguably the most successful surface ship of the Kriegsmarine) as a premium and GRAF SPEE as another premium. LÜTZOW could be in her 1942 configuration at Tier 7, SCHEER could be in her 1945 configuration at Tier 8, SPEE in her 1939 configuration at Tier 6. YORCK could then be some fantasy premium at +/- Tier 7. While we are on the subject of German Heavy Cruisers, where is the BLÜCHER? Second sister to HIPPER. She could be a Tier 7 premium in her 1939/1940 configuration, since she never completed outfitting to 1941/1942 standards due to being sent into battle without being fully completed and with an untrained crew aboard (and arguably commanded by the most incompetent Admiral in the Kriegsmarine). BLÜCHER makes an appearance in this movie: Glad to hear you found it interesting.
  9. Widar_Thule

    Proposal – Improved Unique Commanders Bonuses/Talents setup

    Well I would not say obsolete. The "Naval Training Center" system is about improving ships by "re-grinding" whole ships lines up to Tier 10 several times over and has nothing to do with Unique Commanders. This topic is not about ships but about Unique Commanders. This "Improved Unique Commander bonuses/talents setup" proposal would have far less impact on the game than the "Naval Training Center" system and would not involve "grinding" and be available to all players, for free. So at no cost in time and money. Other than the time spent to re-skill your Unique Commanders of course.
  10. Widar_Thule

    A new concept: Flagship of the Fleet

    Well that is interesting. The idea behind my "Flagship of the Fleet" was to "improve your favourite ship". And that concept apparently the people at WOWS have decided to also implement: If you listen to this video, at "25:57" you can hear: "literally everybody has a favourite ship" and "a fantasy about making that ship stronger" and "that is literally the psychological reason behind the feature". The person saying that is Executive Producer of World of Warships: Artur "EV1N" Plociennik. So there you go, that was the most important idea behind the "Naval Training Center" and that fits the "Flagship of the Fleet" concept perfectly, albeit that the "Flagship of the Fleet" proposal is far more modest because it lets players do just that: improve ONLY their favourite ship without "grinding".
  11. Widar_Thule

    Cv rework suggestions

    ALLOW FULL PLAYER CONTROL OF THE MAIN GUNS OF AIRCRAFT CARRIERS WHEN IN HULL MODE In those cases where an enemy ship comes within firing range of the MAIN GUNS of an Aircraft Carrier it would be both fun and conditionally useful to allow the Carrier player to have FULL CONTROL of her main guns. Some Aircraft Carriers had quite powerful ship-to-ship gunnery armament and some even were designed to be able to operate alone and defend themselves with their main guns from enemy Destroyer Flotillas, like for example the Carrier GRAF ZEPPELIN. Allowing the Carriers in WOWS to use their main guns IN DIRECT PLAYER CONTROL WHEN IN HULL MODE would be fun and it would add functionality to Carriers that already exists in WOWS (player controlled gunnery). This functionality would be conditionally useful for Carriers. For example in those cases where the up-tiered Carrier has lost so many of her Aircraft that she cannot launch more than 1-3 Rocket Bombers to defend herself against a nearby enemy Destroyer. Giving Carriers FULL PLAYER CONTROL of their main guns would be authentic, fun and conditionally useful. The guns of the Aircraft Carriers would have to have appropriate caliber Cruiser main gun ranges to be useful, and thus not Battleship secondary gun ranges. For most Carriers in WOWS that would mean having their main gun ranges equal to those of Cruisers of the same Tier, same caliber and same nation. The main guns of a Carrier would be under AI control when the Player is in Aircraft Control Mode and would be under Player control when the Player switches to Hull Control Mode. EDIT: Another example of when this is useful is if there is an enemy ship (Destroyer or Cruiser) that skillfully stays just outside the range of the secondary/tertiary guns of a Carrier and hidden in smoke. The Carrier Commander then cannot fire back because his Aircraft cannot spot the target, and he has no control over his main guns and their range has been nerfed to the short secondary gun ranges of Battleships in WOWS. By allowing full player control of the main guns of a carrier and giving them the same range as the same caliber Cruiser guns of their nation, the Carrier player at least would have SOME way of fighting back in such a situation. Especially in end game scenarios where a Carrier can have few if any Aircraft left. Next to that it would also add an element of fun, additional functionality and actual ship control to Carrier play.
  12. Widar_Thule

    Cv rework suggestions

    GIVE THE GRAF ZEPPELIN her Aircraft launch procedure from the Catapults BACK that she had until version 8.0 Since the GRAF ZEPPELIN Catapult launching sequence was already implemented before version 8.0 of WOWS was rolled out, it should not require TOO much of an effort to have the current GRAF ZEPPELIN Aircraft use it as well. If I can find the time for it I will make a better post to illustrate what I mean by this remark, but for the time being this will have to suffice: - The Tier 8 German Aircraft Carrier GRAF ZEPPELIN in real life was unique in that all her Aircraft would not take off on their wheels from the back of Flight Deck like on contemporary Carriers, instead they were "fired off" by very powerful Catapults from the front of the Flight Deck that could launch even heavily loaded bombers at speeds well above stall speed in a matter of seconds. No other Carrier of WW2 had such powerful Catapults, no other country was able to build and perfect them during that time frame. The British navy first used Catapults with this kind of capabilities in the early 1950s and thereafter the US Navy (using a Catapult that was based on the V1 Catapult) copied that idea from the British Navy. - The GRAF ZEPPELIN in WOWS up till version 8.0 in WOWS saw all her Aircraft launch from her two Catapults in game, that was both authentic and really beautiful to watch in-game. Since version 8.0 that Catapult launching sequence is gone, it would be authentic to bring that back into the game. Currently the GRAF ZEPPELIN has her Aircraft take off from the Flight Deck on their wheels without using the Catapults like on conventional WW2 Carriers, but this would (A) not have been possible at full load with the Bomber Aircraft that GRAF ZEPPELIN has and (B) would NEVER have been done because the Kriegsmarine designers (Hadeler et al) of the GRAF ZEPPELIN Class were DETERMINED to use the Catapults for launching Aircraft to allow the Carrier to do three things at the same time: launch from the front of the Flight Deck, process in the center of the Flight Deck and recover Aircraft at the rear of the Flight Deck (what no Carrier of WW2 could do, the British and US Navy only introduced this in the 1950s). The Catapults are one of THE key design elements of the GRAF ZEPPELIN that makes her so different and far ahead of her time compared to contemporary Carriers of her day. This Catapult concept was only introduced on British and US Carriers in the 1950s, but it was ONE OF THE KEY design principles for the 1936 GRAF ZEPPELIN. Image: Ju 87 C-1 being launched from Catapult on GRAF ZEPPELIN (pre version 8.0): Image: Me 109 T-1 being launched from Catapult on GRAF ZEPPELIN (pre version 8.0):
  13. Widar_Thule

    Cv rework suggestions

    And this solution I also proposed for the RTS Carriers in 2018, today it too would still be useful: DESTROYER PROTECTION SOLUTION All Tier 6-10 Destroyers will receive the Destroyer type "Defensive AA Fire" Consumable. This solution will protect Tier 6-10 Destroyers from Bombers during the first 5 critical opening minutes of a match when they rush forward to capture a sector without the help of friendly Cruisers and Battleships. Highly skilled Carrier Commanders currently can too easily take out the all important Destroyers in the first 5 minutes of the match which in most cases already decides the outcome of the match. This solution increases the "comfort level" of Destroyer play (especially for new and novice players) in WOWS. I prefer the "Fighter Patrol Squadrons Consumable" Proposal (described in this topic a few posts above this one) over the "Defensive Fire AA Consumable for Tier 6-10 Destroyers" Proposal in the current state of the game where there can be more than one Carrier in the enemy Fleet though.
  14. Widar_Thule

    Cv rework suggestions

    This solution I also proposed for the RTS Carriers in 2018, today it would also still be useful: INVISIBLE SHIP AA FIRE SOLUTION When an enemy ship uses its AA Fire it should be spotted by the Carrier Aircraft it fires on, even when it is in smoke BUT it should then only be visible to the Carrier and not to the entire fleet that the Carrier is part of. Just like the "Radio Location" Commander skill that only indicates the position of the closest enemy ship only to the player that has a ship Commander that has the "Radio Location" skill. For new and novice Carrier Commanders, and even for experienced ones, it is often times impossible to notice than a hidden enemy ship is using its AA against Carrier Aircraft. As a result ships with strong AA setups like MINOTAUR, DES MOINES, WORCESTER can totally destroy a full Squadron before the Carrier Commander has had the time to get it out of range of that hidden ship. That means that especially new and novice Carrier Commanders, but even experienced ones too, have no player friendly visual indication that warns them that their Aircraft are going to be destroyed in about 2 seconds unless they withdraw them out of range of the hidden enemy ships. Currently all ships in WOWS get a clear visual indication that they are being fired upon in the form of shell tracers, but the Carrier Commander currently gets no clear unmistakable visual warning that his very limited amount of Carrier Aircraft are about to be destroyed in about 2 seconds by AA from a fully hidden ship. The proposed solution increases the "comfort level" of Carrier play (especially for new and novice players) and addresses the imbalance of passive not human controlled AA invisibly eliminating the active human controlled Aircraft of a Carrier Commander in about 2 seconds.
  15. Widar_Thule

    Cv rework suggestions

    Looking at what I proposed for the RTS Carriers in 2018 the SPOTTING SOLUTION A proposal would still be useful today: SPOTTING SOLUTION (Alternative A) Carrier Aircraft can only spot enemy ships for their own Carrier and they can not spot enemy ships for the entire friendly fleet. In other words whatever the Carrier Aircraft spot is only visible to the Carrier Commander that owns the Carrier Aircraft. This is not unlike for example the current "Radio Location" Commander skill which also only indicates the direction of the nearest enemy ship to the player that has a ship Commander with "Radio Location". This solution will solve the problem that Destroyers that rush to a Capture Point at the start of a match are constantly spotted by Carrier Aircraft and consequently then targeted by the entire enemy fleet. The CARRIER SHIP itself of course will still be able to spot ships just like all other ships only the spotting by CARRIER AIRCRAFT is proposed to be changed.
×