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Voydwalker

Beta Tester
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About Voydwalker

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    Able Seaman
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  1. Voydwalker

    Three things about CVs (mostly interface stuff)

    yes please add arming range for torps ...
  2. Voydwalker

    Battle space too small especially with BBs around

    yes, this! you dont need at least half the islands that are on the maps. you will complain where the small ships will hide? the answer is simple and intuitive: around/behind the battleships. before you think of some insane person just consider this: battleships have the damage durability and range. they are the main factors in the battle. they however are vulnerable to air and torps. here is where cruisers come in place: they stick to the battlehsips and provide air cover. they dont need to engage the enemy battleships cause thats the job of our battleships. what they need to do is give aa cover and kill destroyers or cruisers that try to get close, so that friendly battlehsips can focus on killing the enemy big guns. destroyers dont need the islands because they are small, fast, hard to detect and have the currently op smokescreens. now think over this for a moment and you will see this is what you need. it will get the chips to stick together, coordinate and act as a team. instead what i always see currently is all destroyers and cruisers go on 1 side, get slaughtered by enemy battlehsips and what not. leaving friendly bb defensless to air and torps. the goal of cv btw should be to keep good vision for the bb above all else and prevent vision for the enemy by killing planes. only then can the cv focus on bombing. must ... get ... more ... open space.
  3. Voydwalker

    Maps need more open space

    yes, this! you dont need at least half the islands that are on the maps. you will complain where the small ships will hide? the answer is simple and intuitive: around/behind the battleships. before you think of some insane person just consider this: battleships have the damage durability and range. they are the main factors in the battle. they however are vulnerable to air and torps. here is where cruisers come in place: they stick to the battlehsips and provide air cover. they dont need to engage the enemy battleships cause thats the job of our battleships. what they need to do is give aa cover and kill destroyers or cruisers that try to get close, so that friendly battlehsips can focus on killing the enemy big guns. destroyers dont need the islands because they are small, fast, hard to detect and have the currently op smokescreens. now think over this for a moment and you will see this is what you need. it will get the chips to stick together, coordinate and act as a team. instead what i always see currently is all destroyers and cruisers go on 1 side, get slaughtered by enemy battlehsips and what not. leaving friendly bb defensless to air and torps. the goal of cv btw should be to keep good vision for the bb above all else and prevent vision for the enemy by killing planes. only then can the cv focus on bombing. must ... get ... more ... open space.
  4. Voydwalker

    AA defense on ships

    the biggest problems is the cv gameplay is awfully poorly designed in balance terms. it should be able to have 1-2 squads more on all tiers. the amount of reserve planes should be increased maybe even doubled seeing how effective aa even on battleships is. last but definitely most important: we need to be able to choose how many of the squad types we want to use and how many planed of each kind to load. the modification setups are plainly stupid and the reserve planes loadouts are stupid as well. we need to be able to choose out cv setup to the detail.
  5. Voydwalker

    Too much crit with HE ammo

    modules should be repaired within some 10-15 seconds not like the current half to 1 minute. i know realism but thats insane. when everyone shoots he at you nothing helps and i have had several games when the rudder is jammed and the ship spins in circles for few minutes(if it survives that long) or crashes in an island. if not that there should be ways to mitigate most of the repair times for good like the repair skill in wot.
  6. Voydwalker

    Planes and exp

    the whole carrier gameplay should be changed. its probably bad to say it but it should be more like the carrier gameplay in navy field as a reference.
  7. Voydwalker

    Smoke screens

    the changes to the smokes should be as follows: when used start spreading smoke for some 4-5 seconds in a circle around the destroyer. the circles slowly expand outwards. the new part is it does make the shiphull invisible no matter what. however any muzzle flashes should be clearly shown. planes should not be able to detect ships in the smoke but its durations should be reduced as well with maybe a very small cooldown decrease. last thing is: enemy ships entering the smoke should automatically detect other ships within a certain range-kind of like the proximity in wot. cheers
  8. why dont u make the modules trade some attributes for another? like more turning speed instead of cruise speed. or baster turret turning instead of reload. or more range instead of damage? get creative!!
  9. Voydwalker

    Carrier planes

    that will be extremely bad change. how often do you play carriers? have you noticed in the upper tiers ppl will start to wiggle and turn to avoid yout planes WELL before u get close, meaning u need to spend extra time repositioning to get a good shot. this in turn means u get shot by the insanely effective aa(should be heavily nerfed) for a long amount of time. now you want to tell me "oh hey, decrease the turn speed of planes just for the visual fun of it"??? no sir, hell no!
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