TimS81
Beta Tester-
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Everything posted by TimS81
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Agreed. The flight control upgrades could then add active squadrons (think of it as having an extra plotting table / radio set / crew working with the extra squadrons) so you can have more of the aircraft on board airborne at any given time.
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I think the addition of (noticeable!) waves would be a good thing. It adds a factor to consider when positioning your ship. Taking waves broadside means rolling around a lot, so your aim needs constant adjustment. Taking the waves head on reduces the number of guns that are pointing the right way, but does stabilize then significantly. It would also affect speed, sailing with the waves being faster, and affect your turn radius. Long story short: Yes please, in various degrees of intensity to help "diversifying" the amount of scenarios available even with limited maps.
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Fighters and carriers, point and click right and air supremacy is in the bag right?
TimS81 replied to Stingern's topic in General Discussion
Granted, this was against an Independence and a Saipan, but been there, done that... You just need to do exactly what Stingern said: Pick your battles and battleground. Lure the enemy fighters in, let friendly AA take care of them, and soon enough you will have superiority in the air. -
Which brings us back to the point of team work. Limiting divisions to only one of a particular class (in this case, CV) discourages team work within the division. Imagine only being able to take a single BB in, you can't coordinate your strikes. Or only one DD, you can't corner your enemies as a team. For CV the same applies. I understand that with the low player numbers currently in the CBT (player count was at 3500 early last night), MM will have difficulty finding proper matches. With all those players active, it can match perhaps 150 battles at the most. I however hope that the limit is brought up again (or removed altogether) when more waves are brought in, or goes to open beta, so this can be tested for balance reasons once MM can deal with it.
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I think the problem with the domination maps is a different one. You start out with 300 points and then start gaining them at a rate of 4 points per 4 seconds (not per second as stated in the quote above) per area that is held. Destroying enemy carriers and battleships yields 60 points (if I remember correctly, at work right now so can't check), which destroyers and cruisers yield 45 (again, if I remember correctly), while getting them destroyed on your team would get those points + 50% deducted from your score. Assuming no losses and a simultaneous 3-cap, it takes 233 seconds to cap out (I am not counting the insignificant 4 points gained immediately upon capping the point), so about 3 minutes of non-stop, uninterrupted capping. This is far from a realistic scenario of course, because ships will get destroyed on both sides, it takes time to get to the cap circles, the enemy will reset your cap or pause it while both sides contest the point. The real difficulty with this game mode is that it's hard to balance it for all possible situations. I do think that, in some situations, the capping goes too fast, but I think this is more due to the points granted for destroying enemies than due to the points per second for capping the base itself. After all, if the enemy team has 5 battleships, then that's 300 points right there, almost half of the points you need to gather to get from 300 to 1000. Three things that can be done, I think: 1) Adjust the cap limit. 2) Adjust the starting points. 3) Adjust the points gained for all actions. My suggestion would actually combine them. Reduce the points per cap to 1 point every 2 seconds (with the current 4-second ticks of 2 points), reduce the starting level to 200, reduce the maximum level to 800 and reduce the points per vessel type to the following: BB 50, CV 40, CA 30, DD 25. Having an ally of that type destroyed should deduct the same points as you get for destroying the enemy. Increasing that figure too much would promote the cautious, capping game style. If you don't punish risk taking too much, by keeping the chance that you lose more than there is to gain low, play will develop at a more dynamic pace and you'll see more fighting and less capping. At least, that's what I think.
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Battle space too small especially with BBs around
TimS81 replied to Double_Blickaz's topic in Archive
Can only judge up to tier 4 carrier and tier 3 cruiser, but at those tiers, it seems okay. I don't know if the range of the cruisers and battle ships increases significantly still, however if you get to a point that the spawn areas are already within firing range of each other, then they're too close and maps would need to be increased in size. What I could see as an option to prevent too long traveling time for the low tiers is to define different spawn locations depending on what battle tier it is, putting them further apart as the tier increases. Of course all that only necessary if the range does indeed increase with tier.
