Jump to content
Forum Shutdown 28/7/2023 Read more... ×

Xevious_Red

Beta Tester
  • Content Сount

    3,412
  • Joined

  • Last visited

  • Battles

    7888
  • Clan

    [NIKE]

Everything posted by Xevious_Red

  1. Xevious_Red

    Yelling at CV's for no fighter cover (rework)

    Judging from Flamu playing, they changed this to 60 seconds, and removed the -40% penalty from the dual catapult fighter skill
  2. Xevious_Red

    CV rework poll from Flambass

    Some of the questions are a little hard to answer prescisely - for example I LIKE that a new/average CV player cant be completely locked out of the game by being strafed to oblivion. But Im equally not hugely keen that the total interaction is dump a consumable and hope they loiter in its area.
  3. This will probably come down to how many CV players are able to pull off results like El2azer, and how many CV players arent able to. If the vast majority of CV players (new and old) are able to achieve results like that then something will probably get changed. If its only a few super unicums, and theres a vast horde of average/mediocre ones that cant then they probably wont be in a huge hurry. Particularly is CV get played more, and particularly if the premium CV start selling well. It will probably also depend on if the result are achieveable on all tiers/nations. If its just the Midway tnat can nuke DD so quickly then I'd imagine they'd just nerf the midway.
  4. -Avoid them mostly by flying around them (A/D keys). Smaller squads fit through smaller gaps in the flak. Varying speed (W/S keys) throws off the AA guns aim. Depending on plane type, certain attacks alter your altitude - DB climb then dive etc. This can be used to go over/under a particularly large flak burst -DF makes the flak bursts red instead of orange. -Depends on plane type; torps dont really "swing in" very well, although the IJN are better at it. -You avoid as much as you can. Some however you will hit regardless once you commit because the planes are less agile when in attack mode, and some attack runs require a reasonable straigjt line. While in the AA area you will be taking continuous DPS anyway so at some point you need to either commit to an attack and suck up the plane losses or retreat and find an easier target. -Might be helpful. -It doesnt multiply with DFAA (PTS 3 changed this). Obviously this has diminishing returns for higher tier ships - If you only have 2 bursts then having +2 effectively doubles your flak. If you already have 17 then +2 isnt that great a change. Conversely "Every little helps", and the real question is "is there anything in that equipment slot that you would rather take instead?"
  5. Xevious_Red

    Concerning the upcoming CV rework

    The mouse is used mostly for minor adjustments when you attack - this allows for subtle adjustments to the aiming point without making the reticle bloom as much as it would with A/D. When flying around normally I generally use both WASD and mouse to correct heading. The aiming reticles for both rockets and DB don't tally up with where they will be when you commence the attack - both of them are closer. DB are probably the hardest at first to use because if you trigger them early you dont have any movement to adjust. This doesnt take particularly long to get used to though.
  6. Xevious_Red

    Concerning the upcoming CV rework

    Its a buff to low AA ships, since they didnt benefit from the sectors previously (1 burst +25% = 1 burst). Its more of a nerf to ships that had a high number of bursts and a high sector percentage. ALOT will depend how much of a "nerf" it is to plane equipment/skills
  7. Xevious_Red

    "Worst" shps post 8.0

    What you stated is true at tier 4 only. At tier 6/8/10 then all squadrons can summon figjters. However they are limited to 2 uses per squadron type. This can mean later in the game then a particular squad type has run out of fighters, particularly if the CV/captain has a strong bias/preference towards a certain squadron type - you are unlikly to see an IJN captain trying for DD with DB for example, while US are far less likely to use torps on DD. Something worth noting with the tier X CV is due to their deck shattering just about all HE and being virtually immune to fire then as long as you aren't facing BB on your flank you can just use your hull to provide air cover - they have the best AA of all classes and also have a 12 fighter plane CAP.
  8. Xevious_Red

    Update 0.8.0 delayed for a week

    Given we've had essentially the same fighter model for all the test versions inc the latest PTS, and its not mentioned in the notes about whats being changed, I would doubt it.
  9. Xevious_Red

    Update 0.8.0 delayed for a week

    The change to sectors might help ships with low numbers of flak - the current PTS means that sectors are worthless for some ships - whats 25% more bursts when you only have 1 burst? Its not like you can have 1.25 With it affecting the continuous then ALL ships can benefit.
  10. There was this; https://www.wows-gamer-blog.com/2019/01/world-of-warships-cv-rework-tier-viii-premium-gz-enterprise.html?m=1 https://www.wows-gamer-blog.com/2019/01/world-of-warships-cv-rework-tier-viii-premium-stats.html?m=1 Doesn't have any of the gimmics, and no idea how current these are
  11. The most simple option is reset CV captains (since half their skills dont exist). Then just set respec to 0 gold and leave it as that for the next few patches while the balancing changes take place. There are some skills that atm are pointless/just not very good (extra catapult fighter). If these get changed to being viable then people might want to include them in their builds
  12. Xevious_Red

    [cv rework] no carrier limit ?

    My favourite part of that video is around the 3:30 mark where he attacks a zao just due to how disconnected Notser's commentary is from what's actually being shown in his video. "You have enough boost to avoid all damage" *immediately loses 5 planes to flak* "CV are the most domineering" *misses the entire drop from doing it wrong* "Can't impact you at all" *recalls the remaining planes, loses all 7 to flak anyway* So while talking about how flak cant touch planes and that its so easy to avoid, the footage he's showing is of him messing up a drop and losing the entire wing in the process.
  13. Xevious_Red

    [cv rework] no carrier limit ?

    DF multiplies the flak damage, and multiplies the continuous AA DPS. It helps therefore with the continuous DPS to have a value worth multiplying. So the midrange worcester with all AA is about 811 base. With the +100% it therefore does about 1600 DPS. The long range gearing continuous AA (without upgrades) is only 64. So even with the gearing DF giving +200% (twice the worc!) It only results in a valie of about 192 continuous DPS. With planes at tier X having around 3-4k health this isnt going to do much. Where DD DF does (sort of) become better is with how it relates to flak clouds. The gearing has an equal base long range flak value as the des moines (3640). However the DM "only" gets +100% on it's DF flak, while the gearing gets +200%. This means that with the defensive fire on they are stronger that the des moines flak bursts (1.5x stronger). However, they can be avoided and since you get less bursts then its easier to avoid. So the gearing CAN do some hefty AA damage..........as long as the CV is obliging enough to fly through your flak clouds.
  14. Xevious_Red

    [cv rework] no carrier limit ?

    You can if you wanted. You only get 2 uses per plane type (so 6 uses all together), and they only stay patrolling for 2 mins. They also will chase after any other planes that go through the area. If you're using them for this, you wont have them available to defend allies, distract enemy fighters/CAP, or defend yourself if your own CAP isnt available. So while its doable, and in some cases probably a good choice, its not the same level of spotting in multiple places as it it currently
  15. The midway only really "needs" the TB against other tier X CV due to rockets/bombs not penning their deck, and fire not doing that much damage. Otherwise yes I would agree. The tier X planes are pretty tanky so dont suffer huge losses - Midway feels far too comfortable to use. Conversely something like the shokkaku at tier 8 loses planes hand over fist to AA and spends a lot of time with reduced/half squads, particularly as the squads are more specialised.
  16. Its 13 minutes to respawn a full squad of 9. In a 20 min game it can at most respawn 13 TB. The max it can start with is 17, so a midway can never have more than 30 TB. It respawns them at a rate of 1 per 90 seconds, so a midway could launch a much reduced squad (e.g 3 planes) instead of waiting for the full squad. However doing so would mean that in addition to having less attacks, they would also take damage faster - the continuous damage from long/mid range AA would only be spread between 3 planes instead of 9.
  17. Xevious_Red

    [cv rework] no carrier limit ?

    My average for live server langley is 45k My average for live server hosho is 54k Live server for tier 4 you literally just click on something while eating your dinner.
  18. Xevious_Red

    [cv rework] no carrier limit ?

    Off the top of my head; -Sit behind island. The lazy CV special. Torps cant go through island. Bonus point for potentially just never getting detected there either. -Find asashio. Kill Asashio. Really not that hard to find a DD with rocket planes. If for some reason you cant achieve this with the mini map and the detected symbol you can always use RPF -Find Asashio and for some reason not kill it. Just move in the other direction until you get around to killing it.
  19. Xevious_Red

    Tier 9 Ranked: ARMSRACE???

    If they're sensible, they would set respec to free and leave it as free while they sort out the balance, or at least the bulk of it
  20. Xevious_Red

    cv rework balance

    They're also frequently lazy. You summon them. They take a bit of time to arrive, but thats eating into the 18 seconds already. Then once they're down...... they don't attack something, they just start a lazy patrol, looking for something. Then they finally realise they might have to attack something, and start speeding towards it........ when the 18 seconds runs out so they just leave.
  21. Xevious_Red

    cv rework balance

    The fighter plane now acts like the summoned fighter squad that CV use. Its launched from your ship, flies around in a smallish area (usually 3km). Any enemy planes that enter the area it attacks. Unlike the previous fighter (which mostly just annoyed enemy planes), it kills planes that it locks onto very quickly. When it has killed a plane per fighter it then leaves (so a squad of 2 will leave after 2 kills). The active time is much lower - 30 seconds. Ships launch a larger number of fighter planes than before. The kuma (tier 4) launches a single fighter. The pensacola (tier 6) launches 2. The Des Moines (tier X) launches a squad of 6. The tier 1 skill catapult fighter control gives +1 fighterplane and -40% flight time (so becomes active for 18 seconds)
  22. Xevious_Red

    [cv rework POLL] just disable AA temporarily ?

    I suspect it will be the same too. Unless they've made changes to how it aims (or just makes them spawn on top of your planes), or upped the bursts so its an almost solid wall then I think the same results would happen
  23. Xevious_Red

    [cv rework POLL] just disable AA temporarily ?

    It was worcester vs PTS midway. No other ships involved. Unfortunately I didnt take note from the end screen of how many AA guns were lost because at the time we were seeing how many planes it would shoot down
  24. Xevious_Red

    [cv rework POLL] just disable AA temporarily ?

    This I remain to be convinced by. The problem wasnt that the flak didnt do enough damage, the problem was the flak frequently just didnt hit at all. The gearing, with all upgrades and DF on could put out flak bursts that did 10k a pop. Problem was they never hit anything, so the value was redundant. You could have a damage value of 1 billion damage, it wouldnt matter if it didnt hit.
  25. Xevious_Red

    [cv rework POLL] just disable AA temporarily ?

    With a hard cap they could run out of planes at the later stages of a match - i.e they would launch planes until they didnt have any left. With the reworked ones they could run out of planes in the middle of the match, but have them ready by the end. So while you can argue they never run out of planes, you could also argue that there can be a large period in the middle of the match where the planes aren't available either. That then comes down to reserves/respawn time/other squads to determine if this is being "effectively" deplaned for a large portion of the match or merely a minor nuicance for a few minutes
×