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Xevious_Red

Beta Tester
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Everything posted by Xevious_Red

  1. Xevious_Red

    Fara on carrier rework

    Lexington drops 3 torps. However it has squadrons of 9, so thats 3x3 drops. Each torp does ~6.2k Damage reduction from torp belt is up to 50% (amagi, yamato). Total damage per torp is therefore somewhere between 3100 and 6200 depending on target (and where exactly they hit) The TB attack run is pretty telegraphed so you can usually avoid a reasonable number of them. The main danger is the flooding chance (you repair the first flood, they set a second andyou then sink). However the last waterline video stated they were looking at changing flooding so it operates more like fires
  2. Ok no worries - Thank you for the information so far :)
  3. @Darth_Glorious do you have the stat sheets for the other tier 8 prems (saipan/kaga/enterprise/GZ)? Also with the RN DB, do they drop all the bombs in one go, or are they spread over a "bombing run" - e.g. 2 bombs per second for 12 seconds.
  4. Xevious_Red

    Fara on carrier rework

    Ships guns have a range (planes do not), guns are affected by targets hiding behind terrain (rockets/bombs are not), guns are affected by hiding your own ship behind terrain (planes are not), guns are affected by what angle your target presents to you (planes are not), and unless at close/medium range guns require someone to spot the target for you (planes do not). Guns therefore require you to choose a position carefully (usually so you can get a crossfire) and then either expose your hull to return fire, or require a spotter. Planes don't risk your hull to use, nor require a spotter. Since you can steer planes it doesn't hugely matter where your hull is either relative to your target. AA that shoots planes doen BEFORE they drop has some value (reduced attack). AA that shoots planes down after an attack has next to no value if there is no real penalty
  5. Xevious_Red

    Fara on carrier rework

    The Yolo punishment could actually be solved using the respawn timers. There is "technically" a punishment for yolo - losing planes. However the replacement planes respawn so fast that it makes the punishment inconsequential. At worst you use a different squad for your next run. This is fine at tier 4, but at the higher tiers you get the replacement planes back too fast, particularly as theres captain skills accelerating this, and giving you more "spare" planes.
  6. Xevious_Red

    Fara on carrier rework

    The other thing that might cause a blip is tier 8 is potentially going to be very CV heavy. Tier 4/6/X will have 3 different CV (US/IJN/RN). Tier 8 will have the 3 tech trees and 5 premium, so 8 in total (as kaga/saipan are getting bumped to tier 8)
  7. Xevious_Red

    Fara on carrier rework

    Stuntman9630 did some pretty good videos on the rework that were fairly unbiased. Most of the video is him.playing carriers (obviously), but from 2:45:00 there's footage of him in a worcester if you're interested
  8. Xevious_Red

    Fara on carrier rework

    If the 0.8.0 is coming end of january, then presumably there will be a PTS for it? Be interesting to see what (if anything) has changed from Test 3
  9. Xevious_Red

    Fara on carrier rework

    The thing with the manual control is that it doesnt make any sense; -I can go back to the carrier immediately by ditching the squad. -I can bring up the map to use auto pilot and the squad flies along in the background. Why cant I go back to the carrier while the squad flies in the background? It would make sense (sort of) if their reasoning had been that its an intentional weakness - you have to give up offensive power for better defense. People would grumble, but at least the reason would make sense. This just doesnt. Same with the automated consumbles - again if it was listed as a weakness that you had to ditch the squad to heal it would make sense. Instead we have that the system will choose for me? What if i sit in carrier view (not aircraft) - can I use them manually then?
  10. Xevious_Red

    1 month left to play.RTS CV

    The high tier are far too fast - the tier X doing 300+ is like a rocket with wings, and the AA needs a change (so that skills make it more likely to hit)
  11. Xevious_Red

    1 month left to play.RTS CV

    It can actually be both. If you sit your CV in A1 and constantly bomb the same non-dodging (bot) ship on the other side of the map over and over then it can be pretty dull and repetitive - you fly for a while, click several times, then go back and repeat. I tried them in a more aggressive manner - parking very close to caps to utilize my Hull AA and my CAP fighters. This has a much faster turn around for the planes. Combine with switching targets to capitalise on mistakes and support where the team is weakest rather than focussing one target, and try to get fighters into useful positions. I also cycled out damaged squads regularly if trying another run wouldnt be effecient, and to cut down flight times if it would be faster to launch another squad . Overall playing like this I found it quite fast paced and interesting, particularly against players who were actively dodging. I also preferred the AP bombs because rhey required better aiming than the HE which just required you to hit. Horses for courses, I can see why people wouldnt like it, but I quite enjoyed it (except tier 4, they were pretty dull)
  12. Xevious_Red

    1 month left to play.RTS CV

    Semi serious question - regardless of if people think these are the worst things ever, or the best thing since sliced bread, has there been any info (official/leaked/rumoured) as to what they are doing with the premium carriers? I know there will be an option for a refund if I want, but I'd like to know what's happening with my Kaga/Saipan before I decide if I want to keep them. 4 weeks isnt a huge amount of time, and any idea how long the window for returning them is? Do I get to try them for a bit before I decide etc.
  13. Xevious_Red

    1 month left to play.RTS CV

    Thats the complete opposite of my experience - the bots were utterly stupid. Their default was to go forward, which frequently resulted in them ramming each other, or the DD just sailing at CA. The DD's programming if there was multiple DD had them all go to the same point, so you would frequently find 3-4 shima all from the same team sailing into each other. They'd keep bumping until they all went pink, in a cluster of DD all in the same square. If you flew your planes at the bots they either ignored you and ate whatever drop you wanted, or they would turn away. Their behaviour was incredibly predictable
  14. Xevious_Red

    1 month left to play.RTS CV

    Im looking forward to trying them against actual players. The test server consisted of bots that yolo'd in straight lines towards each other so bombing them was a doddle. Similarly all the CV in the test that I met despite being real players were no real challenge either - mid tiers in the fuso consisted of just obliterating bots while not being threatened by CV. Id like to try bombing a wider selection of players, and avoiding strikes from competent players
  15. Testers: we want to be able to turn off flooding without abandoning the planes. Put a button in please. WG: we are going to have a system that uses the consumable for you
  16. Xevious_Red

    Console Ready CV's....We all told you so ;-)

    For those thinking the existing CV are OP, and the rework will tone it down, it depends on WHY you think they're OP. If you thought they were OP because: -Could spot multiple points on the map at once: Rework cant (1 squad) -Could lock out enemy CV: Rework can't (no control over fighter consumable) - this at least was something that put off new CV players, being strafed into oblivion by an experienced player -Great at spotting torps; Rework can't -Easily delete DD: Rework isnt so easy to wipe out a DD Then you might approve of these changes. However if you thought they were OP because: -Can easily find DD: Rework planes are faster, can take RL, and get detected symbol. They are great at finding a DD -Can attack from the back of the map: nothing has changed here -Do lots of damage: Rework CV do a ton of damage (except tier 4) -Can cross drop: Cross drops are easily achieveable with rework. Not similtanious drops, but you can use one drop to corral them, and the second to strike. -DoT: Rework gets loads of DoT -AP bombs: Rework has an entire line of them. Also the US HE hit like a ton of bricks Then you might want to curb your enthusiasm. The rework LOOKS nicer, for people put off by the top down view, is easier for people who are bad at multitasking, and you cant get locked down by a single enemy player. So they will probably he more popular with people that didnt want to.play the current RTS. They aren't however particularly weaker. As a side comedy note: the tier X ones in the rework were tanky as F. Combine an arnoured deck (shatters any HE that isnt UK BB) with being able to launch while on fire, with only being on fire for 5 secs (taking virtually no damage because of this), with the ability to heal and you have a ship that tanks HE better than any BB
  17. Xevious_Red

    Some interesting info around the world

    Polite reminder that discussion goes in this thread; So that this one remains info only and doesn't get bogged down with people talking about the changes
  18. Xevious_Red

    Console Ready CV's....We all told you so ;-)

    The autodrop only CV are arguably the easiest class to play in the game, and an incredibly easy source of air dropped torps/plane kills for missions that require them. I have a bogue kept for such occassions
  19. Xevious_Red

    Console Ready CV's....We all told you so ;-)

    That would be because mid and long do burst damage that doesn't tend to kill. The short range does equal damage to all planes in range. This means that the mid/long hits bring planes down to low HP (but not killing them). The short range then applies equal damage to each plane, so they all die together at the same time. Although I understand how it works Im not a huge fan of it - it makes mid/long "feel" underwhelming beacuse they dont do kills very often, and awards all the plame kills (and presumably xp) to whatever had the short range (usually BB)
  20. Xevious_Red

    Console Ready CV's....We all told you so ;-)

    130k service costs
  21. Xevious_Red

    Console Ready CV's....We all told you so ;-)

    Bear in mind that "officially" no balancing has been done on these yet. The tests were suppossedly just for if people enjoyed the concept rather than how much damage each one is going to do. Between test 2 and test 3 the Hak dropped from having torps that did 18k damage (deep water) to ones that did 10k (normal). Depending on how cynical you are, depends on how much you think midway having dive bombers that do multiple runs of 18k+ Fires will make it into the live game, and how much you think that value will be toned down. They currently drop 2 bombs per plane. Make it 1 bomb and suddenly each attack run is halved. Make the spread worse on the rockets and.you go from chunking 4-5k off a destroyer each run to doing 1-2k tops. Speaking for myself, I quite enjoyed playing the rework. Im aware its a very difference experience to the existing CV play, but I enjoyed it nonetheless. If the plane speeds/damage from the tier X makes it into the live game I'll be annoyed - those values are IMO far too strong, along with AA being too weak, RL being stupid on planes, and losing planes (if it even happens) not really feeling like a hinderance.
  22. Xevious_Red

    New life for Tier 2 to Tier 4 Premium ships

    Im on a self imposed semi break. The cossack grind wore me down with 3 months of having to play on certain days. Enough that I really dont fancy doing more grinding. The snowflakes I can do in coop as a light easy to play mode.
  23. Xevious_Red

    New life for Tier 2 to Tier 4 Premium ships

    If people are just after an easy win then coop is the place to churn through those low tier games
  24. I dont really play CW too much (got a little bit of steel from that and low level ranked). However I also have had 3x supercontainers with 1500 steel in them each. So Im sat on about 6k steel atm even though I dont really do CW/ranked that much. You always have the (chance) of steel in SC, and I would be highly suprised if this was the last steel event they did - they're pushing out more steel ships, and now a (paid) mission to get more steel.
  25. Some of the things that made it idiot proof on the test could be dialed down. For example in the test the tier 4 "repawned" 2 planes every 12 seconds. This meant that by the time they were heading towards target you pretty much had a full squad ready to go. You certainly had a full squad by the time you considered launching them. At higher tiers, although the respawn was slower it still didnt matter - the Hak could respawn 12 TB in 3 mins, but could easily have a reserve of 10 anyway, and most of them made it back regardless. This could easily be dialed back so they take much longer to respawn. The current system doesnt really punish you for plane losses, at worst you take a different squad out first. Planes are also far too sturdy - the combination of AA being really random, planes having loads of HP, and the damaged planes attacking first (with the temp health buff while attacking) meant you didnt really lose planes. At first I tried dodging AA. I quickly just didnt bother and flew wherever I wanted. If you're going to have a system where people get infinite planes, they should also lose planes like mad.
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