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Pikkozoikum

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    [TOFTC]

Everything posted by Pikkozoikum

  1. Pikkozoikum

    CV Rework: Some tips for beginners.

    Thanks for that! I said it already, but it's not a complete guide and I focused a bit more on AP bombs, there is so much to talk about and to consider, and I didn't take any look at the USN CVs... There is a lot to know and it feels like many people don't know this stuff. On streams I see people aiming with keyboard all the time and stuff like that
  2. Pikkozoikum

    Rework of CVs

    13,2% were against. People prefer to complain. Guess most posts in this forum are complains or boasts CV waiting times: 1h?
  3. Die AP Bomben können von DD bis BB normale Penetrations erzielen, abhängig vom Abwurfwinkel Der Vorteil von AP Bomben: Sie können nahe zu nicht "geheilt" werden, während ein Feuer komplett geheilt werden kann, oder gelöscht. Zudem macht es verdammt viel Spaß zitadellen Treffer zu erzeugen
  4. Pikkozoikum

    Concerning the upcoming CV rework

    Feels like most people here are one of the 13,2% And sometimes it seems, many people, who are complaining, don't even know the mechanics of the reworked CV. I really dislike the kind of comparison, where people say there is no complexity and only damage farming, while the RTS has so much mechanics. But the same could be said about RTS, it's just damage farming, while the rework CV has a lot mechanics. If people only have experience with the RTS gameplay, then they know of course all the "complex mechanics" of the RTS CV, and of course, if they only play 10 battles with the rework CV, they have almost no experience with the rework. I see that a lot, that people don't even know, how it works, when they talk about something, that is not true. Just like returning planes are revealing the position of the CV (Returning planes fly up to higher altitudes and disappear for the enemy, but not for the CV player)
  5. Die Japaner haben zwei unterschiedliche Torps, bei denen es nicht nur um die Gruppengröße geht, sondern auch um die Aktivierungsreweichte und Torpedoreichweite. Die 2er Gruppe hat eine Aktivierung bei etwa 600 Meter und eignen sich für einen sehr nahen Abwurf, welche mit 50 Knoten sehr leicht das Ziel treffen. Die 4er Gruppe hat eine Aktivierung bei 1200 Metern, und mit 4 Flugzeugen und 50 Knoten ist auch hier das Treffen relativ einfach, insofern es sich nicht um ein schnelles, wendiges Schiff handelt, aber da ist es natürlich klar, das Torpedos verfehlen Der Trick mit den 4er Torpedobombern ist aber, dass wenn man auf concleament geht, werden die Bomber erst ab 6,1 km gespottet, während die Torpedos 8 km Reichweite haben, sprich man kann stealth torpen. Und dazu noch cross torpen, denn während man die erste Gruppe laufen lässt, kann man die zweite Gruppe aus einer anderen Richtung und etwas näher abwerfen. Das benötigt aber Skill und gute Predictions. Nach 2 Spielen mit jedem CV wirste sowas nicht heraus bekommen. Eher mit 50 und mehr. Zudem ist eine Hohe Torpedoreichweite sehr beliebt bei Clan battles
  6. Pikkozoikum

    Rework of CVs

    So far I tested the AP bomb mechanic. In the first Test rounds I was worried about ,that AP bombs are useless against low armored ships, especially the Hosho, which has no torpedo bombers. But with angleing the bombs, the AP bombs can even citadell a light armored cruiser. I tested this in a training room Ryujo against Leander. 11 hits in a steep angle while dive: 8 overpens, 2 pens, 1 cit 10 hits in a shallow angle after diving: 2 overpen, 5 pens, 3 cits Not a large amount of numbers, but it doesn't look like coincidence, especially I saw this happening in normal battles and coop as well. Beside This seems they changed the AAA a little bit. The mid range was in the first test rounds easier to predict. There were always barrages following by more barrages at the same spot. Now it seems like single explosions everywhere. After I was dead, I observed a Midway and the AA behavior. It looks like that Mid and Long range is hitting inside a volume, which is always giving a small lead in front of the planes, which changes every 1 or 2 seconds to recorrect the aiming. So dodging seems to be harder, if someone is only reacting visually like before, and I assume dodging happens more about "knowledge", that the aim gives always a lead and that the planes have to change the direction every second or 2 seconds. I observed how one played did that The AA was shooting left of him, then suddenly changed all the fire to the right side of him, but the player turned again, so both aiming directions of the Midway were wrong calculated and missed everything.
  7. Stimmt nicht ganz, von Test zu Test ist die AA anders. Im ersten Test z.b. Konnte man die Wooster Flak noch ziemlich gut dodgen, selbst wenn dann noch ne Montana dabei war. Im jetztigen Test z.b. macht die Wooster unsichtbar Schaden, man verliert Flugzeuge, ohne das irgendwo ein Indiz dafür ist, warum. Entweder hat die Wooser unglaublich starke MGs mit 5km Range bekommen, oder da ist etwas im argen. Was nein, wie war es dann? :D Du zählst 4 Flugzeugträger auf, und erzählt, dass du mit nem Schlachtschiff nach 7 Minuten versenkt wurdest. Ich finde das ist ne extrem gute Leistung 4vs1 7 Minuten lang... Im jetztigen Gameplay überlebt ne Bayern nicht mal einen Flugzeugträger und ist nach 2 Minuten spätestens weg :D
  8. Du meinst jetzt aber nicht ,dass du alleine mit deiner AA 7 Minuten lang gegen 4 Flugzeuträger überlebt hast? Darüber hinaus kann man permaflooden im RTS genau so wie im Rework, wobei viele gar nicht wissen, das die Floodingchance eigentlich sehr gering ist, auf T10 gegen T10 so bei 20%
  9. Ich habe die AP Bomben Mechanik getestet. Fliegt man mit dem Bomber im steilen Sturzflug und wirft die Bombe dann ab, kann sie mehr Panzerung durchschlagen, als wenn man nach dem Sturzflug bei nem flachen Winkel Abwirft. Das erlaubt, dass man in den Lowtier Bereichen auch mit den AP Bomben an BBs Schaden, wie auch an Kreuzern mit sehr dünner Panerzung verursacht. Der Test ging gegen die Leander als Ryujo: 11 Bombentreffer während des Sturzfluges mit steilem Winkel: 8 Overpens, 2 Pens und 1 Cit 10 Bombentreffer nach dem Sturflug in einem flachen Winkel: 2 Overpens, 5 Pens und 3 Cits Eine Mechanik die mir gefällt und Know-How benötigt
  10. Pikkozoikum

    Rework of CVs

    Well, many people complain about the rework... but they got over 5000 test players and all received a poll. So they should now, if 4500 player are against it, or just 100. If almost all people would see it as fail ,they would completly rework the rework, I'm pretty sure ;) Beside that: If it would be only for making it compatible for Console, that would mean RTS is fine? Then they would make the RTS compatible for console... RTS is no issue for consoles.
  11. Pikkozoikum

    Fara on carrier rework

    I asked, which CV has 3 torps? The T4-T8 CVs don't have too much damage, so I doubt that, and the T10 don't have 3 torps. The Hakuryu torps do 10k damage and with a 12 plane squad it would be 120k damage. Considering the torp reduction on bbs, even if all torps hit, the bb won't sink (with full hp). But it's also unlikely, that all torps hit. ~50% is more likely
  12. Pikkozoikum

    Fara on carrier rework

    Which CV drops 3 torps, which are also not avoidable? Cruisers and dds can pretty easy dodge most of the torps. BBs have of course more trouble, but hitting all torps is not that easy. If a BB tries to avoide, and the CV has to correct his approach, the spread will go up and not all torps will hit
  13. Pikkozoikum

    Fara on carrier rework

    Wondering how many games he did for the final thoughts, 3?
  14. Pikkozoikum

    Fara on carrier rework

    Do you wanna say that the RTS is complex? Like a real RTS?
  15. Pikkozoikum

    Fara on carrier rework

    RTS is just striking as well... beside that cross dropping is possible. Also for the AP bombs the aiming is important and need some know-how. Some ships have weak spots for citadell hits (It seems that some cruisers can only be hitten at cita, if the bomb goes through the citadell, the US T6 CV has a citadell weak spot in the front part). Then there are different plane and weapon types, US has two different rockets, IJN has two different Torps. I see not more complexity or depth in the RTS than in the rework, both gameplays are simple. Just one is micro-management cancer with buggy UI, the other is action based.
  16. Pikkozoikum

    Fara on carrier rework

    Many people are talking about values. CV does to much damage, planes are too fast. AA is too weak/strong. That are balancing values that can be changed. The gameplay is more about how you control the planes, how you attack and aim with them. What kind of consumables etc. and just btw the aa is not full RNG.
  17. Pikkozoikum

    Fara on carrier rework

    I had not that much trouble with the CVs in a non-CV ship. Even with the Fuso I survived multiple squad engages, with the RTS I wouldn't even survive the first approach. But I also don't understand, why people complain so much about the Rework, just because the balancing is not fixed. The balancing can change
  18. Pikkozoikum

    Fara on carrier rework

    Idk, Faras statements are weird. He says something about lack of diverstiy, counts the three planes types and that there are different number of link groups and different torps and bombs, but then it's different to the RTS and you have so much more... But it's the same? Both styles have 3 plane types which differ in size by tier and nation? xD
  19. Pikkozoikum

    Dasha

  20. Pikkozoikum

    Lone T8 vs T10's

    Wondering since a long time, why the game doesn't match this team with full T10, and the T8 in the next better mixed match
  21. Pikkozoikum

    1 month left to play.RTS CV

    AA sectors, WASD, Attack planes, DefAA Currently you can hunt all the enemy DDs at the same time, while reloading planes. But it doesn't matter, the rework comes in about a month and balancing will continue after the rework hit the live servers :)
  22. Pikkozoikum

    1 month left to play.RTS CV

    Make the accuracy harder against small ships - If the link group has 6 bombs, a dd can only be hit by max 3 bombs, because of the formation just for exmaple. Or make the damage relative to the ship size, plenty of methods to balance it. It's not about the Game design. Balancing is generally about the amounts and values, the design more about the "how it works" If the game design is wrong, then cv is broken in general and there will be no possible game design, because it's always about bombers who drop bombs no matter if RTS, shooter or roleplaygame
  23. Pikkozoikum

    1 month left to play.RTS CV

    That makes actually no sense to me. The gameplay design has nothing to do with the values? If the RTS style would do the they bomb damage, then it would be also a fundamental design flaw? No, it's a balancing issue. There are many serveral possibiltiy, to fix the issue. If the damage is too high, then lower it. If the bombs too accurate, reduce the accuracy. Half bomb alpha is still to high? Reduce it by 66%.
  24. Pikkozoikum

    1 month left to play.RTS CV

    I said "at least IJN", since I only played them. Beside that, if USN CVs are able to "Kill them pretty much instantly" then it is still a balancing issue.
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