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Everything posted by Pikkozoikum
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AP bombs do more damage, I guess? Also there is a citadell healing mechanic
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Active maneurvering has more success, because there is no cross dropping. The impact will change, you don't have 7 squads for spotting. You can't instant kill a target, even if the bb is alone If the bb is alone, he still deserves to die slowly. But that is also a point, if you stick around with cruisers, it's more likely, that you want be able to get all the drops off. I guess it's also not possible to one shot Des Moines with AP bombs any longer? Many changed and I like that. I got attacked by two carries today and one of them did good drops, but I survived really long. In the current version I would just die instantly, but he needed multiple squads.
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There is always a better player. Nothing to with to "dumb". I guess I would beat most of the CV players, but every unicum would beat me in general. And when one CV is winning over the other one, the team is more or less helpless (beside aa bubbles). But doesn't matter, the rework will come, it's about to improve it, and not to deny it
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In every match? I got 4k base EP in the Yamato, op ship
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That's why it is unbalanced. The CV has to much impact. Is there a good CV and a bad CV player, then the team with the good CV player has a huge advantage, because the CV has more value than any other ship type.
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T6 felt a bit unfinished, maybe it was intented, but maybe it's really not finished yet? I don't know They're retarded in the current version. left click instant kill. In the new version you're able to dodge them pretty well and you can't get one shoted, That is huge difference. I'm not a fortune teller... so I can't say. But I can say it's more interesting, then it was when I started with CVs in the old version ;) The RTS is still broken, fixing it is pretty hard, maybe impossible, because it is not only one reason, why it doesn't work.. It's the decision of Wargaming if you like it or not. I also don't see a reason to keep a terrible design like we got it on the current version
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Every pvp game is repetitive? I never unterstood these kind argumentation. When you play bb, you do all the time the same. ^^' You can't avoide it, that some people will get bored. I get bored quickly by the current gameplay. I do someitmes a game, and then it bores me. I'm really bored by looking at the RTS style. Watching the new is more interesting, playing is pretty immersive. Especially the dive bombing, I love that. It also feels rewarding, when you hit 3 times the citadell ^^'
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Yes, that's always the case, but there are not many, who enjoy the current cv gameplay. And there will be always people, who are not satisfied. But actually it's not about who like it and who not, there are balancing issues as well.
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Guess he doesn't understand how the AA works. The mid range is the most devastating AA, but it has a pattern, it often shoots multiple bursts at the same area, so the first salvo is mable unpredictble, but the following are not.
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Played 21 games, still fun
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cv rework CV Rework Beta Test - Feedback thread
Pikkozoikum replied to Crysantos's topic in General Discussion
The flooding chance of Aviation Torpedos is in general low. The Deep water torps have another advantage, they're stealthy, that makes dodging harder. The huge arming distance is because of the high speed. The other torps have ~10 knots less, but a real short arming distance. By the way the alpha damage is pretty high. I don't see an issue with that design -
cv rework CV Rework Beta Test - Feedback thread
Pikkozoikum replied to Crysantos's topic in General Discussion
@Crysantos guess you're not too occupied, so I give you something to read written in bad english for entertainment! Needed Changes in my opinion 1. T10 Hakuryu with J5N Tenrai I googled it, and J5N was a heavy fighter with a 250kg bomb. This plane has a Torpedo in this game... why? That makes no sense to me. (I mean that plane is still cool, but just not correct? :D) 2. Bombing sound There are three sounds, when you drop a bomb - 1. The Jericho horn whistle sound, when the bomb is falling - 2. The explosion sound of the detonation - 3. A sound closly before the explosion, which sounds like the whistle of passing arrows, which we know from movies. The 3. sound should be removed, it doesn't sound good in my opinion. The Jericho horn and the explosion are enough, the 3. sound is only disturbing. 3. Bigger penalties I'm not sure yet, but maybe the penalty for losing planes should be higher, that a carrier player have to think about his approach and not just 'yolo' in. Otherwise I will also see an issue in Clan battles and ranked games. With infinite planes and no hard penalties, the only approach and attack will do the CV, while all others will sit behind islands and wait for the win. Especially lower tiers seem to have almost no penalty? 4. Mouse and keyboard (A and D key) control People say that the turning is sluggish. I agree with the A and D control to be sluggish since the planes have to roll before turning. But the mouse control have to be improved, the planes use only the rear rudder but it's always delayed, That feels not really precise, but the mouse control should be the tool for precision. It's also hard to see the "dot" in the center, so sometimes it's hard to notice, if you're pointing left or right of the planes. 4.b) Right click with mouse Right now the right click works not properly. Sometimes the planes still follow the lead of the courser, while you hold pressing right click. If this doesn't get changed, there should be at least an indicator, when you're on "looking around" or "turning around". It mostly happens, when I'm already turning, then it doesn't let me "look around" and keeps turning. That means I can only look around, when I fly a straight line Edit: I figured out, that the right click works different. Pressing and holding right click at at point let you stick at this point, the planes will always turn towards that point - I don't know if this function is really optimal 5. Better controls of the CV It should be easier to switch to the CV and move it. It's kinda pointless, if you can't use the consumables at any time 6. Secondaries to main guns (manual control) Please make the Secondaries to main guns (manual control). When a dd attacks, it could be better to let the planes in the hangar and turn manually the CV, while that the cv player could use the guns. To make it not too op: The guns are more like dd guns, but they could also get a worse sigma and wider spreading than the standard dd guns. The guns of the carrier wouldn't be op, but they wouldn't be useless as well and a last defence. 6.b) Manuel Fire Control for Secondary Armament as 1 point talent According to the Carrier rework and the lack of defence against dds: Move Manuel Fire Control the the position of Incoming Fire Alert and remove Incoming Fire Alert, making space for a new 4 point Talent 7. ((Attack planes with additional visualisation)) It's a minor wish and not really nessecary, but Attackplanes should use their machine guns and canons, when they use rockets, just like a real strafe run! There are some myth and comments of people, I want to give you my opinion to these comments: Planes are sluggish The planes are a bit sluggish, but in my opinion: they feel right. It makes a bit harder to aim. If it would be to easy to move the plane, aiming would be no problem, and deleting everything would be no issue. Also planes are not moving and turning like space ships or tanks... I saw a few streamer who just aimed totally wrong... Well, people have to learn the controls, and I like that. I don't want an arcade control, so please stay with sluggish planes! Planes give the carrier position away / Summoning Fighters Some people believe that, but the planes are gaining on altitude and disappearing for the enemy. I like that, also that the Fighter are coming from higher altitudes just like they would lurk behind a cloud and wait for a call It's too simple It may look simple, but most people don't see the potential. One example: Flamu tried to use the AP Bombs of the japanese dive bombers on a carrier, he overpenned. He didn't noticed, that the Ranger has one weak spot in the front of the citadell, where you can actually citadell the Ranger. There is more complexity than most people think. You have to learn a lot! That's real cool feature! Rockets are too weak I think rockets are not meant to deal tons of damage, more to disable AA and cripple dds. On the test server we're mostly playing against bots. But I guess it's a difference in normal random games. Using rockets to disable his engine and keep him spotting his a huge team support. AP bombs are weak Many people just forget, that citadells can't be healed well. I love the AP bombs on the IJN DBs No team support As CV you can go for single BBs and only farm damage... but you can also be useful for the team, supporting them with your planes, lunching Fighters on aa-weak ships, defending a cap, spotting a dd. There are many ways to support a team. On the other hand, if you give the CV too much support capability, you will get the current state again (live version). The better CV would dominate the other CV and it will be a 1on1 between those two CV's. I think the CV is able to support already! CV is OP / UP Hard to tell, if a CV is OP or UP, but when I play CV, it doesn't feel to weak or too strong, while when I play non-CV ships, it seems pretty easy to dodge a CV as long I'm not in a bad position. But I also played only Fuso and Aoba. Right know it feels good playing CV but it also feels good playing against a CV for me at least. -
Test der neuen Flugzeugträger - Feedback Thread
Pikkozoikum replied to Sehales's topic in Allgemeine Diskussionen
Naja, die Flugzeuge müssen halt erst rollen, bevor sie hochziehen. Wenn man sich die Animation anschaut, ist das sehr stimmig. Was allerdings besser sein könnte, ist das Wenden mit der Mouse, da wird das Heckruder verwendet, welches schon präziser sein sollte, aber das hat immer einen Ruckartigen delay, was nicht stimmig ist. -
Oh, talking of that, right now the planes are the same, both are the J5n Tenrai, the HP difference is 50, and the speed difference was only the torpedo speed. I guess they didn't have two kind of planes yet, so they're right now the same planes. But, I'm wondering why they took the J5N, it's a heavy fighter? I'm not sure, but I can't even carry a torpedo? xD Right now, both Torpedobomber option and the Dive bomber are the J5N, but it's supposed that only the 4-wing squad is the J5N; the others are the "normal" Bombers Fuso don't really get plane kills as long as I now: You have to consider, AA changed, planes have now HP; that means a fuso can also kill steal planes. When you take a full squad which is heavly damaged by a Pensacola, and then you attack a Fuso, the Fuso will be able to shot many planes down even with weak aa I guess Midway has DW torps as well? Guess they don't want that CVs rekt DDs with torps, but actually, it's pretty hard to hit cruisers with torps, even harder with torps
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Aircraft carriers Beta: are you participating? - Discussion Thread
Pikkozoikum replied to The_EURL_Guy's topic in News & Announcements
1. Not sure, there are different threads, maybe this 2. You press "O" and select a side and press left mouse click. One side get stronger, while the other one gets weaker. It's not a damage buff, I guess it's a density buff. Long range are mostly single explosions, mid range are multiple explosions and short range is damage over time (consistent damage, no rng) 4. for me it feels like T6 is not finished yet, because it plays so different from T10. I had not too much trouble with AA, but it seems it does slightly less damage. Not sure if it's too few. 5. Could be nice for dodge the mid range multiple AA explosions, but there is also a trick for attack planes and torpedo bombers: when you enter long range aa, and see the mid range starting fire, hit the attack run, to dodge the mid range and enter the short range 6. Agree! -
Test der neuen Flugzeugträger - Feedback Thread
Pikkozoikum replied to Sehales's topic in Allgemeine Diskussionen
Im Moment kann ich nicht mal sagen, ob CV zu stark oder zu schwach ist aus folgenden Gründen: 1. Man spielt gegen viele Bots und das ergibt kein realistisches Spielererlebnis wieder 2. T6 und T10 CVs sind total unterschiedlich, während ich mit dem T10 immer 100k und mehr mache (Rekord bei 250k und ich bin nicht immer max damaged focused, sondern benutze auch Attackplanes usw.). Natürlich macht T6 weniger als T10, aber Verhältnismäßig kommt es mir doch ein bisschen schwächer vor, aber ist auch das Spielprinzip komplett anders. Die T6 Attackplanes haben direkt beste Zielerfassung, während auf T10 man erst in einer Linie anfliegen muss. Fliegt man in einer Kurve an, ist es fast unmöglich die Streeung zu minimieren 3. Während ich CVs relativ stark finde und immer viel Schaden verursache (was auch daran liegen könnte, dass man immer bis zum Schluss lebt), kommt es mir zu gleich aber auch nicht sondernlich schwer vor, einem CV auszuweichen im Vergleich zur Live version. Als nicht CV habe ich allerdings nur Fuso und Aoba gespielt, aber für T6 mit sehr schlechter Flak und dennoch keine Probleme. Als Fuso vllt mal 1 bis 3 Torpedos genommen, aber auch nicht immer. Insgesamt finde ich das viel besser als es zur Zeit ist 4. In einem Game hatte eine Wooster in meinem Team 120 Flugzeugabschüsse, während das Gegner team mit den höchsten Abschüssen bei 8 lag... ist wohl sehr "Skill" Abhängig, bzw ob man Flak gut ausweicht oder nicht -
The Long and Mid range AA of Fuso and Aoba is not that strong, but every ships has a consistent damage of short range AA. I saw the Zao has stronger short range than the Wooster, but this is only damage over time and only dangerous if you stay too long inside that. The japanese Dive bomber get AP Bombs at T6 and I guess both nations have Deep water. At T10 the Japanaese can decide between two Torpedo bombers, the US can decide between two different rockets. IJN has 12 Torpedobomber squads with 1. two planes per wing and slow torpedos but also a short activation range for the torpedos (maybe cause of the speed idk) and 2. they have a four plane wing with really fast torpedos, but a long activation range and they also focus their spreading really quick. I prefer the 4 torpedo wing - squad btw, in one game, a wooster of our team had 120 plane kills, while hte enemy team got a wooster with 8... Looks like dodging aa well makes a difference
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The long range seem to be only single Clouds, while the mid range is always like 5-10 clouds in a quick row. But it seems also different from Tier, the Pensacola has mid range aa, but it's not performing like the wooster in terms of the pattern. But I also guess that Tier 6 is not adjusted yet, it plays compeltly different from T10, attack runs have compeltly different spread, but maybe it's intented
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Sweet spot between long and short? Between long and short AA is the mid range, which is the most painful AA, if it hits? ^^'
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Every ship type can farm damage. This game is based on "farming" damage, as long it's not a clan battle. Even with the current live version some CV's farm only damage. But that's not what you have to do, you can support your team. Use attack planes to spot dds and cripple them with rockets. Defend caps. Use the fighter planes on a good position to block enemy planes. And unlimited planes doesn't mean no penalties. If you lose all you planes all the time, you won't be able to start new planes = less damage ;)
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Aircraft Carriers: Check out the Changes! - Discussion Thread
Pikkozoikum replied to The_EURL_Guy's topic in News & Announcements
As I said multiple times: The CV is not supposed to be a killer against every ship types. The Rockets are just a last defence against dds, to cripple them and slow them down, while your mates help with the dd. Why should a CV be able to destroy every ship type easily? We have that currently on the live server... that's totally unfair for dds. That's how I play: I start with Attack planes to spot a DD and slow him down with rockets, or use the rockets to destroy AA. Then I change to Torp and Dive bombers all the time, until I see a need for attack planes -Reasons could be: The hangar is depleted on bombers (in T6 this is not really happening but on T10 it could happen) -DD is close and engages the CV -Only AA heavy ships are left and you want shred the AA (The AA on T10 is way stronger on ships like Wooster) Don't use the rocket planes as main damage source for everything, for pure damage use bombs and torpedos -
Aircraft Carriers: Check out the Changes! - Discussion Thread
Pikkozoikum replied to The_EURL_Guy's topic in News & Announcements
Beside that all, I guess the T6 isn't adjusted yet. When you play T10 it feels completly different, so I guess they will change something there anyways But I would say, that rocket planes are not meant to be the main damage source... It's for special cases. What are you doing ,when a DD is approaching you? You use rockets to slow him down and spot him. So your mates can kill him, while you damage his engine and rudder with rockets. When you play a Tirpitz, are you also complaining, that your torps don't do the main damage source? You rarely use the torps on the Tirpitz, it's the same with the rockets planes, only for special cases. 11k damage doesn't sound that bad, if you hit dds with that? Dds have only ~10k hp. That means you "killed" a dd with your rockets aside other damage sources. (btw I guess the IJN have the weakest rockets, US rockets seem to be better and I guess the RN will get better rockets than IJN as well) -
Aircraft Carriers: Check out the Changes! - Discussion Thread
Pikkozoikum replied to The_EURL_Guy's topic in News & Announcements
IJN T6 dive bombers and higher have only AP bombs, IJN T6 Torpedo bomber use deep water torps. 1. Give me a prove, that you never do damage with rockets against dds and light armored cruisers (Which light armored cruisers do you mean?) 2. If you don't like these planes, don't use them. I guess you play with T5 planes? Stock armament is bad, no matter if you play CV or antoher ship type. -
Aircraft Carriers: Check out the Changes! - Discussion Thread
Pikkozoikum replied to The_EURL_Guy's topic in News & Announcements
I never got sunk by a CV yet, when playing Fuso or Aoba. It's way easier than the current live version to dodge, espacially in a cruiser. In Fuso I take sometimes a torp or two. If you're alone... well, what if a DD is alone against a Wooster? What if a BB is alone against a dd? It's normal that some ship types lose against others. But this is not a 1on1 game, and if someone decides to go alone in cv match, then it's the players fault, not the designs fault. Other Question, what happens, when you go alone in a bb in the current live version? It's so much easier to dodge the reworked squad, than the 4x3 crossdropping squads -
Aircraft Carriers: Check out the Changes! - Discussion Thread
Pikkozoikum replied to The_EURL_Guy's topic in News & Announcements
Did you tryed the deepwater torps or AP bombs of the japanese against a dd? That's why. Rockets are good against dds and do some damage. But they're not op and one hit a dd.... That would be OP. A CV is not meant to be stronger than every other ship type The spread has to be "horrible" because you shoot many of them? Ryujo has 4 rockets per plane, so you would shoot 8 rockets. What kind of spread do you want? hitting 100% all the time? Other planes have even more rockets, they shoot 24 per wing or even more Ryujo rocktes do 1800 damage. Shooting with rockets is like a dd HE salvo. There are Fighter squads, when you press "T". Manuel fighters are removed for a good reason.
