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ApolloXP

Beta Tester
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Everything posted by ApolloXP

  1. Really can't understand the logic of some people saying "if the MM can provide one CV each side should solve the problem" It's never a MM problem for god sake! One role, one single role, can never have that ratio of importance in any game. Think WOT, even in city map, one side has one HT and the other side hasn't. Does the side which has HT has advantage? Yes. Huge advantage? Not really. But now one CV with no CV is almost 90% win ratio. This is [edited]. The second day I got my Hosho, I had 5 kills in a match of 7 vs 7. This is totally fail. For now people still new in the game so not bored. But if the mechanism of CV doesn't change, soon no one will play other ships than the CV. The worst part, is that lots of CV players never realize what kind of supreme they have. They only think they can control the game is because others are idiots that don't know how to dodge the torpedoes. Torpedo isn't the only problem. Again, the problem is the CV mechanism! Sharana, on 28 June 2015 - 11:06 PM, said: I don't know of any other class that is limited to 2 per team as it's designed to have bigger influence then the rest. If CV is designed to have bigger influence than the rest, then this game is doomed. Every player is equal and each one wants to dominates the game when he/she has chance. If playing CV is the only way to make bigger influence in the game, soon no one will play other ships than the CV. Even now, 2 CVs per team don't solve the problem at all because due to their supreme over others, it almost becomes a game between the CVs only. The first wave of attack goes on the CV of the other side, and the winner CV will lead the team to win. Aerroon, on 28 June 2015 - 11:12 PM, said: Here's an idea: if CVs are supposedly this much stronger than all the other ships, where are all the CV players? Why aren't you in a CV right now killing noobs? You say the economy is bad - get in a CV, since you'll be killing everything left and right you should make a ton of credits, right? So what are you waiting for? A huge issue with this is the number of CV players there are - there are far too few. I've already got my CV and after trying it, I've abandoned almost all other ships. I won't be the only one who has this idea.
  2. One BB vs NO BB: not a big deal The same logic can be applied on cruisers, DDs But one CV vs No CV: big deal Doesn't mean the CVs are OP now? It's not a problem of attack power, torpedo squadrons etc. It's a problem of mechanism. The entire CV's mechanism needs to redo. I played BB, now I play CV and enjoy playing it because I can do so much that I couldn't with a BB. But it's not balanced and if this game want to preserve, this must be balanced.
  3. Hi, I'm a beta tester which begin from battleship for now (Burning loooooooooooove!!), And after several days of game, I'd like to make some suggestions (most should be on game mode & features, but not on balance issues, since this is only beta test) All items in the game are linked to each other so not simply increase or decrease the damage of one thing can reach the goal so relax. 1. Add ammo base amount for all ammo. (AA, gun, torpedo) 2. Torpedoes. Torpedo should be adjusted, but not simply increase or decrease damage. A) Increase alpha damage after full penetration of hull armor, especially to critical modules (yes increase), but decrease alpha damage when not fully penetrates or after hitting no critical area. B) Torpedo's detonation mode should be added, especially the impact angle (having a torpedo hits you with 1 degree and detonates is ridiculous) C) Torpedo should have different armor penetration of hull armor, based on impact angle, and the their relative speed with the target (torpedo chasing the target from behind should have a decreased armor penetration, otherwise increased) D) Every full penetration of hull armor caused by torpedo should lead to a flooding E) Torpedo on destroyers should have a longer reloading time. 3. Crew system (pls ignore this part if this feature has been already designed and included in the current level record 7/8 which still not released ) A) Crew by department and hitpoint (Gun, AA, engineering, navigation, observation, etc ) Once all the crew of one department has died (hitpoint 0) then this department is out of order permanently during the game. (Of course their should be a backup team which can replace any crew of any department, and a medical team should be added to heal, or can be added by a medical module in upgrades) B) Crew skill expertise level, like WOT, should be an experience module which influences the performance of all departments. (including the balance bumping which follows next) 4. Ship performance A) flooding influence: A flooding should cause ship to tilt, which influences the navigation, gun firing and aircraft operations. They can be recovered over time (and the crew skill expertise on balance bumping can accelerate this procedure) or by damage control team. For example, a vessel with 20 degree of tilt on its port side won't be able to fire main guns, take off & land aircraft, and will have difficulty to turn starboard side. B) AA gun should be destructible and be damaged more easily by HE shells & bombers. But torpedo bombers should fly more lower and slower. And the torpedo bomber must have a LOGIC flight curve & torpedo launch sequence. It's absolutely ridiculous to see torpedo bombers to turn a 90 degrees almost instantly and drop torpedo in your face. C) Shell's alpha damage ratio with caliber: Yamato's 460mm shell has an alpha dmg of 15840, Nagato's 410mm has 13540 (upgraded). The damage ratio with caliber should be better than this. E) Add recon for carriers which have a much larger recon area, and can improve the accuracy of gun firing for the ally ships within a certain area. It's just Beta so all balance issues should be "acceptable" as long as they are still within the range. So I would mainly like to suggest to add the game features other than to yell increasing or decreasing the damage of some weapons (especially not torpedoes lol)
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