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KazeAmaru

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  1. KazeAmaru

    Aircraft Carrier Beta Round 3 - Feedback Thread

    From experience as I know it the rewards are handed out once the test has ended and then about 3-7 Days after that date. So stay calm, you will get them. I know you want to have those shiny coins immediately but patience young padawan.
  2. KazeAmaru

    Aircraft Carrier Beta Round 3 - Feedback Thread

    FINAL Verdict to the test: Overall: 1) AP Bombs have been over-nerfed ( completely useless now ). They are not comparing well to their HE counterparts. Basically at most you do 2.5k per Penetration if you do not hit the citadel, which rarely happens even if know where it sits and aim for it. 2) AA now is basically no danger unless there are several strong AA ships bundled up ( for example the two CVs per team tagteaming ). 3) The HE Bombers are really, really strong. Depending on tier the potential Damage per bomber squadron is between 40k-100k. (Given all bombs make it on point and all drops are performed) 4) Torpedos are still clunky to aim, thus why would one use it if I can do superb damage with the dive bombers? They need to close the aiming rectangle faster and have a shorter arm time. 5) Rockets are still niche, even if they hit their damage can be dismissed. It is actually better, if available, to bomb DDs with HE. (Basically as long as HE Bombers are ready for take-off, there is no reason to launch Rockets) 6) The speedboost seems a bit too copious. Especially if one skills / equips the right module. Highly advantageous is also that it refills the boost bar, allowing for depleting the boost, pressing consumable and then having the four seconds extra boost and a full bar again. 7) IJN Torpedos seem to arm far longer than US, also the drop patterns really do not compare well. Shokaku still having two per drop, whilst Lexington has already three. 8) IJN right now has basically no chance to reach the DMG a CV of the US can. It has no advantages, no niche nothing that would make it worth picking. 9) Still no abort for attacks, why? Is it so hard to code this? 10) Fighters still are useless and overpowered. You cannot defend against them, why implement a basically "one-shot" mechanic that cannot be outskilled? 11) CVy sniping CVs is too easy and too lucrative. It should be HIGHLY discourage and made so hard that it is not desirable. IJN: 1) AP Bombs are pointless, citadelhits are no longer skill depending. (The spray of dropped bombs has increased too much and their penetration ability has been massively cut) 2) Torpedos are as weak as US (Torpedos only dealing 4k. That is really bad, also flooding on average happens, according to my data, every 2.66 Torpedo) 3) Planes seem to be less nimble. (May be due to the fact that those are twin-engine dedicated bombers) 4) Boost seems to be much shorter, but reaching maximum speed quicker ( the fall off back to normal is also shorter ) 5) Planes seem to be more fragile. (Probably due to the bigger model and thus hitbox) 6) No more deepwater torpedos (This is a big, big withdraw for IJN) T IV: Rockets are too scattered to even reliably hit CLs ( not even speaking of DDs ). AP bombs overpenetrate CLs of that tier, BBs as well ( most ) and CVs. Thus most of its striking potential is useless => Hosho: Really bad. T VI: Rockets are still scattered, hits do not really hurt even a DD (plus a DD with mapawareness will easily dodge them). Torpedos are meh, not really good to aim and the damage is lackluster. Bombs still overpenetrate almost all CLs, BBs not so much but do not expect the citadels. Damage compared to US is very low => Ryujo: Really bad. T VIII: Rockets are okayish, still nothing you want to launch (Time to DMG ratio compared to e.g. Torpedos is not worth wasting your time on them). Torpedos are meh, not really good to aim and the damage is lackluster. AP bombs do not overpenetrate that much anymore but the damage is still very lacking => Shokaku: Bad T X: Rockets are plentiful but rectangle aims way too slow. DDs will easily dodge. AP bombs are still unreliable and do little Damage. Torpedos are still nothing that one should be excited for: => Hakuryu: Bad US: 1) Very strong and extremely consistent HE Bombs 2) Fire dots do occur often and are an additional income for damage. 3) Torpedos are meh, same as IJN but due to the six per drop at T10 and a three per drop at T8 they are more valuable. 4) Planes are sturdy and rarely get killed by AA. 5) Very nimble, very fast. 6) Boost brings them slower to top speed but the fall-off is also slow, one can easily keep them on the higher "middleground" for long if done right. T IV: Rockets are too scattered to be any use. HE Bombs are reliable, incredibly powerful against DDs and HE fire is a big plus: => Langely: Good T VI: Torpedos are a lackluster. If available, focus on HE bomb drops which are a monster. They can easily wreck things. Rockets are still not really useful: => Ranger: Good T VIII: Torpedos are better than on Ranger but still not your goto (simply because HE Bombs are far superior in DMG). HE Bombs now can deal 15k per Drop, massive fire chance. This is your tool of mass destruction. Rockets slowly become to useful. => Lexington: Superb T X: Torpedos, suprisngly enough, due to the six spread are easier to aim and more dangerous. HE bombers become monsters on steroid, per drop up to 22k damage. Four drops per squadron makes a chilling and haunting foe for the enemy. Rockets still do not compare well to HE bombs => Midway: Superb! Issues: - Crashes occured during the matches I made already three times. Game can be considered "volatile" - Camerabug can occur when launching planes too quickly after game start - Camerabug can occur when releasing fighters and immediately starting planes after ( invisible planes ) Closing words and Advice to WG: IJN needs a MASSIVE Buff. Right now if this were to come out as it is, I would be mad for having picked IJN at all. Right now just as it is, there is NO reason to play IJN. They are not even competitive, hell not even niche. They are inferior in ALL aspects. That must be addressed immediately. Bringing back Deepwater Torpedos and adjusting the AP bombs to be ( keep in mind this must be true on Tier ) able to citadel reliably again. Otherwise people will asks for full refunds on their IJN line. AA needs to be buffed, however personally I like the idea of a stronger long distance and a weaker short range AA. If I made it above your head, just as in reality there is nothing much the ship can do about it besides duck and cover. Drop the bi-engine planes for IJN they are too slow, too big of a model and also do not have more bombs on board. There is no reason to go for them other than handingcapping the IJN CV massively. Boost should regenerate faster but the consumable should no longer refresh a depleted boost-bar. Fighters need a complete rework, they are still trash and unreliable. Often right after being used they do nothing but collect the planes that try to head back to its carrier. The defensive fighters on the carrier are an okay idea but they are too teethless. One or two drops can be performed on the CV and then they usually engage. They need to be far more aggressive and they need a far greater supply in ammo. WG should make it very, very, very undesirable to rush an enemy CV. This has happened the whole Test and it is annoying, ESPECIALLY, as I cannot use the consumable on my CV while flying a plane. I know I am flooding but either I call back my squadron that is in range or I will take flood damage. Sorry but no, not a fun concept. Aborting a botched attack, (or the ship maybe got killed just seconds before ), needs to be doable at all time. Being locked in an animation and taking DMG from AA not being able to do anything about it. Not only not fun but it hurts the skill-impact on the Class massively.
  3. KazeAmaru

    Aircraft Carrier Beta Round 3 - Feedback Thread

    Quite easy to reproduce: Start defensive fighter from carrier, whilst they launch, do start a new squadron => Bug
  4. KazeAmaru

    Developer Bulletin 0.7.12 - Discussion Thread

    This premium change when does it apply? I do like the idea of spending the doubloons I still have on premium time for both games. Is that still an option or was this change just done and I gotta deal with the ( to me ) inferior version? Also if I were to buy premium time in WoT does it then still apply for WoWs? If I buy premium time in WoWs can I CHOOSE what type I want?
  5. KazeAmaru

    Aircraft Carrier Beta Round 3 - Feedback Thread

    Honestly Wargaming your attempt to remove the odd tiers of the cvs is just pathetic. It shows just one thing, a thing you really hate to be so blatantly obvious, that your matchmaker screws the odds tiers harder than the even tiers. It would be a cheap and lousy paintwork to cover the crack that is obviously there. Instead of actually addressing the issue, suddenly the odd tier CVS are to be removed, what the hell is wrong with you? I mean are you that lazy? Those special role CVs will never come, you and me know this and even if. What will be picked a "scout" cv doing nothing but sending planes in circles or an actual fun CV that has decent strike capabilities? Well I know the answer, everyone does even you. For those of you who are unaware (https://worldofwarships.com/en/news/public-test/carrier-underwood/)
  6. KazeAmaru

    Aircraft Carrier Beta Round 3 - Feedback Thread

    Honestly, if this goes live as it is. Say hi to over new overlords CVs. They basically will win a game for you, or lose it.
  7. KazeAmaru

    Aircraft Carrier Beta Round 3 - Feedback Thread

    I go with: 1) Air Armor 2) Improved Engines 3) Air Supremacy ( sounds weak but is really strong ) 4) Fast Aiming After that if you like torpedoes, pick up Torpedo acceleration. Last spurt is useless imho. You won't need boost on your last attack with the squad because you already are in range. Survivability expert, perhaps not tested yet.
  8. KazeAmaru

    Aircraft Carrier Beta Round 3 - Feedback Thread

    Why used low DMG tools like Rockets than can easily be dodge by any DD-player that is not brain afk? HE Bomb >>>>>> Rockets.
  9. KazeAmaru

    Aircraft Carrier Beta Round 3 - Feedback Thread

    I think that Wargaming's approach on how display flak/aa is simply wrong. If we stick to the cloud system, it is easy for a skilled captain to dance around them. Now they can either make more AA clouds appear, which diminishes the impact of skill greatly ( as a line of clouds can be formed that is essentially undodgeable). The other alternative is they beef up short range AA but then the same applies, people need to go into short AA to drop. Not being able to circumvent such damage is just random again. Thus I think their whole concept to AA and implementing it as it is right now, is very wrong and can never be balanced to reward good players without making them overpowered. Edit: Also AA consumable is irrelevant. As it does not have the "scare" effect anymore where the rectangle gets bigger.
  10. KazeAmaru

    Aircraft Carrier Beta Round 3 - Feedback Thread

    Preliminary Verdict: General: 1) AP Bombs have been over-nerfed. They are not comparing well to their HE counterparts. Basically at most you do 2.5k per Penetration if you do not hit the citadell, which one rarely does even when aligning the rectangle godlike. 2) AA now is basically no danger unless there are several strong AA ships bundled up ( for example the two CVs per team tagteaming ). 3) The HE Bombers are really, realy strong. Depending on tier the potential Damage per bomber squadron is between 40k-120k. 4) Torpedos are still clunky to aim, thus why would one use it if I can do superb damage with the dive bombers? 5) Rockets are still niche, even if they hit their damage is neglectable. It is actually better, if available, to bomb DDs with HE. 6) The speedboost seems a bit too copious. Especially if one skills / equips the right module. 7) IJN Torpedos seem to arm far longer than US IJN: 1) AP Bombs are pointless, citadelhits are no longer skill depending. 2) Torpedos are as weak as US 3) Planes seem to be less nimble. 4) Planes seem to be more fragile. 5) No more deepwater torpedos T IV: Rockets are too scattered to even reliably hit CLs ( not even speaking of DDs ). AP bombs overpenetrate CLs of that tier, BBs as well ( most ) and CVs. Thus most of its striking potential is useless => Hosho: Really bad. T VI: Rockets are still scattered, hits do not really hurt even a DD. Torpedos are meh, not really good to aim and the damage is lackluster. Bombs still overpenetrate almost all CLs, BBs not so much but do not expect the citadels. Damage compared to US is very low => Ryujo: Really bad. T VIII: Rockets are okayish, still nothing you want to launch. Torpedos are meh, not really good to aim and the damage is lackluster. AP bombs do not overpenetrate that much anymore but the damage is still very lacking => Shokaku: Bad T X: Rockets are plentiful but rectangle aims way too slow. DDs will easily dodge. AP bombs are still unreliable and do little Damage. Torpedos are still nothing that one should be excited for: => Hakuryu: Bad US: 1) Very strong and extremely consistent HE Bombs 2) Fire dots do occur often and are an additional income for damage. 3) Torpedos are meh, same as IJN but due to the six per drop at 10 they are more valuable 4) Planes are sturdy and rarely get killed by AA. 5) Very nimble, very fast. T IV: Rockets are too scattered to be any use. HE Bombs are reliable, incredibly powerful against DDs and HE fire is a big plus: => Langely: Good T VI: Torpedos are a lackluster. If available, focus on HE bomb drops which are a monster. They can easily wreck things. Rockets are still not really useful: => Ranger: Good T VIII: Torpedos are better than on Ranger but still not your goto. HE Bombs now can deal 15k per Drop, massive fire chance. This is your tool of mass destruction. Rockets slowly become to useful. => Lexington: Superb T X: Torpedos, suprisngly enough, due to the six spread are easier to aim and more dangerous. HE bombers become monsters on steroid, per drop up to 22k damage. Four drops per squadron makes a chilling and haunting foe for the enemy. Rockets still do not compare to HE bombs => Midway: Superb! Issues: - Crashes occured during the matches I made already three times. Game can be considered "volatile" - Camerabug can occur when launching planes too quickly after game start - Camerabug can occur when releasing fighters and immediately starting planes after ( invisible planes )
  11. KazeAmaru

    Aircraft Carrier Beta Round 3 - Feedback Thread

    Yeah it is not the ships or the armor. The AP Bombs have been massively cut in their ability to make it to the citadel. Even perfectly aimed, along the lenght of the ships, and time drops result rarely in a citadel hit. Even it occurs the damage is ridiculously low.
  12. KazeAmaru

    Aircraft Carrier Beta Round 3 - Feedback Thread

    Funnily Enough, Midway seems to be bugged. I hit her several times with all bombers but only got non-penetrations and fires. Which I find a bit odd. Besides that, well up 22k DMG with one strike, multiply by four. That's a lot of damage. AA again, not an issue.
  13. KazeAmaru

    Aircraft Carrier Beta Round 3 - Feedback Thread

    Shokaku, better but lagging behind. Somehow, the deepwater torpedos for IJN have been scrapped ( didn't realize it at T6 before ) completely. AP bombs are still meh. Probably they overcompensated for the double penetration bug they had last test. Richelieu is basically immune to them, I did like six attempts on two different bots but no chance of getting a citadell. Neither below the exhausts, nor front or back. It only gives me overpens and penetrations. That's exactly the issue: If you can land three citadells each run, it can keep up with the US counterpart. ( Believe me, you won't ) If not the damage ranges between 3-7k which is abysmal compared to the glorious 15k per Attack of the US CVs.
  14. KazeAmaru

    Aircraft Carrier Beta Round 3 - Feedback Thread

    Lexington, again does not need to fear any AA from any ship I encountered. Only fighters can spit in her soup. Tremendously reliable HE Bombs, at times 15k Alphastrike DMG, plus good Torpedos.
  15. KazeAmaru

    Aircraft Carrier Beta Round 3 - Feedback Thread

    Ryujo, as suspected given the Hosho experience, lags behind Ranger by far. AP Bombs are still not viable on T6, Fuso etc, get overpenetrated and even penetrations do like 2k DMG ( which Ranger's bomb do easily as well minus the fire chance ). Generally: Bombs seem to stray further to the outskirts of the aiming rectangle more frequently.
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