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Lt_Lazlow

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About Lt_Lazlow

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    Able Seaman
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  1. Lt_Lazlow

    Suggestions for the reworked CV mechanics

    Thanks for chiming in. I see what you mean by point 2. Maybe another way could be modifying ships' detection range when spotted by aircraft (like it happens when firing guns, AA or when you're on fire). They'd still appear only as ghost outlines on the map, if no enemies are within the now raised detection radius. But if the debuff puts an enemy ship within the raised detection radius, the air-spotted ship becomes targetable. Something like a 5.4km radius becomes 7.5km or more when there are planes overhead. This way planes would "somewhat help" but not act like remote controlled target painters halfway across the map. P.S. I'm trying to rely on existing game mechanics PLUS what seems to be in line with the rework we've seen thus far. So I wouldn't worry much about "spotted by 1 bomber left" or ships who lose because they can't get one last guy - they can either use the point imbalance to re-capture in time, or they deserve to lose / the fleeing ship deserves a solo warrior :)
  2. Lt_Lazlow

    CV rework suggestions

    One of the points I had on my post:
  3. NOTE: I posted this earlier in the suggestions thread but since (1) the OP there is not updated and people in the recent replies are talking about submarines, (2) other people have made similar posts outside of the suggestions thread and because (3) it's now an active topic of discussion & focus of development, different from all the hypotheticals and wishful thinking, I decided to make a separate post. I love the preview, and I'm really eager to see some of what was shown brought to any testing environment ASAP. I've been playing CVs, and I can say I'm mediocre-ish: got a solid grasp of the fundamentals, I've had my moments and some luck. I've been paying attention to the constant drama surrounding CVs, and I'm pretty sure I understand WG's position in all of this. However I do think some sort of compromises ought to be considered: - MAKE FIGHTERS A DEPLOYABLE, NPC-like, drone-like blob, that receives commands to either escort your strike squadron, or be sent around the 3D world (not the minimap) to fly combat air patrol (CAP) over an area, over a friendly ship, or stay "home" and fly CAP over your carrier. This could be done by having a radius around your strike squadron, within which you can POINT & CLICK (or press a key) to set the fighters' target location or object. Maybe add a good amount of cooldown time, for how often they can receive a new command. "Summoning" fighters out of thin air just seems kooky to me. - NERF ALL CARRIER PLANES' SPOTTING ability by having enemy vessels spotted by just carrier aircraft (including the strike craft) ONLY APPEAR AS "OUTLINED" SHIPS to the rest of your team, giving a rough location on the minimap, but not visible in the 3D viewport - no target lock, no aim-assist mechanics, someone has to go and deal with the threat the old fashion way. This would negate the current, much lamented mechanics of CVs planes being omnipresent & spotting those ships which really don't want to be targeted. Realistically, I imagine that a group of planes trying to avoid AA and focusing on their attack runs would have a really hard time walking friendly artillery onto its target in the chaos of battle. - ADD LOW, STATIC CLOUD COVER - plumes scattered over the maps (maybe randomized?), to give planes a hiding place. The concealment on these would work both ways - diminish the effect of incoming enemy AA, but the planes would lose sight of all enemies around them. Make RADAR penetrate these clouds or maybe add a separate AIR RADAR consumable. Also make CYCLONES limit planes abilities in a similar way, or even more (affect accuracy, speed, maybe get damaged, etc). This to add to the feeling that you're controlling an air asset, navigating through different features, not just a Z-clipped surface asset. Also because the airspace looks bland with the current "skybox above, water texture below" situation. My main reasoning about fighters and spotting here is that instead of completely removing some features, we should keep them to retain an authentic feel to the CV role, but nerf them to the point where they require luck and strategic foresight, instead of who's got better ping / RNG / clicks per minute. The same goes for people's concerns on the Twitch stream regarding CV sniping and side-rushing DDs: you won't be caught with your pants down if you pay attention and have a bit of foresight. What do y'all think?
  4. Lt_Lazlow

    Shima hit me with a volley of 13k+ HE

    I think something else hit you from where you weren't looking and the Shima took off what was left. Unless you can provide a screenshot of the total damage & number of hits the Shima gave you (end-of-battle damage summary screen), I call BS / lack of awareness / hysteria. Though if you swear he got dev. strike from one salvo, it IS pretty suspicious...
  5. Lt_Lazlow

    CV Rework Discussion

    I've added my 2c to the suggestions thread. Feel free to upvote if you like what I've had to say.
  6. Lt_Lazlow

    Suggestions thread

    CV REWORK I love the preview, and I'm really eager to see some of what was shown brought to any testing environment ASAP. I've been playing CVs, and I can say I'm mediocre-ish: got a solid grasp of the fundamentals, I've had my moments and some luck. I've been paying attention to the constant drama surrounding CVs, and I'm pretty sure I understand WG's position in all of this. However I do think some sort of compromises ought to be considered: - MAKE FIGHTERS A DEPLOYABLE, NPC-like, drone-like blob, that receives commands to either escort your strike squadron, or be sent around the 3D world (not the minimap) to fly combat air patrol (CAP) over an area, over a friendly ship, or stay "home" and fly CAP over your carrier. This could be done by having a radius around your strike squadron, within which you can POINT & CLICK (or press a key) to set the fighters' target location or object. Maybe add a good amount of cooldown time, for how often they can receive a new command. - NERF ALL CARRIER PLANES' SPOTTING ability by having enemy vessels spotted by just carrier aircraft (including the strike craft) ONLY APPEAR AS "OUTLINED" SHIPS to the rest of the team - giving a rough location on the minimap, but not visible in the 3D viewport - no target lock, no aim-assist mechanics, someone has to go and deal with the threat the old fashion way. This would negate the current, much lamented mechanics of CVs planes being omnipresent & spotting for artillery those ships which really don't want to be targeted. My reasoning here is that attack planes and fighters, flying into enemy AA, focusing on combat of their own, shouldn't really walk friendly artillery on to its target at the same time. - ADD LOW, STATIC CLOUD COVER - plumes scattered over the maps (maybe randomized?), to give planes a hiding place. The concealment on these would work both ways - diminish the effect of incoming enemy AA, but the planes would lose sight of all enemies around them. Make RADAR penetrate these clouds or maybe add a separate AIR RADAR consumable. Also make CYCLONES limit planes abilities in a similar way, or even more (affect accuracy, speed, maybe get damaged, etc). This to add to the feeling that you're controlling an air asset, navigating through different features, not just a Z-clipped surface asset. Also because the airspace looks bland with the current "skybox above, water texture below" situation. My main reasoning about fighters and spotting here is that instead of completely removing some features, we should keep them to retain an authentic feel to the CV role, but nerf them to the point where they require luck and strategic foresight, instead of who's got better ping / RNG / clicks per minute. The same goes for people's concerns on the Twitch stream regarding CV sniping and side-rushing DDs: you won't be caught with your pants down if you pay attention and have a bit of foresight. P.S. I hope I got the thread right and this hasn't been discussed in some thread I might've overlooked.
  7. Lt_Lazlow

    Please help me with Aircraft Carriers

    Same reason why some people take Survivability Expert on battleships
  8. Lt_Lazlow

    Please help me with Aircraft Carriers

    Not entirely untrue. I also carried a fair amount of matches in my Saipan before returning to Essex. I agree, WG MM often feels like it has a dekulakization directive.
  9. Lt_Lazlow

    Please help me with Aircraft Carriers

    I know what you mean, however: - AFT only helps against aircraft, HA helps against the odd fire set by enemy guns too. I mitigate a snipe attempt with DFAA and maneuvering. - True about TAE for all basic USN carriers except I also use this captain on the Saipan and the benefit it offers there, I figure, outweigh the benefits of BFT in the current CV meta. P.S. > sets out to get some "cursed RNG" replays > first battle is a 4-kill win
  10. Lt_Lazlow

    Please help me with Aircraft Carriers

    Oh and...
  11. Lt_Lazlow

    Please help me with Aircraft Carriers

    The point of the video wasn't what he says or what he speculates on, per se. Rather what it shows, to demonstrate how fighters are indeed subject to RNG - because @aidenthedestroyer flat out denied it completely in the previous reply. I've known about a lot of things you said, and ... ... I'd like to remind you that I was talking about T9, so I just assume they do. Please don't turn this into a flame war. The "knack or gift" remark might not've been the most inspired description on their part, but I'd like to keep the discussion on point and off personal sensibilities. Thanks for your thoughts and advice, you've very been helpful.
  12. Lt_Lazlow

    Please help me with Aircraft Carriers

    ಠ_ಠ Well that just sounds like all kinds of wrong. First of all, just 'cause he's not THE best (or even what you'd call a "great") CV player doesn't mean he can't test and illustrate a point. Which he did. But feel free to list people you consider the go-to guys for CV related stuff. Secondly, you can see it in the video, I've experienced it, other people have experienced and (a google search will show you that) it's been talked about: fighters are absolutely subject to RNG, no question.
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