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Everything posted by El2aZeR
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What distance? As far as I can tell planes neither speed up nor down when getting into or out of attack mode, thus the only relevant things are: - when are the torps dropped - when do the planes reach the target ship - when do the torpedoes impact the target ship As you already pointed out, torps get dropped at 1:40 and hit at 1:47, needing 7 seconds to travel. The planes meanwhile reach the target ship at 1:44 without course change. This, as you've already pointed out, means that planes are about twice as fast as the torps, thus we only need to divide the speed of the planes by two to roughly estimate the speed of the torpedoes. Alternatively, the torps get dropped 2km out and need 7 seconds to travel to the target. That means torps travel at about 285,7 m/s, or 1028,52 km/h (fun fact, that's just ~200 km/h short of the speed of sound). I forgot what the speed multiplier in the game was but I think it was around 10x, so to get the actual kn value we need to divide km/h by 10, which would translate into around 55kn.
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130 divided by 2 is 65. That's a lot faster than some DD torps. Just sayin'. Also that was a very long drop. He could've easily moved twice as close and still have his torps arm, giving us ~3,5 seconds at minimum distance.
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Still, if they were only going at the usual 35-40kn then they would get outpaced rapidly. That's obviously not the case.
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Well, you could also take the fact that those torps keep up with the camera very well, being observable for a very long time with no changes to perspective until impact. That means those torps kept up with planes moving at a 130kn.
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In the video torps need 4 seconds from drop to impact. And that's even with some leeway, the player could've dropped those much closer. If you believe you can make dramatic course changes in that time even in a DD, what game are you playing? Also a lot of those planes weren't lost to AA. They simply returned to the CV after spending their ordinance as explained by S_O. AA in its shown state is pitiful and I expect it to remain that way because deadly AA means CVs will be out of options unlike now.
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As clearly seen in my expressions of extreme amusement. Guys, I'm so unhappy I can't stop laughing! Please, someone help me!
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Well, that's precisely what the average player wants, no? To forgo tactical and eschew teamplay in favor of farming damage and "playing for fun".
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Feedback to Carrier rework concept presentation - Ishiro edition
El2aZeR replied to Ishiro32's topic in General Discussion
While it looks fun and all, the problem I have with the rework is WG giving us only binary outcomes once again. If you make AA too strong CVs are practically worthless because they provide no real utility beyond striking. If you however allow a CV to strike whenever then they practically become capable of killing targets at will due to their extreme focus on dot stacking. The latter scenario is clearly seen in the video. Most of the "losses" shown were actually planes returning to the CV after their ordinance is spent, getting automatically subtracted from the current squad (not sure if people realize that), the amount of planes shot down by AA was actually extremely pitiful across the board. S_O even said that the player that played in the video was rather bad so in more skilled hands it is likely to be even more effective than shown. Unless they rebalance fires and flooding as well, likely to the detriment of the other classes, I can't see this turn out in an acceptable fashion. -
Because quite honestly that goes against one of the goals of the rework. CV play is supposed to be this easy to attract and cater to the lowest common denominator, adding any kind of serious opposition will obviously work against that.
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It has actually been mentioned how effective fighters will be. S_O stated that they'll shoot down like 4 planes out of an attacking wave.
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Yeah, but this IS WG we're talking about. Besides, the spotting situation is already arguably worse considering you can now not only literally circle forever to spot (whereas previously you could run for AA cover), but guarantee fires on your target as well. Whether a DD out in the open dies to a cross drop or dies to concentrated fire because he can't get unspotted doesn't really matter imo.
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By the way, do fighters even spot ships anymore? Wouldn't that actually worsen the spotting situation considering fighters are now useless in an AA role anyway and can be just left in an area for spotting info without counterplay (since enemy fighters are a non-factor and AA is worthless)?
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Stack flooding on 6 different ships? Sign me right the up.
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S_O did say something about unique flavor. Namely planes dropping more than one torp per strike, AP bombs for IJN and all fun stuff like that.
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Not that I'd particularly care about your suicidal tendencies but there IS a chance you're going to be on my team, so I'd prefer you to not go off, be useless and get killed by a CV because you wanted to "get revenge".
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How would you even snipe a CV with a surface ship? Remember, the moment the squadron in the air expends it's ordinance, the next one is readied instantly. That means all I have to do as a CV is to literally throw my current squad away as soon as I see the detected sign, taking about 20 seconds during which you won't be able to kill me guaranteed, and launch a fresh one to kill you. That's an even better defense than what CVs have now.
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Remember, this has a massive impact on surface play as well. It may very well devolve into having to protect your CVs the entire match to prevent them from dying because without them you're ed. The goals, aka what WG is working towards, have been well explained however. Unless WG wants to rework the rework I doubt those are going to change.
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And at the same time your planes remained superbly maneuverable while attacking. Besides, if you make it too hard to attack, the average player will not play the class, thus missing another point of the rework entirely.
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Definitely yay. Broken af tho.
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Who cares? Infinite reserves, remember? You may even do the CV a favor by instantly readying his next squad.
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Well, the stream showcased different things. From hit to reengage point you need about 40 seconds. Which, if you consider that DCP active time is 10-20 seconds, is a death sentence for BBs. As for cruisers and DDs, well, you have ROCKETS that have a cd of 5 seconds and barely need you to maneuver before you can attack again. While true, the goal of the rework doesn't change. Basically the aim is to make CVs dot stacking damage farming monsters, so I have no doubt that WG is going to pursue that relentlessly.
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Oh, trust me, I know. But considering people are now going to hate CVs even more than before it's pretty safe to say that WG doesn't care what we love or hate. (or maybe they're going to love them because every braindead potato can play them now?)
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Oh come on. Have you seen the video? AA clouds are so telegraphed even my almost blind grandfather could evade..... *remembers average player skill* Oh, yeah, nevermind.
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Maybe they're hoping for a reversion of the meta into early beta where everyone had to cuddle their own CV to prevent him from dying to a snipe?
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Because flooding and fires never deal damage, right?
