-
Content Сount
15,786 -
Joined
-
Last visited
-
Battles
26801 -
Clan
[TORAZ]
Content Type
Profiles
Forums
Calendar
Everything posted by El2aZeR
-
Hm... true. Maybe scrap that then. Should be as intended given that fighters shouldn't be able to spot, so your CV isn't in danger of taking fire and you should be able to either avoid them or bait them into your CV AA fairly easily.
-
Trolle mit Teamkills, was passiert?
El2aZeR replied to Loopyrobot's topic in Allgemeine Diskussionen
Ach guck mal @Sehales, schon wieder der Typ. Diese reports bringen ja echt viel, muss man wirklich sagen. Man merkt sehr gut, wie hart ihr da am Arbeiten seid. Aber Hauptsache weiter Geld scheffeln, was? Absolut lächerlich. -
Good question actually. You could make it so that while moving fighters behave as they currently do with less aggro range, meaning they are fairly easy to avoid. This should prevent a CV player from simply making a fighter "patrol" manually, but will still not make fighters completely worthless in air interception while moving. For the sake of consistency I would make AA always target fighters once they leave high altitude, yes. Maybe, but on the other hand not being able to recall fighters would bring a bit of depth into fighter control as a wrongly positioned fighter could be exploited. Perhaps that would make for too big of a skill gap once again though. CAP is necessary to prevent CV snipes, so I would keep them as they currently are. Testing an iteration without them isn't necessarily a bad idea either however. As far as I know it actually does, but it doesn't matter all that much. About 5 seconds. I don't have one to show you unfortunately as I haven't played Haku in quite a while.
-
On what USN ship are you using William Halsey
El2aZeR replied to mavericksama's topic in General Discussion
-
As far as I know fighters are largely immune to flak anyway as they are too fast and turn too sharply for the flak system to keep up. If you wanted to prevent fighter cover being denied by long range AA, making them immune to it but not medium/close range is pretty much the only solution. Personally I question whether that is necessary in the first place, even during RTS fighter cover often wasn't an option if the ship you attempted to cover entered the AA range of another ship. Either no spotting at all or at best physical spotting only for the CV, minimap spotting for everyone else. I would prefer the former as then fighters would have a singular purpose and cannot be abused as spotters at all. In the rework offensive potential trumps defensive potential, if players could use their fighters to spot instead of defending their team, they will. If fighters fly out from the CV hull, anywhere on the map should be fine as fighters would be limited by flight times then. If they cannot spot that makes placing them anywhere except near allies completely pointless too. I would start testing at 1:30 minutes along with fighters not disengaging if aggro is pulled and the patrol time expires. Alternatively you could make fighters have a flight time and ammo limit instead of a fixed patrol area/time and cd. This would allow you to continuously reposition your fighter patrol area until they either run out of ammo or out of "fuel", which would make them more akin to RTS fighters. For that fighter speed would have to be severely decreased though to prevent you from just always repositioning them to where the enemy squad currently is on the fly. It would have to be severely enhanced if you'd like to see it return as strikes are executed much faster than back in RTS due to much higher plane speeds. Shootdown rates over time that were sufficient back then will inevitably be insufficient based on that alone. I would say if aggro is pulled there should be no way for a squad to disengage beyond a successful bail. You could however make it so that fighters will engage each other immediately upon entering aggro area and "negate" each other. This would allow for limited counterplay and, since fighters are now limited by flight times and deck reserves, present a rather unfavorable trade as it sacrifices both offensive and defensive potential since you have to wait for fighters to arrive before you can strike and are incapable of defending teammates from enemy strikes in the meantime.
-
This in itself would already be abusable since it makes CV sniping a viable strategy. Even CV AA is incapable of denying multiple attacks from a single squad. At best you could make fighters immune to long-range DPS which would reduce but not entirely eliminate the issue.
-
They do not need to be comparable to playable assets. It comes down merely to: - are they planes? - do they offer any utility against surface ships? Fighters tick both quite handily in both iterations and as such are counted in reserves whereas the CV hull fighter in the rework does not. The enemy dealing damage whereas you are not inevitably lets your opponent pull ahead. It also forces you to play reactionary and gamble, if you happen to be on the wrong flank there is no way to transition to the other fast enough if enemy planes are spotted there, meaning you risk to fall even further behind for no gain whatsoever. This is why manually controlled fighters do not work within the design of the rework no matter how they are implemented unless either air superiority is made the singular focus of CV play, which kinda defeats the point of having CVs in the game, or CVs transition from single role to multi role assets as they were in RTS. I'm afraid there is no real solution for that. Anything that would make fighters too tanky or invulnerable to AA would automatically make them abusable in the manner described previously.
-
And you have yet to give irrefutable facts as to why that is. Wrong, you just refuse to face facts as always. Useless for the same reason fighters are useless now. CV play is a damage race, attempting to intercept the enemy squad means you are not dealing damage while the enemy is. And this will always be that way in any kind of proposal that makes you forgo damage dealing in favor of fleet defense. This is about the same as I proposed in the other thread. However placing control on the hull instead of just being controllable while flying a squad is unnecessarily restricting. Having fighters fly at "high altitude" and be immune to AA before aggro is also potentially abusable as you could for example simply pop it on top of the enemy CV, as such I would remove that part.
-
Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
El2aZeR replied to Kancolle_Kongou's topic in Off-Topic
- Finish E-3H phase one which is a transport phase - Phase two is another ing transport phase Why Tanaka? -
I generally use HVARs to finish off low HP targets quickly. Tims have proven to be unreliable in that regard ever since they severely nerfed their accuracy. Honestly? I tried both quite awhile ago and found little to no difference in terms of sustain. I did find however that your ability to conduct multiple attacks with a single squad did suffer a bit against some targets, so the slightly higher speed and HP does seem to make a slight difference there. Direction Center has no effect on CVs afaik, that's a wasted skill point. Last Gasp can be situationally useful so I recommend that.
-
They are still in your control. You control where they spawn and what they will continue to spot after you're gone. And they are most certainly part of your reserves regardless of whether they are actually on your deck or not. Midway https://wowsft.com/ship?index=PASA110&modules=12221&upgrades=121414&commander=PCW001&skills=139077672&consumables=11&pos=0 (if you do not have the UU slot plane HP or speed according to personal preference) Haku https://wowsft.com/ship?index=PJSA110&modules=12221&upgrades=121312&commander=PCW001&skills=2282364936&consumables=11&pos=0
-
Again, they are a vital part of your spotting capabilities and as such fulfill the very same role fighters did in RTS against surface ships. You are 100% in control of where they spawn, that they are then automated is no different to simply leaving them circling somewhere to spot in RTS. WG didn't replace anything. Rockets are simply a 4th squad type they added on. Just because you do not want to face facts just to further your pathetic narrative doesn't make them any less true.
-
World of Warships balancing the CV rework proposal:
El2aZeR replied to CaptainObese's topic in General Discussion
And Baltimore. And Zao. And DFAA DDs. Etc. Compared to now where no one is running AA builds since they are completely worthless, yeah, it was better since back then AA builds were actually effective if called upon. Which leaves... exactly 0 squads for spotting until at least all enemy fighters are dead. And calling a rotation that in high tiers took 3-4 minutes "on demand" is rather silly. Huh, weird, it is almost as if you have no clue what you are talking about. Unfortunately not all targets have that much HP to deplete and you will rarely, if ever be the only one depleting said HP. And my target priority is typically on the ships with a lot less HP. And since my RTS average is about the same, that raises some questions about your point now doesn't it? Gaishu who has a much different playstyle manages well above that though by going for the more beefy targets as did my clanmate Mashinori before real life caught up to him. Though since we are on the topic of personal stats, if RTS CVs were so much more overpowered then how come you deal a lot more damage in reworked ones?- 81 replies
-
- 2
-
-
- aircraft carries
- suggestions
-
(and 5 more)
Tagged with:
-
World of Warships balancing the CV rework proposal:
El2aZeR replied to CaptainObese's topic in General Discussion
The difference is that such strikes and spotting could both be denied via stealth AA which could be safely positioned behind cover. Rotating DBs and fighters over caps means no air control and DoT. CVs can get the deed done much faster in the rework. 50k can be attained with a single non-rocket squad in a T10 reworked CV too you know? And yes, that is in fact comparable. Roughly speaking: 1 min: reworked strike 2 min: reworked strike 3 min: reworked strike, target dies; RTS strike, target dies In the end the target dies in the same timeframe and unlike in RTS is completely incapable of preventing that unless he wishes to lose the game anyway.- 81 replies
-
- 1
-
-
- aircraft carries
- suggestions
-
(and 5 more)
Tagged with:
-
World of Warships balancing the CV rework proposal:
El2aZeR replied to CaptainObese's topic in General Discussion
Press the fighter button, you get an outline on the minimap (or alternatively tactical map), click where you want it to go. Activation time needs to be increased a bit to prevent you from simply dropping fighters on top of the enemy squad, but beyond that I see no issue. Or maybe you could even have the fighters fly out from your CV.- 81 replies
-
- 1
-
-
- aircraft carries
- suggestions
-
(and 5 more)
Tagged with:
-
Fen Yang - and WG that has no clue what to do with it
El2aZeR replied to eliastion's topic in General Discussion
You are thinking about this too intelligently. Lower your IQ a bit to see what WG is thinking. Done? Alright, here we go: You see, WG thinks that DFAA especially on DDs is an extremely effective consumable and as such requires a lot of downsides.- 37 replies
-
- 21
-
-
-
World of Warships balancing the CV rework proposal:
El2aZeR replied to CaptainObese's topic in General Discussion
Which is about as low as an entry barrier as you can get. Nobody said it was entertaining or the best way to go about it. ¯\_(ツ)_/¯ Wrote it out already. I guess you're not a fan of reading entire posts? Basically: - Merely lowering the activation and aggro time will simply lead to CVs flying around each other rather than attempting to chase each other down since neither wants to lose a squad. Defensive use of the fighter would thus become nonexistent, you'd always want to have your fighter with you to at least trade the enemy squad if you get caught out. - I believe it would be much better if you could place fighters on the map rather than having to fly your strike over to do it which is the primary reason why attempting to defend your teammates is not only ineffective but actively hurts your chances of winning.- 81 replies
-
- 1
-
-
- aircraft carries
- suggestions
-
(and 5 more)
Tagged with:
-
World of Warships balancing the CV rework proposal:
El2aZeR replied to CaptainObese's topic in General Discussion
Ah, and it ofc can't possibly be that the removal of manual drop to RTS Hosho, which btw actually had a lower entry barrier given that you literally did nothing but point and click, was effective in curtailing its damage output? And would you say that on other tiers as well? You know, given that Ryujo and Shokaku also perform quite a bit better in the rework in averages?- 81 replies
-
- 1
-
-
- aircraft carries
- suggestions
-
(and 5 more)
Tagged with:
-
World of Warships balancing the CV rework proposal:
El2aZeR replied to CaptainObese's topic in General Discussion
How would that work? You have immediate control over the direction your squad is going the moment it launches off of your CV. It is literally impossible to aggro a fighter that is a good distance away from your CV unless you do not pay attention. The activation time is there so you cannot just spawn fighters on top of the other plane as that'd make the whole rework incredibly pointless to begin with. The issue with fighters is that you have to navigate your strike somewhere to deploy them in an effective manner which inevitably makes them ineffective. The activation time would be fine if you could use them separately. Merely lowering the activation and aggro time would simply lead to CVs flying around each other since neither wants to lose planes for nothing. Well, if you want to talk about experience as one of the best CV players in this game right now I believe you are wrong. Indeed. And as I have proven to you already both top CV player performance and skilled CV player numbers have remained roughly the same. The difference is merely in the amount of potatoes diluting average statistics in terms of total stats. Global spotting was merely swapped for more oppressive local spotting. That is not a direct nerf, that is a trade. The sole reason why you usually do not get a dev strike achievement is because you're dealing damage in multiple smaller attacks in quick succession rather than one big hit in a single strike. Actual high tier CV damage potential in itself is either the same or higher compared to RTS since you launch about 3 squads during the time it took a RTS CV to launch a single one. One would think you'd come up with some new stuff over time rather than the usual blatant lies that have been disproven time and time again. Rework Hosho outperforms RTS Hosho even in average stats by quite the margin.- 81 replies
-
- 2
-
-
- aircraft carries
- suggestions
-
(and 5 more)
Tagged with:
-
That can be said about their effects too, you know?
-
World of Warships balancing the CV rework proposal:
El2aZeR replied to CaptainObese's topic in General Discussion
- 81 replies
-
- 3
-
-
-
-
- aircraft carries
- suggestions
-
(and 5 more)
Tagged with:
-
World of Warships balancing the CV rework proposal:
El2aZeR replied to CaptainObese's topic in General Discussion
Uh... You do realize CVs themselves also have AA, right? And that AA is generally among the more potent ones around (up to the strongest AA in the game). There are extremely few CVs that cannot kill fighters before they even become active - and for the few that cannot you can simply lower fighter HP even further. But of course, I didn't want to seem contrary to that.- 81 replies
-
- aircraft carries
- suggestions
-
(and 5 more)
Tagged with:
-
World of Warships balancing the CV rework proposal:
El2aZeR replied to CaptainObese's topic in General Discussion
Depends on the target tbh. AP bombs still get a decent amount of penetration damage, or in case of MvR AP DBs can in fact score citadels, and for the most part only Midway, Haku and FDR are practically immune to HE DBs. Audacious can be penetrated on part of the deck and the entire deck of MvR is vulnerable. They'd get shot down, you know? And a ~10 second "activation time" would ensure that you cannot just spawn fighters on top of enemy planes, but have to use them preemptively.- 81 replies
-
- aircraft carries
- suggestions
-
(and 5 more)
Tagged with:
-
Trolle mit Teamkills, was passiert?
El2aZeR replied to Loopyrobot's topic in Allgemeine Diskussionen
Sind nur die Gefechte von heute, noch nicht mal komplett. Durfte in der letzten Woche 61 insgesamt fahren und verbucht auch generell regelmäßig Aktivität. -
Trolle mit Teamkills, was passiert?
El2aZeR replied to Loopyrobot's topic in Allgemeine Diskussionen
Och guck mal @Sehales, noch so ein Clown dem seit Jahren nichts angetan wird und ich wieder in meinem Team begegnen musste. Aber auch er kauft ja weiter stark ein, deshalb macht es nichts, was? Report ist raus wie die letzten paar Jahre auch. Bin gespannt was sich da tut, wobei wir beide die Antwort darauf schon wissen.
