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Aircraft Carrier Beta Round 3 - Feedback Thread
TinCanTub replied to The_EURL_Guy's topic in News & Announcements
Aw thanks man! I'm humbly grateful for your kudos :) Oh hey if you are in conversation with the CV rework team, could I ask if they have already tried implementing just their reworked controls of CV squadrons onto the current CV game mechanics and how that worked out? I don't know about everyone else but personally I think that'd be the best of both worlds :) Or even apply the Submarine F and C controls to dive and climb mechanics to the CV squadrons? Are they a separate team? That's pretty much where I got the idea from really and would just need some cosmetic tweaks to make depth into altitude? And thanks once more for forwarding these batty thoughts to the team! I really just wanted to give some out 'o' the box thoughts in case the team was feeling pigeon-holed with what they're doing :) I think everyone really does like the idea of finally being able to fly the squadrons not just as specks on the map view :) -
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Aircraft Carrier Beta Round 3 - Feedback Thread
TinCanTub replied to The_EURL_Guy's topic in News & Announcements
Yep bingo that's pretty much where I'm coming from too. I know the idea of multiple players flying off from the same carrier seems bonkers but the way I look at it this is pretty much the direction WG is heading with the CV Rework, because so far the Carrier itself is pretty much redundant in game, and that's already weird. Whether they're gonna try and retain some of the good stuff from the conventional CV gameplay, or push further the idea of single focus Carrier gameplay from the airplanes, then at least the way I see it the direction they're heading to is multiple players taking off from a carrier and essentially being like aerial DD players in the fleet. Otherwise they gotta somehow put back more focus or control back onto the CV itself, like providing fleet support from the back, or multi-squadron control from a single CV player, or somehow providing additional logistical support for the squadrons it sends up somehow. Otherwise the CV rework is gonna become worryingly simplified and rudimentarily arcade-y... and I don't think any of us want that :/ -
Aircraft Carrier Beta Round 3 - Feedback Thread
TinCanTub replied to The_EURL_Guy's topic in News & Announcements
Heh, thanks man, naw I just took screengrabs and then just photoshopped this for concept arting purposes. But yeah, like one of the great things that grabbed us when WOW first came out was the fact that you had really realistic looking ships and environment, looking jaw droppingly awesome AND coming to life in seemingly realistic action. So if they were trying to do that to CV play, then realistically, shouldn't the Dive Bombers and Avengers and Swordfishes and Stukas fly in realistic formations, and feel like they're flying in realistic way, climbing and diving at altitudes in manners that reflect actual naval aviation combat ways? How the CV rework has been going is definitely much more visceral than having to play RTS style from the overall map, but yeah.. to me it still feels really 'Game-y' like you've been saying. I just want it to look and feel just as good as BB, CA and DD play really. -
Aircraft Carrier Beta Round 3 - Feedback Thread
TinCanTub replied to The_EURL_Guy's topic in News & Announcements
Hey all, I've had some thoughts since round one of the carrier rework and I wanted to share them in case they'd be useful and, hopefully, constructive: 1: Squadron Commanders (Multiple Carrier players on one Carrier) So if WG is trying to invert/streamline CV gameplay so it's less RTS and more like the BB/DD/CA gameplay, maybe WG should entertain the idea of having multiple CV players taking off from a home carrier. Primarily to retain the current sort of air attacks and tactics that everyone is familiar with, whilst adopting the new first/third person view and control for squadrons. Could also open the door to a whole bunch of avenues to explore, which I think everyone can extrapolate on given the concept image i've worked up below: 2. Altitude as a new game mechanic So kinda like how shot ballistics and armor arrangement is definitive for WOW BB/CA/DD gameplay, and the experimenting of Submarines with depth, why not apply the same for naval aircraft tactics and introduce Altitude to World of Warships: Right now, the Carrier rework has it that the Rocket, Torpedo and Dive Bomber squadrons directly relate to attacking DD, BB and CAs respectively, which makes sense in a way because they're trying to rework carrier gameplay from a warships point of view, rather than a War Thunder or World of Warplanes sort of way, and I get that but I think this is a bit too contrived to be honest. If you're going to rework Carrier naval combat then why not give it the same level or depth like with torpedoes, naval gunnery and armour physics and all - by that same extention shouldn't that be Altitude? Aircraft at a higher altitude would have limited visibility of the battle and map below cloud level but would be out of AA flak range until they mount their attack, fighters at a higher altitude would have a diving advantage over aircraft at an altitude below, but once they've dived they themselves would be open to attack at a lower altitude, or won't be able to intercept bombers that are now above them (like what happened to the Japanese at Midway) Dive bombers would have to pick an altitude to attack a ship below from, but then conversely the ship below can fire their AA Flak suppression barrage with manual secondary fire control at a certain altitude the player thinks is best. And torpedo bomber squadrons can pretty much fly in a similar fashion to DD players, but bob and weave at altitudes in order to mount a successful attack run in order to put up as solid a torpedo wall it can mount, whilst the defending Ship driver fires its secondary battery at the Torp squadron (again in a similar fashion like how a BB defends from a DD) in order to cut down or disrupt the Torpedo squadron's run. Or hell if a Fighter CAP had been established over the defending ship, that CAP might automatically dive down and destroy that torpedo squadron, but by bringing the CAP down to sea level, an SBD squadron above would have a window of attack open to dive whist the CAP tries to recover slowly to a higher altitude again: -
Aircraft Carriers: Check out the Changes! - Discussion Thread
TinCanTub replied to The_EURL_Guy's topic in News & Announcements
Ah it's when you log in back into your regular WoW client. It'll pop up when you log in and land at your dock -
Aircraft Carriers: Check out the Changes! - Discussion Thread
TinCanTub replied to The_EURL_Guy's topic in News & Announcements
I've played the beta, you can see what it's been like on youtube, and I think my main sentiment is that it's definitely a step in the right direction, putting CV players in the action with the squadrons, but I think they should either scale it back a bit towards conventional gameplay or push it full on with the squadron gameplay, because right now it's just feels a bit too arcade-y. I didn't like the constant map view for playing the CV, even though it's the best way to tactically play the CVs best, but it's good being able to co-ordinate with multiple squadrons out on the map. I always just wished it was playable from 'Z-button' mode when you're in view with the squadrons, but the controls were impossible. The new way is good in that you actually have decent controls to move your squadron, though I don't like the loss of coordinating the whole air wing. I feel like you should be able to have more control with the squadrons, their formations, and the number of planes that make the attack, be able to stack attacking aircraft at various altitudes, be able to to make use of Altitude, climbing speed, and diving offensively and defensively. I feel that it is possible to make CV play successful with the current mechanics from the current CV gameplay, or adding new mechanics like with altitude since submarines are using depth. anyways, I leave it with the good minds at WOW to try and do the best they can! -
Aircraft Carriers: Check out the Changes! - Discussion Thread
TinCanTub replied to The_EURL_Guy's topic in News & Announcements
I feel World of Warships has always tried to maintain a good balance between real naval authenticity and fun engaging gameplay - You get that you're in the spirit of how naval warfare works when you're playing with the Battleships, Destroyers and Cruisers - They all work well within the mechanisms of the game whilst still being very distinct in *how* you drive and fight with them. With CVs, I've always been a big fan, partly because I am fond of RTS games, but mostly because it gives a whole different new form of gameplay in contrast to the other three. That said, I do wholeheartedly agree that the interface of how CV plays is rather wanting. The map view gives the CV player a practical view in order to use the squadrons effectively on the whole map, but then you're too removed from the same sort of fighting as the other three classes. I tried to battle as a CV, hitting Z and flying with the squadrons, but you couldn't fly, aim, or target well at all. I'm very keen to see try hands on how this new mechanic for CV play will work, I for one have just been casually working up my British officers, solely to prepare for the day when Royal Navy Carriers come into play, and the chance to charge Swordfishes broadside on with the Bismarck, or do a sort of Battle of Midway sort of thing, where the Japanese Zeros have dived to sea level to destroy the Avenger torpedo bombers, but then are left at the wrong altitude to engage the Dauntless SBDs from making their attack run from above. This kinda alludes to what I hope will be implemented with Carrier Born aircraft combat in WOW, particularly with the introduction and use of Altitude. I like the First-Person control of CV-born aircraft, but... I hope it's not trading off from being able to control separate flying squadrons by grouping fighters/bombers/torpedoes/rockets into one big flock. Being able to augment different squadrons is essential to CV gameplay for mounting coordinated attacks and for aerial superiority of the map, so I hope it will be retained... and... Altitude and aircraft ceiling should be the key For whenever two opposing squadrons come into contact, whether it's fighters diving onto bombers or even other fighters for that matter! Maybe squadrons should have set keys in order to do certain combat maneuvers or decisive formations in the air, like choosing when for a fighter escort to dive onto a squadron at lower altitude, or break in order to evade. Different nationalities could even have different ones inspired by tactics they employed in history. oooh. with CV themselves... Manual control of secondary/AA Batteries should automatically be given! If you think about it, that's the only time when you can really control the CV itself, when fending off air attacks (or even the odd destroyer I suppose) I don't know how many ppl activate that commander ability for their own secondaries, but I doubt many have bothered doing that just to control their AA guns on their CV, when I would think they would more wisely spend it on the other Aircraft specific buffs you got... anyways, these are just my thoughts on the matter, I hope they make sense or have some useful ideas, unless you guys at WG have/are already thinking ahead ^^
