Ok, my impression of the second round of CV tests;
Game 1: Mogami. Wanted to pick Shokaku, but there were like 20 CVs waiting in line, so I took Mogami.
Domination on Shatter.
Blapped an enemy DD, but in turn got blapped by an enemy Yamato before I got to experience any boat-to-plane interaction.
Fiddled around with the controls a lot, since everything was stock.
Back to port and try a new ship.
Picked Cleveland since Mogami was still in game.
Standard battle on North. 3CVs per side. 3 Lexingtons on the enemy side, 2 Lexis + shokaku on my side.
AA was active and shot _at_ some planes, didn't manage to shoot any _down_ though. In Cleveland -> Didn't feel right.
I was a bit confused by not being able to control+click to designate my AA to shoot a plane squad.
'O' key allowed me to switch sides, but didn't feel that interesting, which leads me to some initial feedback on the AA sectors;
I'd much rather designate a priority target. Or aim the actual AA guns.
'O'+pick a side feels like less interaction, more RNG, than even the old CTRL-click enemy squadron.
I don't care how effective the AA is in practice.
It doesn't feel direct, and therefore feels weaker than it (maybe) is.
That is not an improvement in my opinion.
Didn't play on Sunday.
Resuming Monday 12th of November.
First CV game. Shokaku.
Stock, since it was my first CV game and I didn't have any XP to buy upgraded planes for.
Managed to hit a DD with some rockets, and land 2 torps on an enemy Lexington, but didn't feel as if I did much.
Got several squads wiped out completely before I could drop.
Probably in part because of my target selection, and probably in part because it was a T10 game.
However, I remember thinking that Ognevoi shouldn't have that hefty AA.
I got within 8 kms of Ognevoi, and he just opened up on my squad and did significant damage.
Not at all the impression I got from my own AA when I was sailing around in cruisers two days ago.
I was a bit surprised when I saw the end screen with over 2k base XP, since I only did 55k damage.
Presumably the rest came from shooting down planes (29 of them) and capping.
And secondaries. It was a bit hectic.
First impression: More difficult than it seems from the videos.
Next game, another Shokaku game.
A complete ROFLstomp. 11-1
I only managed to sortie one of each squad before we won, and last sortie was cut short.
I did not pull my weight in this game.
I managed to land some rockets on a Khabarovsk, and a torp on a poor Amagi, but failed completely to judge the distance with the dive bombers.
I always pulled out of the dive short of the ship. (Game ended before I could try my third drop.)
Second impression: I must say the plane drop mechanics do feel a bit artificially hard, and I'm not sure artificial difficulty is a good trait in this case.
The planes act as if on invisible rails, instead of steering where you want them to, and it would be so much easier if you just had more control over them.
And since you see that the planes _CAN_ maneuver tightly as long as the 'hidden rails' allow them, the difficulty feels artifical.
It feels very much like a crippled arcade flight simulator, and not in a good way.
Maybe some more experience with the controls will change my mind, but for now the impression is not good.
Time for another game.
This time taking out the Yamato for a spin.
AA did seem to eat quite a few planes, but I had no chance when the enemy CVs really decided to take me out.
The killing blow on me was dealt by an enemy Yamato, but I would have been dead anyhow - there were CV torps incoming from the side.
Game bugged hard after this match. The UI elements responded, but nothing happened, (just the rotating wait symbol) when I tried to switch ships, quit, or even change the port.
That's apparently it from me, since the test seems to have ended today.