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Everything posted by dasCKD
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I just got detonated in a tier 9 battle from full health by an idiotic AI controlled fort. I lost close to 100k credits thanks to it, all because the worst mechanic in the game decided to team up with the most moronic game mode idea ever conceived. Oh, players want to fight against other ships do they? Well let's put in weapons that causes damage for them! Causes more damage than them in fact! Oh, our players want to be proactive and play for objectives? WELL TOO BAD! ANYONE WHO TRIES TO CAP GETS SHOT AT! Yes I am salty. Bastion still needs to die.
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Oh. You're back.
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The CV skill(s) that should die In news everyone already knows, the new skills for carriers were created by those who have never touched a carrier in their entire lives. The new developments suggests that not only have the devs never played carriers, but they have only heard about carriers from tales of distant lands. That's not what I'm here to talk about however. I'm here to talk about why Air Supremacy and Aircraft servicing Expert should be removed. Aircraft servicing expert, in case anyone doesn't know, is a carrier only skill that grants 5% extra HP to all carrier borne aircraft and improves the servicing times. Air Supremacy is a carrier only skill. It has the effect of adding an extra plane to fighters and dive bomber squads. It has the following effects on the following carriers. Carrier Fighter Torpedo bomber Dive bomber USN +16.6% HP/firepower no effect +16.6% HP/firepower IJN +25% HP/firepower no effect +25% HP/firepower SAIPAN +34% HP/firepower no effect +12.5% HP/firepower Many people also know about the recent carrier mirroring. This was done for a very simple reason that any carrier that is under tiered would get massacred by the enemy carrier. An AS Ranger doesn't stand a snowball's chance in hell against a strike Taiho. This may be a little bit of an extreme example, but it illustrated the point. Higher tiered battleships can get outplayed and killed by a lower tiered battleship, a Yamato's citadel isn't exactly well defended against the guns of an Amagi or N. Car when they're up close. With a carrier however, the skill gap would probably have to be within the 20% win rate difference between the two players for the lower tiered carrier to stand a chance. To illustrate why I think Air Superiority and Aircraft Servicing Expert should be removed, here are some comparisons between the carriers I own: a Taiho and a Shokaku. For the purposes of this particular point, both carriers are in their fully upgraded configuration. Taiho vs Shokaku by plane HP Fighters Torpedo bomber Dive bomber Taiho 2306 Health Points 2355 Health Points 2245 Health Points Shokaku 2092 Health Points 1806 Health Points 1691 Health Points Planes behave as a single unit however, so here is what we're looking at. Fighters Torpedo bomber Dive bomber Taiho 11530 Health Points 9420 Health Points 11225 Health Points Shokaku 10460 Health Points 7224 Health Points 8455 Health Points Many people probably can't process these numbers too well however, so let's put this into context. A Taiho, even running 2/2/2, will stomp a Shokaku into oblivion as anyone who plays carriers and a lot of people who don't play carriers know. This is because of a difference between their plane performance. If we used the Shokaku as a baseline, we can see how much of a performance increase each plane squad gets from the transition from Shokaku to Taiho. Fighters: (100/10460)*11530 = 110.2% Torpedo Bombers: (100/7224)*9420 = 130.4% Dive Bombers: (100/8455)*11225 = 132.8% This means that the Taiho, upgrades and captain skills all accounted for, has a 24.5% plane health advantage to the Shokaku. This is a jump of an entire tier at the largest carrier power spike in the entire tree. If we consider the numbers I presented earlier for the performance increase that can be achieved by stacking the Air Supremacy and Aircraft Servicing Expert skills, we can compare these two values. The comparison assumes that the performance increase is static. If the performance increase due to the skill is cumulative, then the differences will be even more pronounced. Air Superiority + Aircraft Servicing Expert vs 1 tier CV difference comparison 1 Tier Δ +24.5% USN +24.6% IJN +30% SAIPAN +39% This means that the performance difference between these two carriers as caused by their tiers as well as modules that are restricted to higher tiered carriers is actually significantly smaller than the advantage conferred by AS + ASE over a vanilla carrier (with no captain skills). Fighting in a vanilla carrier against a 15 point carrier is like fighting a Taiho with a Shokaku. I may be alone in my assessment, but a skill option in a skill tree should be important but somewhat negligible. The current difference in power as demonstrated here indicated however that the tier 4 and 5 skills are completely mandatory on carriers. If the extra fighter and bomber is needed to balance carriers against higher tier ships, then that skill should be standard to all carriers as a static boost to their performance. In the current system, the advantage conveyed by the skill is simply too high. A little bit Extra The skills most relevant to carriers in this new patch includes the Evasive Maneuvers, an entirely useless skill outside of clan battles and Emergency takeoff, a skill created by someone who can't tell the difference between a carrier and an ironing board. Just for fun however, I decided that someone who actually plays carriers should just create my own carrier exclusive skill branch with some skill that would actually be both useful to the carrier whilst providing a genuine choice between two options. Tier 1 Training wheels -30% torpedo autodropping distance. -15% torpedo spread in autodrop. -20% dive bomber dispersion in autodrop. Aircraft Obfuscation Expert -10% aircraft detection range Tier 2 Explosives Expert +10% alpha to ships between tiers 2 - 7 +18% torpedo alpha to ships between tiers 8 - 10 +20% torpedo detection range +15% HE alpha. -10% change of flooding. -6% chance of fires. Saboteur Expert +15% chance of flooding +1.5% fire chance for guns < 140 mm +2% fire chance for guns 104 - 179 mm +3% fire chance for guns 180 - 240 mm +5% fire chance for guns > 240 mm and bombs +20% module damage -8% torpedo alpha -10% HE alpha Tier 3 Deck Servicing Expert -50% plane servicing times -40% squad recreation time (for when a squad gets wiped) -50% plane retrieving time Planes of different types can be retrieved at once Storage Hangar Expert +3 reserve planes per CV tier Tier 4 Nerves of Steel -40% defensive fighter and fighter dispersion effects. Aircraft Direction Expert -20% to aircraft turning radius -30% size of point of no return circle -10% torpedo bomber drop spread -30% dive bomber drop spread -8% plane flight speed Experimental Engine +40% aircraft turning radius +10% aircraft movement speed +20% aircraft movement speed (w/o payload) +5% to ship turning radius +8% to ship movement speed Sixth.five sense Shows when an aircraft is visible to enemy players
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I personally have a +19% improved flooding chance over most of the CVs I face because they're cheapskates who won't mount their flags with a +3% fire chance to boot. It's not that much of an advantage anyways unless you hunt destroyers. If you're skilled enough to aim for the bow or aft, you can get floods without the extra skill. It also won't be a massive benefit when offset by the changes I just made to the skills. The skill was split under Ishiro's advice. Cruisers still get to keep their 300% alpha improvement to their AA whilst the skill is active. It's really only useful against ships with low AA alpha like Bensons and Lo Yangs and so will only really be useful in competitive.
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Switched tier 2 and 3 skills. Included mutual offsets.
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But I want a buff for my Zao Fine, I'll remove the HE buff. The +15% is not that powerful even at tier 8 exclusive battles and already is in the game in the form of Juliet Whiskey Unaone (with 4% more with Victor Lima to bring it up to a 19% chance of extra floods). I personally always run it with my carriers and I still routinely get 4 or 5 torpedo hits with 0 floods. Well, the skills are there to mostly offset the extremely high skill wall that currently separates good and bad CV players. I personally am very happy with my my 60% class win rate, but then I see an Essex autrodropping and I just feel like it's not fair to the enemy team. I would have made these skills tier 5 skills but that isn't a thing anymore. I adjusted the values to make the numbers negate each other though. See if you like it more.
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Well, I do see your point there. I'll make adjustments to the skill performances.
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I wouldn't pay two points for a skill like that. A stealthy Yamato or Hiddenburg can deliver a devastating broadside. A hidden Shima or Gearing can empty torpedoes right into the most vulnerable side of any ship. A plane with this skill now has a detection range of 7.2 kilometers instead of 8 kilometers, well outside of the AA range of the majority of ships except insane ones like the Minotaur or Moskva when specced for AA. Concealment does not offer the same advantages to planes that it does to ships, especially not at this level and only offers improved tactical battlefield mobility and little else. The skill is being moved down to a tier 1 skill in the patch and if not for the 5% boost to plane HP then I wouldn't even bother take it. -10% to servicing time is so negligible that I would take just about any skill before a useless skill than that. The skill currently takes about 2-3 seconds off the servicing times of the planes when planes take an upwards of 200 seconds to fly to a target, drop their bombs, and fly back. A skill that provides only improvements to servicing time will need to be at least this strong before anyone bothers taking it. To characterize a 10-20 second reduction in overall attack preparation time for a class like the carriers as even somewhat broken is inane. How is the Saipan balanced by the hangar size? The high tier planes of the Saipan means that the Saipan takes basically no losses from most attack runs without any attempts of direct sabotage by the enemy carrier, something that the Saipan can more than avoid unless the player is utterly useless or is up against another Saipan. The skill is meant for IJN CVs and lower tier USN CVs that suffer from the insane AA levels in the game right now. It also means that a bad player won't cripple a team as much as they do right now. Someone who gets their squad wiped in an initial attack run in something like a Bogue or a Zuiho can at least be relevant and useful to their team. The 20% only affects HE shells. It has no effect on bombs. At no point was it stated that the skill SHOULD have an effect on bombs. The improved torpedo alpha is also there to deal with larger ships with bigger HP pools and insane torpedo protection like those on a Yamato. G7 Steinwalt has a detection range of 1.4 km and a speed of 69 knots. Type 93 mod. 2 has a detection range of 1.7 km and a speed of 67 knots. With the skill, the G7 will have a damage of 18720 HP and a concealment range of 1.68 whilst still being faster torpedoes than the type 93. Unusable by destroyers. Sure. Whatever. The skill is there to prevent ships like the Shima from running around with F3s with an alpha of 30k per shot. You really shouldn't be lecturing me about that. At no point did I contest the fact. Saying something that is true doesn't give credence to the rest of your points. Are you sure you aren't arguing with someone who's just not here? I'd still take the engine improvement over this skill quite frankly. They are also not meant to be little extras, they simply won't make the class unplayable if they weren't included. Saying something doesn't make it true. Have you seen the type of AA a lone Montana or even a Kurfurst can output?
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No, I presented myself as someone who knows what a CV player would actually find to be a useful skill. Yes I did. Torpedo damages never scales with tiers, yet ship health and torpedo protection does to a gigantic degree. This should quite frankly be built into the game anyways. The torpedo damage is far too high at lower tiers and far too high at higher tiers as it is. HE has also recently been nerfed by the armor HE interaction changes. Something that, in fact, would be a nerf to the IJN dive bombers because they derive most of their damage from fires. The skill was meant for USN bombers anyways. How is this an improvement as game breaking as a fundamental mechanic superiority like air supremacy? I personally have only found the current limit mechanics a minor annoyance unless I'm dropping on a destroyer. These skills won't make it easier to drop battleships, battleships are easy to drop even with the current plane controls unless their AA can shoot down the planes.
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Need help with fourth stage operation Excess
dasCKD replied to Draconobilis's topic in General Discussion
Really? That's really dumb. -
Need help with fourth stage operation Excess
dasCKD replied to Draconobilis's topic in General Discussion
Switch to CVs. You'll have an easier time controlling your floods that way. -
That's not very much of a compliment ;)
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No, that is not my point. The point is that the power difference between a carrier WITH AS and ASE and one without those two skills is LARGER than the performance difference between a tier 8 and tier 9 carrier which is why those two skills should simply not exist. The advantages they confer should be automatically incorporated into ALL carriers, not just the ones with the skill. No one would say that pitting a Taiho against a Shokaku is fair, but WG's carrier mirror is tacitly stating that there is no problem in pitting two carriers with that level of performance difference against each other as long as the tiers of those two carriers is identical. Error in my arithmetics, it has been fixed. No there shouldn't. I was performing a calculation, not divining a value from the ether. You can do the calculations yourself. I removed the 100% when I create later tables because only the excess of 100% is relevant, but those values where the values that the percentage calculations yielded. edit: the calculations yielded 110.2% in the case of fighters because that is the percentage comparison between the Taiho and the Shokaku. The Taiho's fighter squad has 110.2% of the HP of the Shokaku's fighter squad. The Taiho DOES NOT have 10.2% of the HP of the Shokaku's fighter squad. It doesn't.
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You never have to encounter tier 9 CVs in a tier 8 CV. The point of the comparison is to demonstrate how powerful the ASE AS skill combo is and how it doesn't have a place in the game just because there's no other skill in the entire game that can hope to compete with the usefulness of those two skills. That's why I believe that if the skill is needed then it should be automatically given to all carriers much like how all ships now have sixth sense without taking the captain skill. A skill that is necessary for a ship should not be an option, it should be the default. You wouldn't see a skill that gives 200 extra mm of armor to a battleship or 2x better rate of fire to a cruiser just because of how broken those skills would be and how necessary it is that those skills were given to all ships.
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sixth.five moved to a tier 4 skill.
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Adjustments have been made to the values.
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Possible changes to consumables (before Captain Skill changes)?
dasCKD replied to Leo_Apollo11's topic in General Discussion
Nope. All enemy ships should just sit still and keep firing their guns so I can light them on fire again and again with my Zao -
Possible changes to consumables (before Captain Skill changes)?
dasCKD replied to Leo_Apollo11's topic in General Discussion
It's a good change to be honest. With the new deck fighter skill, battleships will basically get an extra hydroacoustic search consumable. This at least heavily limits its use so battleships won't have the same kind of immunity to torpedo destroyers that they used to. -
Saipan is terrible for this mission. In fact, the best CV for this mission is probably the Langley. edit: in terms of benefit and loss at least.
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I like collecting ships, as I'm sure a lot of people here do. I never sell premium ships, no matter however lowly I think of them. I also need to play games however, and sometimes the ships I collect are just clogging up my port view. I suggest that we should have an option to mark certain ships that I can mark as reserve ships, so it would be possible to quickly hide them from port view like I could do for Arpeggio ships currently. I think that this would be a benefit to the port interface.
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Tier 10s and higher tier ships have an incentive for me personally. A lot of the campaign missions requires a certain level of damage done, shots landed, or base XP earned and that is simply easier to achieve at tier 10. My Molotov might take about 15 games to do 500 000 damage, my Zao can handily do that in 3-4 games. Nevertheless, tier 10s is often a credit and flag drain and so I personally am fine with things as they are. I grind tier 7-8 premiums for credits, then use my Zao and Taiho for campaign missions. No one wants to be the one or two tier 8 ship in a match swarming with Zaos, Yamatos, Kurfursts, Gearings, and Hakuryus and so tier 10s having the disincentives it does is mostly fine with me.
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I like free stuff, like many people, but I am also in need of doubloons. My Zao, Shokaku, and Yuugumo are all in line for their premium camos. Now the Graf Spee mission starts significantly earlier than the mission for the Graf Spee herself and so I was wondering if I were to buy the Graf now, would I be compensated in dobloons when I earn her with the campaign mission later?
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I'm sick and miserable
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I don't like playing with 90% WR players either. They keep stealing the top XP spots Then use a USN destroyer. IJN destroyers are completely inappropriate for countering other destroyers, the best they can hope for is a stalemate unless they have a cruiser friend. Border huggers are never tempting targets for me, too hard to hit and they're probably terrible players. The good players need to be killed first, the terrible players can be farmed whilst my team is winning. It's really not. A player with a 60% is a very good player, but they're still commonplace. You'll be facing at least one pretty much every battle. They aren't super unicums.
