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Everything posted by Capra76
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3 BBs shooting at one target, the target has usually misplayed. 3 CVs against one target, the mistake was pressing "battle".
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Actually I think that Pete's logic is off. Exactly what does the damage output of Langley/Herpes tell us about the gaming experience for new players and is Hosho definately OP compared to the other two or is it simply the seal-club for experienced players who might watch the likes of IChase and play it in preference to the other two? Hugh has gone off on a bit of a tangent over the two Alpha/Beta ships but the underlying point is sound, the OP isn't complaining about damage output but server and MM population and general gameplay.
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Tip: instead of using the engine boost to make the planes go faster, try using it to slow the planes down when striking to make it easier, especially useful with RF.
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First off BN is wrong, there's just over 1,000 points difference between Hosho and Langley torps (5,400 v 4,233) although Langley's are a lot slower. To answer your question, your damage output in CO-OP CV is almost entirely dependent upon the performance of your team-mates; if a couple of them are half decent then they'll kill off the bots within 5 minutes and you'll only have time to get in 2 or 3 strikes for maybe 20,000 damage (less if you mess up some of them); if your team potatoes by getting themselves killed or sailing to the wrong part of the map and the game goes 15+ minutes leaving you time to farm one or two full health BB then your damage output should be 50,000+. See above, since the bots should die quickly to your team-mates there simply shouldn't be enough time for you to do much damage in co-op, in a random game there's a much better chance of it lasting longer allowing you to have a much bigger impact on the game.
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Matchmaker Discussion Thread & MM Balance
Capra76 replied to Excavatus's topic in General Discussion
I'm not sure about that, I think there's a bigger problem of just bad game design decisions that've driven away a lot of players. -
OMG!!!!!!!!! @Butterdoll the reworked CV work poorly in co-op because they are "balanced" around their life expectancy in a random game, which is to say that being almost always the last to die they must deal damage slowly and over time to avoid being absurdly OP and this doesn't transfer well into the smaller team shorter game time co-op mode where the bots will usually suicide within the first 5 minutes. As a point of reference in Hosho I can average about 35k in co-op but 75k in random.
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Took Hosho out for my first 4 games this evening, much balance found: 4 CV every game, mostly T3/4 players getting swatted like flies gg WG, well played
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Do you understand the game's over-pen mechanics? If the bomb does not fuse then it can pass through without detonating which gives you 10% of the max damage, i.e 3,000 x 10% =300. It's the same as with all other ap shells. AP bombs are somewhat RNG in their results but I can equally show you examples of double citadel hits for 6,000 from one drop.
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So, the developers have essentially given up, they can't balance CV so they'll just leave the mess as it is and hope that nobody notices.
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Er, no.
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Rather than YT your best bet is probably to watch some of the live streams on Twitch. One option might be to watch the replays of your own battles and try to work out what you did right and wrong, possibly if you post a few here others will do the same for you. Looking at your stats, your survival rate is extremely low, which suggests that you are charging in headfirst every game, try to work on surviving longer and the other stats might follow.
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You should be able to pick up the new CV gameplay after about 30 or so battles, once you've done that it is that easy. Does that not tell you something about how powerful the ship is in competent hands.
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Plus old Hosho faced player controlled fighters and had tiny plane reserves, new Hosho faces zero opposition and has effectively unlimited planes.
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Depends on the tier, T3 is a joke, T4 can shoot some planes down, T5 BB can be fairly potent. The problem isn't that there's no AA, it's that the plane losses have next to no effect because the regen is so fast.
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Outside of CV, yes, which I think shows just how much of a mess the rework is.
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IMO it comes down to what the ships offer back to the game, in the case of 5+ DD then most of them will die quickly so other players are benefitting from their presence, in the case of 2 + 2 CV you can pretty much guarantee that they'll be the last ships left alive and thus they become a pure negative for other players.
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Interesting point, maybe @MrConway @Tuccy or @Crysantos could forward this to WG secret HQ.
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CVs should be the ones in charge of Air Defense
Capra76 replied to sergentthereal's topic in General Discussion
I dunno, if CV were made to be only about air defence and had no role in striking surface ships it might be an improvement. -
Any chance of some actual discussion of the CV rework? All I can see is a thread being spammed out of existance by the same 2 or 3 posters.
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Well in that case you're arguing about the definition of "Godmode". Personally I'd say almost risk free, 100k XP every game in return for minimal skills and learning is close enough to "Godmode" but if you think that novices picking up the class and outperfoming everything else isn't then fair enough.
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And yet you argue that they're not godmode.
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You are certainly not doing a very good job of explaining your point. The basis of your argument seems to be: a player with basic skills should average 100k+; the actual results are far lower; and thus we can conclude something (but you're not clear what). So what are you saying, are CV: too strong; too weak; just right; or something else? More fundamentally, what changes do you thing are required. There are a couple of options: The basis of your argument is wrong; for whatever reason the majority of the player base is not learning even basic CV skills and are thus only perfoming better than any other class in the game. Assuming option 2 the question is why. I ventured an opinion earlier that the boring and simple gameplay does not encourage sufficient investment of time to learn CV skills well; I will now add to that that I think the gameplay does not appeal to more highly skilled surface ship players and thus what you're left with are the dregs of the player base who've failed at everything else and now have an overpowered toy that they can enjoy some (relative) success in. If you have other ideas I'd be delighted to hear them.
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Check the date.
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So you're arguing that in the current rework an average player should be able to maintain at least 100k average damage but that at the same time CV aren't "Godmode".
