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Found 136 results

  1. Hopefully the title says enough; I'm wondering why the WoWS Dev team decided, whether for balance or not, that equipping the 15cm's on the Z-23 didn't also add to the AA. Similar for the Z-39, who's equipped with the similar 15cm/48 Tbts KC/36T. While the KC/36 and KC/36T were limited to +36° they were still used in the Anti-aircraft role, and all Narvik class Z-1936A's were issued with 150mm nose fuse shells, designed for the ballistic cap to be removed, for soft target and AA duties. I'm wondering how many other people want to see the Z-23 (with 15cm's) & Z-39 gain a small AA buff, from the dual purpose batteries? Now, I understand, this could be applied to a lot of ships, who's main armament was issued with some kind of AA shell. Like Yamato's San Shikidan ("beehive") shells. However, her guns were limited at +45° (although impressive in it's own right!), not the +65°, and I'm not sure anyone wants the Yamato and Musashi shooting down their aircraft around 20km.... The LDrh LC/38 mount's were designed for the O-klasse and SP1 scout cruisers, with the AA role in mind**The MPLC/38 mounts on the T-22 and her Sisters were limited to +80° but we still see their use in the AA role in-game, so it's not enough to say "they don't reach 90°" I'm not expecting Thousands of AA Damage from the 15cm's, but I'm sure Z-23/39 Captains and the ships they're escorting would appreciate the five or so km max AA range, and the possible additional Flak burst? If not the extra usage of their commanders with BFT trained. Thanks for any thoughts anyway ** "German Warships 1815-1945" by Erich Gröner and Dieter Jung (a good, simple, yet detailed, and interesting book to read!) (PS I'm not looking for this to break down into an argument of "AA doesn't work anyway," "CV's need to be removed," or any other bad mood bollocks, please!)
  2. Quexcy_de_Eerste


    Hello everybody, if you are attacked by planes it is strange enough not that the closer they get the more damage the AA deals (if all your AA is already activated), while it seems to me that if a plane gets closer, your AA can be easier to target.
  3. AP_in_your_face

    Viel zu starke Zerstörer!

    Ich finde die Flugabwehr der neuen Zerstörer viel zu stark, so dass man mit einem Flugzeugträger keinerlei Chance mehr hat, wenn 2 dds zusammen fahren! Mir ist es schon öfters passiert das plötzlich eine Halland aufgeht und mir meine komplette! Torpedostaffel (12 von 24 Flugzeugen des Hakuryü. Kapitän und Module komplett auf überleben und Robustheit geskillt ) vom Himmel holt!F12^100 Das schafft nicht mal die Kremlin bei 2-3 Anflügen und die hat 100 punkte bei Flugabwehr, ohne Module und Kapitän. Vor allem ist das nicht annähernd realitätsnah, wenn so ein kleiner Zerstörer eine bessere Flugabwehr hat, als Schlachtschiffe oder Kreuzer. Besondes die Halland und die Cobert sind meiner Meinung nach stark überpowerd. Da kommt doch die Frage auf wieso diese Schiffe eine genau so gute oder bessere Flak haben als die Friesland, welche nicht einmal Torpedos hat!Meiner Ansicht nach hat Wargaming da mal wieder viel zu starke Schiffe entwickelt:-( . Findet ihr auch, dass die neuen Zerstörer das Spiel beeinträchtigen? Lasst einen Kommentar da wie man das Problem, eurer Meinung nach am besten beheben kann. Schönen Gruß und bleibt gesund.
  4. this_simple_username

    What nations have good - very powerful AA.

    Hi, I've been playing my IJN cruisers and, bloody hell, the AA is atrocious. Thought I'd try a cruiser with some good AA, which leads to my question: What nations have good - very powerful AA? thanks
  5. Ich wollte einfach mal wissen was Ihr so von dem überarbeiteten Flakmodul AA Mod 1 haltet, ich selber finde es insgesammt gesehen nämlich schlechter als das Alte. Bei Schiffen mit schnellem AA Cooldown macht es nicht wirklich viel aus und bei BB wird man idR auch was anderes verbauen. Ich hatte das alte immer auf vielen meiner DD und Kreuzer verbaut, da die extra Wolken ja bedeutet haben das der CV mehr ausweichen muss. Gerade bei Schiffen die relativ wenig Flakwolken haben, hat das gefühlt schon was ausgemacht. Bei den DD natürlich nur bedingt, das man die Flak ja idR aus hat bis man entdeckt wurde. Das man die 2 Wolken jetzt auf das Slot 6 Modul verschoben hat und diese nur noch bei Def AA aktiv sind, ist m. E. eher ein nerf. Erstens wird man idR eher das Reichweiten oder Reloadmodul in den Slot einbauen, da man von dem mehr hat und es haben ja auch effektiv nur Hightierschiffe den entsprechenden Slot.
  6. Necro_von_Cortex

    AA and secoundaries

    I've looked through the game wiki, as anyone who likes to know the details about the game should now and then. But I found myself stumble over some details, or in some cases lack of details. If we start with the AA part. The game wiki stages all calibers over 85mm guns will have a Flak effect in the form of a flak cloud or clouds. This makes sense cause that's how AAA warfare works BUT... Why 85mm and not just 80mm? The reason I ask is because this means FlaK 88s dated as far back as 1905 will throw clouds at 4.6km, while "modern" 85mm 90-K and 92-K guns will be limited to 3.5km range and only do regular DPS. Eventhough in this specific case, the 85mm fires a heavier AA shell than the FlaK 8.8cm L/45 in question. Yes the 90-K will on average do more DPS pr gun onboard than an old FlaK, but it fires the heavier shell, it has the longer barrel and it is the newer design by over 30 years. I would suggest FlaK effect should rather have been based on available shell types for AA guns rather than "just" caliber, Alternatively, it could have 80mm as the threashold, as guns like the 8cm/40 type 3, is a 76.2mm gun, not a 80mm. (as far as I can tell, there are no such naval caliber) You could of course argue it would take a lot of time for the developers to figure out excatly how much a power a specific AA shell has for a specific gun. But once it was done, it would be copypaste as many of the ships use the same guns, even across nations/factions, with UK ordinance being the most common. http://www.navweaps.com/Weapons/WNGER_88mm-45_skc13.php AA shells at about 9kg http://www.navweaps.com/Weapons/WNRussian_85mm-52_90k.php AA shells at about 9.2kg Guns at 76.2mm only weight about 6kg pr shell at best. Secoundary batteries? While I find the ranges just fine and have little fear from DDs down to 4km range (as the smallest bit of manouver can get you out of the way) I've noticed under the page for Secoundary batteries, (which might have been removed from the wiki entirely), There is/was no notice of a minimum caliber. While in several cases BBs and protected cruisers have animated guns which are inactive. Sure, it might be a question about balance as it makes a lot of ships have an overall higher potential damage output. But this is already at close range where even Bofors 40mm guns would be targeting enemy surface targets, and in the game the inaccurate nature and somewhat short range wouldn't be a gamebreaker. It understandable they wouldn't add every single gun like 37mm guns, 47mm Hotchkiss and 5.2cm guns but there is no writen limit and it kind of denies some ships a minor boost to their stats and survival. An example where minimum caliber come into play would be the Tier V BB, Viribus Unitis, Unitis was equiped with nothing shorter than 12x Skoda K10 7cm guns + 3x K16 7cm guns (Ingame she has 4x K16 AA guns, and her sisters had 18x K10) These guns are 66mm in caliber and each projectile weighs 4.5kg fired at a rate of 15rpm. That's a total of 67,5kg ordinance thrown at the enemy pr gun. +BFT For referrance, the 3"/50 throws 88,5kg of ordinance at the same rate. (which is seemingly never noted as a DP gun for some reason) If damage calculation was a linear function, this would leave each HE shell with a potential damage of about 750-800 with a fire chance of 3% and a penetration of 11mm at a range of 3.5km +AFT & SBM1 I see a lot of cases, where the developers have added guns, but they are inactive, my best example being the IJN Ishizuchi. Now, Ishizuchi is nothing more than a paper project in the first place, so creative liberty is allowed BUT. She is equiped with 6x 8cm L/40 Type 3 guns, which are ww1 guns with a high rate of fire. They have also added what looks to be 10x 3" QF 18cwt or 20cwt guns, 2 on each turret. Is this important? eeeeh. But considering the cwt is better than the Type 3 and there are more of them... why the hæll wouldn't they be active? they share about the same rate of fire, though the cwt fires heavier shells, The cwt are L/45 vs L/40, the cwt can fire at a higher velocity or it can fire a heavier shell at lower velocity. All in it's favor both as an AA gun and as a secoundary. All this, would make ships like Viribus Unitis and Ishizuchi look more scary to DDs as they sail close to attack, but on paper it would maybe give 1 point in artillery rating.
  7. Aircraft Assassination Competition 1 ( EU Server Only. ) The Rules :- 1. Competition starts at 14:00 CET 15/01/20, and finishes on Sunday 19/01/20 at 14:00 CET 2. The person that kills the most aircraft in WOWS is the winner. 3. Only kills with in the competition time count. 4. Only accounts in the EU server can claim the prize. 5. Only aircraft kills in Co-Op or Random Count, no other mode is eligible. 6. the winner has to claim his/her prize ( hit me up in pm ) 7. you have to prove in this thread your claim. 8. Prizes are courtesy of NSF Clan. 9. The prize may be subject to change dependant on what is in the shop at the competition time close. 10. CV AIRCRAFT KILLS DO NOT COUNT. ( thank you J ) Destroyers, Cruisers, Battle Boats only Count. AAC 1 Prize :- ( subject to change see rules ) Good Luck All. ---------------------------------------------------------------------- Stock Build Lenin
  8. Bonsoir à la commu, Je suis nouveau venu sur WoWs, et je me demande comment peut-on détruire un/des avion(s) sur le jeu avec un croiseur s'il vous plaît ? PS : savez-vous à quoi servent les touche O et P ? Pour les canons AA etc... Mais je n'ai pas compris le système et leur fonction. Merci par avance pour vos réponses !
  9. Artillery cannons have a limited range, torpedoes have it too, just planes from carriers havnt a limited range ... WHY ?! I am now since the start onboard and can say, CVs changed the hole gameplay but not just in the good direction. Battles without them are ... how should i discribe it ... they are just perfect, no damn torpedoes or bombs just fighters and scout planes, just perfect. Battles with them are mostly just frustrating, no matter if you loose or win this damn carrier park in a corner and are mostly at the end in the top section of the list, or you get a cv beginner and your team have at start 2 ships less. These things had never been included in WoWs, but we have them now in game and they sell them now also as premiums, so i think not they will remove them. My idea: Give the planes of CVs a limited range and mybe buff all aa on ships except CVs. I had some pretty frustrating games now and are a bit pissed off, so sorry if i am a bit harsh, ouh and please be faire in the comments below :)
  10. Guys. Lets make this Quick. The New AA Rework SUCKS. It has basicly Catapulted us back into 0.8.3 with CVs being Semi Godmode and there being 0 Counterplay against CVs. We are back to CVs being the Death itself. When I play as a CV right now. I dont need to Spend any Effort or have any Skill to completely Ruin someones Gameplay Experience. At the Beginning of the Round. I send out the Squads to look what Dishes the Matchmaker has Spawned for me. And then I decide which one I would like to feast on. The Dishes are not asked about this. They cant do anything about it anyways. I decide that I want to kill this Guy there. And so I am going to Kill him. He can Struggle and Complain. But he wont change the Result. His absolute BEST CASE SCENARIO. The absolutely BEST THING he can do. Is to try and waste as much of my Time as possible. Sacrificing himself for his Team while he wont get any Reward or any Fun in this Match. See Guys. I am an Average Casual Potato. My WR usually Sits around 49-51% And thats also what I would get if you extracted CV Games from my Statistics. Because for CVs its Different. For CVs despite having Played them a bit before the Rework. My Winrate is going Steadily towards the 60% Mark. Which is not Surprising. Because See. After the AA Rework my CV Matches are looking like this again. And I am not even Playing Seriously. I am just Fooling about. Abusing the Fact that AA has become completely useless. And just Blapping DDs and Cruisers out of the Match by keeping them permanently spotted and lavishing Torpedoes and Bombs on them. See Guys. As a CV. I dont even NOTICE the New AA System itself. 3.5% Instant Damage IS NOT EVEN ENOUGH TO FREAKING TURN A SINGLE OF MY PLANES YELLOW FOR HEAVENS SAKE!!!!!! I cant even Tell wether or not someone has actually Freaking USED the New System against me. Thats how Incredible Weak this new System is. In Exchange for this 3.5% Instant Damage which DOES ABSOLUTELY NOTHING. We lost 10-30% of the Continues AA Damage. (Depending on the Ship) Basicly making sure that even the most Potato CV which has no Skill Whatsoever. Will still be able to get one Strike out even if he Attacks a Pack of 3-4 Enemy Ships which are all Pro Players and which will all use the AA Sector 100% Correctly. See Guys. I was actually very Hopeful for the New AA System. I tought. The New AA System will basicly make it so. That we get some Actual Counterplay. AA Would become rather Weak when only used Passively. And thus unless the Player Pays Attention would not really do much. But when you Activated the AA Sector at just the Right Time. You would cause Quite the Losses to the Attacking Squadron and if you had several People use it at once you might even be able to Completely Deny a Strike. Of course if you activated it at the wrong time you might also castrate your AA and end up not doing anything to the Squadron for the next 15 Seconds because you messed up. That would have been Great. Because this way. We would have actual Gameplay and Counterplay in this again. The CV would need to take Care who he Attacks and when he Attacks. Like a Cruiser does against BBs. Or BBs do against DD Torpedoes. The CV could try to Bait the AA Sector from the Ship to then afterwards Strike with little Resistance. Other way around. The Surface Ship might wait for the right moment to Trigger the AA Fire to cause quite a Devastating Damage and really make the Strike Costly to the CV. But with the Current Way the System has been Gimped to uselessnes. This is Impossible. As the AA Burst is so incredible Weak. I cant even tell if someone has used it on my Squadron or not. Its doing absolutely nothing. And with AA having been Nerfed so Hard. That when the Surface Ships DOES EVERYTHING 100% Correct WITHOUT EVEN A SINGLE MISTAKE the AA will still not be as Strong as it was in 0.8.6 with the Player just having the Sector aiming towards the Enemy Fleet. Any and all Counterplay has basicly been Removed from the CV Gameplay. As a CV I completely Ignore AA by now. Most of the time I dont even bother Evading Heavy AA anymore. Because even if I get hit by a Black Puff. The Continues AA and the Burst Damage is just not Strong enough to really Exploit it and somehow prevent me from Striking again. Long Story Short. The New AA System is incredible Bad. Pls either Fix this System or Revert it back to the Old System. We had Ridiculously Overpowered CVs for Months now. And in T4 and T6 you basicly Constantly have 2 CVs by now. Heck in T4 you often got more Players waiting in CVs for a Match. Than you have other Classes Combined. Because everyone wants to have a ride on Godmode in the Game. Simple examples that could be done. 1. Double the Sector Reinforcement. Basicly when you Choose a Sector on a Cruiser. You Currently get 150% on that Sector. And 50% on the other Side. Instead make it 200% on that Sector and 50% on the other Side. This would at least give you back some actual AA Damage when you Actively Look out for Aircraft. 2. Increase the Instant Damage Burst. Without Manual AA Skill it should do 9% Damage to A Squadrons Remaining HP. So that at least on 12 Aircraft Squadrons it will Destroy ONE yes JUST ONE Aircraft. And on Squadrons which has 10 or less Aircraft it will NOT EVEN DESTROY AN AIRCRAFT. But at least Turn on Aircraft Red or Yellow. So you at least have ANY EFFECT AT ALL from this. With Manual AA Skill it should Deal 15% Damage. So usually Guaranteeing at least 1 Aircraft Kill. This would give the Instant Damage Burst some Effect at least. The CV would at least notice that he got hit by Something. it would of course still be more of a Lipservice than an actual Deterrent. But at least this way you would be able to prevent that a CV just keeps circling you in his Squadron for 3 Hours. Because he would at least take a a tiny loss each time you Activate the Skill. 3. Increase Catapult Duration and Effectiveness. Right now. Fighters are pretty useless. Their Area of Interception is so small that if the Enemy Ship Triggers it 5km before I arrive at him. I can Fly through it before the Fighters even Activate. And the Catapult Fighters are so Weak. That even if I trigger them. They will cost me like 3 Aircraft from my Squadron and thats all. So either A. You increase the Aggressiveness of these Catapult Fighters. So that they will Automaticly Intercept any Enemy Bomber Squadron in a 5km Range around your Ship and try to prevent it from Bombing you. Thus at least making it so that you can make it Cost an Enemy CV if he Attacks you. Or B. You increase the Duration of the Catapult Fighters. So that they Stay above your Ship for 3-5 Minutes instead of ONE minute. And thus actually can be used to Escort you for a bit. and then C. You could of course also keep them at 1 Minutes and with a Small Action Radius. And instead make them into an actual Threat. Giving them Sufficient Ammunition that in the rare case of them being activated by the Enemy. They actually at least Destroying the Enemy Squadron. And not just killing 3 Aircraft and Retreating.... 4. CV Fighters are just as useless. But since they can be used for Scouting they need extra Attention. A. Remove their Ability to Scout Ships. Seriously. They should not Spot Ships. Carrier Fighters did not have the Vision and Equipment to accurately Spot Ships anyways. At best they should give a Minimap Position of Enemy Ships but not actually Spot it. Similar to the First 20 Seconds of Radar. B. Make CV Fighters Homing instead of Guarding. CV Fighters when Spawned. Should just look for the Next Aircraft within 10km and Attack it. Not Fly Circles around a Micro Area where they got Spawned.... This way at least CVs can provide some Air Cover to Friendly Ships by Spawning Fighters which will then AT LEAST TRY to Intercept Enemy Bombers. And which will not be placed above an Allied Ship and then ONLY ACTIVATE AFTER THIS SHIP HAS ALREADY BEEN BOMBED. Greetz Sun.
  11. KingDisruptor

    Bug - AA manuel

    J'ai découvert récemment un bug assez dérangeant en rapport avec l'AA manuel et la compétence de commandant "Tir AA massif". En effet, lorsque j'utilise la fonction de l'AA manuelle durant une partie en pressant O, l'AA au lieu de se charger pour obtenir le bonus de pourcentage de dégâts, se met directement en cooldown sans passer par la phase de bonus de dégâts (voir images ci-joint). Ce bug fut trouvé suite au fait qu'il ne se produit que sur mon Minotaur équipé de ce commandant. Avec un commandant n'ayant pas la compétence, le bug ne se produit pas. NB avant de voir arriver les comments : oui je sais que cette compétence ne sert plus beaucoup sur un mino mais j'ai pas pensé à changer mon commandant depuis l'AA rework. Merci de votre compréhension. la compétence en question image de gauche : juste avant de presser "O" image de droite : juste après avoir pressé "O"
  12. Moin Warum zum Teufel ist denn die C Hull long range AA 7dps schlechter als die der B Hull? Gleiche Geschütze, gleiches Schiff ... gibt es nen Grund dafür den ich übersehe oder stimmt da was nicht?
  13. Mechanika i elementy wizualne priorytetowego sektora obrony powietrznej, jak obiecaliśmy wcześniej, zostaną zaktualizowane. Cel zmian - zgodnie z życzeniem społeczności, aby skuteczność obrony powietrznej była bardziej zależna od działań gracza, korzystanie z sektora priorytetowego stanie się wygodniejsze i bardziej zrozumiałe. Zwiększenie obrony przeciwlotniczej będzie aktywowane w znacznie wygodniejszy sposób: musisz skierować kamerę w pożądanym kierunku i aktywować ją naciskając przycisk. Jednocześnie, jak poprzednio, wydajność drugiego sektora zostanie zmniejszona. Obrona zareaguje natychmiast po aktywacji, obrażenia w postaci procentowego zmniejszenia punktów życia eskadry atakującej będą zadane natychmiast jeśli samoloty znajdą się w zasięgu obrony przeciwlotniczej. Jeśli w czasie aktywacji nie ma żadnych wrogich samolotów, nie zostaną zadane żadne obrażenia. Następnie rozpoczyna się etap stopniowego wzmacniania sektora, który trwa kilka sekund. W tym czasie sektor zwiększa swoją wydajność, a następnie pracuje na pełną moc przez pewien czas. Następnie wzmocnienie sektora jest dezaktywowane. Aby ponownie aktywować, należy poczekać, aż się naładuje, podczas gdy sprawność obrony przeciwlotniczej wraca do wartości standardowych. Siła, czas trwania i czas potrzebny na odnowienie zależą od okrętu. Wzmocnienie sektora obrony przeciwlotniczej wpływa tylko na stałe wartości obrażeń i nie wpływa na obrażenia spowodowane eksplozjami/wybuchami. Wraz z sektorem priorytetowym zmodyfikowano także umiejętność Ręczna kontrola ognia obrony przeciwlotniczej. Teraz zwiększy ona natychmiastowe obrażenia oraz zwiększy czas odnowienia sektora priorytetowego. Całkowicie usunie również efekty zastosowane do stałych obrażeń (zarówno stopniowe zwiększanie wydajności sektora priorytetowego jak i zmniejszenie wydajności niepriorytetowej strony sektora). Pozwoli to okrętom ze słabą obroną przeciwlotniczą zadać znaczące obrażenia samolotom wroga w momencie aktywacji, ale nie zwiększy ich zdolności do zadawania większych stałych, trwałych obrażeń. Niewątpliwie zmiana ta wpłynie na interakcję samolotów z okrętami i będzie wymagać dodatkowej pracy na balanse. Będziemy ściśle monitorować nowy system sektorów priorytetowych i wprowadzać korekty, jeśli uzna się to za konieczne. Pamiętajcie, że informacje na blogu deweloperskim są w fazie testów i mogą ulec zmianie.
  14. aN00Bis_6VI6

    AA Modification 1

    I am somewhat confused by the explanation for the AA Mod 1 upgrade for ships, it states: "+2 to number of explosions produced by salvos from medium- and long-range AA defenses". I am taking it two ways: 1) Basically an extra 2 flak burst per AA sector 2) Each flak battery produces +2 bursts, thus; Yamato with 6x127mm AA-batterys can produce up to 12 extra flak bursts per sector. I am believe it is actually the first option as having an extra twelve bursts per sector would be OP or at least a lot more challenging, yet I could be wrong. Can someone clarify this please. Thank you.
  15. I'm still scratching my head about the AA / CV rework and how it impacts Hood, which I used to run as an AA boat. The in-game info panel tells me nothing - clicking the individual mounts just shows the guns, doesn't give me info about which range-grouping each corresponds to; and looking at the info breakdown for those range-bands isn't massively helpful. A look on the WOWS fitting tool shows the close-range AA DPS is incredibly low, with rockets not apparently creating flak bursts nor making the base close-range DPS much better than KGV. Wiki is still recommending Advanced Firing Training, and saying the defensive fire consumable applies to the rockets with a x2 modifier which is still significantly less than KGV's base if we're to accept the short-range DPS value given. Could someone please explain to me what the hell is going on? Because as far as I can get a read on it, AFT is now "meh" for the Hood because it doesn't improve the close-range rockets' continuous damage, BFT is more appropriate because it DOES synergise with the defensive fire consumable - but is probably still a waste because the improved AA is lacklustre anyway; which makes both the AA upgrades on the ship redundant because it's no longer fit for purpose as an AA specialist. Is this about the size of it?
  16. DeviousDave02

    AA rework suggestion.

    FORWARD: This idea is entirely a case of IMO - I realize it's probably not to everyone's liking or taste and will in all likely hood be ripped to shreds and have over a dozen flaws pointed out but 'hey, nothing ventured, nothing gained' So please, no - 'OP CV PWEASE NURF/BURN IN A NUCLEAR FIRE' or 'DD CWY BABY, GIT GOOD' comments... ...There's literally a dozen+ (and growing) other threads for that. THE SITUATION: So after watching dozens of You tube videos on the CV rework game play, playing CV's and lurking on here and the STEAM forum I came to the conclusion that the AA rework, kinda doesn't really work to well. The issue (IMO) is that it's entirely damaged based which leads to awkward game play issues in that some ships have AA that just shreds aircraft while other ships AA would have trouble fighting off a weather balloon. This leads to an all or nothing approach to AA, either your AA is strong enough to make CV's cry and run away or.. well.. yeah.. the words 'sitting duck' springs to mind. There is no/little in between here as hurting a CV's squadron doesn't really help (or at least feels like it doesn't) as some of the damage still get's through unimpeded AND the CV has more/regenerating planes to throw at you while you (the surface ship) have finite HP that doesn't come back. You end up being chipped to death with (what feels like) no counter play other than turning. Of course CV's argue differently as sitting staring at your deck waiting 2 minutes for your lazy hanger crew to ready one ****ing TB plane is pretty vexing (been there) This leads to the current situation where surface ships want AA to shred, while CV's would rather it just scratched the paintwork slightly and this leads to the 'blobbing' game play everyone knows and hates as everyone groups up around the highest power AA ships and pray to RNGesus that it will protect them. And then we have the sector reinforcing mechanic, which boosts AA on one side of the ship at the expense of the other side. This highlights the 'damage focus' issue AA has as ships with high AA power don't really need to use this in anything other than extreme circumstances (or if they want that bomber squadron over there to reeeallllyyyy go away) while low power AA ships will not be saved by it as their AA is so weak it really doesn't make much difference (feel free to correct me if I'm wrong but at tier 4/5 - reinforcing feels like it does sweet **** all if I'm in a poor AA ship) THE IDEA Move the value of AA away from just pure damage and blowing planes from the sky, obviously AA focused ships would still be better at AA duty but weaker AA ships should still be able to effectively defend themselves from air attack. My thoughts on this are to place more emphasis on the correct and skillful use of the reinforcing mechanic to deter air attacks. This could be achieved by toning down AA damage on high power AA ships while boosting AA damage on the really low performing AA ships (with a net loss to AA power), removing the 150% (I think, correct me if wrong) AA damage boost from reinforcing and then introducing 'perks' or stat changes to the AA system that activate on the side of the ship that has been reinforced. Note: for this idea to work, ALL ships should be given short range AA, including ship that currently have NO AA (just pretend the crew have ran out on deck with rifles to shoot at the passing planes) PERK IDEAS Perks would be based around the idea of disrupting an air attack or making accurate striking harder for the CV player if they attack from the reinforced side. values given are just rough ideas and subject to change based on feedback. HEAVY AA: Increase RoF by 10% Increase Flak generation by 50% of maximum Flak Decrease accuracy by 25% Barrage - adds an AoE effect to the long range AA zone that deals very low constant damage to aircraft in it - adds graphical effect of mini AA explosions and smoke bursts all over the sky while in this zone - possibly add fake flak clouds above and below the players position. The idea is that this creates a visual 'wall of doom' that makes flying in that direction unappealing to the CV player by increasing the amount of flak as well as spreading it out more. Overall your more likely to clip a plane formation doing some damage but less likely to score a massive blow by having the formation play through multiple Flak clouds at once. note: The increased Flak is based off of the Flak generated after modifiers are applied - so if your ship normally generates 8 Flak clouds per attack you would generate 12 Flak clouds on the reinforced side however with captain skills/ship modifications you could in theory up the Flak generated to 10 Flak clouds per attack in which case you would generate 15 Flak clouds clouds on the reinforced side. MEDIUM AA: Increased RoF by 10% Accuracy decreased by 10% Zero in - for every (x) seconds spent under fire from the reinforced medium AA guns the accuracy/hit chance of these guns increases by 5% topping off at a 50% higher than standard hit chance. This effect will linger on the planes as a de-buff meaning even after you leave the reinforced side it will still apply for a few seconds before negating back to 0% (so if the surface ship swaps reinforced sectors fast enough/turns to put the aircraft back in the sector the medium AA guns will be firing from the value they were at when the planes first left instead of starting from 0% boost again) Crippling blow - Very, Very low chance per hit of causing the struck plane to immediately break off from the attack/squadron and start to climb to safety before returning to base - aircraft that are forced to break off have a massive damage reduction applied making it far harder for them to be shot down. The idea here is that medium AA guns create a zone that is very dangerous for aircraft to lurk in as the longer they stay, the more likely they are to get hit and either get shot down or possibly forced to fly back home. This puts a soft limit on how long a CV's squadron can spend lurking around a ship before it gets into real trouble. LIGHT AA: Range increased by 1-2 kilometers Panic - (same as the old panic effect) short range AA guns cause a panic effect on aircraft within their area of effect. This panic effect causes the targeting reticule to slowly start to expand, becoming less accurate (similar to if the plane was maneuvering during an attack) and reducing accuracy gain. The reticuel will max out at 40 - 50% accuracy (If your below that it will slowly degrade back to this value, if above then it won't decrease any further than this) with maneuvering causing the effect to increase. Hold the line - Increases Panic effect by 300% and removes the 50% limit allowing accuracy to drop back to 0% against remaining aircraft in a squadron that have just dropped munitions. The idea here is that short range AA is your ships last line of defense that focuses on reducing the accuracy of an attack against you and gives the best chance for avoiding damage by quick rudder control. (also helps to reduce cheesy drop tactics) CONCLUSION The overall idea here is to give surface ships the ability to handle air attacks without needing to blow every last plane from the sky, and to allow WG to balance AA without sea-sawing between OP AA and can't shoot down a kite AA by introducing useful perks to reinforced AA that could be further improved with ship modules and Captain perks (I imagine the community could come up with some fun ones) And hell, you might even consider actually giving the lower tier CV's some teeth so they can hurt things in a reasonable amount of time.
  17. Redcap375

    The CV Captains Cabin

    I thought i would make a post/area for all of us remaining die-hard CV captains that are left. To share ideas, tactics, advice or anything that is on your mind. We all know how CVs have changed over the years to the point that we are now at. Our planes being obliterated, our targets becoming less and less obvious and being restricted to a spotting or DD hunting role. But i'm not complaining chaps, we CV players have a stiff upper lip and just roll with the AA punches. Lets use this to help other noobie CV players trying to find their CV feet and give them a chance to get past tier 7, if they are a sucker for punishment. Lets try and keep CVs from disappearing from this lovely game, so we can have enough players to keep within are own tiers, not playing 2 tier higher games that suck you know what (tier 6 planes on a tier 7 CV that play at tier 9 games) But most important of all, lets use this to have a beer and talk about the good old days and share stories. To give advice to the new generation and to warn them of things still to come. To share options on updates that effect the way we roll. Battle reports that show all is not lost. The door is always open to other Captains that wanna share a friendly drink, after all, we are all captains trying to get through this. Mess rules apply and gentlemanly conduct is a given. Now, where is my gin and tonic
  18. True_Winterfeld

    Is AA to strong on HT?

    Hallo everyone, yesterday, on Flamus stream, I did witness how a Minotaur downed 71 (seventyone) planes of a TX CV. You can say nice but from a neutral point I have to say, seriously WG? I know, its an arcade game so historical references are always kind of edgy but in WW2, even with the full AA spec like the Cleveland, no ship downed nearly 71 enemy planes or CVs would be immediately obsolet. Hell, even modern AA systems arent that effective. What my real point is, this cant be a fun experiance for a CV skipper that whole regions of a map become no fly zones. It kind of sucks. My first thought was that the whole AA mechanic needs a rework so that both sides are satisfied. I would like to see after witnessing this, of course this is all theory and sadly I cant put it into test nor do I know if the following would be even possible with the current game engine, that the stronger the AA gets the more the accuracy of the DB/TB bombers suffers. Like dispersion works on guns at range. You could have the autodrop, with higher dispersion but lower possible loses on planes or the manel drop where you have more accuracy but you will lose more planes in a strike. So you have a choice as a CV skipper. Do I go for the auto, with less planes lost or do I go for the manuel with increased loses but less dispersion. The absense of CVs is kind of sad because it changes the game so much if you have CVs in a match. What are your thoughts on this issue?
  19. Hi guys, As we all know, since 0.8.2 shared ship AA bubbles work differently compared to before. A cluster of ships now deal less total continuous DPS to a squadron compared to previously, but it's still higher than the output that you would get out of a single ship, through non-linear addition of DPS. Out of curiosity, I have a few questions about this: - Am I right in assuming that, by 'non-linear', they mean that the ships' AA DPS is debuffed by an increasing factor for each ship added to the cluster? - If this is the case, by what factor is it decreased for each additional ship before being added to the total? - Is there a limit to how high the debuff factor goes? In other words, is there a limit to by how much the DPS is lessened per ship added?
  20. Ich möchte die Community auf eine Beobachtung hinweisen. Die visuellen Effekte von Kriegsschiff zu Flugzeugen unterscheiden sich. Kriegsschiffe sehen die Explosion vereinzelnt in einem großen Volumen erscheinen. Während Flugzeuge die Flakexplosionen meistens auf einer Höhenebene sehen und mehr wie eine "Wand" erscheinen. Diese Wände bekommen die Kriegsschiffe nie zu gesicht. Hier sieht man den Unterschied, links die Sicht eines Kriegsschiffs, während rechts die Sicht eines Flugzeugs. Beides könnte im selben Moment geschehen, sieht aber unterschiedlich aus. Hier mal ein ingame Screenshot von den 10er Flakexplosionen der Kii. Keine Flak-Wände, wie der CV-Spieler es sehen würde, sondern nur Einzel-Explosionen. Ich möchte die Community nur darauf hinweisen, falls die Frage aufkommen sollte, es hat keinen game-breaking Effekt. Es kann nur sehr verwirren! Meine Vermutungen, warum das so dargestellt wird: Für Kriegsschiffe sieht das kubisch-volumenartige beschießen realistischer aus, während die Flak-Wände auf einer Höhe für den CV eine Spiel-mechanische Relevanz haben. Die vereinzelten Explosionen könnten für bessere Perfomance für die Kriegsschiffe sorgen, da es auch nicht Spielrelevant für das Kriegsschiff ist, wo die Explosionen erscheinen, oder wie viele es sind, da das Kriegsschiff sowieso keinen Einfluss darauf hat.
  21. Good morning ladies and gentlemen, I have returned once more to propose a ship for the consideration of the public and of course, wargaming. Jeanne d'Arc Right now that ship is the French cruiser Jeanne d'Arc, a schoolship of the Marine Nationale between 1930 and 1964. History In game In light of her moderate characteristics, I am going to propose a few "game-mechanic-based" improvements. First off, characteristics: Survivability Armament: Anti Air Maneuverability: Concealment: So here we are. A somewhat slow, fragile, gun and AA-based cruiser that outdoes the Duguay in terms of gunnery and AA, but falls behind in speed (even with a boost) and hitting power, not having any torps at all. I hope you like this proposal, feel free to discuss/suggest. Here are a couple of pics of her https://commons.wikimedia.org/wiki/Category:Jeanne_d'Arc_(ship,_1930) Cheers PS: I was planning on writing up Suffren and Colbert this evening, but it's 0400 already, so you'll have to wait a little for those two (both destined for T7) Sources: world-war.co.uk navypedia netmarine.net navweaps.com
  22. mir fiel eben beim Chinapfanneholen eine kleine Idee ein - die das CV-Dilemma vielleicht schnell (und programmiererisch unaufwendig) lösen kann: Ein Kapitänsskill - und zwar nicht Tarnungsmeister, sondern ein weiterer Skill - der die Sichtbarkeit durch Flugzeuge nochmal deutlich senkt (mindestens um 50%?) … Es könnte ruhig ein 4-Punkte-Skill sein, so dass er echt was kostet und es einem echt wichtig sein muss, ihn zu nehmen. Die Idee dahinter: Man kann ja schon jetzt Flugzeuge aktiv kontern, indem man seine Flak verbessert - warum soll man Flugzeuge nicht auch passiv kontern können, indem man seine Unsichtbarkeit verbessert? Der Spieler, der bisher seine Skillpunkte nur in die Flak stecken konnte, um was gegen Flugzeuge zu tun - hätte dann noch eine zweite, andere Auswahl: die Heimlich-Methode :-) (die soll ja lebensrettend sein :-) - dies könnte gut sein für japanische DDs ... - oder für Leute, die das Spotting seit 0.8.0 zu belastend finden, und die mal wieder gerne mehr vorfahren können wollen - für CVs wäre evtl. hilfreich, dass es dann weniger Flakfestungen gäbe, weil die Punkte fürs Flak-Build fehlen Ist doch eine gute Lösung - schnell programmierbar - um das CV-Dilemma zu entschärfen? Jeder, der das Spotting seit 0.8.0 zu doll findet, kann das nun auf privater Ebene lösen --> indem er einfach umskillt, wenn ihm das so wichtig ist. Gleichzeitig wäre der neue Skillpunkt als 4-Punkte-Skill teuer, so dass man dafür auf was anderes Wichtiges verzichten muss, sich also entscheiden muss. P.S : :Das gleiche gilt nicht nur für den Kapitänsskill - sondern auch für Module: statt Flak-Modul sollte man auch ein Tarnmodul-gegen-Luftaufklärung verbauen können …
  23. RamboCras

    Zoning, does it work?

    Hi, I am fighting with the zoning, even when I have a full AA spec'd Montana, if I have no other AA ships near, the first flight always comes through without loosing a plane (yes I know, not very realistic, but WG has dropped realism when schoolgirls became commanders and we had haloween & space camo's. With the consequence that the planes are now on my 50% side for their return run. Are you guys also switching zones during the raids? I know on my Groz that pays off since the switch is very fast (5sec). I find it very annoying to do since often I am also in a battle, ducking evading whatever the planes dropped on me and meanwhile also not trying to give a broadside or ramming into something. In that sense, I like the old Manual AA better click on a torpedo squad and usually shred them in my Montana or seriously disturb their drop (with full flack focus more realistic than everything surviving IMO).
  24. TL;DR Could someone tell me how much "official" aircraft speeds are scaled up in game, please. SHIP SPEED SCALING As I am sure we all know by now, ships in-game travel far faster than their stated speed. For example in a recent game in my Anshan, I covered 31.62km at an average speed of 96.3 knots. The official unmodified speed of Anshan is 38 knots. I've checked the forums, Wiki and Reddit and most answers seem to think that the official speed is scaled up by a factor of 5 or 6. AA CALCULATIONS I'm trying to do some calculations of the theoretical damage done by flak in each aura (Short-, medium-, and long-range). I want to work out how much time an aircraft will spend in each aura. I'm aware that there are factors which modifiy this, but for now I simply want to apply the stated speed of an aircraft - which I can get from the WIKI or the game - to the actual speed in-game.
  25. After watching this commentary about CVs I came up with an idea about AA on surface ships, Which is:- How about we have the option to personally control the AA while making our artillery gun controlled by AI ?? We can switch which type of armament we want to control and play with. https://youtu.be/_d319aOO4mU?t=596