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Found 104 results

  1. I'll straight up state that I don't like the rework for lots of reasons. AA is useless. CVs are basically going to be damage farming everything else. CVs have no real way of countering or outplaying each other besides consumables which are of dubious benefit, etc. I could go on but it's all been said already. There is however one issue nobody seems to have mentioned about this whole thing. Owners of CVs and Premium CVs will get some kind of compensation if they dislike the way things are headed - because the ship(s) they ground out or paid for are being radically changed. But what about everyone else? Example 1 - Someone buys an Atlanta or grinds enough steel for a Flint. One of the key selling points of the Atlanta/Flint is it's ability to shoot down planes - thanks in no small part to DFAA. In the rework DFAA is nowhere near as good as it used to be. AA in general is nowhere near as effective as it used to be. So these AA cruisers are nerfed by proxy - thanks to one of their key roles (shooting down flying stuff) being largely negated in the rework. Are the owners of these ships going to be compensated in some way - especially if money has changed hands? Example 2 - A player has HMS Hood - with that comedy DFAA system that basically downs everything with wings in a 1.5km radius. It makes up for the cross-eyed gunners who refuse to shoot what you're aiming at and the fact that your ship is three miles long. Under the new system DFAA won't work in the same way (e.g. it isn't as good) and I don't think you can boost the range of your AA like you can now - so you are stuck with the 1.2km range cap of the rocket AA. A nerf by default. Boo. Hiss. Example 3 - Players of USN Battleships. The AA of that line is currently excellent - so much so that it is one of the key elements of the US BB line - they can look after themselves or at the very least make a CV think twice before attacking them. Given that most of the US AA is focused in the short/mid range bracket - which is pants in the rework by the way - every USN BB is being nerfed. That applies for every line where strong AA is a characteristic - the ships with already weak AA won't notice the difference. People who bought the Jean Bart (again, strong AA) will find their ship FAR less able to defend itself the day 8.0 hits. Example 4 - (Last one I promise) - Anyone who buys a premium DD. If you have played vs. the reworked carriers you will know that a DD driver's gameplay experience has gone down the toilet. Stuff the Radar cruisers - those I can deal with. Being chased around the map by a 200 knot squadron of rocket-hurling planes - that's not so fun. In each of these cases the player experience is being changed (not for the better) and the Waterline video was stunning it's avoidance of talking about the SURFACE SHIP experience. Given that most players in this game drive around in surface vessels, some paid for, others ground out by FTP means - that isn't ideal - not with 8.0 looming on the horizon. So am I barking up the wrong tree? Or do we think that WG could at least register the fact that for a lot of people - 8.0 is going to nerf their ships indirectly and make the experience of playing this game a lot less enjoyable. *For transparency - I don't own Atlanta or Flint. I do own the HMS Hood, HMS Cossack and quite a few USN BBs. =)
  2. …..Erm no. After my earlier issues with the rework and specifically the AA-CV interaction (or lack of it) I wanted to see if things were any better. I mainly went out in the Montana, Worcester and Midway to see what had changed from Round 1 to Round 2. I didn't go in any other ships - just the ones I'd previously used a fair bit in the different test phases. As a rule, I generally aimed to play as aggressively and gung-ho as possible in the CV - gunning for enemy AA cruisers and AA-strong BBs like the Republique at every opportunity. On the other hand, I would play very cautiously and passively in the surface ships - sticking close to friendly AA where possible, throwing the ship around as much as I could to throw off a CV attack's aim, etc. Here's what I've found. SURFACE SHIP EXPERIENCE... oh dear 1) Long-mid AA is stronger....IF it hits. I definitely knocked down around a dozen planes per match in the Worc and Montana - which is about four/five times more than the first PTS. However the basic issue remains. We run into a core problem with the rework AA - you can just drive around it. It really is as simple as it sounds. Anyone stupid enough to fly headfirst into flak clouds deserves to lose planes. Everyone else, just fly around it and immediately you negate 90% of the damage output of an enemy ship's AA defence suite. I noticed this both as a surface ship and as a CV player trying to attack said surface ship. 2) DFAA STILL doesn't seem to do anything? Not sure if it's a bug or just a simple lack of feedback - but my Worcester's AA seemed no different with DFAA engaged as it was without. I mean it was useless before and it's much the same now - so I suppose at least it hasn't gotten worse... The CV player gets no inkling that his/her planes are being hit any harder than usual by DFAA - it doesn't seem too different whichever side you're playing on. 3) Sector mechanic is pointless due to the speed planes move and the fact that most attacking flights will strike you and fly OVER your ship to the other (less defended) side. I suggest replacing the sector command with something more useful - like the option to play mournful music (Titanic theme for example) as your AA cruiser gets wrecked by planes. Other alternatives are available. On a serious note - it's a gimmick that doesn't really offer any noticeable benefit to you as the defending player - on a larger ship it just makes sense to ignore the thing entirely and keep all AA equally useless on both sides of the ship. 4) 2 v 2 CV games are pure hell. I don't really need to elaborate - suffice to say that your entire game feels like it is spent running away from planes. 3 v 3 CVs were not a pleasure I experienced - but I can't imagine it would be any more fun. CV EXPERIENCE...aka Farming Simulator 1) Carrier play remains the most mind-numbingly repetitive rinse-and-repeat process going. Do you get nice big damage numbers for little effort? Yes. Is it hard to do so? No. The purpose of a rework CV is to farm damage in ludicrous quantities - that's it. There really isn't much more to it than that - since countering a CV is now close to impossible and the option of supporting actions to help your team are non-existent. 2) Planes recycle quick enough to always have striking power ready. Losing planes still has no downsides - besides perhaps having to occasionally press a different button when it came to lobbing out another strike squadron. Bearing in mind I was sometimes being a berk on purpose and losing planes by yolo-ing AA cruisers - I NEVER found my Midway unable to form a full attack flight. I always seemed to have a plentiful supply of rocket planes (see below). So the stronger, effective AA (which it isn't if you drive around it) still has no real bite to your strike ability as the game plays out. 3) USN rockets really are a whole new level of idiocy. They seem even stronger now? With a flight of Bearcats and the ability to aim - you can pretty much tackle anything. DDs? Sprinkle HVARs on the poor sods and knock out modules aplenty. 3000 damage per attack run is perfectly achievable on an actively dodging DD-sized target. Hammer the superstructures of Cruisers and BBs - you get the added bonus of more damage, a few fires here and there combined with AA modules being decimated on top of that. I did 100K+ using just HVARs in most games. 4) Fighters are really, really, really, pointless. No change from PTS Round 1 - however this time I tried using them defensively over friendly ships to try and 'catch' incoming enemy air. In reality they are just too slow and dim-witted to attack enemy squadrons BEFORE they've dropped all of their ordnance on their target. Most enemy CV players kind of just flew around them anyway and I avoided most enemy fighter groups myself. We've got to the point where the opposing CV players can just flat-out ignore each other and go for surface ships all game. 5) AA is still no deterrence. As a CV player - you now have no targets that you cannot take down. AA Cruisers are no more capable than other cruisers - their reliance on long-range flak (of the 'drive around it' variety) is ironically their weakness. DDs can't do anything. USN BBs make lots of flak but fly beyond that and you don't really find yourself losing much HP. You really do have no incentive to plan your attack and select your targets in the way that an RTS CV has to now. -TLDR- So my conclusions are as follows - the CV rework is possibly the worst change to this game since it left Beta. It appears that every change up to this point from the various test phases to the most recent patch on PTS is just window dressing. The problems are everything to with the CORE of the rework - not just a few damage numbers tweaking up or down. I appreciate WG want to make the CV class more accessible, more fun and likely get more people playing it. However I think they've got it wrong. The rework will be unique in that it will antagonise everybody, whatever you currently enjoy sailing around in. CV players who currently know their craft will be treated to this new point-and-click adventure game without depth, strategy or finesse. Just fly around and bomb everything - nothing is going to fight back... not even the opposing CV can do anything to you. New players are likely to lose the will to live after a few hundred games grinding the new CVs - it will probably be more enthralling to visit the Dentist and have a few teeth extracted with some mole-grips. Surface ship players will basically enjoy being targets all game, every game. The CV will be the most powerful unit on anyone's team - everything else just serves to be rocketed/bombed/torped/immolated/flooded by the opposing CV(s). Because that sounds incredibly fun and entertaining doesn't it? If that's the 'vision' that WG have for WOWS - I'm out of here.* *I don't often post on this forum but the rework was enough of an issue to make me want to. This will be my last post on the subject, since I feel that this is all going to hit the live server whatever the player feedback tells them to the contrary. Now if you don't mind, I'm going to enjoy my last week or two of WOWS before 0.8.0 - I think I need to find another game to scratch that 'drive big stuff and make pretty explosions' itch in the meantime...
  3. 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
  4. Zdravím kapitáni, s příchodem týmových bitev se zvýšil důraz na komunikaci mezi jednotlivými členy týmu a ten je zpravidla v angličtině. Jelikož mám spoustu známých, kteří nemají příliš dobrou (nebo vůbec žádnou) úroveň angličtiny a v bitvách (místy i na fóru) nerozumí svým spoluhráčům, rozhodl jsem se sestavit a přeložit nejčastěji používané zkratky ve hře. Dále k nim připojím i několik krátkých, heslovitých příkazů v angličtině. Začněme tedy od základu a to zkratkami, které označují lodě: BB (battleship) - Bitevní loď CA (heavy cruiser) - Zde lze přeložit jako těžký křižník, zpravidla je CA nejčastější označení křižníků obecně CL (light cruiser) - Zde lze přeložit jako lehký křižník, toto označení se příliš nepoužívá, nicméně lze se s ním setkat CB/BC (large cruiser) - Volně přeloženo je to velký křižník, s tímto označením jsem se setkal pouze na anglickém fóru CV (Aircraft carrier) - Letadlová loď DD (Destroyer) - Torpédoborec Poznámka: Můžete se setkat s tvary kdy je na konci přidáno "s" to znamená množný tvar (DDs - Torpédoborce, CAs - Křižníky) https://en.wikipedia.org/wiki/Hull_classification_symbol (Zde je zdroj všech zkratek na které můžete u typů lodí narazit) Další zkratky jsou zkratky národů: IJN (Imperial Japanese navy) - Lodě japonského námořnictva (Tedy IJN CAs - Japonské křižníky) USN (United States navy) - Lodě amerického námořnictva (Tedy USN DDs - Americké torpédoborce) Nyní zkratky označující letadla: VF (Fighters) - Zřídkakdy používaná zkratka stíhačů (běžně se používá nezkrácené Fighters) TB (Torpedo-bombers) - Torpédové bombardéry VT (Torpedo-bombers) - Méně často užívaná zkratka pro torpédové bombardéry DB (Dive-bombers) - Střemhlavé bombardéry VB (Dive-bombers) - Méně často užívaná zkratka pro střemhlavé bombardéry ​ Zkratky munice: HE (heavy-explosive) - Výbušné/Zápalné granáty AP (armor-piercing) - V doslovném překladu pancíř-prorážející jinak také průbojné granáty ​ U munice bych si dovolil připojit nejdůležitější slova objevující se v topicích, sice to nejsou zkratky, ale nebude na škodu je zmínit Shell - Střela jako taková (vystřelený náboj) Shell velocity - Rychlost střely (zpravidla narazíte na toto spojení u lidí, kteří hrají clevelandy a brečí nad pomalými střelami, ale může být použito i v dobrém slova smyslu) Shell arc - Oblouk střely, myšleno jako tvar trajektorie střely High/Big Arc - Velký oblouk Low/Small Arc - malý oblouk (plochá trajektorie) Penetration - Průraznost střely Dispersion - Rozptyl ​ Vlastnosti lodí: Conc (concealment) - Maskování (v přístavu poslední z vlastností lodí) AA (anti-aircraft) - Protiletadlová obrana RST (rudder shift time) - Doba posunu kormidla (myšleno do krajní pozice) Secs (secondaries) - Sekundární výzbroj lodi Torps (torpedoes) - Torpéda Smoke - Kouř, který využívají torpédoborci a Kutuzov Repairs - Opravy (mohou být použity ve 2 smyslech jedním z nich můžou být opravy jako opravárenská četa a nebo také jako doplňování HP) nutno rozpoznat z kontextu, když někdo napíše Repairs on CD - myšleno že nemá naběhlé opravy, pravděpodobně myslí opravárenskou četu. V případě věty I have no more repairs - tedy už nemám další opravy je to myšleno jako doplňování HP Rudder - Kormidlo Eng (engine) - motor (Pozor zkratka Eng také může znamenat English - Angličtina/Anglický atd...) Def. fire (defensive fire) - Vlastnost u křížníků zpravidla od 6 tieru, je to ten spotřební doplněk, který vám zlepší AA Další důležitá slova, příkazy, zkratky a slovní spojení: Cap - 2 významy první je jako kruh zabírací zóny (A,B,C na některých mapách D nebo zkrátka ten kruh s vlajkou, který když po určitém čase zaberete tak váš tým vyhrál) druhý význam je jako sloveso tedy Cap A (obsaďte zónu A) Spot - Nasvítit/Rozsvítit (Spot A - Nasviťte zónu A) Def- Bránit (Def base - Braňte základnu) Attk (attack) - zaútočit Focus - Soustředit palbu (jinak ve hře klávesa F3) Focus Omaha - Soustřeďte palbu na omahu Help - Pomoc (F8) Rush - Nalétnout, vletět někam co nejrychleji (Rush A - Vlítněme na A? Don´t rush - necpěte se dopředu) Hide - Schovat se Flood/Flooding - Zaplavení Fire - Zapálení CD (Cooldown) - Velmi důležité oznámení, CD se používá zpravidla u spotřebních doplňků a znamená to, že ještě nejsou načteny (Repairs on CD - opravy nejsou ještě načteny) ​ Tak pokud jste dočetli poctivě až sem, gratuluji a děkuji za vaši trpělivost. Vím, že jsem spoustu zkratek a důležitých věcí jistě zapomněl, nebo možná napsal zmatečně. Ale věřím, že lidem kteří nerozumějí anglicky a ztrácí se v salvách zkratek a anglických povelů více než ve sprškách nábojů od Atlanty tento topic alespoň trochu pomohl. Komentujte, kritizujte, ptejte se a hlavně doplňujte další věci co vás napadnou.
  5. Ydoum

    DP guns and AA suggestion

    I've been thinking (don't judge). Since we do have models that rotate and elevate their guns upon aiming, in my honest opinion there should be no way of actually both firing your DP guns (be it your main turrets or secondary DP guns) and use them for AA at the same time. My suggestion would be to create a mechanic similar to disabling your secondaries and AA that would not allow you to fire your main and secondary dual purpose guns on ground targets if you're actually going for aircraft. Some of those guns would also need to have blindspots created, as some of them could not elevate 90* and not rotate 360* depending on their placement. This would further allow for more specialization, given that some AA guns were simply better designed to work as AA guns. It would probably require a damage output rework of those guns, but it would make the game slightly more realistic; especially since there are more and more ships with def. AA consumable out there, and CVs are scarce as they are. Even after the rework this could be a thing to look into.
  6. HotshotJimmy

    Consumables and AA not working

    Good evening all, I just quit a match with the HMS Hood where my defensive fire consumable (Y) and AA in general would not work. Now I am aware of the P button that can switch AA and seconadries off but this was not the issue. I have logged a ticket with WG but I wasn't recording the match. So my question is has anyone come across this bug with any of their ships? Basically a consumable not working even though you are pressing the corresponding key and/or guns of some sort not working? Because of this bug I was an easy target for the carrier once he realised I was defenseless. I am well aware of the old bug making guns useless whereby no matter how many times you click you cannot fire but I though this had been fixed. If it is making a comeback they better patch it quick. Kind regards, Hj
  7. Ici vous pouvez parler du Worcester, poster vos meilleurs résultats , faire vos retours , donner votre ressenti , vous insultez sur les différents builds ou éléments à mettre en place dessus... Je referais un truc propre un peu dans l'esprit de cet excellent sujet: En attendant voici déjà l'excellent guide fait par @OhMyDoge sur son nouveau bébé adoré ^^ J'invites ceux qui sont intéressés par ce navire à consulter la présentation/tuto avant de partir faire n''importe quoi avec (pensez à vos compagnons d'armes) Je mettrais de nouveau en place un classement un peu débile si çà vous intéresse en attendant voilà déjà quelques éléments pour se faire une idée de la bête: https://www.youtube.com/channel/UCAY3FZb_d-ZGVJmviCia5mw Le classement !!!! Notice_Me_Senpoi [UTW] - The first - 266K, Kraken -11 citas
  8. Pikkozoikum

    Flugabwehr. Idee zur Änderung

    Ich möchte hier einen Vorschlag zur Änderung der Flubabwehr machen. Mich selbst stört die momentane Situation. Als Flugzeugträger hat man es teilweise sehr einfach, weil es kaum starke Flugabwehr gibt, oder man spielt gegen höher stufige Schiffe mit viel Flugabwehr, wo man keine Chance gegen hat. Es hat dabei überhaupt nichts mit Skill zu tun, sondern einfach nur mit dem Matchmaking. Es ist Zufall, ob man sehr stark sein kann, oder eben überflüssig. Für Flugabwehr (aa) muss man nichts können. Sie ist immer da und der Spieler muss dabei nichts bedenken. Meiner Meinung nach sollte ein Spieler dafür belohnt werden, wenn er gut mit aa umgehen kann, und bestraft, wenn er schlechter ist. In Steel Ocean, ein Spiel ähnlich wie World of Warships, muss die Flugabwehr selbst bedient werden. Das ist allerdings auch nicht wirklich der richtige Weg, da dass zu sehr von dem Bedienen der Hauptgeschütze ablenkt. Also meine Idee, wie man Flugabwehr ändern sollte. - Es gibt nach wie vor einen Kreisbereich, allerdings wesentlich schwächer wie bevor. Weniger all 33% der momentanen Stärke. - Die Hauptstärke der Flugabwehr muss "eingestellt" werden. Ähnlich wie bei den Torpedos könnte man einen Kegelbereich haben, den man ausrichtet, um die Hauptfokus-Richtung der Flugabwehr einzustellen. - Der Kegelbereich kann von Schiff zu Schiff sehr unterschiedlich sein. - Für noch mehr Vielfalt und Komplexität könnten mehrere Kegelbereiche einstellbar sein, abhängig von der Schiffsklasse. Schlachtschiffe könnten mehrere Bereiche Abdecken, wie ein Zerstörer. Mehrere Kegelbereich könnten aber zu kompliziert sein, daher könnte man auch nur über die breite Unterschiede ausdrücken --> Wie man es mit mehreren Kegel umsetzen könnte. Man hat einen Key für Flugabwehr, sagen wir einfach mal die Taste 'Q'. Dann wird in den Flugabwehrmodus gewechselt, so wie wenn man in den Torpedo-Modus wechselt. Angenommen wir haben nun 4 Kegel einzustellen, so können wir mit einem Marker in die gewünschte Richtung anvisieren und eine Taste von 1-4 drücken, um den Kegel dort festzulegen Die Spielweise wäre so, wenn ein Flugzeugangriff erfolgt, muss man nun darauf achten, dass die Flugabwehr richtig ausgerichtet ist, um maximalen Schaden anzurichten. Aber man muss sie auch immer wieder mal neuausrichten. Der Flugzeugträgerspieler hat so die Möglichkeit auch einen Gegner auf dem falschen Fuß zu erwischen, wenn er nicht genug Acht auf die Flugzeuge gibt. Bitte gebt keine "Find ich scheiße" Kommentare ab. Wenn ihr bessere Ideen habt, dann teilt sie mit, seid konstruktiv und nicht destruktiv
  9. Bonjour, bonsoir à vous tous. Pour commencer: 1) j’espère ne pas poster au mauvais endroit 2)Non il ne s'agit pas d'un post ouin oui/réaction à chaud ou autre, seulement d'une proposition d'équilibrage. Vous connaissez tous (j’espère) les compétences de commandant BFT et AFT. En soit la compétence ne pose pas (enfin selon moi) de problème sur les destroyers et croiseurs. Le problème est pour moi centré sur les cuirassé orientés secondaires. Oui je parles de vous Bismark/FdG/GK et autre Alsace/République. Je ne joue pas CV, mais les streams/vidéo et autre screens avec des montant d'avions abattus sur des navires pas prévus à cet effet nous montres que ces navires qui sont pourtant sensé être faible vis à vis de l'aviation deviennent capables de découper des escadrons avec une "certaine facilité". Je me suis donc demandé si un rework de AFT/BFT ne serais pas envisageable. D'une part une version AA et de l'autre une version secondaire (soit en crééant une version AA et une versio Secondaire, soit en devant sélectionner le bonus de notre choix). Les bonus apportés serait très proches de la version existante de la compétence mais plus précis. Version AA Version Secondaire Bien entendu on ne touche pas au bonus de portée de la batterie principale pour ne pas impacter les navires comme les DD (Gearing, Akizuki ou autres...) qui prendront toujours AFT/BFT version AA, idem pour les croiseurs qui se monte AA qui garderons AFT/BFT en version AA. Les navires les plus touché seront les cuirassée, on ne verras plus de GK secondaire avec des l'AA (81.8 dps à 2.4km, 257.4 à 6 et 163.7 à 6.2) et des secondaires à 11.6km ou des République secondaire avec des secondaires à 12.1km et de l'AA (402.6dps à 5.4km, 43.6 à 6km et 165 à 6.2km). On verras ne pas non plus de Montana monté AA (même si ça se fait pas trop) avec de l'AA (95 dps à 2.9km, 159.7 à 2.9km, 418,4 à 5km et 207.2 à 7.5km) et des secondaires qui portes à 7.6km. Peut être que le rework des CV apporteras aussi un rework de l'AA et des compétences de commandant, mais pour le moment voici ce que je propose. J'espère avoir était assez clair et compréhensible. N’hésitaient pas à faire vos retour, poser vos question, continuer la réflexion. Bonne journée et bon jeu à tous. Ah, oui aussi, désolé si il y a des fautes de français/grammaire trop flagrantes ou quoi que se soit n'hésitaient pas à me le signaler.
  10. Dark_Havoc

    Mechanika AA

    Większość graczy mocno się zastanawia jak to jest, że czasem okręt ze słabą artylerią p-lot niszczy samolot w pierwszej sekundzie po wleceniu eskadry w zasięg dział, a okręt z ogromnym potencjałem AA* nie niszczy ani jednego samolotu. Zatem do boju! Działa przeciwlotnicze Okręty wyposażone są w artylerię przeciwlotniczą o 3 zasięgach: bliskim, średnim i dalekim. Ich wartości podane są w DPS** . Należy pamiętać, że obrona przeciwlotnicza działa na zasadzie aury: czyli okręgu w którym zadawane są obrażenia. Nie ma balistyki poszczególnych pocisków. To co widać w grze jest wizualizacją nie mającą wpływu na mechanikę. Wszystkie działa strzelają we wrogie samoloty w czasie, gdy te znajdują się wewnątrz strefy. Dotyczy to również dział podwójnego przeznaczenia (na przykład, na niszczycielach działa mogą jednocześnie strzelać do celów morskich poprzez kliknięcie lewym przyciskiem myszy - jak i równocześnie liczą się do obrażeń AA). Zatem strzelanie do wrogich okrętów nie zmienia nam obrażeni zadawanych przez AA. Wszystkie działa mają zasięg równy maksymalnemu zasięgowi i nie mają ograniczeń kątowych. Można przyjąć, że strzelają przez wszystkie przeszkody, np nadbudówki. W czasie bitwy możemy utracić stanowisko AA. Wtedy też obniża nam się parametr DPS dla danej aury. Większość z was zauważyła, że ostrzeliwując wrogi pancernik czasem pokazuje się ikonka przekreślonego samolotu. Oznacza to, że zniszczyliśmy przeciwnikowi stanowisko p-lot***. Uszkodzenia naszych dział i aktualne wartości DPS można sprawdzić w bitwie wciskając klawisz "H". Uwaga praktyczna: łatwiej jest zaatakować samolotami okręt, który został ostrzelany wcześniej przez sojuszników, niż świeżutki okręt, który nie ma uszkodzonej artylerii p-lot. Mechanika zestrzeleń Jak działa zestrzelenie? Większość graczy przyjmuje, że jeśli ich DPS wynosi 150, a wrogie samoloty mają żywotność 800 to po 5,3 sekundy (800/150) spadnie 1 samolot. Niestety tak to nie działa! Jak jest naprawdę? W każdej sekundzie przebywania w zasięgu dział obliczana jest SZANSA na zestrzelenie wrogiego samolotu. Porównywane są DPS i żywotność samolotu. W naszym przypadku (150DPS, 800HP) szansa na zestrzelenie 1 samolotu wynosi 150/800*100% czyli 18,75%. Zatem w każdej sekundzie przebywania w zasięgu dział mamy niecałe 20% na zestrzelenie wrogiej maszyny. Dlatego czasem zestrzelimy wroga pierwszym pociskiem (udane losowanie), a czasem przez minutę krąży nad nami samolot i nic mu się nie dzieje (60 kolejnych nieudanych losowań). Każda aura (krótkiego, średniego i dalekiego zasięgu) działa niezależnie od siebie. I w każdej sekundzie samoloty mają "rzut" obronny - czy zostały zestrzelone. Samoloty bezpośrednio nad okrętem (w zasięgu 3 aur) w każdej sekundzie mogą być zestrzelone max 3 - z każdej aury osobno. Jak zwiększyć szansę na zestrzelenie? Mamy do wyboru kilka opcji - nasze działania w bitwie, moduły okrętu, wyposażenie okrętu, umiejętności kapitana. 1. Nasze działania W czasie bitwy można zaznaczyć wrogą eskadrę (ctrl plus lewy przycisk myszy na wrogim samolocie). Daje to 30% więcej DPS dla wszystkich aur przeciw tej grupie samolotów. Można to obliczyć mnożąc DPS dział przez wartość 1.3. W naszym przypadku dostajemy 150*1,3=195 co zwiększa szansę na zestrzelenie do 24% (195/800). Szansa na zestrzelenie pozostałe eskadr liczona jest normalnie (18,75%). Wniosek: zawsze zaznaczaj wrogie eskadry 2. Moduły okrętu Tutaj mamy kilka modułów zwiększające nasze szansę w starciu z lotnictwem przeciwnika. - slot 1: Modyfikacja dodatkowego uzbrojenia - zwiększa o 100% wytrzymałość dział p-lot - mamy większą szanse, że nasze stanowiska przeżyją ostrzał przeciwnika. W mechanice gry oznacza to, że trzeba 2 niszczących trafień by zniszczyć stanowisko AA. - slot 3: Modyfikacja dział AA 2 - zwiększa zasięg każdej aury o 20% - większa aura oznacza, że mamy szansę wcześniej zestrzelić wrogie samoloty - slot 6 - Modyfikacja dział AA 3 - na stałe zwiększa DPS wszystkich dział o 25%. W naszym przykładzie oznacza, że z tą modyfikacją mamy 23,4% szans na zestrzelenie, a wskazując wrogą eskadrę szansa rośnie do 30%. Wniosek: im większa bazowa wartość tym większe zyski z modułów. Np dla DPS 300 (a nie 150) dostajemy odpowiednio: 37% szans na zestrzelenie bez modułów, 48% z modułem i aż 61% z modułem i zaznaczeniem. 3. Wyposażenie. Mamy 2 wyposażenia (zależnie od okrętu) wpływające na nasze szansę w walce z lotnictwem: - Myśliwiec katapultowany - po wystrzeleniu z pokładu krąży on wokół naszego okrętu. Jeśli w jego zasięgu znajdzie się wroga eskadra nasz myśliwiec zwiąże go walką. Prędkość wrogiej eskadry zmniejszy się, a ponadto szansa na trafienie naszego okrętu przez wrogie torpedy lub bomby się zmniejszy - ich stożki (bądź elipsy w przypadku bomb) znacząco się powiększą. Torpedy zostaną zrzucone dużo szerzej (łatwiej je ominąć), a bomby zostaną rozrzucone po większym obszarze. Sam myśliwiec ma szansę wykryć wrogie torpedy (jeśli nad nimi przeleci) oraz okręty po za zasięgiem bezpośredniego widzenia (np za górką). Sam myśliwiec ma zwykle niewielką żywotność i szybko zostanie zestrzelony przez myśliwce lub tylnych strzelców, ale w połączeniu z ogniem AA potrafi narobić wielu szkód bądź uniemożliwić trafienie. - Obrona przeciwlotnicza - zwany popularnie "panic button". Uruchomienie go znacząco zwiększa ilość DPS z każdej aury. Dla większość okrętów daje 3x zwiększenie DPS. Są wyjątki: Amerykańskie DD i Lo Yang oraz RU DD (tier 8+ linia do Grozowoja) mają ten współczynnik x4, Lotniskowce US x1,25 (ale działa on przez 2 minuty) JPN CV - x1,75 Hood - x25 (!) dla wyrzutni rakiek 178mm. Dodatkowo wrogie samoloty mają, tak jak w przypadku myśliwca katapultowanego, większe okręgi celowania bomb i szersze stożki zrzutu torped. Znacząco zmniejsza to szansę na trafienie i jednocześnie zwiększa szansę na zestrzelenie wroga (w naszym przypadku mamy 150x3 czyli 56% szans, a z zaznaczeniem - 73%, jeśli mamy jeszcze moduł AA 3 to maksymalnie dostaniemy 91% SZANS) Uwaga! Dobry gracz szybko zorientuje się, że uruchomiliście obronę przeciwlotniczą i wycofa samoloty po za zasięg oraz poczeka te 40 sekund i was zaatakuje. Czasem warto poczekać z uruchomieniem tak, by samoloty były bliżej - da to większe szanse na zestrzelenie maszyn zanim przeciwnik je wycofa. Jednocześnie i tak tuż przed zrzutem torpedy i bomby "pójdą" szeroko. 4. Umiejętności kapitana Mamy kilka umiejętności, którymi możemy zwiększyć nasz DPS. 1. Centrum dowodzenia samolotami katapultowanymi (perk za 1 punkt) - dostajemy dodatkowy myśliwiec krążący wokół okrętu. 2 maszyny poruszają się jednak o 20% wolniej. Wróg musi zestrzelić oba samoloty, by móc normalnie zaatakować wasz okręt. W przypadku wrogich myśliwców nie ma to znaczenia, ale bombowce lub torpedowce mogą mieć trochę problemu. 2. Podstawowy trening strzelecki (3 punkty) - zwiększa o 20% DPS wszystkich dział - sumuje się to ze wszystkimi innymi współczynnikami. 3. Zaawansowany trening artyleryjski (ciekawe czemu nie strzelecki? :) ) - zwiększa zasięg dział o 20% - sumuje się to z modułami. 4. Ręczne sterowanie ogniem uzbrojenia przeciwlotniczego - zwiększa o 100% DPS zadawany przez działa p-lot o kalibrze 85mm i więcej, gdy wyznaczymy cel! Dotyczy to praktycznie tylko aury o dalekim zasięgu oraz ZAZNACZONEJ przez nas eskadry. Jeśli eskadry nie zaznaczymy DPS się nie zmieni. Uwaga! Ręczne sterowanie ogniem - działa tylko na wybraną eskadrę, jeśli mamy problem z zaznaczaniem wrogich samolotów - nie warto tej umiejętności brać. Wpływ innych okrętów W czasie bitwy możemy płynąć obok innych jednostek. Należy pamiętać, że KAŻDA aura jest obliczana osobno, mimo że obejmuje ten sam obszar. Tak jak aury z jednego okrętu, tak z wielu okrętów są obliczane osobno. Jednocześnie zwiększa się ilość "rzutów obronnych" wrogich eskadr i wypadkowa szansa na zestrzelenie jest większa. PODSUMOWANIE Jak widać z tego wywodu zestrzelenie samolotu jest określane przez PRAWDOPODOBIEŃSTWO w każdej sekundzie. Dlatego też, jak mamy szczęście, to samolot na końcu zasięgu spadnie w ułamku sekundy (miał na przykład 5% szans na strącenie i miał pecha). Należy też pamiętać o zaznaczaniu wrogich eskadr - ZAWSZE nasz DPS dla niej zwiększy się o 30%. Wybierając wszystkie umiejętności, moduły, wyposażenie i klikając na wrogą eskadrę możemy uzyskać: DPSx1,3(zaznaczenie)x1,25 (modyfikacja dział)x3 (ogień przeciwlotniczy)x1,2 (podstawowy trening strzelecki) x2 (dla dział 85mm+) czyli razem prawie 11 razy większy DPS. Jednocześnie proszę pamiętać, że niski początkowy DPS da nam niewielki wzrost szans na zestrzelenie. Dodatkowo mamy mniej niż 100% szans na zestrzelenie. Dziękuję za uwagę! Jeżeli to się spodoba mogę napisać więcej takich tematów dotyczących innych aspektów mechaniki gry. Artykuł nie obejmuje włączania/wyłączanie obrony p-lot oraz wykrywania samolotów i okrętów przez samoloty. *) AA z angielskiego: Anty-Aircraft **) DPS - damage per second - uszkodzenia na sekundę ***) przeciw-lotnicze
  11. StringWitch

    Unlisted defensive AA fire nerf in 7.7?

    - Cruisers now do 200% AA damage with the consumable active (previously 300%). - Destroyers now do 300% (previously 400%). - Don't know if Hood is affected. Or this could just be another UI messup. @MrConway can you confirm?
  12. Introduction This topic is entered in the game play section of the forum because it not only concerns Aircraft Carrier game play but overall game play in WOWS. The vaunted WOWS "Carrier rework" has been mentioned on and off over the past two years. During that time the current state of affairs of Aircraft Carriers in WOWS has not been significantly altered by meaningful changes let alone improvements. The only two noteworthy changes with regard to Carriers that have been implemented are (1) the new Flight Modes of the USA Carriers that was introduced at the end of 2017 and (2) the vastly increased number of new ships with very powerful Anti-Aircraft setups and/or Defensive Fire AA (for example ALABAMA, MASSACHUSETTS and the five new USA light cruisers). As a result there remains a virtual absence of meaningful WOWS Carrier changes to address some of the major Carrier related issues. The vaunted WOWS "Carrier rework" will in all probability not be implemented until somewhere around late 2019 at best, in other words it is a long term event. In order to improve the Carrier game play that currently exists in the short and medium term, that is in 2018-2019, some plausible solutions can be proposed and implemented to address the most serious issues for the benefit of both the opponents and proponents of Carriers in WOWS. This topic therefore aims to offers such possible and plausible solutions for the 2018-2019 short to medium term to improve Carrier game play from the perspective of both the opponents and proponents of Carriers. The solutions proposed are intended to be ones that can/should be fairly easily implemented by WOWS Developers with a minimum of effort and all need to lie within the framework of the current Carrier and general WOWS game play and game play mechanisms. In other words, the solutions proposed in this topic are NOT intended as radical solutions which are a full departure of the current WOWS Carrier game play and current overall WOWS game play. Instead the solutions proposed want to build on the strengths and possibilities of the current WOWS Carrier game play and current overall WOWS game play. The Current Carrier Related Major Issues Proposed Short and Medium Term Carrier related Solutions The individual solutions proposed in this section are to be regarded as possible solutions for the short to medium term to improve Carrier game play from the perspective of both the opponents and proponents of Carriers. The idea is to offer solutions that should be fairly easily to implement by WOWS Developers with a minimum of effort and that lie within the overall framework of the current Carrier and general WOWS game play and game play mechanisms. As such these solutions are intended to build on the existing strengths and possibilities of the current WOWS Carrier game play and current overall WOWS game play. SPOTTING SOLUTION (Alternative A) SPOTTING SOLUTION (Alternative B) FIGHTER SOLUTION (Alternative A) FIGHTER SOLUTION (Alternative B) FIGHTER SOLUTION (Alternative C) INVISIBLE SHIP AA FIRE SOLUTION DEFENSIVE AA FIRE SOLUTION DESTROYER PROTECTION SOLUTION CRUISER AND BATTLESHIP PROTECTION SOLUTION UNIQUE AND LEGENDARY COMMANDER CARRIER SKILL SOLUTION COMMANDER CARRIER SKILL LEVEL 1 SOLUTION COMMANDER CARRIER SKILL LEVEL 2 SOLUTION PLAYER BASE EDUCATION SOLUTION TIER 5 CARRIER SOLUTION CARRIER-AA DIVISION SOLUTION NON-USA BATTLESHIP AP BOMB VULNERABILITY SOLUTION
  13. schwimmson_relog

    Sekundärartillerie als Flak

    Hi, ich wollte mal fragen, wie man es machen kann, dass zum Beispiel bei der Tirpitz die 105mm , die ja als Flak und Sekundäre eingetragen ist als Flak zu verwenden (ich hab es noch NIE gesehen, dass sie auf Flugzeuge geschossen hat)
  14. As an honorable and respected CV player i think i'm alowed to say that now that theres an extra anti CV ship with huge AA it becomes by the day more unplayable for a carrierplayer to play this. I know that you guys @ wargaming are working on it. And that's great. However. Please do keep in mind with the reworks of CV that the power of surface ships in their AA is insane. When 2 equally good cv players are facing one another its not about how good they are, but more about how well the surface ships are able to take down the high AA ships. Or facing from the other side, how well your high AA ships are able to hide behind mountains to survive and be helpfull for the Aerial dominance. CV's aren't overpowered for a long time nomore since players begin to realise they can stack their aa together by the so-called "blobbing up" and moving together. That's good from their perspective and i would do the same ofcourse. Altho, finding wandered targets over the 8.6km AA range (in a 30-40km map) makes the AA range extremely high. CV"s striking potentional in some games is lowered to 2 strikes a game. Ofcourse this doens't happen all games yet, im thankfull for that. But it happens way more often then before. I believe that many more cv players have the same feeling towards this and it would be nice if Wargaming can take a look at the AA ranges or maximum number of AA in a certain area to rebalance the CV's striking power to the Cruisers and Battleships their AA range and dpm. @MrConway @Tuccy Thank you for reading this in an honest way. regards, Yohane1
  15. Hello, this is a direct message to WG . WG , i have played your games since years , including world of tanks , world of warships , and total war arena .and i actually played your games more than anyone should play a single game . but i have done it because i like them . and i will share a screenshot of my world of tanks profile since i will mention that game a bit here for the sake of argument . if you include clan wars and team battles , my account would have 65.000 battles , 38 tiers10s owned , +20 prem tanks . but at the end i have stopped playing that game since it became unfair to play . and i joined world of warships to be my main game . it turned out that world of warships can be even more unfair , we have people that are abusing an exploit in the matchmaking that allows them to get ridiculous numbers of winrate . here are some examples a 90% winrate ? and it's not over 10 games , its over 6000 games played . many people are busing what i called an exploit to farm winrate while ruining our games everyday , in world of tanks , even the Na'Vi super unicum players can't get 70% winrates ; how is it possible warships , i will tell you . they are abusing division system by playing in CV division with 2 super AA ships , to practically deny the enemy CV to have any chance influencing the outcome of the game thus ensuring a win every single time for themselves , and many people have started to have enough of this . many threats in the forums are complaining about it , and i urge everyone who had face such divisions to speak loud about it . note that i am not talking about normal divisions , i am talking about AA divisions is particular . my proposed solution is : before i suggest any solutions , i would ask WG , since these players are abusing a system that gave them unfair advantage over thousands of games to gain fake winrate values , just reset there accounts' statistics without removing any ships . as for solutions i propose : 1) don't allow CVs in divisions ( bit too harsh , might not be practical but could be taken into consideration , even tho i am CV main players , i would accept it ) 2) nerf the AA of the ships being abused . 3) match them only vs simular divisions and remember WG , once a game become unfair for people , no matter how mush they love it , no matter if they have spent a lot of money in it , no matter what , they will just quit . thanks for understanding . edit :i encourage everyone who is going to read the comments of this thread or the comments of other threads complaining about the same thing , take the names of everyone who disagrees and check his stats in division , you will note they he is abusing this exploit . here is a website where you can check . https://wows-numbers.com/
  16. Flavio1997

    WG, stop releasing broken ships

    lets get it straight out of the gate at the start of this post do I consider the Worcester Op? (what I can see from flamu’s videos, the latest one is https://youtu.be/OSTZ4XHJE34 ) NO terrible gun arcs+low hp/low armor/big citadel/normal heal will not make this ship a destroyer of worlds, especially if a bbs look at you in a bad way. However, I consider this ship broken and a ship that, in this state, should not be released in the live server. let me elaborate that: 1) AA power/AA range ( insert meme about “year of the carrier”) you are putting another aa monster that just wipes out enemy planes even without defaa, when you activate it the enemy squadrons just vanish. But is not the aa power creep or their range per se ( even though you create a huge bubble of no-fly zone, even worse than it is now with DM and minotaurs) but is their range correlate to his aa spotting range. It means that, as Flamu said, you can lure the enemy planes near to you, activate the aa and the carrier can’t do anything but look at his planes just vanishing, and that is even more retarded than it is now, that there are ships (batimore, DM) that can shoot enemy planes as soon as spotted. This is just frustrating for the carriers because it means losing planes without even knowing who shoot them ( better not get me started about the shooting-with- your-aa-in-smoke-stuff) 2) surface spotting/radar. It is already bad the fact that there are ships that have a concealment on par with their radar range (dm, old balty, Cleveland and so on). Because it means that a poor dd that has the misfortune of spotting one of this ship will get radared and probably nuked without having time to run away. Now you are turning that to eleven by getting a ship that has 400 meters MORE range on his radar than his concealment….are you going full [edited]? Especially considering that with the module we are looking at a 56 ( or 48 post nerf) radar against a ships that lobs 240 rounds/min. Again, is frustrating as a dd player especially on those absurd situations ( rare I know, but still) where the enemy dd will get spotted WITHOUT EVEN seeing who is radaring them. I hoped, looking at the buffalo, that you were headed in the right direction: 7.8 aa spotting range vs 7.2aa range and 10.5 concealments against 9.5 radar, so you give the dd a 1 km “oh crap zone” to retreat or at least turn to get away…. ….then you decided to go full retard and release a ship that will be very frustrating to play against in 2 out of 4 classes ( and even bbs with all this he spam might not be happy, but imho that is a minor thing, and a bit they deserve to burn down). How would I correct this stuff? 1)nerf the aa range or the air concealment to be at least on par, but imho even here there should be a 0.5 kms difference, like in the buffalo 2) nerf the radar to 9.5 kms range ( like a tier 9) or even at 9 kms, to give some brown pants range to a dd ( and trust me, a dd spotting this ship will need them). I wouldn’t nerf the base concealment because it will make it too weak agains CA and bbs any thought?
  17. Chaps I wanted to take this opportunity to say that helping your fellow CV Captain win games on behalf of your team (so that means you too) is becoming harder and harder. I want this to change. A lot of this is down to lack of knowledge, or lack of CV knowledge to be precise. Those that simply don't play CV's don't understand the micromanagement involved, the number of tasking they have and expectations (some unreasonable) some people might have. The last 2 nights I have witnessed some appalling teamwork, i mean really bad. Now I know this isnt new but IMHO it's getting worse. So i wanted to give people that don't understand CV's a bit of advise in order to make the CV Captains life easier. In doing so, It will massively increase the likelihood for you to win the battle. Average players thoughts I am a German tier 9 Tank spec Freddy. I am strong and will smash my way through anything. The CV player will surely provide me with a fighter as i am not AA spec and have a torp belt of cardboard. Resulting salt "No support CV, your S***". CV Players thoughts I have 1/2 sets of fighters and 3 ships going solo. I have to spot 3 different caps and attempt to knock out the first DD in time. I need to support that DD going into the cap and stop him form being spotted. I need to position my fighters in order to support the fleet as a whole in case of a strike. I need to recce the enemy team enough for the team to see what they are doing. I need to spot the torps coming towards the BB from smoke. I need to engage the enemy fighters going for my own strike. I need to shot down and strafe the enemy fighters to keep the DD safe. A CV player (good ones) will always try and support you the best they can. But you have to understand that there is a pecking order and you might not even be in the top 10. Here are a few things you can do to help matters. 1) Pair up. If you believe that you have poor AA or not enough to stop at least half the enemy planes then find a AA buddy. That doesn't mean following him around the whole game, but always look for locations that have a friendly AA ship in the general area. Enough to think if that guy pops his defensive AA, the CV player is gonna have a hard time trying to hit you. 2) Enemy AA ships. Take a look (or use the mini map) to see what AA ships the enemy has in on front of you. If you are a DD player and are screaming for friendly fighter to help cap but on the other side of the HIll is a Mino and Des, then the likelihood of the CV player sending fighters are SLIM TO NONE. Don't throw salt at him just because he doesn't have invulnerable planes. Planes last for a matter of seconds in heavy AA if your lucky. Would you push into a Moskva and Des with radar? Then don't expect the CV player to send planes in. 3) Positioning. You are a sneaky DD and are behind enemy lines. You are doing well and then suddenly you get spotted by the CV player .You scream for friendly fighters as your a Shimmy with a rifle on board. Guess what? A CV captain will not send his fighters though enemy ships (most of which have good AA) in order to support your death wish. Factoring the time to takes to get there, the likelihood that when they do they will make a difference (those that are left) and knowing the enemy will now be all over you, isnt going to go in your favour regarding support. Look at the ships the CV player has to get though first and the time it will take. 3/4 times sending plane behind enemy line results in a very few or none returning. Unless you are a AA spec Fletcher, KIDD or DD with good AA (defensive) then come to peace with the nightmare you might now face. If your on the flank and not surrounded by AA ships then completely fine and we/I will always bat enemy planes off you. But make the decision easy for us by not putting yourself in crap positions we cant help you with. 4) Torp dodge. Don't make the enemy CV captains life easy. The amount of people i see sailing in a straight line and getting whacked by torps in simply astounding. Break this down: DD/CA captain both the hardest and easiest to hit. One of the best times to sink a DD is when he starts slowing down in order to smoke. DONT. A good CV player can judge the time it takes for you to stop and when you do will receive a wall of torps. Keep moving, even when in smoke. Create a smoke circle but whatever you do don't just slow down and stop. BB Captains Always turn into the torps and not away from them. I'm sure i don't need to tell you why but in case it's about torp arming and surface area 5) Manuel AA knowledge. You receive a AA buff when you select a certain group of planes right? So knowledge of section is paramount. If you are in a Bismarck and you have a set of Enterprise torp planes and a set of AP bombers coming your way then concentrating on the Bombers will SAVE YOUR LIFE. I know that a AA spec Bis can destroy both but if your anrt then know/learn what planes are going to do the most damage to you. Just one 1 set of AP bombs can blow up a Bis just like that or strip 1/2 of your health, but the spread on the Enterprise torps can only hit so many (if you adopt point 4, 2 if hes lucky) A Fletcher is the opposite and should target the Torps as AP bombs do squat. So know what planes to target first. 6) Helping win fighter engagements. Fighters cant hurt BB's right? So why would you care about the dog fight that is going on near/above your head? Well simply selecting the enemy fighters will apply the Buff and help your friendly CV win what could be a close air battle. Those remaining planes could then be used to at least mess up the drop that will be heading for your team, or spot a incoming DD. Help as much as you can lads. Even sail into AA range to help those fighters out if it doesn't put you in a bad position. A good CV play will always try to use your AA anyway and wont get caught in a fighter battle they cant win, but some people are still learning or have no choice, so give them a helping hand. 7) Concentrate fire. One of the many jobs of a CV captain is spot and hopefully kill the enemy DD's. DD's are IMHO the most important ship in the game so we/you need them dead, pronto. If a CV player is spotting a DD or low concealment ship and has announced it on the F5 then focus fire. It's the best example of the selfish comment a CV captain can make as he knows that those planes will start to fall out of the sky. But he does it for the good of the team. If you don't use that opportunity then the CV captain might not bother the remainder of the game. He's not gonna lose planes for nothing. Chaps, you really don't want to make a selfish CV captain. 8) Priority targets. An action has a reaction right? I have a Zao and a mino in front of me and one is going to die . Now the Mino is just bouncing shells off my bow deck but the zao is burning me alive. Your instinct is to kill the Zao but think about it. That 8.4 km AA mino of death might be a means to an end. If i wipe him from the face of the earth the CV player has a single lovely Zao to drop on. A target not even factored as it was surrounded by the Mino/Des AA. You will also keep DD players happy as another Radar ship as met it's end. If you kill a AA heavy Ship you will increase the likelihood for the CV player to help the team and in turn you. This sounds so simple right but the amount of people i see just tunnel vision on a certain ship and not seeing the bigger picture is shocking. Having a half decent CV captain on your team against no AA heavy ships on the enemy team will 3/4 win you the game. Other 1/4 is the enemy CV captains but he has heavy AA still to deal with. Summary Nothing is more frustrating (in a good way) that seeing the enemy fleet support eachother, play as a team and doing all the right anti CV things. Whilst on your team they are moving around like depressed lemmings, getting killed one by one, and throwing buckets of salt at the CV player for no good reason. I want both teams to be equally as good as it makes the game more interesting and less one sided. I don't care if it makes the enemy CV captains life a misery, but it will make 2 of them, not 1 . Playing your heart out in a CV whilst watching your own team throw it away is tiring and saps the CV life out of you. I hope this helps. P.S You can probably forget all of this when the CV re-work comes, but lets go out with a bang ay.
  18. Captain_Riley

    Iowa AA is missing

    I have observed long ago that Iowa is missing a ton of Oerlikon mounts, by the end of the War she had 19 quad Bofors mounts and 52 single Oerlikon mounts, however in the game once you hit C hull, she only has 32 dual Oerlikon mounts. I ask why? The Alabama has the exact number of 52 single Oerlikon mounts and they're great just the way they are, so why doesn't Iowa boast the same historically accurate loadout that the Alabama does? Iowa is missing: -2 Oerkilon mounts on her bow -2 Oerlikon mounts directly fore of her foremost two Bofors mounts, just in front of Turret #1 -3 Oerlikon mounts on top of Turret #2 -2/2 Oerlikon mounts on each side, 1/1 just behind 5" guns 51 and 52 (her foremost dual 5" mounts) For those that do not know, on the NC-class, SoDak-class and the Iowa-class, their 10 5" mounts were 1, 3, 5, 7, 9 on her starboard and 2, 4, 6, 8, 10 on her port side, ie: 51, 52, 53, etc. the 5 indicating the caliber of the guns. And 1/1 Oerlikon mounts just fore of the two lateral Mark 37 gun directors on the two sides of the front funnel -9 Oerlikon mounts just aft of her #3 Turret Alabama's AA layout has been rendered in a historically accurate manner, Iowa's should be as well.
  19. PPKinguin

    visualizing destroyed AA

    No idea if this was brought up before, but how about showing a meter or sorts that depicts the state of your AA capabilities. Beginning of the game, meter is full, all AA functional. Eat a lot of HE and you can see the meter go down because of destroyed AA mounts so you can easily check with one glance if those incoming bombers are gonna suffer or not. I am aware you can press H and check in detail what AA is left on your ship but 'nobody aint got time for dat'
  20. Active0815

    Effektive Feuerwinkel bei Flugabwehr?

    Hallo Community, es ist mir jetzt etwas peinlich, nach so vielen Spielen eine solche Frage zu stellen, aber niemand im Clan konnte mir das beantworten und mit der Suchfunktion habe ich auch nichts gefunden. Wie werden die Schadenswerte der Flugabwehr genau berechnet? Spielt die Ausrichtung des Geschützes eine Rolle (also z.B. ein vorne montiertes Geschütz kann nicht durch die Brücke nach hinten feuern), oder sind das einfach nur Kreise und jeder Radius hat den addierten Schaden aller funktionstüchtigen Geschütze zusammen? Kann das jemand beantworten? Ich bin allerdings nicht an Meinungen und Eindrücken interessiert, davon habe ich selbst genug ;-) Ich suche jemanden, der das wirklich weiß und evtl. auch sagen kann woher... Vielen Dank
  21. Zenturio52

    CVs und Anderes

    CVs und Anderes. Idee ist Die CVs ganz generell in 3 Klassen, Strike, Balancend und AS, zu nterteilen. Das ganze also nicht als US vs IJN zu sehen sondern als CV vs Die Andern (Ziele?). IJN Strike: Geringste Jägeranzahl dafür höchstes Schadenspotenzial aber KEINE AP Bomben. US Balanced: Gut in beidem und einfacher zu spielen da weniger Staffeln. IJN Air Superiority: Höchste Jägeranzahl und gutes Mapcontroll dafür geringes Schadenspotenzial. Hangar: Hier habe ich relativ willkürlich mit den Zahlen gespielt bzw sie angeglichen. Wie genau die Reserven aufgeteilt werden ist nochmal eine andere Frage. Die Midway hat einen etwas größeren Hangar um die Überlegenheit der AS Haku etwas auszugleichen. Aus dem gleichen Grund ist der Hangar der Independence etwas kleiner da sonst die Ryujo wohl etwas unterlegen wäre. Staffeln: Ich denke es wäre Sinvoll die Staffelgrößen nicht als national flavor zu verstehen sondern als Mittel zum balancing. IJN US Name Strike Air Superiority J TB DB Hangar Name Balanced J TB DB Hangar Hosho 1/2/0 - a4 a4 - 30 Langley 1/1/1 a5 a6 a5 30 Zuiho 1/2/1 - '' '' a4 34 Bogue 1/1/1 '' '' '' 34 Ryujo 1/2/2 2/1/2 '' '' '' 48 Independence 1/1/1 a6 '' '' 42 Hiryu 2/2/2 3/1/2 '' '' '' 72 Ranger 2/1/2 a5 '' '' 72 Shokaku 2/2/2 3/1/2 '' '' '' 75 Lexington 2/1/2 '' '' '' 75 Taiho 2/2/3 3/1/3 '' a5 '' 90 Essex 2/1/2 '' '' a6 90 Hakuryu 2/2/4 4/1/3 '' '' '' 100 Midway 2/1/3 a6 '' '' 110 HE Bombs HE or AP Bombs HE or AP Bombs J=Jäger, TB=Torpedo Bomber, DB=Dive Bomber Hosho 1/2/0 J a4 bedeutet, dass die Hosho eine Jägerstaffel mit vier Flugzeugen und zwei Torpedobomberstaffeln mit je 4 Flugzeugen hat. Zusätzliches für CV US HE Bombzirkel verkleinern US AP Bombzirkel unter def AA deutlich vergrößern. Der auto drop unter def AA ist kleiner als der manuelle Drop … warum auch immer. Die Größe des manuellen Drops unter def AA wäre auch für den Autodrop angebracht. Generell sollten die Bombzirkel unter def AA groß werden ka wie andere Träger (wie GZ) von def AA beeinflusst werden. Flugzeuge entsprechen der Tierstufe. Skillgap CV Strafe für Jäger abschaffen? (Wobei dann die Saipan nen buff braucht) Autodrop verbessern um nicht Einhörnern zu helfen? CA/CL Def AA ab t5 /eventuell ohne dmg boost?) Def AA & Hydro für alle gleichzeitig Def AA Schaden x2 statt wie bis jetzt x3 Die AA einiger Schiffe buffen wie z.B. die Aoba. Die AA einiger Schiffe eventuell einige etwas nerfen (z.B. indem die longrange AA erst auf 6,5km oder ähnlich ihr volles Potenzial hat). BB Eventuell die AA etwas nerfen (z.B. indem die longrange AA erst auf 6,5 km oder ähnlich ihr volles Potenzial hat). DD Def AA Schaden x3 (x2) statt x4 dafür aber die Dauer auf 40sec (50)sec erhöhen. DD nicht als Fliegerschreck sondern zum Selbstschutz. Eventuell einen AA Buff Longrange buff wenn man die x2 mit 50sec Variante nimmt. Das die DDs eventuell einen weiteren buff benötigen wenn jeder Kreuzer Hydro und def AA dabei hat ist mir klar. Aber mir ist noch nichts großartiges eingefallen (außer das unter Torpedos) Torpedos Penetration vonTorpedos der TBs erhöhen. Am Schaden selbst sollte nichts verändert werden da sonst DDs zu viel abbekommen. Aber wenn schon die Strikestärke von Taiho/Haku/Midway generft wird könnte man überlegen diesen Torpedos zu geben die den Topedoschutz verringern. Z.B: könnten sie so tun als wäre der Torpedoschutz max 30%, damit würde sich der Schaden gegen DDs und CA/CL nicht verändern gegen BBs aber schon. Concealment einiger Torpedos verbessern wenn jeder CA/CL (ab t5) über Hydro und def AA verfügt. Teamplay Rewards für defensive Leistungen wie spotting oder potential damage erhöhen. Awards für defensive Leistungen. Vermutlich wird die Diskussion wieder hitzig und darauf habe ich eigentlich keine Lust ... Trotzdem wollte ich meine Ideen (oder Ideen die ich irgendwo aufgeschnappt habe) mal in den Raum werfen, vor allem da WG ja anscheinend keine Ahnung hat wie man die CVs verändern könnte ... also hoffe ich auf konstruktive Kritik.
  22. Ist der Schaden an Flugzeugen von meiner aa höher, wenn ich sie markiere? Und der Schaden an gegnerischen Schiffen durch meine Second auch? ich höre des Öfteren sowas.
  23. wot_chikor

    about CVs and AA / Midway nerf

    Hi guys , another CV topic from me :) so , in the past i started a topic about whats know as ' cancer divisions ' of CVs and AA ships , and i have been meeting alot of them lately an i am kinda sick of it . but what changed from my last topic is that i think i have found a dolution for the problem . first of all , i think the problem is not the AA itself , the AA doesnt matter even if its high , but the toxic cancerous thing is the AA RANGE . in general . in perticulare , the Minotaur AA range , its so high to the point that it make it absurde , imagine a ship with AA range almost equal at its detectably range , meaning to spot the minotaur your fighers HAVE to be in his range , witch is 2 / 3 fighters lost all the time , giving the enemy CV huge advantage , so pls WG nerf that , it makes meeting a CV division a nightmare . also the dds with defensive AA that spotting them cost you the full wave of fiighters , giving again andother Huge advantage to enemy CV . so pls nerf that and give the AA dds the ability to just panic the planes ( exactly like the carrier defensive AA ) last about the Midway nerf . i think its a step in the right direction even tho i am a cv main and i got midway last week and i enjoy it . but pls if you do reduce the hanger 40 planes , consider buff the tier of the TBs , because if you dont , the midway will be unplayble . and tell me what you think of my feedback guys . thanks
  24. How come EVERY CRUISER - INLCUDING GERMANS - use Anti-aircraft consumable when they FULLY KNOW that because of Wargamings intelligence when it comes to balance - There are NO CV'S farting around UNLESS YOU PLAY TIER 4-6 ? High level cruisers (7-10) HAVE NO FLIPPING IDEA on how to hydro - YES, SOME cruisers use radar - but WHY THE EFF are noone using hydro and FFFFFFFFFFFFFFFFFFFFFFF kill those FFFFFFFFFFFFFFFFFFFFFFFFF destroyers so our battleships can advance? (PS: Battleships ! STOP FISHING!) Either REMOVE the ANTI-AIR consumable at tier 7-10 or FFFFFFFFFF LEARN TO EFFINGS HYDRO OR HUNT TO FEEEEEEEEEEEEEEE Destroyers !!!!! Also - Carriers - keep up the amazings :) atleast THEY KNOW how to scout and kill stuff.
  25. wot_chikor

    Rant about CVs vs DDs

    Hello again guys here i am with a new topic :) i am sorry i have to rant everytime but when you like the gae and you see some bad things in it , its worth trying to fix them first of all i am new CV player at tier 8 ( grinded it very quickly ) , i have shared some topics and got help from you in this forum alot . i think the class is fine and fun and i heard that som changes comming to it , i dont see why ... anyway my problem today is about DDs with broken AA , i dont have a problem with a DD with decent AA , but with AA that is utterly broken to the point where enemy CV lures you to DDs so they kill your planes , its so idiotic . with my Shokaku somtimes ( lots of the times ) i fight tier10s CAs , and trust me when i tell you guys , KIDD and z25 kill my planes faster than Minotaur and Des moins , i wanted to drp a z52 and he deleated my planes without even a chance to drop , and i think this is so bad . it needs to be fixed , i used to be a DD player and i know its annoying when CV start shodoing you with fighters and keeping you perma spotted . but it doesnt mean the DD had to be able to deleat all those planes , its even historicly inaccurate . what you think about it guys .