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Found 12 results

  1. Kapitanowie, Podzielcie się z nami opiniami, ocenami, wadami i zaletami nowej formy CV, któreś doświadczacie w testach beta. Napiszcie nam wszystko co myślicie i dlaczego tak myślicie! Wasze opinie będą przekazane dalej. WG_Lumberjack
  2. Alfa_Tau

    French CV Béarn

    Hello everyone being passionate about military history, I discovered almost by chance that the French navy also owned an aircraft carrier at the start of World War II. Perhaps in the future this ship could come into play as a premium CV, perhaps at Tier VI. Let me know what you think. French Béarn aircraft carrierThe French aircraft carrier Béarn was the first unit of this type that served in the Marine nationale and the only one until 1945, when the Dixmude, an escort aircraft carrier already owned by Great Britain as HMS Biter (D97) took up service. HistoryResult of the conversion carried out on a Normandie class battleship from 1923, La Béarn served in the French navy for forty years, between 1927 and 1967. It was an experimental ship, which at the time of its construction it was directly comparable with similar ships that were under construction in other countries.La Béarn should have been replaced in the thirties by the most sophisticated aircraft carriers of the Joffre class: however, these were never built, and the ship remained in service despite its obsolescence. He had a rather limited job in the Second World War as an air transport. It was dismantled in Italy in 1967. General characteristics Displacement: 22146 ton. (max. 28400 ton); Length: 182 m. width: 35 m. draft: 9,3 m. Propulsion: 2x Turbine total max power 36200 hp. Speed: 21,5 knots Armor: belt 80mm; flight deck 25 mm. Weaponry Original: - 8 x 155 mm guns - 6 x 75 mm guns - 4 x torpedo tubes 550 mm 1935 addition: - 8 x 37 mm AA guns - 16 x 13,2 mm macjine guns. 1944 revision: - 4 x 127 mm guns (dual purpose); - 24 x 40mm AA guns; - 26 x 20 mm guns; Aircraft: 35 - 40 Types were different during wartime . Usually the CV group was composed by 8 fighters, and a different number of Torpedo bombers and recce planes. -
  3. 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.
  4. Hello guys, just wanna give you some hints and tricks, which could help you, when you decided to play the CV rework. Trying to make just short descriptions. Note: I'm seeing this from an IJN view and this is not a complete guide. Table of content Autopilot with CV and AAA AP bombing with different impact angles Aiming with AP - dive bomber against light armored vessels (depends also on the AP bombs) Aiming with AP - dive bomber against heavy armored vessels My general advice for AP bombing Accelerating and slowing down Turning Keyboard and Mouse usage Using Fighters Autopilot with CV and AAA I recommend to chose a zig zag course with your carrier, which makes aiming harder for enemy aircraft attacks. Also switching the AA side is recommend. The Screenshot in the 'spoiler' shows, that the CV moves in zig zag to the east, while switching the AAA to the right side (to the south) Edit: I don't recommend that really anylonger, since the sector change, which "only" increases the continuous aa dps. Another tactic: Since fires and floods last very short, the threat of a burning flight deck is minimized. That encourages to go close with the team. A few km behind the last bb of the team could give some extra AA power. I wouldn't choose a sector with that tactic, because there is too much change, and the CV player is too inflexible for changing sectors. AP bombing with different impact angles The angle of the impact of the bombs depends on the angle of the plane. Take a look at the screenshot in the 'spoiler'. Steep angles of the plane leads to a better impact angle, thus thicker armor could be penetrated, while a shallow angle won't penetrate thick armor, but has the advantage not to over-penetrate thin armor. Aiming with AP - dive bomber against light armored vessels (depends also on the AP bombs) The first example is about a stationary Cruiser and where to start the dive. Look at the grey crosshair. The grey crosshair mostly shows, where the dive bomber will be in the dive stage, thus aiming in front of the cruiser would lead, that the stage after the dive would be directly above the cruiser. The next screenshot shows how it looks like, if you're above the crusier. The planes are not steep angled, since the dive is already over. Now showing an example for aiming at a moving cruiser, where to start the dive. In many cases you will have to accelerate, since cruisers are pretty fast. And another screenshot: this shows, that AP bombs penetrate dds (Kagero). Note: Not all AP bombs work against all light armor vessels, especially T10 AP bombers have a high penetration capability. Aiming with AP - dive bomber against heavy armored vessels Against heavy armored targets it's recommended to drop the bomb while the dive. I'm showing you a screenshot, when to start the dive against a stationary bb. The grey crosshair is directly above the BB. The next screenshot shows how it looks like, when to release the bomb. The planes are in a steep angle. Now an example how to aim at a moving BB. It just needs a little bit lead, look at the grey chrosshair, it is aimed at the tip/nose of the BB, since they're slow, and the BB will be at that point, when you start the dive. My general advice for AP bombing Generally I use the AP bombs only against larger cruisers and battle ships, because the ap bomb mechanic and penetration capability is pretty hard to figure out. The Shokaku can dive bomb dds, while the Hakuryu can't. Also I had the experience, that I divebombed a Buffalo multiple times and got only overpens, but in the training room, shallow or steep bombing - both lead to citadells. So it's still somehow confusing. Accelerating and slowing down When the planes are at max speed or slowed down, it will affect the dive. If a target is close, and the squad is accelerated, the squad will often shoot over the target, so it's more recommended to approach a target with normal spead, or slow down. With more experience speeding up can be a pretty good tactic. Turning The turning circle is smaller, when slowling down. This is pretty good for Divebomber and sometimes for Torpedobomber. Attackplanes often need some more range and a longer approach. So in case of the attack planes after an attack run - instead of a small turn - I accelerate to get farer away. Dive bomber = Slow down and turn Torpedo bomber = Depends more on situation Attackplanes = Accelerate and turn then Keyboard and Mouse usage Keyboard is mostly for maneuvering (avoiding aa), turning and coarse movements. While you should use the mouse for aiming. The mouse control reacts only in a cone of ~45°, outside of this cone area, turning with mouse is disabled. Beside that, the right mouse is for looking around, but it behaves in the same way like it would be with guns, thus the airplanes will move to the spot, where you aimed, before you hold down the right button. Using Fighters Generally don't use fighter directly on enemy strike planes, they take too long for the engage. Use them like a smoke to cover a helpess mate (especially dds in caps). You can also fly a head and place the Fighter in front of a DD. Just predict, where the dd or ship want to go and place it there, so it will have a bit cover to take the objective. Beside that, Wargaming anounced that one fighter kills one enemy planes. Most fighter consumables are more or less same, but the Enterprise has for example 6 fighters, and larger patrol area, while most CVs at T8 have only 3 fighter planes.
  5. wot_2016_gunner

    Japanese carriers aircraft issues

    This are a couple of issues with a couple of japanese aircrafts on the CVs that i'd like to ardress. I have to say however that it's nothing regarding the actual gameplay of the ships. These issues however could be corrected by just adding some letters. So, the issue that i have is the fact of having the N1K2-J and the J5N on Japanese carriers, because they were never designed for carriers in the first place. Of course they are of the Imperial Japanese Navy, but that doesn't mean directly that they are carrier based. However, just by looking at the name, we can make out what kind of aircraft it is, in fact the IJN had actually a very easy to remember way of designation of its aircrafts, where the first letter was the aircraft type, the first number was the numerical order (A6M means that it came after the A5M, pretty simple), the second letter is the first letter of the manifacturer (M=Mitsubishi, K=Kawanishi, N=Nakajima, Y=Yokusuka, A=Aichi) and the second number, the modification. An optional third letter meant a certain specialized version. Here is the first letter designation with their respective meanings. A - Carrier-based fighter B - Carrier-based bomber or torpedo bomber C - Carrier-based Reconnaissance D - Carrier-based dive bomber E - Shipboard Reconnaissance seaplane F - Shipboard Observation seaplane G - Land-based Attack bomber H - Flying boat J - Land-based Fighter K - Trainer L - Transport M - Special seaplane MX - Special Aircraft (Experimental) N - Fighter seaplane P - Land-based Bomber Q - Patrol aircraft R - Land-based Reconnaissance aircraft S - Night fighter So, analising the two aircrafts above: N1K2-J means: N = Fighter seaplane (because it was originally designed as a seaplane) 1 = number 1 K = manifacturer Kawanishi 2 = modification 2 - J = Land-based Fighter version J5N means: J = Land-based Fighter 5 = number 5 N = manifacturer Nakajima As you can see, they are both land base aircrafts (i whould also point out that the C6N on the Hakuryu, by designation, it's a reconissance plane) and, while a land based aircraft can take off from a carrier in real life, that doen't mean that it can land back on it (arresting hook and other things). I know that this game it's not a simulator, but i thing you get what i mean. However, there is a very simple and quick solution for WG and that is to change the names that appear in the game with the ones i'm suggesting below as they are more accurate. Change: N1K2-J => N1K3-A which was the actual carrier based version of the fighter, with only prototypes built. It looked identical to the one we have in game, so no new model is needed. C6N => C6N1-B the proposed torpedo carring variant of the C6N (only project) J5N => J5N1-B for the ones with torpedoes and J5N1-D for the dive bombers. I think that changing these names whould take a max of 10 minutes if you are really slow. As i said I know that this doesn't affect anything about the gameplay of these ships.
  6. Well, I was right, the current CV Rework is terrible. In Co-op play you are getting up to 3 CV's on the human player side against a team of bots without a single CV and the CV's are not able to damage significantly enemy armoured - example, a double torpedo strike against a T6 battleship does less than 5k damage and as the rest of the squadron flys over the target whilst the attack is ongoing they take AA fire from the target In Random play you can not even get into range to launch weapons apart from torpedoes and they torpedoes are not doing enough damage The BOTS are now generally beating teams that include CV's in Co-op play including such people as Tuccy
  7. Hello Dear Team at WOWS, My name is Martin, I am a 36 year old divorced father of one who really enjoys playing World of Warships. I started by playing the German line purely because Bismarck was a ship I have heard. As soon as I unlocked Gneisenau I knew something was terrible wrong, the ships struggled to hit anything past 10km , Bismarck was better due to useful secondaries and better armor/HP pool. Soon i decided to try cruiser gameplay and really liked the Japanese line going as far as Tier 10 Zao. My next step after watching WOWS contributor Flambass, Flamu and Notser was to try the destroyers. So far its the class I like most. I have 56% win rate in Shiratsuyu and 51% in T-61 with destruction ratio of 3.12. Few days ago i decided to finish your "Happy Anniversary" campaign which gave me the T-61, after that i decided to go for the Hall of Fame. As of now I am in the Top 5%, which as you can guess costed me quite few hours to achieve, granted I go to work full time, have to look at kid etc. It is a fact nobody forces me to "grind" and I am not going to complain about it BUT I have a question for your developers - Do you even play the game? Have you tried taking a Tier 6 dd and play against not 1 but 2 CVs. Do you think you will make it out of the spawn with half of your HP? DO you think you can reach the cap? What are you people thinking? Just today I have had at least 5 games with 2 CVs - this is a joke. You are clearly not listening to your clients, how are we dd players suppose to have a "fair" fight? Looking forward to hearing from you, Sincerely Yours, Soon to be ex user.
  8. Varate_me_k_as_Klaiw

    Worcester and Minotaur Fake XP's

    I just want to ask W.G a simple question: Why your Worcesters and Minotaurs are Sooo O.P?Captains of Henri's...Moskva's...Zao's and Hidenbourg's spent less money on the game to climb at Tier 10 ? I don't mention the complains for unfair battles from amost all DD's...CV's and sometimes BB captains! I unfair treatment ask you only for the unfair treatment reserved--EVERY other Nation- Cruiser captains. i don't think you didn't understand it. I don't think you dont have statistics SO....WHY so grossly unfair treatment? I ask a Worcester captain today and he answer"You know that you can stop playing the game!!!"...This is your official answer too? We have to get used to it ----Unafair battles---- or unistall your game? BTW....For the mentioned above (Woost and Mino) captains....You can do as many kraken unl.you want....you can gather 2.000.000 and more XP's with your"ships"...unfortunatelly most of thyem are FAKE.....GIFT from W.G XP's and have no respect from anyone!!! So continue!
  9. AveKoks

    0.8.5 CV in depth feedback

    Hello everyone I will try to spare words as mych as possible. So first introduction: I'm confident I'm a experienced CV player. I played in both RTS and current system, scored rank 1 in current ranked season almost exclulively with CV so I believe I'm qualified enought to give that feedback. First of all. CVs needed some nerf or balancing as they were definetly overpowered. Only ships I deemed a threat were Minotaur and Worcester (same for WIP Smoleńsk and Coulbert). Ships such as Des Moines were largely powerless against CV's power. However this changes doesnt resolve any problem. It just shifts it. Now that queue almost doesnt include CVs at all. With current small but very significant AA change I see CVs going back into RTS era in that field with some excetions that I will cover further down. 1. AA regained it's old strength more or less, but there is flak on top of that and it has devastating effect. 2. Now all ships have significant AA. Bad, decent AA - count losses, good to great AA - squadron wiped. (For example I have seen Izmaił which that scored 40+ planes down facing tier VIII carrier) 3. This requires CV players to know their target, choose it wise and wait for right moment. But RTS carrier if done that well scored significant damage or straight up devastating strike. Current CVs gameplay is all about multiple strikes that do less damage and are less significant. This completly destroy entire concept of CV rework. You have to strike and recall squadron back or get planes wiped. This makes multiple attack runs useless and without purpose other that providing bigger health pool, but it's still a waste 4. RTS carried had multiple teamplay aspects to fulfill when looking for strike opportunity: Countering enemy carrier, spotting, spotting torpedoes. Currently you can only do spotting duty and it means dropping DPS role when committed. I would also like to mention that getting uptiered when playing CV is an absolute abstraction. And this comes from pov of USN CVs that are known for most durable planes. Ships such as IJN CVs and Graf Zeppelin suffer greatly, , while Saipan and Indomitable (not released RN tier VIII premium CV) simply doesnt work at all. And when uptiered you can just leave match. Purpose of healing party for torpedo squadron also got nulified with current update. It simply doesnt work if you dont catch flaks (and you shouldnt). Only ships I found doing somewhat well are Enterprise and Kaga. When top tier they do well enough thanks to large aircraft numbers and fast recovery. My recommendation is following: Two updates from now if issuse is not even addressed I would reccomend to issue refund ticket for following premium ships: Saipan and Graf Zeppelin - as they simply doesnt work. Discussion is welcomed :)
  10. artic_99

    Cv rework suggestions

    Hello folks, As many others as well I believe that 8.5 made cvs unplayable. But instead of bitching around I want to share my thoughts with anyone who wants to discuss the topic constructively. In order to make cvs a fun experience for everyone. I want to say this in advance I am open for any feedback and criticism from anyone because I am no game developer and my suggestions can be flawed. So my main points would be: 1. Give the cv a time delay for spotting like there is for radar. This first change would decrease early spotting as well as the damage a ship would take while being under cv attack simply because the fleet can't see the target. (dds would benefit the most) 2.Remove rockets Rockets are too strong against dds and too easy to use against them. By removing them the cv players would have to focus on bbs and cruisers. (dds would benefit greatly) 3.replace rockets with other type of bombs. This is important because the cv should keep at least some power VS dds. A Japanese cv is not able to fight dds without rockets so it needs he bombs to fight against them effectively. It would still be much harder to hit the dd but it would not be impossible. I mean under normal circumstances a cv player would not go after dds but if he's under attack by a dd he could defend itself. The American and UK cvs would get ap bombs to compensate for the missing rockets. (rockets could also be a feature of the t8 UK premium cv) 4.Reset Aa to pre 8.4 I believe aa was most balanced in 8.4 so far. It was funny but not too easy for cvs in 8.4. There are many ships that would need tweaking in the one or other direction in terms of aa but most ships are balanced. In general most low tier ships would need buffs and some high tier boats would need nerfs. But pls 8.5 aa is too frustrating because it takes out the rng part and you cant avoid heavy losses (deplaning way too quickly) . That makes the 8.5 system so frustrating. It is comparable to a situation in which it's guaranteed that a cv always makes 25k dmg if its attack comes through. 5.take out the slingshot exploit. Due to the slingshot exploit aa was easily avoidable and that's why the whole system didn't work. A fun system which is enjoyable for everyone and challenging as well would be the optimal solution. PS: pls wg don't remove that thread because I want to open it as a constructive platform to discuss solutions for the cv issue that may help you out. I want to make it easy for you(WG) to get a basic overview of suggestions for your game to make the game better for all of us without forcing you to read the already existing thread which has continously proven itself as a place for players to rant about the issue instead of focusing on solving the cv issue at hand. I hope you can understand this and I hope that you(wg) actually consider some of those ideas to create a better game for all of us. Thanks for reading this in advance:) Best regards one concerned player of all four classes.
  11. Lady_godiva_s

    New WarGaming CV's Tours

    COME....JOIN US...Wargaming presents the summer holidays tours over virtual battlefields. We have military planes,BUT DONT WORRY they are practically unarmed!Just fly over real models of battleships! See the magnificent Yamato in action!Feel the Mighty Bismarck..and all that in spetacular grafics...sunsets...weather...rain...everything like real. And u doing NOTHING....Just fly around and be the practice target of any surface ship.Is that the only that the Wargaming ask from you. And only for 10 euros a month! You have DD and fear even after 0.8.5 released?Dont worry....in next upgrade we recall all military planes and we will give to our tourists CESSNA's and PIPER's for their CV's...They ll doing just the same damage! We all must thank this great company for their ideas about gameplay!!! I am touched....I can't continue...BRAVO once more!!----YIANNA
  12. Alfa_Tau

    Adjust Post Battle XP formula

    Hello everyone and WG I have noticed that the post battle result XP formula assign many points to shot down planes. In my opinion this points should be less as it requires very few skill to shoot down planes today compared to what it was pre 0.8.0 where the skillfull use of fighters could really make a difference. Below you can see how weird is the system today . I was the player in Hermes and I was granted the 2nd place simply because Langley shot down 8 planes more. We both achieved High Caliber but I killed 3 of the 4 ships and got 2 more achievement first kill and the other one for killing a ship after I died. this effect is magnified when people play AA CA/CL where they can sometime achieve relatively low result in terms of damage done but shot down 20 or more planes and they top the XP score (quite common in Ranked). Please let me know your thoughts
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