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Found 320 results

  1. Ich habe die Idee im englischen Forum aufgegriffen und dachte mir man könnte darüber mal Ideen sammeln bzw. verschiedenen Meinungen Was haltet ihr von der Idee das Flugzeugträger ab Beispielsweise Tier 8 die Möglichkeit bekommen würden vor dem Gefechtsbeginn zu wählen ob Rauch oder normale Bomben mitzunehmen, oder alle 4 bis 5 Minuten wählen könnten im Gefecht, ob sie eine Staffel mit Rauchbomben starten wollen Es wäre meiner Meinung nach teilweise eine coole Sache wenn es WG in einem Gefecht auch honorieren würde zbs. wenn ein DD kein smoke mehr hat und nach Hilfe fragt und man ihn dann mit seinen Rauchbomben einnebelt und ein Banner oder ep dafür bekommt wenn er durch den Rauch weitere 60 Sekunden überlebt. Natürlich kann man auch ein gegnerisches Schiff einnebeln damit es nix mehr sieht und ein Teammitglied noch entkommen kann. Jedoch müsste es so reguliert sein das nicht die ganze Map voll mit Nebel ist sondern als kleines Gimmick um als CV auch eine gewisse Helfer Rolle einnehmen zu können wenn man nicht nur auf Schaden farmen fixiert sein möchte. Denn Rauchbomben wűrden natürlich keinen Schaden verursachen, aber es wäre ne coole Sache dafür auch mit Helfer Bannern und extra EP belohnt zu werden wenn man die Rauchbomben erfolgreich benutzt hat. Jedoch gibt es natürlich auch Negative Aspekte wie genau das Gegenteil zu erreichen jemanden einzunebeln der es nicht gebrauchen kann und deswegen versenkt wird oder ähnliches. Was sind denn so eure Meinungen Sinnvoll oder eher Mist.
  2. HenrikPeterson

    IJN Shokaku (Rework CV)

    Il n'y a pas de sujet sur le Shokaku post rework. Je vous propose de poser ici nos tactiques et conseils afin de jouer au mieux ce bâtiment. Description: Le Shokaku est un navire assez résistant, il encaisse relativement bien les coups ce qui permet de fuir hors de portée grâce à sa vitesse importante 34 nds. Il emporte avec lui un escadron d'avions d'assaut, un escadron de torpilleur et un escadron de bombes AP. La précision et la vitesse sont les deux qualités qui permettent au Shokaku de tirer son épingle du jeu. Améliorations et Escadrilles: AS: Le passage de l'A6M5 "Zero" au N1K Kyofu "George" porte le nombre d'avions dans l'escadrille de 8 à 9 et ajoute 2 avions sur le pont. Concrètement, après avoir lancé et rappelé un escadron de 9 N1K, vous pourrez en faire décoller un autre de 5. Les N1K emportent 4 roquettes plutôt que 2 pour les "Zero", vos passes sur les cibles légères sont plus meurtrières. Il est conseillé de monter les pavillons améliorant les chances d'incendies. AT: Le passage du B6N Tenzan "Jill" au B7A Ryusei "Grace" fait passer les escadrons de 6 à 8, et le nombre d'avions sur le pont de 9 à 12. Je vous déconseille cependant de lancer une deuxième vague de 4 torpilleurs seulement: il y a de forts risques, compte tenu de leur fragilité, qu'ils ne parviennent pas à la cible et encore moins à revenir. BP: Le Passage du D4Y3 Suisei "Judy" au B7A Ryusei "Grace" fait passer les escadrons de 6 à 9 et ajoute 5 avions sur le pont pour un total de 14. Un deuxième vague de 5 Bombardiers en Piqué risque de sévère pertes contre un bâtiment à l'AA correcte, je déconseille donc de les lancer contre un North Carolina, par exemple. Quelques conseils: Les avions d'Assaut Japonais (N1K Kyofu) et les avions torpilleurs (B7A Ryusei) ont un nombre de HP inférieurs à leurs homologues US. Il est assez illusoire de penser pouvoir mener plus d'une seule passe sur n'importe quel navire ennemi: mieux vaut mettre ses avions hors du champs de l'AA pour ensuite les faire rejoindre le porte-avion pour réparation. Les bombardiers en piqué (B7A Ryusei AP) sont encore plus faibles et fragiles, il ne peuvent parvenir à frapper que des cibles isolées et peu défendues. Cependant, le jeu en vaut la chandelle car les citadelles sont fréquentes si l'approche est réussie. Il est d'ailleurs possible de faire des citadelles en lâchant la bombe à toutes sortes d'altitude, y compris basse, ce qui était moins le cas du Ryujo. C'est un porte avion qui demande une certaine maîtrise et une bonne acuité: il faut savoir distinguer les cibles les plus faciles afin de profiter au mieux à son équipe.
  3. Youti_Dieu_du_SC

    Hakuryu rework

    Petit guide pour Hakuryu Présentation : Le Hakuryu est un navire qui a du mal à trouver sa place auprès des joueurs de porte-avions face au Midway et à l’Audacious. Pour cause : un gameplay plus difficile en général et plutôt difficile à appréhender. Ainsi, dans ma grande générosité, moi Youti, Dieu du super conteneur, Maître des krakens, Libérateur de culottes, Grand Guide de la SPAM, Mère des dragons (wait what) et fondateur de la langue Youtienne, vous propose (en français) un guide pour moins galérer en Hakuryu. Bonne lecture ! Caractéristiques de base : - Navire : Survivabilité : 63 100 PV Dissimulation : Détectabilité depuis la surface : 15,70 km Détectabilité depuis les airs : 11,42 km Manœuvrabilité : Vitesse maximale : 34,5 kts Courbe de giration : 1250 m Temps de basculement du gouvernail : 17,1 s - Avions : Les avions japonais sont les plus fragiles mais très rapides. Il faut utiliser leur vitesse pour faire des frappes éclair, et accepter de perdre des plumes durant l’attaque. Le Hakuryu demande beaucoup de skill car très difficilement utile si mal joué. Frappe ratée + perte d’escadron quasi-systématique = inutilité. En pratique : - Les A8M Rikufu (avions d’assaut) font entre 2k à 9k par assaut sur un destroyer, 4k à 14k sur un croiseur (grâce à la pénétration de 30 mm) et 6k à 16k sur un cuirassé (en visant la superstructure). L’efficacité de vos attaques dépendra en partie du hasard, mais avant tout de votre skill. Il faut bien planifier son approche pour attaquer la cible car l’escadron est très peu manœuvrable pendant l’attaque. Je recommande leur utilisation au début de la bataille pour reconnaissance et la chasse sur des proies faciles, et achever des navires. - Les J5N Tenrai B (bombardiers) peuvent potentiellement infliger 25 500 dégâts. Cependant, une bonne connaissance des cibles et de l’accessibilité de leur citadelle s’avère nécessaire. En général j’inflige entre 12k à 19k par assaut. Le slingshot peut être utile pour passer des défenses antiaériennes nombreuses. Plus vous larguez haut plus vous avez de chance de sauver des avions. Quand votre cible ne manœuvre pas, larguez vos bombes à l’altitude maximale en anticipant sa position. Lorsque votre cible manœuvre face à vous, vous devrez adapter vos largages : - Face à un cuirassé : il faudra larguer à mi-hauteur. - Face à un croiseur : larguez vos bombes au plus près. Ci dessous, un tableau de la facilité à atteindre la citadelle des navires : - Les J5N Tenrai T x2 (torpilleurs) utilisent des torpilles rapides puissantes. Pour les deux torpilles qui touchent, vous infligerez de 10k à 16k par assaut. Vous aurez plus de chance de détruire le gouvernail et le moteur que d’infliger une inondation, comptez donc sur votre dégâts alpha en priorité. Vous pouvez manipuler les mouvements de votre cible pour lui faire subir encore plus de dommages grâce à votre équipe ! Exemple : un croiseur qui manœuvre face à vous et qui n’aurait pas remarqué qu’il se met de flanc pour vos 3 cuirassés juste à côté. Les J5N Tenrai T sont équipés du consommable Réparation des avions. Notez que la compétence de capitaine Accélération de Torpilles augmente la distance d’activation. Mon build recommandé : Je ne prétend pas être le meilleur mais j’obtiens de bons résultats. Capitaine : Modules : Tous bonus cumulés, nous obtenons : - Navire: Survivabilité : 66 600 PV Dissimulation : Détectabilité depuis la surface : 13,70 km Détectabilité depuis les airs : 10,28 km - Avions : Conclusion : J’adore le Hakuryu du fait de sa capacité à effectuer des frappes précises et véloces. De plus, du fait de pouvoir agir avec environ 100 avions dans une partie, en perdre est inévitable, mais pas une tragédie. Le Hakuryu est ainsi un porte-avions que je recommande pour les joueurs plus expérimentés, possédant une assez bonne connaissance du jeu et de ses mécaniques. Ps: merci @GaelusRex
  4. HEspammerNo1

    Umfrage: CVs in gewerteten Gefechten

    Interessehalber starte ich eine Umfrage wie beliebt CVs in gewerteten Gefechten sind.. Für CV Diskussionen die nicht mit gewerteten Gefechten in Verbindung stehen gibt es diesen Thread:
  5. Servus, hab gestern meine Schoko ausgefahren mit nem Div Kollegen. Ca. 3 Min vor Spielende passierte das: Ich konnte dieses Standbild betrachten... und das wars. F oder sonstige Tasten halfen nicht. Das war der Versuch es über Enter oder M wie taktische Karte zu lösen... Ich konnt ne Staffel starten... aber, na ja, immer noch festhängend. 20190611_160000_PJSA108-Shokaku_19_OC_prey.wowsreplay Das Replay hat den eingefrorenen Bildschirm übrigens nicht aufgenommen. Edit: Wobei ja nicht eingefroren, wie man sieht, durfte ich im Chat schreiben... Ärgerlich das Ganze...
  6. Inhaltsverzeichnis Schaut euch die Punkte an, die euch interessieren und überspringt jene, die euch bereits bekannt sind. Autopilot und AA-Sektor Tastatur- und Mouse-Einsatz Wenden / Manövrieren Jägerstaffel-Einsatz Beschleunigen und Bremsen mit Sturzbombern AP Bomben bei verschiedenen Winkeln Zielen mit AP Bomben - Sturzbomber gegen leicht gepanzerte Ziele Zielen mit AP Bomben - Sturzbomber gegen schwer gepanzerte Ziele Allgemeine Hinweise, wie man AP Bomben verwendet Torpedobomber Flak und Geschwindigkeit Kommandanten-Fähigkeiten (Talentbaum) Glossar Flak-Explosionen: Effektunterschied zwischen Kriegsschiff und Flugzeugen (visuell) Raketen-Angriffsflugzeuge AP-Bomben Durchschlagskraft in mm 1. Autopilot und AA-Sektor 2. Tastatur- und Mouse-Einsatz 3. Wenden / Manövrieren 4. Beschleunigen und Bremsen mit Sturzbombern 5. Jägerstaffel-Einsatz 6. AP Bomben bei verschiedenen Winkeln 7. Zielen mit AP Bomben - Sturzbomber gegen leicht gepanzerte Ziele 8. Zielen mit AP Bomben - Sturzbomber gegen schwer gepanzerte Ziele 9. Allgemeine Hinweise, wie man AP Bomben verwendet 10. Torpedobomber 11. Flak und Geschwindigkeit 12. Flak-Explosionen: Effektunterschied zwischen Kriegsschiff und Flugzeugen (visuell) 13. Kommandanten-Fähigkeiten (Talentbaum) 14. Glossar 15. Raketen-Angriffsflugzeuge 16. AP-Bomben Durchschlagskraft in mm Englisches Video von Wargaming "How it works"
  7. Ok, great, so next patch 8.5 please do 3 CVs for each team in any type of Battle, then 4x4 then 5x5 then when you'll reach 8X8 in a Co op or 12x12 in a Random, you'll be satisfied I guess! I wonder, who, in Wargaming Co, is so mad for CVs.... Please let us know, most of us we'll congratulate him for these maniacal decisions. Txs!
  8. Hallöchen euch allen, nach den beiden erfoglreichen Sink the Bismarck Events, gibt es nun ein neues und zwar: Operation Ten-gō Die letzte größere Offensivaktion der Japanischen kaiserlichen Marine und auch im 2. Weltkrieg. Diese Offensive war als Entlastungsangriff gedacht, doch leider schlug sie fehl, da die japanischen Schiffe durch Luftaufklärung entdeckt wurden und ebenso durch Luftangriffe versenkt worden sind. Dies besiegelte auch das Ende der Schlachtschiffe und bestätige das die Flugzeugträger nun die Meere dominierten. Aufstellung USA: 2-3 Tier 8 Fleugzeugträger, 1x Midway 2 BB bis Tier 9 3 Schwere Kreuzer bis Tier 9 4 DD bis Tier 10 Japan: 1 Yamato 4-5 IJN Kreuzer bis Tier 9 6-7 IJN DD bis Tier 10 Map: Okinawa Ziel ist es das die Amerikaner die Yamato versenken und die Japaner versuchen dies mit letzter Anstrengung zu verhindern. Es werden 3 Runden gespielt, nach Möglichkeit sollte nach Runde 1 durchgewechselt werden, das so gut wie möglich jeder mal die US und Japanische Seite gespielt hat. Sonderpreise gibt es für Yamato und den ersten CV Abschuss und für den meissten Verursachten Schaden (Da bitte Screenshot im Discord in den dafür vorgesehenen Channel hochladen und auch die Schadenszahl als Kommentar dazuschreiben!) Natürlich werden nach der letzten Runde für alle Teilnehmer die leer ausgegangen sind noch 6x 500 Dublonen verlost und ebenso unter allen Zuschauern. Falls jemand einen Preis spenden möchte, teile dies mir bitte vorher mit, danke. Das Paswort wird zuerst im Discord bekannt gegeben, danach im Stream, sprich sollte großer Andrang herrschen, haben so die User im Discord einen kleinen Vorteil. Die Teilnehmer Zahl ist leider auf maximal 22 beschränkt. Ich freue mich auf eine rege Teilnahme! Wann und Wo das ganze Stattfindet: Freitag 28. Juni 2019 ab 22:45 Discord: https://discord.gg/rEFzwDe Stream:
  9. Munchboii

    AP bombs from CV. How to counter?

    I just had the quickest game ever in my entire experience. Ship - Nelson I was up tiered to VII - IX I sailed to the centre of the map and was singled out by enemy bomber planes from a Shokaku. On the first attack run the AP bombs hit me for 23K damage, the second hit me for 7k damage and the 3rd hit me for 12k damage. Holy crap I couldn't believe it, my Nelson got deleted and there was nothing I could do. I attempted to turn full rudder right/left but I was countered very easily by the enemy CV player. There were 2 or 3 ships also giving me AA support but none of them really helped that much. The Nelson AA is awful already so I'm not complaining about the AA being too low damage as I understand that's how the Nelson is balanced. But why do the AP bombs deliver so much damage? Because of being such a slow and wide ship I think this is why I took so much damage from the AP bombs. All I can say is that it makes me angry to see CV's - which let's be honest dont require very much skill - getting nearly 50k damage within 2 minutes of the game starting. Whereas in a cruiser or DD to achieve 50k damage in an entire game would be a good achievement. However the rewards are probably highly different and well stacked towards the CVs. So tell me war gaming are you happy with giving certain CVs (shokaku in this case) the ability to take away 75% of a BBs health within 2 minutes of a game starting? Is this fair balance? Can you honestly tell me you think you have a good balance between difficulty and reward here? And to the community I ask, do you think this is balanced? Or would you suggest reducing the damage potential of AP bombs? How can we balance this sky AP edit????
  10. Salut, Je déplore vraiment un jeu pas du tout fun en Ryujo face aux autres navires ennemies de T8 souvent très nombreux. Je ne parle pas ici du CV ennemi de T8 dont j'accepte les attaques. Mais c'est plutôt les autres navires ennemis qui rendent la parties sans grand intérêt au final. Porté des attaques en préparant l'angle au mieux ou le soins apporté au largage de bombes avec approche en zig zag évasive n'y fait rien. L'escadrille est abattu avec facilité par les navire T8 avec très peut de possibilité de leurs faire le moindre dégât la plus par du temps. Alors oui il faut choisir les navires ennemis les moins féroce en AA. Mais ceux-ci croise bien accompagné la plus par du temps. C'est normale d’ailleurs. Non j'avoue ne plus avoir l'envie de jouer CV IJN T6 quand un grand nombre de navires ennemis T8 sont en partie maintenant. Ont ne sert qu'a spotté et assuré un AA au dessus de certain navire amis. Mais avec ça ont ne ramène pas grand chose coté points. Et ont est souvent en déficits en crédit par parties. Même les AA de certain DD T8 vous abattent la moitié de l'escadrille. Alors je demande à Wargaming de revoir cela car ça donne vraiment pas envie. Je suis sur le point d'abandonné dès le début tout partie ayant plus de 4 navires T8.
  11. Bonjour à tous, Depuis la mise à jour pour les CV, je me suis mis à fond pour les jouer, après quelques difficultés dans mes débuts j'ai mis au point une façon pour faire un max de dégâts et peser considérablement dans la partie. Ce que je vous donne comme conseils vient uniquement de mon expérience des nombreuses parties faites depuis la MAJ. Comme tout navire, il y a plusieurs façon de les jouer. Tout d'abord, un CV n'est pas seulement qu'un hangar flottant, la majorité des CV ont une bonne aa, une bonne résistance aux incendies/inondations et de face encaisse bien les dégâts. Ce qu'il faut juste éviter c'est de retrouver de flanc à l'adversaire. Connaissant tout cela, il ne faut pas avoir peur de se rapprocher au plus prêt de la zone de combat. Se rapprocher donne 2 avantages: donner un support aa à l'équipe (abattre des avions rapportent des points) mais surtout cela permet de faire des allers retours très rapides des avions et c'est là que ça peut faire très mal pour l'équipe adverse. Si vous êtes loin de la zone de combat, vos avions vont mettre du temps à venir et vous serez tenté de rester avec vos avions pour maximiser les dégâts, sauf que dans ce cas de figure vous allez perdre du temps (moins de dpm) et perdre des avions (qui peut être problématique en fin de partie) Lorsque vous êtes au plus proche du combat, vous envoyer votre escadrille sur le navire puis une fois la charge lancée vous la rapatrié immédiatement avec F, puis vous envoyez une nouvelle vague et ainsi de suite. Vous gagnez en dpm tout en préservant vos avions. Et cela permet d'être très réactif, si vous spotter un dd entre temps pour rapidement prendre les roquettes par ex. Cette façon de jouer me permet de toujours faire de bonnes parties, après cela nécessite de toujours regarder la minimap pour suivre la flotte qui avance ou qui recule. Jouer comme cela permet aussi de caper dans certaines situations (augmentation de l'exp en fin de partie). Sans compter que l'équipe apprécie que le cv s'implique dans la partie et je reçois plus de compliments (ça fait toujours du bien à l'égo) L'autre point c'est de se focaliser sur un seul flanc, dans l'objectif de dominer le flanc et que l'équipe alliée puisse avancer pour éviter les batailles de tranchées. En tant que CV on peut aller gratter les navires qui campent quitte à les harceler, en général on les détruits ou alors ils foutent le camp. Une fois le flanc détruit ou en déroute, plus qu'à aider de l'autre coté.
  12. This proposed consumable "Evasive Maneuver" is an idea I picked up from @naztb and then refined it a bit more. If you like it or want to add additions, feedback and your constructive input is very welcome. If WG implements such an idea, then please no more CV OP complaints :D - Consumable "Evasive Maneuver" - Reduces ship turn radius by 50% - 3 charges - 12 seconds active - 90 seconds cool down To give everyone a chance, I wouldn't mind if any ship can fit it. Could also solve the "Too much radar/smoke/acoustics players" problem, if it would be implemented in the way that players have to make their choice of either taking the "Evasive Maneuver" consumable or Radar/Smoke/Acoustics instead.
  13. Dear WG, next to our beloved CV`s - Please add Submarines to the regular game and the ranked mode as soon as possible. Thank you very much :)
  14. AngryWallace

    How to fix the CV rework

    Hello everyone First things first: I do not dislike the rework in general. I have played RTS carriers since closed beta and I liked it ... maybe because I was quite good at it. But I can absolutely see why it is not accessable for all players. And there were other flaws: mainly that your fate as a non CV player in a game was destined by the skill of the CV-players. The rework addressed this at least to a certain point. I've seen very good CV players lose quite hard - even in ranked. I also like the more hands on approach with the removal of the top down view. But I still see a lot of problems with the rework. These are mainly rooted in the uniqueness of the CV class in regards to the other classes. 1. The huge spotting potential 2. The impossibility of evading a CV that wants to strike you consecutively 3. The lack of counterplay in general. I know when I made a mistake against surface ships. Against CVs ... not so much. Therefore I propose the following changes: - implement a system with gradually improving AA. The longer the ship is in spotting range of a plane, the Anti Air power goes up every second. There is even ample justification because AA gunners get more used to it, the longer they are actually shooting. The buff stays in that form for a small amount of time, say 45 seconds. That is to coerce the CV to pick a different target. The CV retains their ability to finish of wounded targets, since this normally requires not more than two strikes. It also alleviates the frustration of players who get attacked without pause. Against other classes of ships, there is the opportunity to get unspotted, drive outside their range or hide behind islands. This form of counterplay does not exist against CVs. The system is disabled, when the target is in surface-spotting range of the CV-vessel or if there is only one enemy ship left. - Spotting delay. Mostly DDs suffer a lot under the permanent spotting from planes. They often die from the spotting and the ensuing damage from non CV ships, rather than from plane attacks. Copy the spotting system from radar, where the radared ship only visible to other players after a short delay. This gives the DD player time to react. Again there is ample justification. It takes longer to relay information from plane to CV and then to other ships. - Give Defensive AA some of its worth back. its a joke right now. It doesn't have to be an almost 100% drop deterrence like before the update but at least make the drop reticule increase slightly. Give it something to make the CV at least think twice about striking. If been striked through DFA in my Worcester many times ... and not only the first attack. - Change AP bombs. AP bombs hurt - a lot - especially cruisers. I would propose you remove the ability to do citadel damage and give it strong full pens. That way there is some way to heal at least some of the painful damage. You feel really betrayed when your AA specced cruisers gets citadelled into oblivion through DFA without even the slightest chance of counterplay. Gamemechanic wise the existence of an I kill you button (I know I exaggerate here but still) has never been a good concept. - In general there should be more power in the torpedo bombers and less in dive bombers. Bombers cause a lot of frustration among players. I believe this has to do with a very human fear of things they can not see or can not assess. Torpedos can be seen when they are in the water and you can tell the exact moment when you get hit. therefore it is also possible to estimate the damage you will take beforehand. You can also move your ship in order to dodge them. You get an immediate reaction to wether you dodged well or not. This does not happen with bombers. You have no idea wether when exactly the damage will hit you and you get no really confirmation wether the damage or the lack thereof has to do with your dodging skills or with bad RNG. - The fighter consumable is a somewhat bizzare concept. it lacks any justification. Do they just materialize magically? I have thought about a more fitting concept, that also fits game mechanic wise. I am unsure about this. it could be the ability of directing a fighter squad from your CV to guard a certain ship. But they need time to get to the allied ship. This would require some planning. - Some may say the easiest way to fight carriers is in a blob. The problem I see here: It seriously hampers possibility of attempts to get map control and clever positioning. It instead encourages lemming trains. I know that historically ships would fight in convois to give each other air support. But historically ships wouldnt fight in very confined spaces like archipels. And they had very good communication, years of training and a structure of command. None of this, especially not open waters (expect ocean map of course) exists in WoWs. Last words. I have seen some unbelievable toxicity in chat towards CV players. This has to stop. On the other hand, I found myself in the situation where I was so frustrated that I was ready to type really mean words towards CVs. Please make some changes to make the game enjoyable again. They don't have to be my changes. But at least do something. Regards AngryWallace (the name is misleading, I am not angry but frustrated)
  15. If you are looking for world of Warships CV gameplay, look no further. Streams CV gameplay and occasionally surface ships with [Troll] ranked, clan battles, randoms and more Schedule: when ever I feel like it, mostly midweek and weekends. Go to Twitch.tv/ultravikingtv more game highlights will come in the future and if the popularity sustains then a YouTube channel will also come. Stop by by if you want to be amused, learn or for the simple entertainment of world of warships! some streams are done in Norwegian and some in English.
  16. Might have crossed the mind of some (either hate or love) but sooner or later we'll get them. So... what would you like (or hate) in a premium aircraft carrier? I'm thinking of this one: .... as it doesn't get any more famous than the Ark Royal. Also, I think it should be T6 - else it will never face the Bismarck, which we can't allow to happen. Also, it should have Swordfish TORPEDO BOMBERS instead of them being HE-divebombers. Maybe it should have more than the usual TWO torps at T6 though, let's say three or four planes per attack (to compensate for the slow planes). It will be quite good against island campers... especially if you can drop those torps from far away AND from short range. Note that she had a big hangar and a lot of Swordfish could be housed (as they'll be dropping like flies no doubt). Away with the Skuas and Albacores though - even though she never had anything else in real life, get her some lend/lease unique planes. Else T6 might be a bit too hard... I suggest the P40 Kittyhawk which was a carrier-fighter, and a good bombing plane. Another option might be Sea Hurricanes (they carried rockets) - maybe even Seafires is also an option, though they were ~ 1943 onward. But hey, it's an arcade game, and when having a premium legendary CV might as well have legendary planes too. As a 'special consumable' (after all, it is a premium) a reconnaissance plane might be an option - Ark Royal had Supermarine Walrus. What do you guys think?
  17. KommodoreBaer

    DD Neueinsteiger große Bitte...

    Liebe Profis, ich habe eine große, vielleicht sogar unverschämte Bitte... Es gibt ja den tollen DD Guide von @Tursal für Neueinsteiger, der sicherlich in seinem Grundsatz immer noch richtig ist! Allerdings hat sich das DD Spielen, meiner bescheidenen Meinung nach (und da bin ich nicht ganz alleine), seit dem CV Rework mehr oder minder stark verändert. Jetzt kann man natürlich darüber diskutieren, ob das toll oder sch… ist. In den Forums-Diskussionen fällt aber immer wieder auf, dass die Top- Spieler sagen: "pass Deine Spielweise an, mach es besser, wenn Du aufgedeckt wirst, dann machst Du was falsch, l2p..." und natürlich haben die alle RECHT! Ich würde dem Rat auch super gerne folgen. Ich z.B. habe allerdings auch das Problem, dass ich kein Discord verwende weil ich meine Frau nicht mit meinem kindischen Rumgehampel stören will (wir haben Büro und Schlafzimmer auf einer Etage) und deswegen nicht so wirklich in die Help-me oder Mentorschiene gehen kann. Deswegen suche ich Tipps, Tricks und Kniffe hier oder in den anderssprachigen Foren und bei You-Tube. Bei You-Tube gebe ich ein "WOWS DD guide 8.0" da kommt aber meistens Zeug von vor Jahren. Wenn ich die Suche verändere kommen total geile Videos von Super Spielern wie Flamu oder so, die meistens die Stärken eines Schiffes zeigen aber eben weniger den Eklärbär machen "wie sollte ich generell spielen?". Natürlich lernt man auch daraus, aber ganz oft (bitte nicht böse nehmen) sind die Situationen so untypisch für das normale Random und laufen auch sehr oft in Divis ab, was den Spielstil gegenüber SOLO total verändert. Ich will nicht die Leistungen schmälern! Aber im Moment komme ich mit meinem T8 DD oft in T10 mit 2 CV`s und dann maximal 4 DD`s meistens bin ich sogar der Einzige (auf meiner Seite )…was ich da machen soll? Ich habe kein Video dazu gefunden. Also meine riesen Bitte: Könnte jemand mal einen DD Guide so ergänzen, dass er auf die aktuelle META passt? Könnte jemand einen Tipp geben, wie man bei You-Tube suchen muss um Videos zu dem Thema zu finden? Oder noch besser so großzügig sein die links in einem solchen Guide einzustellen? Generelle Erfahrungen anleitungsmäßig dazu zur Verfügung stellen? (Sowas, wie fahr rückwärts in den CAP, wenn das Radar angeht sause raus mit boost...) Ich könnte mir vorstellen, dass das nicht nur mir helfen würde... sondern allen Neueinsteigern und/oder lernwilligen. Und das würde ja zumindest für einen kleinen Teil der Spielerschaft die Möglichkeit geben, das eigene Gameplay zu verbessern und somit auch wieder den Pros helfen... Ich fände es total geil und super, wenn jemand dazu bereit wäre und bedanke mich schon jetzt auf das allerschärfste.
  18. The question is clear. How can a DD escape from air rocket attack? A DD has the option of meneuvering against bombers and torpedos (I dont understand why WG developers hardening the bombers though.).But... What about rockets? According to my game experiences i can definitely say that DD's have nothing to defend themselves from rocket attacks. Smoke? No. The time you have after rocket planes spot you is not enough to set smoke and change your position in it. So the CV can easily aim on your position and hit you with at least 7-8 k dmg. Beside that, usual of DDs have only 3 smokes but CVs do not have a plane limit. ( Please do not sing about their limited planes because the limit over 90 planes means they are unlimited) AA? Definitely not. One of the best AA is on Grozovoi and that makes only kill more planes. But loosing planes has no negative results for CV play. Same fire power, same speed, same ability to spam new planes... So killing planes with AA is not a way to escape from air attacks. When i play with a DD, i have to avoid being spotted, air attakcs, HE shells, torps etc... If so, what a CV player have to avoid? I know that CV player is not have to worry about loosing planes, sneaking DD attacks, gun fire, air attacks, being set on fire... There must be a way because this is a game and in a game the opponents should have equal oportunities against each other. And if i m not in a missunderstand, WoWS is a game in which opponents should also have equal oportunities..So what is a DDs option against CV rocket attacks? Please clarify me.
  19. Proga92

    Returner's rant

    As someone who plays wot a lot i decided to play a bit of wows when it came out so in beta, i returned recently after many years and holy s*** wthat ** **** is with cv-s now i remember them as annoying to play against in slow battleships back in a day but this is just a bs, in a 6 games in a row with dd at the start they shave 20 to 50% of my hp no matter what i do and to top it of in last game i just got 100 to 0 in 3-rd bombing run 2 min into a game even thou i managed to minimize dmg from first two runs but still 95% of hp just like that this is seriously killing my will to play wows like honestly i rly like the game but holy cow that s*** is unbearable.
  20. ZuraJanaiCaptanKatsuraDa

    Hakuryu

    What I'm going to say is very simple to understand. I'm a casual wows player. Since one week, I started to play CVs taking advantage of the free premium days I had. After less than one hundred games with the shokaku, I got enough xp to unlock the hakuryu. I didn't have enough credit so I sold all my other ships to buy the hakuryu with all the upgrades. And here comes my problem. With the shokaku, I managed to get an average of 100k damage per game. But with the hakuryu, not only I can't even get up to half the damage I made with the shokaku, but I also loose 100k credit per game. With the hakuryu, it is impossible to drop torpedos, because ennemy ships see you coming and the distance of activation for torpedoes is so big that the targeted ship will have the time to dodge even if the aiming is perfect. As it is not possible to drop torps near the target, it is thus impossible to hit the target with torps. Why is the activation distance so insane for the hakuryu's torps ? After loosing millions of credit by playing the hakuryu (-100k credit per game) I gave up and sold the hakuryu to buy a nagato and a ryujo. But what's the point of continuing to play this game ? I mean, my initial goal was to get the hakuryu to have fun. My logic was simple : Hosho = nice cv Ryujo = good cv Shokaku = Very good cv So, with this pattern, I was expecting the hakuryu to be a very very good cv and a fun ship to play with, but no, unfortunatly, it's just a useless floating aircraft container, with the maintenance costing 300k per game, even loss of credit is impossible to avoid, even with premium. I then did some research on the internet and I found out that according to some people the hakuryu was "over powered" and that all the things I listed above are just the result of a nerf applied to this ship. The question I have is why not to simply delete the hakuryu as it is so nerfed that it's just a useless ship ? Fun = 0, gameplay = 0, credits earned = 0, usefulness for team mates = 0, So what's the point of adding a huge and costly ship to the game if it is inefficient and depressing to play. When I was playing the Shokaku, I was so happy, it was awsome to play, fun was there, at every game, I had fun, the games I lost and won. I had fun all the time no matter if it was loss or win. I thought that the hakuryu was going to be an even better experience, but I was mistaken. Now, after 20 games with the hakuryu, and millions of credits lost, I am depressed. I was so exited about this CV and it was even the first tier X ship I was going to try, and all of my excpectations got crushed by these 20 games. They 20 games of death almost brought me to death. But I said no, I won't give up, and in a last effort filled with the hope to see a decent Hakuryu, I decided to write this opened letter to all of mankind. People of the earth, please, listen to this epic call, we must convince Wargaming to give the hakuryu the glory it deserves to have. I know there is pressure on Wargaming, and I know that a lot of people hate CVs, when I heard what some people say in chat, I was shocked. There is a lot of anti CV racism in the game and that's a problem. The anti CV racists put pressure on WG to nerf all the CVs, specialy the hakuryu. I know that there is pressure, but to fall for that pressure a bad idea. CV like any other ships have their place in the game. I'm not asking for laser guided missiles mounted on aircrafts, nor am I asking for adding any over powered features that would break the game balance. I... Wa... Watashi... I am just saying that ultra low speed combined with 9000km activation distance for torps is wrong, This kind of things is breaking the game balance. And one last thing, I'm tired of anti CV racism, people hate us CV players, I don't even know why,and because of that hatred, I was about to commit suic... I can't tell you more, all this hatred toward CVs is just a horrible thing. People often simplify the CV players role, claiming that it's an easy task and so on, they forget that behind every hosho, every lexington, every shokaku, every audacious, there is in fact someone who is audacious and willing to help his team the best way possible. But with the hakuryu, it's not possible to be audacious, I was so sad and depressed playing this ship, + the insults coming from anti CV haters,I finally came to the point where I ended up torping myself several times. It was to much painful to play. How can people see with their own eyes CV players all around the world torping themselves and not yet realising that it's a desperate call for help ? People close their eyes on these issues because they still believe in the "CVs are overpowered" fairy tales. When you repeat a lie thousands of times, you come to a point where even the lier himslef starts believing his own lies. Same thing is going on here, there is in this game, a culture of hatred aimed at CVs. People dislike CVs and then put pressure on Wargaming staff in order to nerf them to death. That's the sad reality, and in a last breath of hope, I'm writing the last words of this letter. Thank you for reading, Arigato , alekoum salam, gracias, hasta la vista, danke Captain Katsura
  21. 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.
  22. I love the new carrier gameplay and certainly feel it should stay. But the balance is terrible, especially towards destroyers. I want all classes to be fun to play and have active roles. I don't feel that the answer lies in any balancing of AA scores, since that does not really help the DDs, and just makes either CVs or AA ships underpowered. (Some balancing is of course necessary, but my post is not about AA ships and carriers) I think the issue could be solved better by adjusting air detection for destroyers. Here are some possibilities I have thought of: 1) Give DDs zero (0) air detection. This means that planes will never spot a DD. The carrier can see where fire comes from, but never get any model to target. Basically it gives carriers "Deep Water" detection. 2) Give DDs a air detection of perhaps one or two-hundred meters. This means that a lucky flyover will reveal the general position of a DD to friendly team, but that a non-shooting destroyer is nearly impossible to attack with planes. 3) Combine reduced air detection with a shooting "Bloom" Same as with shooting from smoke, firing enlarges air visibility by a fixed distance. This could be dependent on the caliber of the guns firing like present smoke firing, or it could be the full range of the guns or AA system engaging the enemy - Like the present shooting mechanic. This method would give DDs back to role of spotting, area control, and cap capturing. It will also be a major indirect buff to torpedo destroyers, though I am not sure if that is a big problem. Gun destroyers have the possibility of going silent and avoiding planes. Carriers will almost only be able to attack destroyers if they have been spotted by friendly surface ships. Which I think is okay. It means more teamplay between carriers and surface ships (especially destroyers) as carriers would have to support DDs with fighters and dance with the enemy CVs to avoid their fighters and attack the enemy DDs. Rocket planes would still be relevant (and no too overpowered, I think) as they can quickly move to a DD vs. DD hotspot and give support to friendly DDs and radar ships. I know that historically rocket and gun armed planes were the terror and doom of destroyers in WWII, but that is no reason to oblirate an entire class in this arcade game. I play carriers, but I want good destroyer gameplay and to see it rewarded! (I apologize if anyone has made this sort of suggestion already, I make no claim to be a game designer genius)
  23. TL;DR or "short version" Strike planes (Attack plane, TB, DB) losing the ability to spot for teammates, only minimap spotting. Reconnaissance aircraft is the only plane type, which can spot Reconnaissance aircraft has a "special attack", where the plane can observe other ships and decreases the max. dispersion for teammates. The reconnaissance aircraft adds 50% of the damage done to an observed target caused by teammates to the CVs damage counter, while observing a target. The Observation run could also reveal information about the target like the current speed. Reconnaissance aircraft are single planes with small HP pool. DDs (counter) can handle them easily. CVs can't strike and spot the DD and other ships. Only spot or strike. Reconnaissance aircraft has special spotter consumables. Table of content Introduction Reconnaissance aircraft for Hakuryu Possible consumables Observation flight (attack run) Gameplay Bonus: Reconnaissance aircraft on second branch CV (Support CVs?) Introduction Many people complain about perma spotting. I'm more neutral about that, but what I really don't like: At the begin of a match every ship is bunched up and attack there would only cost many strike planes. So generally it's more about to scout with the strike squad. But only scouting is kinda boring and weird with strike planes. Thus I would prefer, if there would be a plane type made for this role, which would also solve the "perma spotting" issue. My idea is to add reconnaissance aircraft for CVs as a 4th option. The strike planes would lose the ability to spot for other teammates and would be only possible to spot for themself (they could scout on the minimap only), while the reconnaissance aircraft would be able to spot for the team. The reconnaissance aircraft would also have an "attack run" and I will call it observation flight (tell me, if you have a better name for that) and it works like the a normal attack run with left mouse button. Reconnaissance aircraft for Hakuryu Aircraft type: C6N Saiun Hit points: 1257 Max. speed: 241 Knots (with boost) Squad size: 1 Flight deck reload: 182 Sek. Concealment: 7.5 km Flight deck size: 2 Possible consumables (not all, just a collection of ideas) Crewman: Spotter I (alternative name: Binoculars I) Increases the concealment to sky of enemy ship for the reconnaissance aircraft by 20%. Also the reconnaissance aircraft is able to spot the last known position of firing ships (even smoke firing ships). Duration of the consumable: 30 seconds Cooldown: 80 seconds Charges: 3 Crewman: Gunner I Reduces the damage taken from fighters by 75% and the rear gunner starts to shot at planes behind the reconnaissance aircraft. (Kills ~1 plane) Duration of the consumable: 10 seconds Cooldown: 80 seconds Charges: 3 Patrol flight I The reconnaissance aircraft starts to patrol in an area (Like the fighter consumable). The player loses control of the reconnaissance aircraft and can return to the CV with the 'F' key. Duration of the consumable: 30 seconds Cooldown: 120 seconds Charges: 3 External fuel tank I Using Engine boost or air breaks won't cost any energy, but the aircraft takes 33% more damage, while it lasts. Duration of the consumable: 20 seconds Cooldown: 80 seconds Charges: 3 Observation flight (attack run) The Observation flight works like the attack run of an attack plane or torpedo plane. But instead of attacking a target, they go into an observation mode - a bit like the periscope of the submarines at the Halloween event. Thus the recon aircraft observes a target with binoculars and is able to mark a target for the team. If the enemy ship is targeted/marked by the reconnaissance aircraft (IJN) the max. dispersion is reduced by 20% for team mates and 25%, if it's an USN reconnaissance aircraft. Additionally the damage done by team mates while observing the target will be added to 50% to the CVs damage counter as well. So the CV gains base exp for being a spotter only and gives team support by reducing the max. dispersion. As a userfriendly help, there are two indicators for the teammates. First the observed/targeted/marked enemy will get a graphic indicator, that the teammates can see it in-game. The other indicator is a chat message similar to the chat messages of using a radar. Something like "The reconnaissance aircraft revealed a weak target on D4. Focus fire!" Gameplay In randoms and especially in clan battles the CV would have a better gameplay in the first minutes. The CV starts a reconnaissance aircraft to spot the enemies movements and if there is a good target, he will aim for that ship, so the teammates can shoot at it. The early spotting would be way more fun and not only flying around and do nothing. It would be more engaging, if the spotting is more active, less passive. The dds won't have much trouble with the reconnaissance aircraft, because there is only one with low hp, thus it will be shot down pretty fast and the CV would try to avoide DDs. If the CV decides to start a strike squad against a DD, then he won't spot the DD for his teammates and he would have to deal with the DD alone, thus the DD can focus on dodging the CVs aircrafts The USN are considered to have a better reconnaissance aircraft, because the IJN have long range torps, which can be used out of the AA range, this shall give the Midway more value and make her to a good alternative choice. Bonus: Reconnaissance aircraft on second branch CV (Support CVs?) We know, that there will be a second branch in the future and Wargaming mentioned some ideas of Support-CV. The reconnaissance aircraft could be also implemented on those CV but a stronger variant. The reconnaissance aircraft on Support-CVs are in a squad of 3, or 6 planes and could also carry bombs for example. The Support-CV would be a better and way more effective spotter than the Strike-CV Actually, my reconnaissance aircraft idea would solve the alternative line. The Strike CVs would have: Attack aircrafts Torpedo bombers Dive bombers Single reconnaissance aircrafts The Support CVs would be still have strike potential, but more focused on the spotting mechanic So Support CVs would have: Reconnaissance aircrafts in squads with HE-bombs Torpedo bombers AP-dive bombers (USN) / HE-dive bombers (IJN) weak attack planes (Kaga sytle)
  24. Hello ! First of all, i would like to say that I understand why would WG want to rework the CV section. So, i will introduce my self first. You my notice that i is one of my first topic launch. Because as a player, i dedicate more of my time playing than going on forums. (not that it is useless, but because i like play. But i like to check it sometimes for guides etc.) You also might ask why would i introduce myself a bit, and that would be not useful ? It is to show what profile is talking about that big warzone topic that is CV. I am a player that came when playing wot around 2015. I heard about WoWs during this period (not exact). and WoWs was the only game that make me interested about ships in WW2, because before that, i was more in star wars stuff but never mind. I play WoWs when most of the ships where IJN and USN. So as a newbie a "make" a dream list of boat. Bceuase a a newcomer of WG game we dont know how much exp it will requiert to reach TX and even get skills to even carry or can play at lower tier. So chose somes. ad begin the play. PLUS as i am not a big ultra fan at the beginning, i play and farm mostly "for fun and learn purposes" first. But as a casual player i also switch games to games. I play WoWs more like seasonly or intensly but not continously. As some player already said in other post while searching for guides was that: the first 500 game whill show you how hard it is to learn. The 1000 game will give u a little bit of XP and show you how deep the strat can be. I am now at my 1000 game. I know few thing but not a lot as a dedicated WoWs player. So i had a lot of feelings in the game because i might not be well describe their but i might not play the game has a loyal man. But when i play a game, and this game. I like to learn, lose, win and understand the mechanics. Remember the FEELINGS. When it comes to feelings, you chose your ships and then became the first impressions. BB are slow tanky and not that manoeuvrable. CA/CL are kind of a medium ship DD are fast manoeuvrable and sneaky ships. AND THEN CV: when i first tried out (in RTS version) i was a bit lost because of the RTS view. Not because it was a strange design. But because i wasnt able to see the more straigt. The view was to much zoomed and was in a feeling of dive. Much like watching the ground. (FIRST SUGGESTION IN RTS MODE that disapear was and would be: having a scaling RTS view between the actual view and the map one.) I feel CV a different and interesting gameplay. EVEN if i lost most of my first CV game. I felt like if i was a bit better, i would shredd ships. So i learnt about manual drop and straffs (SECOND SUGGESTION IN RTS MODE taht disapear was and would be: why does manual straffs and drop removed for T4/T5 ?) Beside overall interfaces view of CV game play. I would like to compare both the RTS version of the CV gameplay and the 0.8.0 now 0.8.3 gameplay. But after that you might also say that feelings or not important compared to the balance. Maybe but WG isnt trash as a dev team. (maybe only edit team might be the one) So game designer can pretty sur mix both things. Game play design and feelings shared by it. Back to the comparison: RTS first feelings: The CV seems to be a strategic boat which need to be greatly placed to get to the point where both defending team mates and attacking is efficient. because of the multi suqad control thing. 0.8.0 firstr feelings: The CV seems to be a hangar for squad aircraft spawn to play a shoot game I know i might exaggerate. But it is that. The RTS view show and make the CV playuer more immersed as a CV captain. Feelings like how CV works in real life during WW2. (I know they dont do exactly same ! but will be more fidele to it) The best image for CV feels during RTS mode was that the captain/player was like a captain faced to a map whith icon that represent the suad that he control, more like an essential role. Where now the 0.8 make it feel an other way. For sur it keep his same role but loses that feeling. But more of a hangar where u are a pilot squad captain that just takeoff a ship. SO ! i am almost in the RTS team for sur, BUT i also understand what make the new system more appealing for some reasons and for some player bases. Thats why it is the same with each boat. DD feels weak but manoeuvrable, and can make some supprise attack CA/CL feels like a support ground force. That have the role of giving opportunity for mate to could do their role (their might be exeption but corect me if so) As HE on BB to avoid them aving great angle on mates. Radaring DD to avoid traps. Hydroing avoinding and preventing Torps for BB. Etc... BB feels tanky and powerful in exchange of their manoeuvrability. and CV are same, they have the role of controling the air space, provinding air supp and air attack to give opportunity to other to accomplish their own role. For me it is almost like a RPG/MOBA game where each ship have their own spec and gameplay role. it is the same thing and must be fiedel as much as possible in synergy with the game design. (I almost talk about the feels more that the game adjstement. but wait a bit...) For the good sake of CV from RTS to 0.8. Why not just merge both design to be accurate ? Why not keeping the RTS par because of the feelings ? Because most of the time from what i saw, 0.8 is better because alpha stike is less painfull. But more for DD. It cant deplane harder an oppennent. It is more joyful for newcomer. (not me sadly, but why not make them enoying the ancien ver ? (thats mostly because of the inefficency of T4/T5)) And about the feeling of being closer to the fight that on RTS view. It is false acording to the CV feels design. It isnt meant to be Close combat feeling. (ofc according to the feels again) So why not mix feels of CV and adjustment to make it pleasant for all ? Now maybe my aumentation and essay was woobly, but for sur, all player who are passionnate about ships whill understand what are those feelings. It is not about simplifying gameplay. It is about TWEAKING to get the perfect mesure for low tier and top tier as the Mighty shredder midway. SO What are what i suggest ? remember that this is suggestion. First i will use the battle of midway as an example. When Lexington and other USN CV iirc where attempting to attack yamamoto's main fleet. It was at first a recon war where they both "reconing" to could be the first to give the strike. And then being the big waves of planes. from wikipedia, not sur exactly. USS lexington had a space for aircraft of 22 fighters, 36 bombers and 12 torps bombers. I know that the desing of making only one big armada of planes going threw the map isnt great... or IS IT ? So why not for the new hypothetical rerework have a limited hangar of planes ? As accurate as possible but with possibility to tweak and changes the ammount of each kind of Aircrafts for diversity and design purpose. Because of the enoughly big amount of planes, like multi squad control as the RTS mode. The view will be mainly RTS but wil more scale view to get the perfect angling. Iwould add like a new type of planes while erasing the inacurate missile attack planes (tell me if i am wrong). Their will be 4 type : Recon planes Fighters Bombers Torp Bombers CAUTION. i know that CV were not meant to recon on both game build. But why not as in midway battle ? We have to tweak Fighters Bombers Torp Bombers to have a shorter range of view. And a rannge of view for recon planes to be limited at 6km (even fewer than the current stage) OFC, they wont be a lot. Only one can be flying around per CV, and only on other one is in the hangar. With as the RTS have given to fighters=AMMO. Here for recoin will be fuel or time limited flying path. like 3 min for 2 min CD. Enough fragile to get shredded when on risky moves because of the 6km. And more over to be less paintless ofr DD ! = they wont ping the type of boat at a certain rage like 6 km for a point ping in minimap only, and a ship type ping on minimap only when at 4-3 km. (depending on the type of boat. Which gives a deeper mecanics for concealment in relation with planes). More over ! Even if info is shared for all team. It will be retarded and delay of around 10 or 15 sec depending on CV to consider the "logistic" of how does recon transmit the message to the CV and when the CV will give info (as a radio wave) AGAIN more over, only recon will send infos to CV for Point ping and ship type ping on minimap ONLY. (CV will share that for all mates. BUT Fighters Bombers Torp Bombers wont recon for others, only info for CV) From the begining of a game their would be like maybe a timer for all planes. before take of. But only recon one is working on CD. Other wil be like generating planes in CD from hangar to completly make a squad. maybe like 60 sec before recon take off. And 90 sec before Squand ready with only one plane and others ore preparing for CV dock and squad ? Like that CV early snipe and early recon woudnt be effective. Wouldint that be interresting. (Remeber that this is suggestion about my argumentation of how would rework be interesting and how could it be to please every body) So we please DD and all for "reconning" thing no ? The system of attack would for me be same as RTS for Fighters Bombers Torp Bombers BUT with already fully aimed system. with only AA degrading the aim. Maybe as for BB normalisation variable, penetration variable etc. Planes as Fighters Bombers Torp Bombers can have their own variable as morale or "determination" Where the more AA they took, the more they began inacurate and have less window time to launch attack. OFC it will be tweaked for each nation. (ex: IJN will withstand more AA damage to degrade the accuration of the drop fewer, but increase the chance of taking AA damage. That will give as more "secret deth" as penetration variable, healing party, fires, flooding. etc. Overall, from stats the planes would have a greater chance to hit targer or at least drop payload. even with the AA debuff aiming. But will take more damage. So less plane form same squad can drop. It will drop but not as a full squad. For AA work now. It woulbe be interesting to keep this new AA system. But also with his own accuracy variable. lIke the more time planes are in the AA range, the more damage it will took from it. of course the variable will depend on remaing aa on boat and in how many AA zone they are in (from how many ships zones) And maybe put more over the sector renforcement system, a target priority thing as before which act like 5 or 10% faster atteining a Max AA damage from the variable. Like it will take more and faster damage from stying in zone. which by this way will decrease the variable of other ssquand in the same zone. Doesnt adding new variable for CV planes AA system better that rework all the system and loosing all the feels ? I know that it might need tweak in my suggestion buyt also as the actual rework to see how it could shine. But being able to kept the accurate feelings for the same role is IMO better that changing the feels for only the good sake of balance. MOREOVER and maybe out of topic. But why not having radars and hydro modules being destroyable on CA/CL ? or as engine, they can at least being disable ? Liek that i will again increase interaction betaween team mate where DD would need others to disable radars that can or cannot get repared by repair system. It will IRCC decrease the DD oppression if it still have one. Like that DD attacks will be more confortable because of the ability to disable radar or even hydro. (hydro will be a compartment inside the citadel or casemate as engine, ammo rack stuffs...) And also be less oppresive because of AA variable which make them take more damage and see less further. unless it is recon that only ping on minimal and with a delay. Finaly, main question would be like does each sugestion will be interesting enough for Wg to take a look at that ? or it is a hopeless topic that wont be even read by anyone and that WG will ignore ? THANKS A LOT FOR READING this BIG BLOC. I cant thank you a lot. Any critizise is welcome because this was a big though for me. I love the game because of the game but also of how WG devs mainly succes a making you feel each boat to ! AS i repeat my self, all that suggestion might took off my credibility, or contradict each argument each other. I am not sur about that. But be sur to correct me !. PS sry for a not gramaticaly accurate english, i am not a native english writer :/
  25. SmokyButtons

    Little quality of life change for CV

    As been playing mostly CV the last time, I have been kinda copy a tactic, sending a part of you attack wing home, this useful at start of a battle and when up tiered… My suggestion is to add function, a key where you can send planes home, just as if you had attacked or just change the F key to do that 🤔 instead
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