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Found 21 results

  1. Vorab: Mir ist die Schwemme der Threads zu diesem Thema bekannt. Allerdings sind die große Mehrheit dieser Threads neagtiv gestellt oder die brauchbaren Antworten verschwinden in den endlosen Diskussionen innerhalb sämtlicher Threads. Daher dachte ich mir, ich setz nen OP, der sich mit den CVs positiv auseinander setzt, damit eben nicht jeder dieses Geheule lesen oder in den Diskussionen suchen muss. Bin ich der Ansicht, dass CVs dem Spiel eine Rundung geben? Ja. Warum? CVs sind das, womit man in kürzester Zeit einen klaren Vorteil des eigenen Teams erhalten kann. Dieser Vorteil besteht aus den beiden Punkten Spotting und DD Schaden. Bisher - seit dem die alten CVs immer mehr am Aussterben waren - konnten concealmentmäßig gute Schiffe sehr schnell Einfluss gewinnen, weil sie DDs bekämpfen und Spotten konnten. Diese Aufgabe kann ein CV schneller und effizienter übernehmen, währenddessen die DDs durch die Informationen sich einen Plan zurechtlegen können, wie sie sich um ihre weiteren Aufgaben kümmern können: DD Hunt, Torpspotting und Capping, die durch den frühen Spot teilweise liegen bleiben müssten. Die DDs sind beiderseitig betroffen, da ein CV immer mit einem gegnerischen CV kommt und keine Einbahnstraße sind. Ebenso erhalten BBs und Kreuzer schneller ihre Informationen, wie der Gegner sich aufstellt und wo mögliche Weakspots sind, die das eigene Team für den Sieg ausnutzen können. Sind die Gefechte dadurch nicht gefährlicher geworden? Ja, sind sie. Wie bei jeder Klasse, bestimmt auch hier die Spielerstärke - mittlerweile stark abgeschwächt, da man nur noch eine Staffel koordinieren kann - immernoch, welcher CV mehr Einfluss im Gefecht hat. Dadurch kann sich schnell eine Möglichkeit für ein Team eröffnen, da dieses durchaus besser Informationen bekommt. Ebenso haben Schiffe, die Out of Position sind, einen schwereren Stand erhalten. Als die CVs am Aussterben waren, war ein Schiff, welches Out of Position geriet, meist nur als Figur verloren, aber nicht sofort als Punkte. Ein CV nimmt mit Vorliebe solche Ziele aufs Korn und schickt sie unter die Wasserlinie. Dazu gehören sämtliche Schiffsklassen, nicht nur BBs. Sind CV im Einfluss deswegen immernoch genau stark, wie vorher? Nein. Durch die Reduktion der koordinierbaren Staffeln auf eine, hat man nur noch die eine Staffel und maximal den Supportjäger. Ebenso hat sich dadurch die Art des Schadens von einem starken Burst auf einen eher kontinuierlichen Schaden verschoben, wodurch Schiffe länger überleben können. Du erwähntest grad den Supportjäger, den man mit einer Staffel rufen kann. Macht ihn das nicht stark, wenn man ihn von selbst überall hin rufen kann, wo man möchte? Ja, leider. Der Jäger ist eigentlich primär dafür gedacht, die eigenen Schiffe schützen zu können, weil man selbst nur noch Angriffsflugzeuge hat. Aber er kann dazu missbraucht werden, einen bestimmten Bereich für seine Dauer zu spotten. Dies ist ein sehr gefährlicher Punkt für einen DD, da dieser dadurch, ohne weiteres, aktives Zutun des CV Spielers, an seinen Aufgaben gehindert werden kann. Ebenso ist dies einer der größten Punkte, worin sich ein schlechter CV Spieler von einem Guten unterscheidet. Dies bedeutet daher auch einen größeren Unterschied der Spielstärke beider Teams. Wenn dieser Punkt bereits immernoch einen Skillgap hervorhebt, wie schaut es dann mit der genaueren Koordination der Staffeln aus? Diese kann man ja per F-Taste - standardmäßig - zurück rufen. Ermöglicht das nicht auch einen größeren Unterschied in der Spielstärke beider Teams? Ja und nein. Das, was einen guten Spieler von einem Schlechten unterscheidet, ist seine Einschätzung einer Situation und wie man damit umgeht. Wer effizient seine Staffeln koordiniert, hat mehr Einfluss im Gefecht. Daher ist das eigene Zurückrufen ein guter Punkt, mit dem sich Spieler von einander unterscheiden können. Es kann aber auch zu einem Ausnutzen führen, da die Staffel, sobald sie zurück gerufen wird, keinerlei Verluste mehr verzeichnen kann, wodurch sich spielstarke Spieler eher von Schlechteren absetzen können und dies langfristig im Gefecht zu einem Problem für das andere Team werden kann. Auch hat dies den Nachteil, dass "Kamikaze-Angriffe" eine Option geworden sind, mit denen man einen einzigen Angriff mit maximaler Effizienz und minimalen Verlusten starten kann. Auch in Dichter gestellte Schiffe. MMn. ist dies nicht der Sinn der Funktion. Dichter gestellte Schiffe, da fragt man zwangsläufig nach AA. Passt diese zum System? Ja. Die Überarbeitung der AA hat primär zur Folge, dass wir von der alten Mechanik Abstand gewonnen haben. Wir sind abgerückt von Abschusswahrscheinlichkeiten und einem DPS System, welches keiner vernünftig genug verstanden hat. Das aktuelle System und deren Wiedergabe ist direkt. Eine Staffel hat HP, die der CV Spieler sieht und ein Schiff hat pro Aura einen festgelegten DPS Wert, der nominal von den Flugzeug HP abgezogen wird, bis entsprechend Flugzeuge verloren werden. Ebenso haben wir die AA Wolken hinzu bekommen, die ein direktes, gerades Anfliegen sehr gefährlich machen und den CV Spieler dazu bringen, sich mit dem Anflug auf sein Ziel zu beschäftigen. Wobei auch hier immernoch gilt: AA starke Schiffe sind immernoch AA stark. Auch wurde der Fokus wieder auf die Midrange AA gelegt, die die absurden Longrangesphären entfernt, die wir vorher hatten. Dazu gehört auch, dass die Reichweiten der Sphären nun fix sind und nicht mehr ausgeweitet werden können, ebenso wie die entsprechende Anpassung der Kapitänskills und des Zubehörs. Das ist meine Meinung - die auf Aussagen von Clanmitgliedern, eigener Erfahrung und sonstigen Ansichten guter Spielern beruht -, mit der ich hervorheben möchte, warum CVs besser geworden sind und warum sie sinnvoll sind. Das Balancing dieser sollte sich auch verbessern, da die Wahrscheinlichkeiten entfallen und die Anzahl an Parametern verringert wurde. An manchen Stellen braucht es sicherlich noch Feingefühl beim Balancing (zB. Flutungswahrscheinlichkeiten, AA Reichweiten oder Aimzeiten) aber im Großen stimmt die Richtung. Auf die Steuerung selbst bin ich aber nicht eingegangen. Sie ist anders aber nicht negativ anders. Die meisten Spieler - egal ob gut oder schlecht -, von dem, was mir bekannt ist, sind damit zufrieden.
  2. Hey everyone. So... Shokaku. Got her a couple of days ago and honestly I'm extremely disappointed of her so far. The main problem is that of the games, that I have played so far, in 80% of the time I'm uptiered. I have gone full plane protection build and still I cant do anything to tier 9 and 10 ships. The problem is not the flak but the AA bubble of the ships. Its ridiculous that yesterday I lost a whole squadron to a Shima by flying above her. I lost my squadron in less then 2 seconds and I spotted the Shima 1 second into it. So some dds can completely devestate my squadron without me even seeing them? What? Okay I didnt mean to turn this topic into a rant. I'm not effective at all when uptiered. I basically only spot ships and try to de-cap. I barely average 50-60k dmg. What can I do to change this? Any tips and tricks are very welcomed ^-^
  3. Hi all, From Reddit: Apparently for NA the "Snowflakes" event hasn't finished and new CVs are able to get Steel/Coal ("PSA: CV Snowflakes Have Been Refreshed (get more steel/coal)"): This is really really weird... Leo "Apollo11"
  4. MasterGronkh

    CVS bis ver 8.0 nicht käuflich?

    Ich hab in einen Twitch stream geschrieben das ich mir die Enterprise holle und dann kam diese antwort [cvs sind nicht mehr käuflich bis zu dem rework der rework kommt mit 8.0] jetzt frage ich mich stimmt das oder eher nicht?
  5. Dirty_Dunc

    Restrict CV's to one per team.

    Regardless of the upcomIng carrier update, I'd like to say that I think two CV's per side is too many and should be restricted to one carrier per team. In my opinion these games are not fun, occur far too frequently and even when your on the winning side it leaves a bad taste in your mouth. These games currently occur mostly at low tier where most ships are world war 1 vintage and have no AA guns to speak of. The whole situation is compounded when flawed matchmaking puts a novice against a veteran CV captain with thousands of games under their belt and a 19 point captain to boot. I've currently gotten to the point where by if I see more than two CV's in the player queue I just cancel and wait until the number drops because these games are so horrendous.
  6. Introduction This topic is entered in the game play section of the forum because it not only concerns Aircraft Carrier game play but overall game play in WOWS. The vaunted WOWS "Carrier rework" has been mentioned on and off over the past two years. During that time the current state of affairs of Aircraft Carriers in WOWS has not been significantly altered by meaningful changes let alone improvements. The only two noteworthy changes with regard to Carriers that have been implemented are (1) the new Flight Modes of the USA Carriers that was introduced at the end of 2017 and (2) the vastly increased number of new ships with very powerful Anti-Aircraft setups and/or Defensive Fire AA (for example ALABAMA, MASSACHUSETTS and the five new USA light cruisers). As a result there remains a virtual absence of meaningful WOWS Carrier changes to address some of the major Carrier related issues. The vaunted WOWS "Carrier rework" will in all probability not be implemented until somewhere around late 2019 at best, in other words it is a long term event. In order to improve the Carrier game play that currently exists in the short and medium term, that is in 2018-2019, some plausible solutions can be proposed and implemented to address the most serious issues for the benefit of both the opponents and proponents of Carriers in WOWS. This topic therefore aims to offers such possible and plausible solutions for the 2018-2019 short to medium term to improve Carrier game play from the perspective of both the opponents and proponents of Carriers. The solutions proposed are intended to be ones that can/should be fairly easily implemented by WOWS Developers with a minimum of effort and all need to lie within the framework of the current Carrier and general WOWS game play and game play mechanisms. In other words, the solutions proposed in this topic are NOT intended as radical solutions which are a full departure of the current WOWS Carrier game play and current overall WOWS game play. Instead the solutions proposed want to build on the strengths and possibilities of the current WOWS Carrier game play and current overall WOWS game play. The Current Carrier Related Major Issues Proposed Short and Medium Term Carrier related Solutions The individual solutions proposed in this section are to be regarded as possible solutions for the short to medium term to improve Carrier game play from the perspective of both the opponents and proponents of Carriers. The idea is to offer solutions that should be fairly easily to implement by WOWS Developers with a minimum of effort and that lie within the overall framework of the current Carrier and general WOWS game play and game play mechanisms. As such these solutions are intended to build on the existing strengths and possibilities of the current WOWS Carrier game play and current overall WOWS game play. SPOTTING SOLUTION (Alternative A) SPOTTING SOLUTION (Alternative B) FIGHTER SOLUTION (Alternative A) FIGHTER SOLUTION (Alternative B) FIGHTER SOLUTION (Alternative C) INVISIBLE SHIP AA FIRE SOLUTION DEFENSIVE AA FIRE SOLUTION DESTROYER PROTECTION SOLUTION CRUISER AND BATTLESHIP PROTECTION SOLUTION UNIQUE AND LEGENDARY COMMANDER CARRIER SKILL SOLUTION COMMANDER CARRIER SKILL LEVEL 1 SOLUTION COMMANDER CARRIER SKILL LEVEL 2 SOLUTION PLAYER BASE EDUCATION SOLUTION TIER 5 CARRIER SOLUTION CARRIER-AA DIVISION SOLUTION NON-USA BATTLESHIP AP BOMB VULNERABILITY SOLUTION
  7. Also: ich habe heute ein Match mit meiner Bogue gespielt: Ich und eine Zuiho vs. eine Bogue und eine Independence. Ich und die Zuiho sahen ein Jägergeschwader und sahen die Chanche es zu eliminieren. Aber plötzlich kam das Geschwader der Independance und ZACK! Strave; alles tot. 2 meiner Jäger haben überlebt, aber dann war es ein 2v5 oder 2v6. Das führt mich zu der Frage: Ist das nicht ein bisschen.... unfair? Ich meine, die Tier 5 Flugzeugträger haben: keinen manuellen Torpedoabwurf, keinen manuellen Bombenabwurf UND am wichtigsten: Sie können nicht Strafen. In dieser Situation hätte ich dem Luftkampf entgehen können, seit neuestem kann man ja Kämpfe gegen Jäger mit dem manuellen Strafing abbrechen, oder ich hätte einen gegenstrave starten können, um die Situation noch irgendwie lohnenswert machen zu können. Nada. Nun muss ich hier noch anmerken, dass man ja sagen könnte, das die Zuiho ja auch gestraft haben könnte. Da muss ich zwar zustimmen, aber dazu muss auch gesagt werden: Die Japanischen Geschwader bestehen aus 4 (resp.5) Jäger und das Straving ist zwar auch gut, aber die Amerikaner haben hier definitiv die Oberhand. Ausserdem nützt es mir nicht, wenn ich mich auf den anderen Flugzeugträger resp. den Spieler verlassen muss (in den meisten Fällen). Naja jedenfalls: Ich hatte dann nur noch 3 Jäger, konnte nur mit mühe meine Bomber gut einsetzen, während die Independance die Lufthoheit hatte. Und JA die Zuiho hatte nich immer 2 Jägerstaffeln, aber wie gesagt, Ich verlasse mich nur ungern auf andere Flugzeigträger, und die Zuiho hat ihre Jäger danach schlecht eingesetzt. Letztendlich gelang uns der Sieg, aber auch nur, weil unser Team super gespielt hat. Wir, die Flugzeigträger haben da fast gar nichts gemacht, shon weil ich gar nichts machen konnte. Also: Ich hinterfrage dieses Matchmaking: Ja, Tier 5 und Tier 6 Flugzeugträger: Warum nicht? Aber dann bitte OHNE manuelle drops und/oder Strafing. Damit sind die T6 extrem im vorteil, den sie ja schon hätten, durch die besseren Flugzeige, mehr Geschwader, grössere hangare, ect.
  8. Although CVs get a lot of hate, the carrier mechanics are actually perfectly fine. The real problem is that players too lazy to actually change their play style when a carrier is around. This is combined with the fact that Wargaming does not give carrier captains any real instructions and permits overpowered CVs to bully around low tier CV captains. Not only that, but the significance of captain skills significantly turns off new CV captains. This is compounded by the ridiculous power of AA builds, and the high power that AA can achieve at high tiers. The only thing stops Carriers from being being ridiculously underpowered is that the average player base is completely retarded and cannot manage to play in a co-ordinated manner at all. Which means that CVs essentially are un-opposed. The only reasons why CVs are "OP" at all is that the average player makes themselves an exceedingly easy target for CVs. Most of the issues in CV play could be solved with these measures; A: Increase rewards for CV play, CV play has ridiculously low rewards, with extremely good play rewarding low gains. B: Add a full tutorial for new CV players. C: Give manual drops to low tier CVs, but nerf them heavily, I.E 3.5k damage torps, and a nerf on the strafe multiplier. D: Remove AA spec, but increase stock AA values to be an average between fully spec'ed and stock. I hope you enjoy, and hope that this provokes discussion.
  9. Hello all, Please bear with me as I will be throwing stuff at the wall and see what could stick. Since I haven't played high tier cv (yet), a lot of feedback would be appreciated. Without just copying the Kots format, maybe clan battles could be altered to an eight vs eight setting. Then the game could have a simple 2 capital ships rule which would either allow for a second bb or a cv. Cv mirrored mm would have to be done away with in that case. Also, why not go for t9 cvs instead of tX? Wouldn't that also be viable? Oh and the lending process would have to be:" Play a battle in a tx carrier, receive the t9 of the respective nation" and allow for camos on those ships. These would just be some thoughts on my part. Please feel free to add your own, just keep it related to clan battles.
  10. behknqux

    KAMIKAZE PLANE

    Hi , New to the game here and i was wondering since wargaming tries to be historic enough, wouldn't it be nice to have a kamikaze use on the planes. I am thinking maybe when your cv is sunk your left over planes find the nearest ship and go KAMEKAZEEEEEEEEEE. Just a random thought i had and wanted to share.
  11. To clarify I’m at the moment at tier VII with my Hiryu, I was there before they included this new mechanic and I’m still there now ( I know I’m slow ). And I’m sure everyone was already in a position where he was locked up in a dogfight, he just wanted not to be in and disengage from it. So you would say: “cool, now I can!”, but yeah… The problem here is that air superiority CV’s, in my case the USN Saipan and Ranger, can use this new gadget to utterly annihilate your planes and if they slightly know what they’re doing, you won’t have a chance and could just leave your planes in the hangar. It was already a challenge to have a good game against them before but now it’s more or less impossible, except you manage to sneak through and sink the enemy air superiority CV at the beginning or got the luck to play with one. I don’t know how it is at higher tiers, which carriers there profit the most from it or if it evan is a big deal. But let’s take a closer look in case of the Hiryu. For example; what I used to do in my Hiryu was that I mad one big formation with the two Dive bomber sections and the two torpedo bomber sections. That formation got a close cover on one torpedo bomber section by one fighter section. The other fighter section I used as snooper which gave reconnaissance, a wide cover and attacked enemy fighters/bombers when they were in range. Like that my bombers were more or less save, sure my fighters would (except with a good strafing run at the beginning of the dogfight) probable lose most of the dogfights but my bombers got through, because I could bind the enemy fighters in a dogfight away from my bombers. Now they can simply disengage and attack my bombers. Also close cover is more or less useless now, because if the dogfight is too close to your bombers he can make a strafing run across them. So you have to make a wide cover with both fighter sections and hope he doesn’t slips through and finds your helpless bombers. Another problem arises with the weird game mechanic were your planes don’t immediately give chase to the disengaging enemy but wait on spot for 2 sec. You can’t even give them a command to do it, they just sit there. Which not only gives the enemy plans a nice lead, which they can use to attack your bombers or really -although seldom- run away. Some smart players use this now to set strafing runs. They get stuck in with one section, try to bind as many enemy planes as possible, then they disengage wile strafing the helpless enemy fighters still sitting there, with the other fighter section. Those are the major issues with this mechanic. Sure you can say that a CV without air superiority layout could use the mechanic too, and your right but he can use it way less effective not only because he has less or/and inferior fighters but also because gaining air superiority is not his primary goal, he wants to do dmg. and so can/will assign way less attention to his fighter sections compared to somebody who practically only plays with them all game. So what this mechanic basically does; is making the air superiority CVs even stronger at their task and the attacker CVs less effective at what they’re doing and so ultimately ruins the balance between carriers completely. As I sad I’m only at tier VII, so I don’t know how it is at higher tiers but down here it just screws the balance over in my eyes. They sure only wanted the best for the game and maybe even saw this mechanic as an answer to the balance problems of carriers. But what they achieved was giving the air superiority CVs a strong tool, with which they can render an attacker CV useless. Not being able to play every second game shouldn’t be the solution and I would definitely welcome it if they would get rid of this Mechanic. Having not played the higher tiers in carriers I would love to hear how the impact of this Mechanic is for the carrier gameplay at higher tiers. And if one of you guys developed a tactic to counter this, I’m happily listening, cause I don’t really know what to do at the moment in those battles to be effectiv. P.S. sorry fo my english
  12. JingoJaden

    Stricter punishments for AFK Cv's.

    Alright, so in present day wows, the many issues surrounding CV's aside. There is no denying they are the most influential class of ships in the game. Their ability for intel, strikes, and map adaptability is unrivalled. It is therefore rather crippling when there are matches were you or the enemy's cv stand afk. While afk's are a huge problem in general there is simply no comparing a Benson to a Shokaku afk impact on the match on average. And there seems to be a bit of a higher CV afk rate in large part due to the mirrored matchmaking (Which is necessary, CV's are simply too powerful) and longer wait times. Now it is important to note that there are legitimate reasons for being AFK. Such as the internet being cut, but these number in the minority of instances. So here is my favourite suggestion so far. For cv's that go afk in illegitimate reasons. (Game can probably tell who is online and who is not) make the ship interned in port for 15 non-afk matches with regular ships. This thread is of course open to differing views and suggestions on how to deal with the issue, and if CV's who frequently go afk should be punished beyond their repair costs.
  13. Hi again guys . sorry for puting many of the CV topics butthis is going to be probably the last ! So , well i got my Hakuryu some 10 - 15 days ago i played it few times , but after the new update came with the new emblems i decided to go for the hardest one for carriers , i have ofc to do an avrage of 130k dmg over 100 games palyed . and from here the story starts . in my 20th game i noticed that i have been seeing ONLY ( literaly only ) Midways in enemy teams so i decided to start gathering some stats on what i am facing in the enxt 80 games ( to complet the 100 battles required for the emblem ) and here is what i got . 1 ) in my first 20 games : enemy CVs / Midways = 20 / Hakuryu's = 0 2 ) from 20 th to 50th games : enemy CVs / Midways = 28 / Hakuryu's = 2 3 ) from 50 th to 100 games : enemy CVs / Midways = 46 / Hakuryu's = 4 from the 5 6Hakuryu's i ever met : 3 of them were good rivals / 2 of them carrier-snipe noobs / 1 of them the kind of CV that send 8 squads at once to a target with auto-bomb conclusion : 50% of people who play Hakuryu's are ret4rds / noobs reasons people suck / never play Hakuryu : 1 ) the Hakuryu is just idiot-magnet : 2 ) The Midway completly and utterly over-powered why midway is Op compared to Hakuryu : 1) if the Midway have 2 brain cells , there is 0 chanceyou win a fighter duel , imagine his fighters are so good that if you even exit strafe and leave them stuned for few secs , they are fast enoguht to catch your fighters . 2 ) not his fighters are just better , he has MORE of them . 3 ) both Haku and Midwayhave 12 torpedo-bombers , but the Midway deal mush mush more dmg per Hit . 4 ) while Haku's dive bomber are only good to set fires and do no dmg , Midway can use AP bombers to one shot german BBs or HE to oen shot Shimakazes and he has MORE of them . I am going to end with one comment from youttube comment section where some guy said : " Haku dominated for 2 years , pls dont ask for midway to be nerfed let it be Op for just 2 weeks ffs '
  14. I really like the alternative blue perma camouflages for IJN ships that you unlock with the Yamamoto collection. Great that you added it. I apreciate your work, espacially because blue is my favorite color. But I need to pint out 2 problems I have noticed with IJN. I discovered something I would consider a bug or mistake when it comes to the Ryujo and it's perma camouflage and the diffrent hull versions of the ship, avaible as upgrades. The flight deck of the ship is only painted on the A hull and not on the B hull and C hull. So you don't get the really nice visuals on your ship with the expensive perma camo. Due to that I didn't bought it yet. I looked into the files and realized that the file for a painted flight deck on the B and C hull exists but isn't working as intended. So please look into this and see if you can fix it. Maybe check also the Hiryu, Shokaku and Taiho with their perma camouflages and diffrent hull versions. (The diffrent stats should be enough to prove that diffrent hull versions were used when looking at the perma camo) I also am disapointed that there isn't a painted flight deck for the perma camouflage of the T10 IJN CV Hakuryu. Could you please add a painted flight deck? Maybe use the painted flight deck of the Taiho perma camo as an inspiration, because the Hakuryu is a larger Taiho (when you look into the design). I know that you maybe don't want to improve the Hakuryu's perma camo right now due to the sale of the space camo, but it would be nice for all people who bought the quite expensive T10 perma camo and supported you. The next design thing I would like to adress is that we can have blue carriers now, but the planes are still green. Could you give us the option to also change the color of our aircraft to green, when we have unlocked the alternative blue perma camouflage for IJN carriers? I will give you an example of a real plane, but you could also make your own fantasy blue plane camouflage. Maybe a graphic designer who wants to be creativ could do it. Yamamoto Isoroku can provide unique abilities and turn the tide of a battle, if you can activate his skills. But he isn't any special in Operation or Clan Battles. Maybe copy his abilites and let those be activated in Operation also by certain achievements. Consider if you would like Yamamoto's unqiue skills in Clan Battles, it could make Yamato more viable in Clan Battles. But it could be to strong so maybe make unquie achivements for Clan Wars too. I would appreciate if you could make a tutorial series for customizing the game. So you could make the first episode for all the mods that are allowed and which ones aren't. Then show people how they can change the basic looks of their ships. How they can change the camouflage pattern and change the colors for certain parts of the pattern (by changing the values in the xml file). So you could make a contest for the best playermade, customized skin of a ship and add it later to the baseic game files.
  15. ArkRoyal_R09

    Nothing new

    I think a real problem occurred in wows, was when WG decided to give the global AA buff (which was too much imo something a little less would have done) and either later or around the same time (i'm not 100% sure) they got out their new best friend (at this point) Mr sledgehammer and hit the american CV's making them not comparable to the Japanese . This fixed problems that were good in the short term as american CV's were extremely good as they were back then, however it has now created longer lasting problems by the virtue that american carriers just are not used anymore (or at best rarely) why ? because your planes get shot down just as easily as Japanese and yes you might not lose the squadron but you may come out with only 2/3 planes after a strike. Also this pushed the Japanese out further since AA was better you didn't need as good fighters since you could depend on teammates AA a help you out more. So we have now reached a point where I really do think its carriers that now (more than ever before) need to have their re-balance. i'm not sure how to do it, I have some ideas but they are just some guys ideas nothing more. If carriers got their re-balance and perhaps a very very minor drop in AA range (not dps just range and i'm sorry BB's this nerf should be aimed at you) with the hopes that players will now play cruisers more, as Def AA makes a difference, american BB's have a good role again, rather than just another 9/12 16" battleship. it should make Russian dd's less strong as they have the highest Air detect and finally make the american carrier viable as an alternative to the Japanese.
  16. Zenturio52

    Ist der Skillgap bei CVs zu hoch?

    Meiner Meinung nach ist der Skillgap bei CVs zu hoch. Sowohl zwischen den CVs selber als auch gegen andere Schiffe. Nun würde ich gerne wissen wie ihr das so seht. Jeder kann Teilnehmen, man muss kein CV Einhorn sein oder CVs auch nur kennen, es gibt genug mögliche Antworten.
  17. DFens_666

    Rebalance CVs

    Hello everyone, ive been talking the last days a lot about CVs (almost entirely with @El2aZeR) and what many people agree upon, that CVs need to change somehow. Its not about nerfing or buffing them, but as they have a high impact on the game by design, they should be represented more and be played by more people but arent because they have a lot issues. A lot of changes ive stumbled upon usually seems to make CV play even more complex which i think would be a step in the wrong direction, yet making them easier to play would be once more balacing around the bottom of the barrel which we are seeing a lot lately. So ive given this a lot of thought (earlier too, but being involved much ive beginning to think about it again: Remove Fighters from CV. (I can hear the outcry, but plz continue to read why i think this would benefit the game a lot, but there would need to be more changes to help CVs also) - CVs are hard to learn, and WG tried to "fix" that by removing Manual Drop from lowtiers because of Sealclubbing. Many people are saying that its stupid (me too), because now u cant learn them until T6 which makes it even harder to learn them. So for lowtiers, removing fighters would give a reason to reinstall Manual drop for DBs and TBs, now new players can learn that mechanic, without getting stripped of their Planes by the enemy CV with strafe. Lets face it, Good CV player can still sealclub, because they have a higher skilllevel. Bait the Fighters over your allied Ship and u most likely will win the Dogfight battle. After that, u can attack the enemy planes and get air superiority, and help your team to win the battle. But with the change, a new CV player has time to learn the mechanics. Before he couldnt because of Strafe, and now he cant because they took it away. Also T5 CVs cant get slaughtered by T6 strafe as it happens right now. Better for learning experience - It helps bad CV players at higher tiers because they get the possibilty to have some kind of impact on the game. Also they dont have that many squadrons so they can focus their attention on the Bombers. Good players will still have the same impact on dealing damage. - Can be used to get Saipan "back in line" without the need to nerf it, as its a game mechanic change where the other CVs wont get nerfed. Ofc he would need a rework on the remaining squadrons. - A reason to spec more for AA. First, it might help attract more people to play CV. Second now the team needs to rely on their strong AA ships to defend each other or defend themselves. BBs wandering of alone can finaly be hold responsible and cant cry about the CV not providing AA. A step towards Teamwork and hopefully a learning experience for bad BBs, because they cant blame the CV. At the same time AA needs an overhaul on many ships (BBs with too much AA, Cruisers with not enough AA). - Good CV players wont lose anything. I think a point i need to bring up in order to not get marked as a CV hater. Fighters do what? Give you air superiority over the enemy CV. They dont help u with killing ships. While i do understand, they are used for spotting then, now u would need to use your Bombers if u want to permaspot a DD, so u can decide if u rather do that, or go to get new ammo. A Good CV player will know when which scenario is best for his team. - +/-1 MM for CVs, its a win-win for everyone. CVs 2 tiers down or up is stupid on both ends. - US CVs need tighter droppattern for Bombs to make them more viable (Maybe a bit like GZ droppattern, but not like a perfect "o" so u need to strike from the front or back). The roles i see for US CVs would be more reliant on DBs, whilest the IJN CVs are more Torpedo based. Amount of Squadrons and planes within them would need to be tested first. Id suggest 1 TB/3 DB for US CVs on higher tiers and IJN maybe 2 TB/1 DB. - Give all CVs Def AA to prevent them from dropping each other, because reason. - Premium CVs can have stuff like AP bombs to make them different from the silver ships. Not sure if i remembered all the points i was thinking about, but i think theres a lot of them. TL;DR Dont balance CVs against each other, make the other ships balance themselves around CVs. New players can finaly learn CVs. Same time some CVs need rework and Buffs, while OP Saipan gets a kick in the nuts without being nerfed.
  18. Hello, this is a direct message to WG . WG , i have played your games since years , including world of tanks , world of warships , and total war arena .and i actually played your games more than anyone should play a single game . but i have done it because i like them . and i will share a screenshot of my world of tanks profile since i will mention that game a bit here for the sake of argument . if you include clan wars and team battles , my account would have 65.000 battles , 38 tiers10s owned , +20 prem tanks . but at the end i have stopped playing that game since it became unfair to play . and i joined world of warships to be my main game . it turned out that world of warships can be even more unfair , we have people that are abusing an exploit in the matchmaking that allows them to get ridiculous numbers of winrate . here are some examples a 90% winrate ? and it's not over 10 games , its over 6000 games played . many people are busing what i called an exploit to farm winrate while ruining our games everyday , in world of tanks , even the Na'Vi super unicum players can't get 70% winrates ; how is it possible warships , i will tell you . they are abusing division system by playing in CV division with 2 super AA ships , to practically deny the enemy CV to have any chance influencing the outcome of the game thus ensuring a win every single time for themselves , and many people have started to have enough of this . many threats in the forums are complaining about it , and i urge everyone who had face such divisions to speak loud about it . note that i am not talking about normal divisions , i am talking about AA divisions is particular . my proposed solution is : before i suggest any solutions , i would ask WG , since these players are abusing a system that gave them unfair advantage over thousands of games to gain fake winrate values , just reset there accounts' statistics without removing any ships . as for solutions i propose : 1) don't allow CVs in divisions ( bit too harsh , might not be practical but could be taken into consideration , even tho i am CV main players , i would accept it ) 2) nerf the AA of the ships being abused . 3) match them only vs simular divisions and remember WG , once a game become unfair for people , no matter how mush they love it , no matter if they have spent a lot of money in it , no matter what , they will just quit . thanks for understanding . edit :i encourage everyone who is going to read the comments of this thread or the comments of other threads complaining about the same thing , take the names of everyone who disagrees and check his stats in division , you will note they he is abusing this exploit . here is a website where you can check . https://wows-numbers.com/
  19. Butterdoll

    Divine wind

    What about kamikaze planes? there's no kamikaze planes , and would be so fun if there were
  20. ACHTUNG!! Auf Seite 100 (Postnummer #1996) von diesem Thread befindet sich eine aktuelle Zusammenfassung. https://forum.worldofwarships.eu/topic/77725-cv-ideen-zum-skillgap-und-der-aa-von-über-21-spielern/?page=80#comment-1794905 Moin Moin jetzt sind es, nach einer großen ts Runde, noch mehr und auch einige 'nicht' CV Spieler. Alle haben ihre Meinung geäußert und ich versuche das möglichst genau wiederzugeben. Fehler oder Vergessenes möge man mir bitte verzeihen. Ganz wichtig ich wünsche hier nur konstruktive Kritik. Wenn euch etwas nicht gefällt sagt warum und was ihr stattdessen tun würdet. Auch ist wichtig das nicht alle Teilnehmer jedem Vorschlag zugestimmt haben. Es kann auch sein, dass sich manche Punkte widersprechen. Dies hier ist eine Diskussionsgrundlage. Skillgap CV vs CV Tutorials sollen den Spieler an den CV heranführen. Diese könnten als Pflichttutorial gestalltet werden, aber den meisten wäre es lieber die Tutorials freiwillig zu machen. Um mehr Spieler dazu zu bewegen diese auch zu spielen sollte es am Ende eine Belohnung geben. Geschützter MM für neue Spieler, damit diese nur gegen andere neue Spieler kämpfen müssen. CVs sollten nur gegen CVs der gleichen Stufe gematched werden. Air Supremacy (Luftherrschaft) entfernen Stockflieger abschaffen Bessere COOP Gefechte die sich auch zum üben eignen. Autodrop ist ein Problem, da doch einige Spieler nicht wissen, dass es einen manuellen drop gibt. Cvs haben teilweise zu viele Staffeln was Multitasking erfordert und manche Spieler überfordert. Captain Skills, Module und Flaggen (November Echo) haben einen zu großen Einfluss t4&5 sind eine Katastrophe. Weder machen sie Spaß noch lernen neue Spieler etwas. (Sealclubbing muss anders verhindert werden, den manuellen drop abzuschaffen war falsch). Strafe raus Wenn Strafe raus dann müssen die Jäger Gleichwertig gestaltet werden. Jeder CV bekommt def AA Der Skillgap darf nicht zu sehr geschlossen werden, da gute Spieler oder welche die sich bemühen auch Belohnt werden sollten wenn sie dafür Zeit investieren. Es gibt kein grundlegendes Problem. Ship vs CV DDs die bis jetzt nich über def AA verfügen bekommen die Möglichkeit def AA auszurüsten. Dieses consumable hat nur eine Ladung, es gibt es nicht als Premium und es erhöt nicht den Schaden. Aber es sorgt für einen spread Ijn DDs können sich gegen Spotter (Flieger aller art) kaum wehren da bei den meisten die AA zu schwach ist. T5 braucht etwas hife, da es gegen t7 ran muss. Aber das Spiel gibt im großen und ganzen jetzt schon genug Möglichkeiten sich zu wehren. Auf AA skillen und zusammen bleiben. WoWs ist ein Teamspiel und es kann nicht jede Klasse gut gegen alle anderen sein. Wer sein Team nicht unterstützt ist selber schuld. AA Weniger RNG bei Jägern und AA Unterschied zwischen guter und schlechter AA verringern uns Spitzen entfehrnen AA skalieren, je näher der Flieger ist desto mehr Schaden bekommt dieser. Kreuzer können auch auf Entfehrnung effektiver als BBs sein. Longrangeschaden der BBs verringern Den Schaden von der Longrange auf die Midrange verlagern. Deutsche BBs generell zu stark (zu vielseitig) Kein BB sollte alle Flieger eines Cvs der gleichen Stufe abschießen können. National flavor nicht kaputt nerfen (usn BBs) Je länger sich ein Flieger in der AA eines Schiffes befindet desto höher wird der Schaden (die Wahrscheinlichkeit das er abgeschossen wird) Firearcs für die Flak (wird wahrscheinlich nicht passieren da damit der Server zu starke belastet werden würde). Stealth Flakfeuer muss entfernt werden deutliche akustische und visuelle Warnung wenn Flieger beschossen werden. Die Flakrange ist für den CV nicht einsehbar, darum braucht es einen Entfehrnungsanzeiger zwischen den eigenen Fliegern und einem gegnerischen Schiff +/-1 MM für alle Cvs (oder gleich für alle Schiffe) Feste AA Werte Pepsi und co brauchen auch eine AA Range von 7,2 Skills sollen AA stärker Pushen AA Skills sollten klar getrennt sein. Keine Doppelskills wie AFT. Selbst eine Des Moins sollte ohne AA Skills keine no-fly-zone sein. Schaden bei den Fliegern anzeigen (Wenn diese einen festen Wert bekommen) Flakanzahl individuell anpassen. AA Geschütze dürfen nicht einheitlich generft werden. Mehr Schaden auf der AA dafür die Trefferchance verringern AA insgesamt ist nicht zu stark (Ausnahmen wie Gneisenau bestehen aber und sind ein Problem) CV kann den manuellen Drop nur nutzen wenn er vorher das Schiff markiert. Diese wird gewarnt, dass Flieger auf dem Weg sind (ähnlich wie RDF) Tutorials (Das hier wurde nicht im ts besprochen) Tutorials braucht jedes Schiff. Bis es diese gibt müssen Spieler sich gegenseitig helfen. Mein Clan hat dazu ein kleines Beispielvideo erstellt. Vielleicht mag sich das ja wer angucken Thema: Farragut gegen CV Anregungen zum Video bitte in ner PM an Zenthon02 oder mich. So ich hoffe ich habe nichts Vergessen. Wenn ja sprecht mich bitte drauf an und ich werde es noch hizufügen. Themen, Skills und Loadouts folgen. Vielen Dank für die konstruktive Mitarbeit an alle die Teilgenommen haben. und einige mehr die leider bei machen des screeenshots schon weg wahren. WICHTIG!: Sehales und Enki waren in ihrer Freizeit dabei und haben aufgepasst, dass die Diskussion nicht aus dem Ruder läuft. Ich hoffe alle haben ein paar Interessante Sachen aus der Diskussion mitgenommen und waren mit meiner Moderation zufrieden. lg Zenturio52 PS: AN ALLE LESER Bitte versucht eure Kritik konstruktiv zu gestallten. Viele Spieler haben sich echt Mühe gegeben und ich würde mich freuen wenn ihr den Zeitaufwand den wir da rein gesteckt haben respektiert. Haltet euch an die Forenregeln. Ach und geht doch bitte auf Punkte einzelnd ein und repostet nicht diesen WallOfText
  21. wilkatis_LV

    In the name of Pink Science

    Disclaimer: All tests were done on PTS, so may not be entirely representative of how it is on the Live server. Then again, I've seen nothing about this iteration of PTS that would indicate any changes regarding the team damage / teamkilling / pink system being introduced / tested, so "theoretically" there should be none unless those are unannounced "shadow" changes Inspired by the "Do suiciders get punished?" thread ( https://forum.worldofwarships.eu/topic/101997-do-suiciders-get-punished/ ) I headed to PTS (didn't want to do it on the Live server, now I almost feel like I should have just done that instead) to find the answer to my question: I mean, it's simple - get pink, pick a CV, hit yourself, get results. Right? Hahahaha, yeah, sure. Of course not. No idea what was I expecting 1st off - the getting pink part. 3 times in a row played as a CV (well, technically 4, but training room doesn't count) who kills himself, didn't go pink for it. Co-op (only bots in team), co-op (only bots in team), (training room), randoms (clearly stated what I'm about to do in the chat, team still won I think). 3x suicide, 0x punished for it. The only thing I discovered - on PTS you as a CV can not DoT yourself. Bombs don't set fires, torps don't set floods when you hit your own ship. Bug or feature? Who knows, couldn't find it mentioned absolutely anywhere. Engine and rudder still get taken out just as they normally should be, so at least there's that "Can I even get pink on the PTS?" was the next thing that crossed my mind. Easy enough to test. Take some ship (went with Kagero.. bcuz why not) and shoot up some allied bot in co-op. Yeah, took me a couple of HE salvos and the job's done - I'm pink with all the reflection thingy working. (no humans who can breathe and think at the same time were harmed this time either. that one non-bot...team would have had a better chance if he was a bot lol) 2 games pink, good enough. With that finally out of the way - lets test the self-killing CV thing again. Can't set a DoT on myself, but still can hit with the raw damage. Damage increase? Nope, the exact same dmg as previously. (oh, btw, again - in coop, only bots in team) Nice to know or whatever, who cares. But that's not even the best part. Remember how I had 2 games as a pink? Apparently self-inflicted dmg / kill isn't team damage, as I got just 1 penalty game left after it So... Was any of this mentioned literally anywhere? If it was - please link it to me, I haven't seen it More or less all the stuff here - bugs or working as intended? Who knows, right? Chances of us actually being told - I'd rate them as "don't make me laugh" Is this "kill myself = not team dmg" also a thing on the Live server? Anyone knows? And what the hell is the "can't set a DoT on yourself" supposed to accomplish? Prevent suiciding? Oh no, you extended my life by up to a minute while my planes are rearming, getting back into the air and dropping myself 2nd time!
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