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Found 11 results

  1. Furius_Marius

    Manual secondaries rework idea

    Hello everybody! Probably this topic was already commented. But I really think this captain ability needs a rework. Nowadays is only "working" for very few and selected ships. For the rest is just not worth it at all. Especially for mid-tier ships. Here is my idea: Manual Fire Control for Secondary ArmamentTightens dispersion of secondary batteries.-15% for Tier I ships. -20% for Tier II Ships -25% for tier III Ships -30% for tier IV Ships -35% for tier V Ships -45% for tier VI Ships -55% for tier VII Ships-60% for Tier VIII-X ships.BONUS When manually selected target only. Without manual select the secondaries fire without the bonus dispersion. When manual selected the secondaries that can't shoot at selected target will fire at another possible target without bonus. What do you think?
  2. Hallo, dies ist der Versuch, die Verbesserungsideen zum CV-Rework zu sammeln, die in diesem andern Thread ziemlich untergehen: Daher wollen wir hier nur die Ideen sammeln, bitte keine allzu ausufernden gar keine Diskussionen dazu und kein Hickhack, wer blöd ist und wer nicht !!! (EDIT: siehe Postings von floribe2000 = lieber gar keine Diskussionen, wahrscheinlich ufert es sonst eh immer aus; leider unterstützt dieses Forum keine einklappbaren Unterthreads, sonst wären Rückfragen leichter handelbar) Edit (floribe2000): Keine Diskussionen, da diese extrem schnell eskalieren bzw. ins Off Topic abdriften (siehe CV-Diskussionen). Diskussionen bitte im allgemeinen CV Thread. !!! Wer eine gute Idee dort drüben hatte - bitte gern hier nochmal schreiben !!! @_Riko_ hat einen guten Anfang gemacht! Ich zitier ihn hier mal (weiß nicht, wie Zitieren zwischen verschiedenen Threads geht). Also, er schrieb: Meines Erachtens funktioniert das jetzige Gameplay der CV nicht, weil die Spielweise der CV sich zu stark unterscheidet von den anderen Klassen, die sich alle ähnlich spielen. Darum wäre mein Vorschlag, die Spielweise der CV an die der anderen Klassen anzugleichen. Das könnte als ein Beispiel so aussehen: 1. CV selbst bleibt wie er ist. 2. Die Raketenflieger werden gestrichen. 3. Die Geschwindigkeit der Flugzeuge darf 70 Knoten nicht überschreiten. 4. Man hat nur 8 Flugzeuge an Bord, - 3 Torpedobomber - 3 Sturzbomber - 1 Aufklärer - 1 Jäger 5. Alle Flugzeuge haben einen TP Schnitt von 10 000 HP 6. Man erhöht die Kontrolle über die Flakabwehr, es soll möglich sein, effektiv der Flak auszuweichen. ( mindestens 50% Chance ) 7. Man fliegt nach Angriffen manuell zum CV zurück. 8. Flugzeuge an Deck bekommen eine Reparaturmannschaft 9. Aufklärer können nur Spotten ( fürs ganze Team und nur in einem bestimmten Radius, wenn sie ihn verlassen, gehen die Schiffe wieder zu ) 10. Torpdeo- und Sturzkampfbomber können nur für sich spotten 11. Jäger können Supporten, sonst nur andere Flugzeuge bekämpfen. ( hier wäre WoWp Ähnlichkeit ) 12. Flugzeuge, die abschossen werden, werden nicht ersetzt. Im Paket nimmt so die Frequenz der Lufteinsätze ab, die Wertigkeit der Flugzeuge nimmt zu, das Einsatzspektrum wird erhöht und ebenfalls die Kontrolle über die Flugzeuge. Jetzt muss man natürlich die Schäden balancen. Würde man das so machen, wäre man eher in der Spielweise der anderen Klassen als jetzt. Beispiele sind nur grob. Nochmal ich, Chassadhi: Am meisten gefallen mir ja die Torpdeo-Bomber aus Punkt 10! Ist das der Duft für harte Seemänner??? Willst auch Du bei jeder Meerjungfrau gut ankommen? - Dann nimm auch Du das neue ‹Torpdeo› - der Duft, der Meerjungfrauen provoziert!
  3. _Arkinox_

    Audacious

    Hello tout le monde ayant acquis mon audacious il n'y a pas longtemps je ne suis peut être pas assez expérimentez pour dire ça mais serait ce possible de changer les bombes de 500lbs g.p pour les 1000 lbs M.C mk1 qui ont exister et ont était utilisez avec les wyvern ? Franchement les bombardier du audacious n'ont pas l'air d être aussi puissant que les autre CV et vu les AA qui reignent en ce moment ( stalingrad worcester minotaur moskva kremlin etc ...) et aussi au vue de la faible pénétration des bombes elle même et de leur dégâts par pénétration ( si cela arrivent) seul quelque navire sont vraiment intéressant a attaque et les autre ne valent pas la peine de sacrifier des avions pour au final n'être recompense que pour les degats ( faire du spot fais win mais ne te fait pas gagner plus d argent ou d exp aka 2000xp de base pour 180k spot alors que pour seulement 70k dmg ca fait 6700 exp je pense que cela feraient de l audacious un cv qui toucheraient un peu plus a tout et rendraient moins invincible certain navire un peu trop blindes de pont
  4. A strategy for countering CVs has been uncovered and the unicum destroyer main gets to hear it...
  5. 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.
  6. I always have feel that premium ships give too little for its price and that playing with it is almost waste of time if you don’t have in plan to convert ship XP into Free XP with doubloons. So I suggest that Premium ships together with standard benefits also give 10% of general XP earned per battle into research tree which you mark as favorite example: Now I try to get Iowa BB so I mark for XP bonus USA Battleship tree AND bonus XP will get North Carolina because it is current in R&D list which need to get XP to unlock higher tier ship.
  7. Inhaltsverzeichnis (TEILWEISE INAKTUELL ab Patch 0.8.7.) 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"
  8. Dear Wargaming, I would like to tell you many things, but I will try and keep it professional since I hope for an actual answer. One time, please. I understand you do not want to invest everything into the game maintenance because it is easier to add new content to monetize than to actually look into problems (see newest reddit post; Most of the top accounts of the island campaign were bots, and you banned not a single one.) While I do understand that it is more profitable in the short term for you as a company to generate fast revenue, do you really think that by ignoring problems you will keep your current playerbase? I am a CV player (or was. I adapted after 0.80 but since 0.85 I stopped). I still love this class though. This brings me to the CV rework. The following image sums up what I feel. : Most good CV RTS players flatout quit: Most people playing during RTS times either did not touch carriers, or were significantly worse than others. I myself was terrible for 2000 games, before I started to actually pay ANY attention to game mechanics. I practiced for half a year minimum and constantly got owned. I went to training rooms with hymnxblade, Adam_1000, fara...many really good players took time for me and showed me how to play properly. I never reached their level or could beat them, but I became quite ok. Most of the really good players are gone now. Adam stopped, hymnxblade quit and fara can sometimes be met on the chinese server. I lost many, many friends in this game. I still have contact to some, but others just quit and disappeared. So, in summary, of the really good players, 80 % flatout left the game. I understand the community is not aware of this, since they never cared about this "niche group" in the first place. I understand your motivation behind this. You wanted to cater to the bigger crowed, the average playerbase. I strongly disliked it, because just when I had become good, you invalidated my efforts and took everything away. But I understand the intentions from an economical perspective. You wanted to motivate the masses. Current state and perception of "good vs bad" players: State: It has been several months. The rework is still not even close to being finished, and I doubt you will ever finish it, personally. I hope you at least find a way to balance AA and CV gameplay though. It seems to me you have been becoming increasingly desperate. The last patch 0.85 quite frankly was an INSULT. I understand you want to "beta test" your stuff. That is why you have a test server (which, when people use it, is still largelz ignored, but that is another matter and has enough threads. You should check reddit more). But basically, you brought it out without even adapting AR or the plane heal. Basically, you rolled it out in a non-finished state. IF you put out an update, at least adapt the most common abilities. The "hotfix" of 10% HP was a numerical nonsense in itself, but well. E for effort. You put out an unfinished product with the attitude "yes, we didnt fix anything. We just changed the AA system, but you already own your carriers, so there is nothing you can do about it. Sit down and swallow (the pill, dear Wargaming. What else could I have possibly meant)." Currently, plane loss is unacceptable. Before that, in NONE of these patches did you find the sought after "ssweet spot" to balance CVs, in a positive or negative way. If a person continously fails to do something, would you trust him or her to be successful next time? Which is why I doubt this will ever happen. Perception: Apart from what people try to tell you, if you play solo, which most people do, it is significantly easier to "win" a game (influencing towards a positive match outcome for the team) with any other ship than with a CV. One of the main reasons is that "winning" does not depend on overall damage. On the contrary, the longer a game drags on, the more damage you can make. Winning is influenced by 2 things mainly, which you are well aware: 1. Taking out key targets (radar, dd, stretegically impostant ships) and 2. doing damage QUICKLY. If you kill 3 ships instantly, your overall firepower is remaining while focusing less enemies, resulting in a quicker game, a more likely win and less overall damage per player of the winning team. Regarding CV damage, which is where the different perceptions originate: Yes, I know it was possible to get 110 - 150k rounds if you were doing well on a regular basis. Still, I am a bad BB player. But I know BB players who averagely get 180k easily (those are tier X numbers). So, apart from public perception, on a high level CV play is just less influential than other ships. If you play in a division, it is different. But if you play solo: most people are potatoes, and it is averagely better to trust in yourself than to trust in your team. Spotting the DD is nice, but not if people fail to hit it. Now I understand that again, you care about the average player. Someone will bring this up anyway, and I am aware. The reason why "averagely" CVs still seem to do a lot of damage is that bad players can stay safe and still farm damage, whereas in a normal ship they would already have been farmed long ago. CVs are unique. The biggest noobs can stay safe and still get damage, which is impossible in any other ship. This is the explanation between the percieved "CV useless" attitude from good CV players (who experience their play severely nerfed to being actually useless) and the "but CV is still doing a lot of average dmg!" from non CV loving players. Community: edited (which btw, is my country). I am constantly reported just for playing CV. Many people have not accepted that is is part of the game. Many people dislike you, but as a CV you get open hate in nearly every game. Some people feel you need to do this, some people feel you need to do that. If you dont give a person who requests fighters support, crying and report. You fail to spot a DD, crying and report. Dozends of examples. I CAN PLAY THIS GAME HOWEVER I LIKE. That is a core preogative. If any other player in any other ships fails, people might realise it, but do not hate them in chat nearly as much. As CV, you stay alive longer than average. That means you already get more reports (becuase we all know, people report much more likely towards the end of a game when thez percive "someone lost their game" instead of reporthing the noob dd that ran into the radar at min 1 and was executed). But on top of that, I get reports for just playing my shipclass. It is RACISM IN WOWS. CV players are the minority, being hunted, hated and insulted. You do absolutely nothing to protect us. You realized you introduced a hard to balance element, but you DID introduce it. So man up and defend the people who enjoy it. Additionally, since there is no "percieved counterplay" against planes and people become frustrated faster, not even seeing what they did wrong to be bombed in the first place - again more hate. Most people still do not play CVs, they dont understand how it feels to lose all your planes in this new AA - again more hate. Most people have played DD, BB, CA CL. But many didnt touch CVs. They will thus even more likey report and flame "The CV", because he is not part of the "group of ships they play and understand (a little)." We are being systematically discriminated as a minority, and you are the state here. So it is your job to protect minorities from this. So FIX it. Every 1.5th game I play CV it starts with "OMG, CV game", followed by "CV spot this, CV spot that, OMG noob CV, report!". Instead of making videois about armor angles, maybe you should make a video about manners and defend the thing YOU created, which people like ME happen(ed) to enjoy. I personally have lost a lot of motivation to play this game. And only half of it is due to the fact that you first reworked my favourite shipclass and then nerfed it to a point where other ships are just more viable (stop freaking, I said more viable, I didnt say CVs are useless). The other 50% are due to the fact that I dont want to play a game in which I am insulted for being me and chosing my ship. When you play a shooter, nobody starts the game with "OMG, a medic" followed by reports, blackmail to report if you dont go here or there and general flame about your character choice. Games should be fun. Balancing is one thing (at thins point I have to congratulate you - "we will never implement submarines into the game". ). Being constantly discriminated for just chosing CV is another. Do not pretend the problem does not exist.
  9. Picturion

    About the HMS furious

    The other day the game brought up a survey about the new CVs, but I had only played the hermes, so I had no idea what feedback to give, considering that all T4 CV play is awful (but that is to be expected) So now that I am informed I can give some specific opinions that I should have given in that survey. The good Health and surface detectability are fine. Plane HP is good enough and AA firepower is as good as it is necessary in its tier. Torps are slow but powerful and rockets are not very hard hitting but accurate. The Bad Those cluster bombs. I cannot even describe how frustrating and unreliable they are. They scatter all over the place, hitting everywhere but the target area (I swear that sometimes they land outside of it). I would say that to be different from the other nations they should be accurate, but not very powerful. Even the gigantic dispersion circle of the ranger's divebombers gets better results. Everytime from the ranger or ryujo to the furious I feel I'm getting a hand tied to my back, like every type of squadron I have matters and has a purpose. Air surface detectability; not fatal, but even the ranger has better concealment from air Again, this is the opinion of someone who never plays beyond T7 (I just don't like the higher tier gameplay and the endless overtiering in T8), so I don't know how all of what I've said applies to further ships down the line.
  10. Tuccy

    Stream: Let's Talk CV Rework!

    until
    When? Stream starts: Thu. 24 Jan. 18:00 CET (UTC+1) / your local time: Thu. 24 Jan. 18:00 Stream ends: Thu. 24 Jan. 20:00 CET (UTC+1) / your local time: Thu. 24 Jan. 20:00 What's going to be discussed? Upcoming changes to the aircraft carrier class and related topics such as compensation and commander skills. Can I ask questions? Ask away! The development team behind the CV rework will be with us all stream. SET REMINDER ON TWITCH
  11. Proposal – Improved Unique Commanders Bonuses/Talents setup WOWS has two types of Commanders: Legendary and Unique Commanders. Unique Commanders have a bonus/talent that applies in all types of matches (random battles, co-op, clan, operations etc.). Legendary Commanders have a bonus/talent that does not apply in clan battle matches but does apply in all other types of matches. Legendary Commanders: Isoroku Yamamoto, Nikolay Kuznetsov, William Halsey Unique Commanders: Quan Rong, Da Rong, Franz von Jütland, Reinhart von Jütland, Vasily Znamensky, Viktor Znamensky, Charles-Henri Honore, Jean-Jacques Honore, Bert Dunkirk, Jack Dunkirk, George Doe, John Doe and four variants of Alexander Ovechkin This proposal concerns the Unique Commanders, NOT the Legendary Commanders. A major disadvantage of the current setup of the Unique Commanders is that they have a fixed set of bonuses/talents. That leaves the player no choice. All Unique Commanders have bonuses/talents that makes them only suitable for one class of ship. That is highly regrettable considering that Unique Commanders can only be acquired by either investing a lot of time or real world money (golden doubloons). The current Unique Commanders have bonuses/talents that makes them mostly suitable for assignment to Battleships and/or Cruisers. A minority of the Unique Commanders is – arguably - suited for assignment on Destroyers. Some countries have Unique Commanders with bonuses/talents that really only makes them suitable for assignment on one class of ship and none of the other classes. Currently the typical bonuses/talents for Unique Commanders give a +14% to +50% advantage for 2x Commander Skills (3x skills for the two British Unique Commanders). Most of the Unique Commanders have a +50% bonus/talent for varying Commander Skills. This proposal tries to address the absence of a choice in bonuses/talents choice for Unique Commanders: - All Unique Commanders will get a +X% bonus on the FIRST THREE skills that the PLAYER chooses to invest Skill Points in. - The +X% that is proposed is +50% or could alternatively be +40%. - When introducing the above there would be a free Unique Commander Skill reset, the reset would be for Unique Commanders only. - Needless to say: the current three Legendary Commanders and the standard Commanders would not be affected by this change. For all existing Unique Commanders this would be an improvement, meaning that those bought with Golden Doubloons would not be weakened by introducing the changes proposed above. Additional information on the Unique and Legendary Commanders can be found here: https://wiki.wargaming.net/en/Ship:Unique_Commanders What do you, the players, think about this proposal? Are you happy with having NO CHOICE in the current Unique Commander bonuses/talents? Would you like to instead have A CHOICE by selecting the bonuses/talents for your Unique Commanders yourself?
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