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CV Rework Discussion

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Just noticed the "Naval Legends: U.S.S. Cod – Trailer" (submarine).

 

Are Wargaming about to attempt misdirection, launching another class we can argue about? :Smile_teethhappy:

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They should firs fix classes that are currently in the game lol.

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5 minutes ago, Yare_Yare said:

You cant just look at the plain numbers to balance them, do you not know how Damage math works?? Carriers cant dev strike , they only do little bits of damage over time so they NEED to have double the raw damage over the course of the battle in order to be as effective as other ships. If a Yamato dev strikes a Conqueror for 80k Damage at the beginning of a Match and then dies  thats WAY more impactful then if a Carrier was doing 80k  damage to him over the course of 15min allowing him to use multiple repair partys. In order to compensate for that lack of alpha strike Carriers need to have roughly three times the raw damage over the course of the battle in order to achieve the same netto Damage done as other ship classes.

Its the same reason why in any other video game like RPGs small bits of damage like Dots usually do twice as much damage per cast as direct hits of same power. If Carriers would have the same average DMG as other ships they would be totally useless and would have zero impact on the battle. 

 

1.

Oh so anything but Alpha Strike is now Irrelevant ? :)

Mate no Offense but what your Doing there is desperately grasping for Straws.

If you just Ignore everything that Disagrees with you and Limit yourself to the 2 out of 100 things that Support you.

Then Sure you end up with the Result you want.

But that Result aint worth anything :)

 

2.

Yamato doing an 80k Damage Strike on a Conqueror in the Beginning of the Match :)

Sure Mate.

Pls show me a few Cases of this.

I would be Impressed if this Happens once a Year.

And even then it can only Happen if the Conqueror basicly Shows Complete Broadside to the Yamato and the Yamato is Incredible Lucky with its Salvo :)

Even a 30k Damage hit is a Really Good Hit.

And the Standard is more around 10k

 

3.

Except a CV can actually Focus a Ship and do Damage way Faster than it can Repair.

Moreover. Torpedo Damage and AP Bombs Damage is not exactly providing alot of Repairable Damage.

Alot of it Sticks and cant be Repaired Actually.

 

4.

Thats Rubbish.

Because Sorry.

But a BB doing 80k Damage in One Salvo nearly never Happens.

Even in a Close Quarters Fight where an Enemy Gives you Broadside.

You usually only get a 20-40k Hit at Best.

But the Vast Majority of BB Damage is done over Time.

By Shooting over and over again over the Whole Match.

 

For a Yamato to do 80k Damage.

It would need to Score 5 Citadels and 1 Penetration out of its 9 Shells.

It cant do 80k without Hitting the Citadel.

 

Good Luck with that.

Also Mate.

This Argument is Entirely Irrelevant.

Because the Stats Show the Average Damage per Battle.

 

So unless you basicly want to Claim.

That BBs basicly Do their 80k Damage all at once at one Time in a Battle.

And then are basicly Floating around Uselessly for the entire rest of these Battles.

Your Argument would make no Sense.

 

3 minutes ago, Latur_Husky said:

It's not AA that is a problem now but the way CV attacks and damage output of such. What's the point of launching 3 or 4 times more planes than attack run if you can do only one and what it does is almost nothing (with maybe few exceptions).

 

These Exceptions happen all the Time Strangely *gg*

You just need to make sure you dont Fly into a Blob after an Attack.

 

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2 hours ago, Sunleader said:

 

Well Mate.

If we Exclude Detonation.

Which CVs can Cause as well.

 

The Only Ships Capable of just Killing an Full Health Enemy BB in a Single Strike would be a DD.

 

And a DD would not need to worry about his Reload.

Because the only way he gets close enough to get such an Close Torpedo Spread that he can actually Sink a Full Health BB in one Salvo.

Is by Yoloing at the BB which he will usually Pay for with his Life.

I agree with what you said however you have totally ignored my post that you quoted to the point of quoting me was irrelevant. Sorry, no offence. 

To restate. Would you be happy that after you have had a successful engagement with an enemy BB (in whatever ship you fancy,) would you be be happy that it will take 10 minutes before you can muster a full salvo again?

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1 hour ago, Yare_Yare said:

You cant just look at the plain numbers to balance them, do you not know how Damage math works?? Carriers cant dev strike , they only do little bits of damage over time so they NEED to have much more raw damage over the course of the battle in order to be as effective as other ships. If a Yamato dev strikes a Conqueror for 80k Damage at the beginning of a Match and then dies  thats WAY more impactful then if a Carrier was doing 80k  damage to him over the course of 15min allowing him to use multiple repair partys. In order to compensate for that lack of alpha strike Carriers need to have roughly three times the raw damage over the course of the battle in order to achieve the same netto Damage done as other ship classes.

First off, claiming that CV can not Dev-strike is wrong. They can. Sure you need Detonation for that. But it is not impossible. I have two Dev-strikes for 10.battles with new CV.

 

Secondly. CVs have good DPM. And good sustained damage capability.Due the close in nature of a attack and ability do correct.

 

For example, on average, Yamato does only 2000-3000.hp of damage per salvo.

 

For example. Colorado average damage (10.battles with average damage of 121000.hp and accurasy of 40%) per salvo was 6000.hp.

 

CV damage output might look weak on paper. But it is actually quite good, due mutch less variables affecting it.

 

 

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Would be great idea if CVs had the option when they get deplaned, in a sense that they only have a few planes (1-2) of all types of squadrons, that they could scrap all those few planes of each type into one big squadron of any plane type. That along with the regeneration mechanic would be a way to make CVs still operate even with maximum plane losses :cap_hmm:

edit: or even better, enable and also disable the regeneration of 1 or 2 plane types to accelerate the restore time of the remaining planes.

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14 minutes ago, Cambera_1 said:

I agree with what you said however you have totally ignored my post that you quoted to the point of quoting me was irrelevant. Sorry, no offence. 

To restate. Would you be happy that after you have had a successful engagement with an enemy BB (in whatever ship you fancy,) would you be be happy that it will take 10 minutes before you can muster a full salvo again?

 

Sorry About that.

Honestly Said I tought that the Alpha Strike Damage Potential was what you were Trying to get at.

 

 

 

That Depends on how Succesful the Engagement was to be Honest.

 

I actually like the RTS System.

And I am actually the Type of Player which Basicly Spend several Minutes just Gathering his Squadrons.

And then Basicly Attempt to Strike an Enemy for as Much Damage as Possible with one Concentrated Strike.

And After that I usually Spend Several Minutes again to Prepare the next Strike.

 

Of course.

If I did 60k Damage with each of the Two Strikes I managed to get during that Game. Then I have Fairly Happy with myself to be Honest.

If of yourse I Failed Miseradbly and Didnt Hit. I was Annoyed by that.

 

 

Now then. Mind if I ask what Exactly the Point of the Question is :)

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4 minutes ago, Sunleader said:

 

1.

Oh so anything but Alpha Strike is now Irrelevant ? :)

Mate no Offense but what your Doing there is desperately grasping for Straws.

If you just Ignore everything that Disagrees with you and Limit yourself to the 2 out of 100 things that Support you.

Then Sure you end up with the Result you want.

But that Result aint worth anything :)

 

2.

Yamato doing an 80k Damage Strike on a Conqueror in the Beginning of the Match :)

Sure Mate.

Pls show me a few Cases of this.

I would be Impressed if this Happens once a Year.

And even then it can only Happen if the Conqueror basicly Shows Complete Broadside to the Yamato and the Yamato is Incredible Lucky with its Salvo :)

Even a 30k Damage hit is a Really Good Hit.

And the Standard is more around 10k

 

3.

Except a CV can actually Focus a Ship and do Damage way Faster than it can Repair.

Moreover. Torpedo Damage and AP Bombs Damage is not exactly providing alot of Repairable Damage.

Alot of it Sticks and cant be Repaired Actually.

 

4.

Thats Rubbish.

Because Sorry.

But a BB doing 80k Damage in One Salvo nearly never Happens.

Even in a Close Quarters Fight where an Enemy Gives you Broadside.

You usually only get a 20-40k Hit at Best.

But the Vast Majority of BB Damage is done over Time.

By Shooting over and over again over the Whole Match.

 

For a Yamato to do 80k Damage.

It would need to Score 5 Citadels and 1 Penetration out of its 9 Shells.

It cant do 80k without Hitting the Citadel.

 

Good Luck with that.

Also Mate.

This Argument is Entirely Irrelevant.

Because the Stats Show the Average Damage per Battle.

 

So unless you basicly want to Claim.

That BBs basicly Do their 80k Damage all at once at one Time in a Battle.

And then are basicly Floating around Uselessly for the entire rest of these Battles.

Your Argument would make no Sense.

 

 

These Exceptions happen all the Time Strangely *gg*

You just need to make sure you dont Fly into a Blob after an Attack.

 

Damage over time IS irrelevant compared to the SAME amount of damage in form a single salvo or dev strike, yes. Thats why wargaming increased CV raw damage so much.

Conqueror was just a example that happened today  it can can be any other ship, the important thing is the dev strike. And yes you see Yamatos and Montanas oneshotting people multiple times a day not once a year. 

If a full hp tier 10 battleship is specced AA and uses its consumables  and dodges wisely you will need atleast 6-10 minutes to kill it even if you focus it, specially in a t8 CV. I dont know what magical CV you are using that can Kill a BB faster then a good aiming Yamato can that caught him broadside.

And YES BBs do NOT do their damage over time nor is the majority of their damage from small hits, thats only the case if you dont know how to aim and dont score citadels because you are in a kurfürst sniping or something. Especially in random battles usually what happens is something  like you Miss/Ricochet/overpen 10 salvos at the beginning of the match at 18-20km and then a Cruiser [edited] up and gets spotted broadside near the cap at 14km and you blap him for 20k-40k doing more damage in that single salvo then all your previous salvos combined and then you go back to shooting angled targets  because there is nothing else to shoot at until you find a broadside again. Their whole gameplay is CENTERED around achieving dev strikes/citadels but having less DPS then Cruisers as compensation. The only exceptions would be Yamato and Musashi because you can actually do 7-10k salvos on those without citadels on bow tanking ships but usually if you play a BB and the majority of your Damage is from  1-2 Pens per salvo because you couldnt find citadels you should switch to playing Cruisers instead because those do way more damage without citadels compared to BBs.

And Carriers have even less Alpha Strike then Cruisers thats why they get even more Raw Damage to compensate. It has nothing to do with them being OP.
 

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11 minutes ago, Sunleader said:

 

Sorry About that.

Honestly Said I tought that the Alpha Strike Damage Potential was what you were Trying to get at.

 

 

 

That Depends on how Succesful the Engagement was to be Honest.

 

I actually like the RTS System.

And I am actually the Type of Player which Basicly Spend several Minutes just Gathering his Squadrons.

And then Basicly Attempt to Strike an Enemy for as Much Damage as Possible with one Concentrated Strike.

And After that I usually Spend Several Minutes again to Prepare the next Strike.

 

Of course.

If I did 60k Damage with each of the Two Strikes I managed to get during that Game. Then I have Fairly Happy with myself to be Honest.

If of yourse I Failed Miseradbly and Didnt Hit. I was Annoyed by that.

 

 

Now then. Mind if I ask what Exactly the Point of the Question is :)

Simple, if a surface player expects a CV to loose virtually all of the planes in sinking the battleship, then they should be aware that that means that the CV can't manage another full strike until the planes have been restored, which for some CV’s is in excess of 10 minutes. 

If they are prepared for the CV to have this restriction then how would they like their Yamato, or whatever, not to be able to shoot for that long. And for those who say that the CV has other squadrons. No AP or He shells for that long.

Some surface only players are demanding rediculus amounts of plane kills because they think that kills have no effect on the CV, limitless planes and alternative squadrons etc. (Especially the forum member who I quoted first.)

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1 hour ago, Culiacan_Mexico said:

Increased regeneration for some CVs?

Sub_octavian responded to such a question in the reddit thread. The answer was no, because it was harder to do.

 

From what hes said, they are going for a hitpoint increase of a few % on the planes

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Also, at this point it is very obvious where we are going in terms of cv "fixing" one needs to look no further than artillery in world of tanks.

 

Basically so universally hated and annoying that it was nerfed to the ground, and its still the most hated and controversial class in that game.

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3 minutes ago, thiextar said:

Also, at this point it is very obvious where we are going in terms of cv "fixing" one needs to look no further than artillery in world of tanks.

 

Basically so universally hated and annoying that it was nerfed to the ground, and its still the most hated and controversial class in that game.

Considering WG aims to not make things balanced, simply not fun to play for all parties involved, have you ever expected anything else?

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13 minutes ago, Yare_Yare said:

Damage over time IS irrelevant compared to the SAME amount of damage in form a single salvo or dev strike, yes. Thats why wargaming increased CV raw damage so much.

Conqueror was just a example that happened today  it can can be any other ship, the important thing is the dev strike. And yes you see Yamatos and Montanas oneshotting people multiple times a day not once a year. 

If a full hp tier 10 battleship is specced AA and uses its consumables  and dodges wisely you will need atleast 6-10 minutes to kill it even if you focus it, specially in a t8 CV. I dont know what magical CV you are using that can Kill a BB faster then a good aiming Yamato can that caught him broadside.

And YES BBs do NOT do their damage over time nor is the majority of their damage from small hits, thats only the case if you dont know how to aim and dont score citadels because you are in a kurfürst sniping or something. Especially in random battles usually what happens is something  like you Miss/Ricochet/overpen 10 salvos at the beginning of the match at 18-20km and then a Cruiser [edited] up and gets spotted broadside near the cap at 14km and you blap him for 20k-40k doing more damage in that single salvo then all your previous salvos combined and then you go back to shooting angled targets  because there is nothing else to shoot at until you find a broadside again. Their whole gameplay is CENTERED around achieving dev strikes/citadels but having less DPS then Cruisers as compensation. The only exceptions would be Yamato and Musashi because you can actually do 7-10k salvos on those without citadels on bow tanking ships but usually if you play a BB and the majority of your Damage is from  1-2 Pens per salvo because you couldnt find citadels you should switch to playing Cruisers instead because those do way more damage without citadels compared to BBs.

And Carriers have even less Alpha Strike then Cruisers thats why they get even more Raw Damage to compensate. It has nothing to do with them being OP.
 

 

1.

This is Bullcrab.

But even if we go with this as your Explanation.

CVs in Exchange have the Bonus of not being at Risk at all.

Ships with High Alpha Damage like DDs and BBs have to Risk their Ship in order to have a Chance at this kind of Damage :)

 

Moreover. In case you missed it.

But BBs high Alpha Damage comes with the Distinct Disadvantage of Terrible Accuracy.

Cruisers low Alpha Damage comes with the Distinct Advantage of Great Accuracy :)

 

CVs actually have both.

AP Bombs have pretty bad Accuracy for a CV.

But an Very High Alpha Damage.

While most other CV Attacks have pretty low Alpha.

But are very Accurate :)

Lowest Alpha being the Rockets which in Exchange are near Impossible to Miss unless you completely Miss the Aiming.

 

2.

And if you got a Properly Specced T10 Battleships you can Deny other T10 BBs from Killing you entirely by not giving them Broadside :)

Sorry Mate.

But your making the Standard Mistake. Of basicly Assuming that the BBs get Perfect Situation. While the CV gets Worst Situation Possible.

You basicly Compare the Damage a CV does to a BB that is entirely and accurately Focused on Avoiding Damage from Air Attacks with all its Power.

And Compare it to a Battleship that is basicly a Complete Noob Showing his Broadside to the Battleship with the Biggest Guns in the entire Game :)

 

How about we Turn this Around.

A Tier T10 BB which is Properly Playing his Ship can Survive Fire from a Yamato for the Entire Match without even losing Half of his HP :)

Meanwhile a CV can Actually Kill a T10 BB in less than 5 Minutes if it Shows Straight Line to an CV with AP Bombs :)

 

I just now Killed an T8 BB like this.

The BB was Showing his Bow to my Allied BBs.

So they were Shooting at him with Several BBs. But could not do much about it. Because Bow Tanking BB is actually pretty hard to Penetrate and thus wont take much Damage in one Hit.

But its Perfect Chance for me.

Because I went in. And I knew. He cant Turn to the Side. If he Does the BBs will Delete him with Citadel.

But this way. I Deleted him with Triple Citadel which Dealt 27k Damage to him in a Single Drop :)

 

Notice what I did there ?

Two People can Play this Game Mate :)

 

3.

Usual Answer on this one Mate.

If its So Easy to Do.

Then I am Eagerly Awaiting your Evidence of that.

Please Show us how you Easily do 80k Hits to Enemy BBs with your Yamato :)

Show us how you dont Accumulate Damage in Small Hits over the Course of the Match. But basicly constantly Just Delete Ships all at once so they cant Repair :)

 

I.ll be Waiting for it :)

 

4.

CVs have less Alpha than Cruisers.

But their Actual Damage is much much Higher per Hit.

Most Cruisers are very Happy about even a 10k Hit or more.

As a CV I will do 10k Hits Pretty Regular. And will also do 20k Hits like above :)

 

 

Sorry Mate.

But all your doing there is Grasping for Straws to cling to.

 

 

 

5 minutes ago, Cambera_1 said:

Simple, if a surface player expects a CV to loose virtually all of the planes in sinking the battleship, then they should be aware that that means that the CV can't manage another full strike until the planes have been restored, which for some CV’s is in excess of 10 minutes. 

If they are prepared for the CV to have this restriction then how would they like their Yamato, or whatever, not to be able to shoot for that long. And for those who say that the CV has other squadrons. No AP or He shells for that long.

Some surface only players are demanding rediculus amounts of plane kills because they think that kills have no effect on the CV, limitless planes and alternative squadrons etc. (Especially the forum member who I quoted first.)

 

Actually they do have this Restriction.

Because if Surface Ships mess up like this.

They dont lose a Squadron. They get Killed.

And then they basicly have to Wait for the Rest of the Match to use that Ship again.

 

And No.

Your getting that a bit Wrong.

 

We Demand Ridiculous Amount of Plane Kills because this is whats needed to Affect CVs.

So far the Plane Kills were far too low.

And thanks to that.

Plane Kills barely ever Affected CVs.

 

Now after the Update. Plane Kills do actually Affect CVs.

And CVs do now have to Pay some heed to AA.

They cant just Attack whatever they want anymore.

 

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7 minutes ago, Sunleader said:

 

1.

This is Bullcrab.

But even if we go with this as your Explanation.

CVs in Exchange have the Bonus of not being at Risk at all.

Ships with High Alpha Damage like DDs and BBs have to Risk their Ship in order to have a Chance at this kind of Damage :)

 

 

You do realize that even though CV doesn't risk it's hull, every attack is reducing attack power as planes can be depleted? So maybe let's give every other class just enough ammo to shoot twice, let's make it so that one shell regenerates every 90 sec and afterwards it needs to reload and lets see how much fun is that? Let's do the same for torpedoes and anything else.... Seems balanced isn't it?

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11 minutes ago, mariouus said:

First off, claiming that CV can not Dev-strike is wrong. They can. Sure you need Detonation for that. But it is not impossible. I have two Dev-strikes for 10.battles with new CV.

 

Secondly. CVs have good DPM. And good sustained damage capability.Due the close in nature of a attack and ability do correct.

 

For example, on average, Yamato does only 2000-3000.hp of damage per salvo.

 

For example. Colorado average damage (10.battles with average damage of 121000.hp and accurasy of 40%) per salvo was 6000.hp.

 

CV damage output might look weak on paper. But it is actually quite good, due mutch less variables affecting it.

 

 

Detonations are super Rare and usually most ships have anti detonation flags so i dount really count that as normal damage.

Yamato average dmg per salvo should be more around 8k against bad targets. Even then thats still around 8k every 28 Seconds.  And that doesnt even count in the potential to do 30k+ per salvo on a broadside

In a CV i am able to drop 3 torps with 6k potential damage each, then out of those usually one misses so its  12k, those get reduced by torpedo bulges on average by 40% so its 7200dmg per drop. If im lucky and i survive RNG i might get 
another drop in for 14400dmg total and then i have to launch a new squad that needs 1-2 Minutes  to reach the target again depending on if i have speed boost ready. In that time the BB can fire 2-4 salvos for 16-24k Damage until i reach him again so the alpha damage is much lower then the one of a  BB, the only thing that makes a CV do more Damage on Average are the Fires and Floodings caused. And this was the best possible Scenario of a lonely BB being attack by an Audacious wich planes have alot of hp. If you try to attack ANYTHING with somewhat decent AA  your DPM drops to almost 0. I even had scenarios where single German DDs oneshotted my entire  Full HP rocket squadron while i was about to drop.  

Also the Class has to work and be tested in the worst case scenarios, not the best possible ones.  You can play a tier 8 DD, Cruiser or BB in a tier 10 game and still end up top of the team even as a casual, you CANNOT do that in a tier 8 CV right now ever. You have to play like its ranked and be a galaxy brain otherwise you will be out of planes after 5 minutes into the game. My point is that the CV with this amount of AA takes too much effort to be good in compared to other ship classes.
And its not fun to play if every ship is an AA cruiser. LIke you have to literally pre drop half your squad into the water so they dont get shot down after your strike how stupid is that. 

It would be better if they would Keep the AA like it was pre rework with some ships haveing none, some have decent one and some just oneshot you like Des Moines  with AA Consumable. 

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3 hours ago, arcticstorm123 said:

Everyone who plays this game wants "glorious games" with high scores and the ability to dominate the game.

 

BB gets a good score or a kraken?, fine! send congratulations, same for DD or a CL.

 

But if a Cv does anywhere near the same (pretty much an impossibility since CV rework )?, omfg out come the pitch forks and torches!!!

 

I get some people have no interest in a particular class, and never want to play it, but other players do, and the incentive to play is removed if you are reduced to just being a source of damage, or the even more ridiculous comments I've seen about CV's becoming "support ships" dropping sonar buoys or repairing other ships...who the hell would want to play that?

 

We need to make the game fun for all classes, and most importantly at all tiers, Wargaming are making these changes just looking at tier X unicums, or what CC's like Notser says, with no thought as to how they affect tier IV, VI and even tier VIII CV players especially when up-tiered.

 

CV's do have a place, in particular for discouraging camping and island/border hugging, personally I couldn't care less about spotting, but give the CV's something to make the game enjoyable, because hopefully that's why we all play this game, to have fun.

 

(Re-post from "The return of the DD’s. Well, the bad ones anyway" as it's more relevant here)

Getting a Kraken got way harder for surface ships since the rework as you need to play more careful. 

I collected a lot of Krakens on NA Server pre-rework, but lately it got pretty hard in all classes.

Haven't seen CVs getting less Krakens than surface ships since the rework.

 

It's just a result of the rework as the whole meta s now: play careful and long range. That's not supporting glorious Kraken games...

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20 minutes ago, Yare_Yare said:

Yamato average dmg per salvo should be more around 8k against bad targets. Even then thats still around 8k every 28 Seconds.  And that doesnt even count in the potential to do 30k+ per salvo on a broadside

Actually no. I did think the same at first. But after calculation, it is not the case. Average player does really low damage per salvo. Easily compareable (or less) do the damage they can do in CV.

 

Non-CVs have very high potential damage. But low sustained damage.CVs have low alpha, but substantsial sustained damage. 

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32 minutes ago, Latur_Husky said:

You do realize that even though CV doesn't risk it's hull, every attack is reducing attack power as planes can be depleted? So maybe let's give every other class just enough ammo to shoot twice, let's make it so that one shell regenerates every 90 sec and afterwards it needs to reload and lets see how much fun is that? Let's do the same for torpedoes and anything else.... Seems balanced isn't it?

 

Yes.

And you do Realize that the CV basicly has 1 Reserve Squadron for each Type.

Thus Effectively Getting 6 Chances for the Match.

While Surface Ships only get 1 Single Chance ? :)

 

You might get Depleted over Time.

But a Surface Ship that messes Up is Depleted Instantly :)

 

 

And Hey.

No Problem with that Change.

But then I get Guided Shells and Torpedoes that I can Lead into the Target like you can with your Aircraft :)

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8 minutes ago, Sunleader said:

But then I get Guided Shells and Torpedoes that I can Lead into the Target like you can with your Aircraft :)

WG tried that, scrapped. Though you can say it laid keel to CV REEEwork we have now.

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Meanwhile.

I have Reached the 4x Torps of the Haku.

 

And Right of the Bat.

Yes this works.

So much for the Guy who Claimed that you cant Hit a BB with all 4 Torps.

 

The Spread of the 4 Torps is Actually the same as with Kaga and thus Converges in the Distance.

Which actually makes it a pretty Great and Dense Spread.

 

shot-19_06.28_17_58.48-0428.thumb.jpg.e5a4bacc1ada137be6c58c493013df3c.jpg

 

 

With 45 Knots and and 6.3km Range (Using Torpedo Speed Skill) As well as the Convergence Spread.

They are Pretty Good for Nose Torping from the Front. But they are not Usable for Cross Torping.

Since they are at the Target too fast.

 

They can however be Effectively be used to Drive DDs and Cruisers out of Smokes *gg*

 

They are also a Pretty Good way to Torp Cruisers. Because while of course you wont Hit with all 4 Torps.

The Chance to Hit with 1 or 2 Torps is much Bigger than with the 2 Torp Drop.

 

Unlike the Graf Zeppelin Torps. These Torpedos are Unfortunately absolutely not Suited to Attack DDs.

Activation Range is just too long.

 

But they do Strike Fear into Enemies.

No matter if its a Cruiser or BB.

If they are Aimed at by this Torpedo Strike. They will Turn around. Even if they Expose Broadside to the other Team.

Which is Extremely Useful against BBs in the Later Game :)

 

They are also Great for Torping Blobs from a bit of Range.

As you can Force the Spread wider by Wiggling around with Arrow Keys.

Allowing you to basicly Run a Spread Torpedo Salvo into the Fleet.

Often getting a few Hits.

 

What really Sucks is that you basicly have to Start the Attack like 10km away to get the Good Spread down on the Enemy lol.

I really need to get used to that.

 

As for one more thing that was Said.

I had absolutely no Trouble with AA with these Bombers.

They are not Hit the Slightest bit more by AA than any other TBs I used so far.

And I could usually Reliably get a Second Torpedo Drop out.

 

 

 

 

Thanks to them.

I had my First Decent Game with the Haku.

Of Course other Planes are Still Stock.

 

shot-19_06.28_18_03.51-0000.thumb.jpg.f97aa94ed48631d460c1f1747e92d83c.jpg

 

 

5 minutes ago, Panocek said:

WG tried that, scrapped. Though you can say it laid keel to CV REEEwork we have now.

 

Too Bad.

Well Maybe when Submarines come the Germans get Guided Torpedoes *gg*

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Problem with the re-work as I see it is change of emphasis

 

With the rework WG has changed CV's role somewhat, ok they have always hit all ship classes but rework has probably skewed too much against dd's as a class.

 

In RTS, as far as I can remember I'd probably prioritise target as follows:

1. Attacking bombers / Tb's / fighters

2. Enemy Cv's

3. BB's

4. CL's

5. dd's (and then only if they were after me or causing lots of problems, granted it was also trickier to hit them with just bombs).

 

Not strictly in that order obviously, but you get the idea.

 

I'd consider it a major plus to sink the enemies CV's early game so you could then move on to the rest.

 

Problem now is there's no directable counter to attacking planes, fighters now are meh, would be nice to set a fighter on an attacking squadron, CV's could help a lot if they could target attackers aircraft like they did in RTS, but the new mechanic probably makes this more difficult to implement.

 

Rocket planes replacing fighters guarantees people will look for dd's first because they will only scrape the paint on a CL or BB, and they tend to be your fastest planes.

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8 minutes ago, Sunleader said:

The Spread of the 4 Torps is Actually the same as with Kaga and thus Converges in the Distance.

Which actually makes it a pretty Great and Dense Spread.

Not sure where you've got that because they clearly don't converge

shot-19-06-28-18-27-00-0095.jpg

shot-19-06-28-18-27-32-0836.jpg

 

8 minutes ago, Sunleader said:

They are also a Pretty Good way to Torp Cruisers. Because while of course you wont Hit with all 4 Torps.

The Chance to Hit with 1 or 2 Torps is much Bigger than with the 2 Torp Drop

Considering you can drop 2 fishes almost point blank and they are faster, it takes cruiser guy actually paying attention to evade and even then chances of getting hit are quite high.

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1 minute ago, Panocek said:

Not sure where you've got that because they clearly don't converge

shot-19-06-28-18-27-00-0095.jpg

shot-19-06-28-18-27-32-0836.jpg

 

Considering you can drop 2 fishes almost point blank and they are faster, it takes cruiser guy actually paying attention to evade and even then chances of getting hit are quite high.

And not forgetting his AA crews aren't asleep while you do this...

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1 minute ago, arcticstorm123 said:

And not forgetting his AA crews aren't asleep while you do this...

And what are chances *exactly* of landing hits with these sea mines against non afk cruiser in long range fashion?:cap_popcorn:

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6 minutes ago, Panocek said:

Not sure where you've got that because they clearly don't converge

shot-19-06-28-18-27-00-0095.jpg

shot-19-06-28-18-27-32-0836.jpg

 

Considering you can drop 2 fishes almost point blank and they are faster, it takes cruiser guy actually paying attention to evade and even then chances of getting hit are quite high.

 

Hmm.

Maybe just my Imagination due to the Long Range.

But well. Fact is I hit all 4 Torps on that BB :)

 

 

And LOL.

Sorry. But I am Generally not Lucky enough to Find Noobs.

Pretty much everyone I attack usually tries to Evade.

Getting 2 Hits with Torps from from the Double Drop so far only happened very Rarely.

And most of these were Cruisers Sitting behind an Island and not getting the Engine up Fast enough :)

 

 

3 minutes ago, arcticstorm123 said:

And not forgetting his AA crews aren't asleep while you do this...

 

Well Yes.

In case you missed it.

His Screenshot is an After the Fact Check in the Training Room of the Torpedo Spread.

 

I actually Played an Random Battle with Real Players where I hit the BB with all Four Torps.

 

I merely tought they are Converging because they go Thinner towards the End.

But the Distance might have Fooled my Eyes There.

They got a Good Spread from the Start.

Its just due to the High Distance of Attack you dont Notice it right away.

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