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CV Rework Discussion

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10 minutes ago, ghostbuster_ said:

do we already have a video about the new CV gameplay in pvp from an experienced CV player?

I wouldn't inmediatly believe that an experienced CV player will transition his current skills into the new carrier gameplay so someone who is horrible in carriers in RTS may be godlike in nucarriers and viceversa.

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17 minutes ago, ghostbuster_ said:

do we already have a video about the new CV gameplay in pvp from an experienced CV player?

Yes, check on youtube.

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29 minutes ago, OVanBruce said:

I wouldn't inmediatly believe that an experienced CV player will transition his current skills into the new carrier gameplay so someone who is horrible in carriers in RTS may be godlike in nucarriers and viceversa.

yeah but a good one is still gonna have better map awareness and more knowladge  about AA values of different ships.

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11 hours ago, Aragathor said:

On reddit there's a consensus that the people most likely to not get invited are those with a lot of cv experience/owners of T9-10 CVs.

 

So you're good.

So players who have low experience or none are having good chances for getting invite into Beta and experienced CV players dont? That doesn't make any sense.

Anyone would assume that WG would the most value feedback from experienced CV players.

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12 minutes ago, Hades_warrior said:

So players who have low experience or none are having good chances for getting invite into Beta and experienced CV players dont? That doesn't make any sense.

Anyone would assume that WG would the most value feedback from experienced CV players.

lmao, WG gave a giant middle finger to experienced CV players already with their projected destruction of the current CV gameplay, why would they think their opinions would be more valuable than the opinions of the braindead potatos who this rework is catering to?

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50 minutes ago, OVanBruce said:

lmao, WG gave a giant middle finger to experienced CV players already with their projected destruction of the current CV gameplay, why would they think their opinions would be more valuable than the opinions of the braindead potatos who this rework is catering to?

Not all players are brain dead who are not CV main class / experienced.

 

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2 hours ago, ghostbuster_ said:

yeah but a good one is still gonna have better map awareness and more knowladge  about AA values of different ships.

Agreed about map awareness, but AA is basically turned around. Currently it's the range that matters most (and the values of that long range AA), with newAA, short range mounts are the most dangerous. I'm not quite sure current good CV players cared too much about short range AA values.

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3 hours ago, Toivia said:

Agreed about map awareness, but AA is basically turned around. Currently it's the range that matters most (and the values of that long range AA), with newAA, short range mounts are the most dangerous. I'm not quite sure current good CV players cared too much about short range AA values.

We have to wait and see how the AA will get reworked but from what I have seen I believe I am gonna like the reworked CV. More direct control of the planes, I do dislike the autopilot styled CV handling though. 

 

Why not make the CV:s able to drive and fire like other ships while in ship-mode. Their gun layouts is similar to St.Louis and it would make CV:s more versatile and having to chose between avoiding a DD and sink him with planes or guns, in flight mode all guns go silent. THis style could work for seaplane-cruisers as well. 

 

 

As stated before they have much balancing to do, as of now it looks like torpedo bombers gonna delete players but i 4 attacks making plenty perma flooding.

 

I think it seems to be not to different loadouts as the types of ships in the game (and could be balanced

/treated similarly):

 

Rockets - The CV:s airborne light crusiers, large amount of shells (rockets) that lights fires by sheer amount of hits. 

 

Bombs - The CV:s airborne battleships, fewer hits than rockets but higher damage and fire chance. Be brave and let us have AP-bombers as well and increase the dispersion accordingly (as battleships 12 midway bombers = 12 montana shells sort of). Do not really like the attack animation, maybe make them have higher altitude and really DIVE down on the target where [edited]the rockets and torpedoes just reduce altitude (half way for rockets and surface mode for torpedoes) when attacking. 

 

Torpedoes - The CV:s destroyers, high damage, most easy to avoid, causes flooding. Problem in current iteration is that 4 x 3 planes makes perma flooding to simple (try 2 drops 6 + 6 similar to destroyers launchers and adjust damage and flooding). 

 

As stated, looks interesting and will try it when I get a chance, right now I can only study the few videos uploaded on YouTube. It needs refinement and balancing but seems to be a promising start where you are a part of the game mire than the RTS mode of today. Just make the CV handling more engaging than autopilot mode and I am happy. 

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heals on DIve bombers? WTF REALLY? holly crap wg did everything to make CVs as retardproof as possible just like they did with BBs.  quote from WG: "if CV spots a shima, shima cant do anything." yeah with this new crap your CV cant even defend your shima. amazing. well done:Smile_facepalm:  @Sub_Octavian

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I just like it... more entertainment than sweating to hit anything. Fun factor is high. ROFLAMAO. 

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[TORAZ]
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Looks like they managed to :etc_swear: up the UI responsiveness again according to preliminary feedback.

Oh boy...

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The memes from this test are so good.

 

My favorite:

Zao under constant air attack throughout the entire battle. After surviving the battle and using DFAA 3 times, a grand total of 2 planes were shot down.

 

baINLAUH.jpg

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4 minutes ago, Nechrom said:

Zao under constant air attack throughout the entire battle. After surviving the battle and using DFAA 3 times, a grand total of 2 planes were shot down.

 

*realism intensifies* :Smile_trollface:

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1 hour ago, Nechrom said:

The memes from this test are so good.

 

My favorite:

Zao under constant air attack throughout the entire battle. After surviving the battle and using DFAA 3 times, a grand total of 2 planes were shot down.

 

 

Had a chance to have a quick go. Some things worth noting:

You start with no XP. You need to play a carrier game to get the XP. You need to play a non carrier game to get credits. You only start with 3m credits. There's a good chance the zao is totally stock.

 

There's no AA equipment available currently. So there's no way of buffing your AA via equipment at present on the test server

 

You have 0 captain skills, and each point costs 20m free xp. You earn 1m free xp from playing carrier. Therefore basically everyone has no captain skills either atm - so no BFT/AFT/man AA

 

AA therefore is pretty much just the base ship. Fun additional fact: the values are wrong on the UI. The Aoba is listed as 4.5km in port. In game it says 5.2km. The guns actually start firing somewhere around 6km.

 

 

Changing sectors of the guns is actually not too bad once you remap it to a button more convenient than "O". Also each ship has different swapping speed, and different benefit. Montana gets +15%. Farragut gets +50% 

Also AA has (at least according to port UI) different hit% with some ships very accurate (95%) others not so (50%). This can be different for short/mid/long.

Similarly the long range flak bursts do different damage - farragut is 270. Aoba is 450. Ryujo is 600.

 

 

Mostly been playing around with the AA side first, will try carriers later (can just jump into a game in a non carrier atm)

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the fighter consumable is just not working. simply give the planes abitlity to shoot each other. rocket planes seems to best fit to the old fighters role (these planes are fighters after all) because the rockets seems to do little damage to ships anyway. 

 

torp planes : biggest damage against ships, low damage against planes

dive bombers: middle way

rocket planes: low damage against ships, shooting down planes very well

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16 minutes ago, Xevious_Red said:

You have 0 captain skills

 

Apparently captain skills are currently causing the servers to crash.

 

The main problem I have with the rework are the controls. Christ, the controls just feel so incredibly off I actually don't know how to describe it. I'm suspecting the hybrid keyboard and mouse direction controls are at least partially at fault.

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15 minutes ago, El2aZeR said:

 

Apparently captain skills are currently causing the servers to crash.

 

The main problem I have with the rework are the controls. Christ, the controls just feel so incredibly off I actually don't know how to describe it. I'm suspecting the hybrid keyboard and mouse direction controls are at least partially at fault.

I'm finding this throws me off too.  It's ok ish when just flying but is clunky when trying to line up an attack - I default to trying to use the mouse and then remember I need to use A/D to aim

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Just a heads up:

If you try to steer your CV manually even once auto-pilot becomes bugged and thus nonfunctional for the rest of the match.

At least that just happened to me.

 

EDIT:

Nevermind, tried manual steering now and auto pilot works fine afterwards. No idea what happened there.

 

Think I'm getting the hang of it now. Can consistently rack up well over 150k damage with Midway. I believe with a bit more practice I can hit 200k average damage.

2 hours ago, El2aZeR said:

A few pointers for those testing:

- Forget DDs with anything but rockets

- Forget everything but DDs with rockets, Tiny Tims are the exception but are inferior to other options in my experience

- Tiny Tims are very accurate but take a long time to narrow, approach from front or back for maximum effect

- HVARs are better against DDs due to higher target area saturation imo, with an entire squad expended you can easily take off half the health of a DD or more if RNG favors you

- Attack from the side using IJN rockets

- Midway DBs have the most reliable DoT (practically every attack you get at least one fire) along with decent alpha

- Haku has AP DBs, can citadel everything but DDs

- Midway torps are incredibly slow (33kn), plan a healthy amount of lead

- Haku has DW torps (41kn) for those that haven't noticed

- Ranger stock planes are garbage. Upgrade everything first using those millions of free exp you get for every CV game before playing (if you even want to)

- In general you want to attack BBs, farm dat damage until no tomorrow (FINALLY WE HAVE AN ANTI-BB CLASS!)

- Don't play Shima. Down that path lies only pain and sadness due to increased (yes, increased) CV spotting

- CVs are about as game deciding as before, but your playstyle is a lot safer (in fact it is practically risk free). Do not carelessly rush your hull into the enemy team

- AA has a sweet spot mechanic in the middle between long and close range where it is most effective and will throw puffs straight into your path. If you stay out of that AA is practically worthless

- Slowing down makes your turn much more tight and can make you stick close to your target indefinitely if used right. This is why DBs are the most reliable weapon imo

 

EDIT2:

The bug can be seen here:

Spoiler

 

At 6:34

 

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11 hours ago, Xevious_Red said:

I'm finding this throws me off too.  It's ok ish when just flying but is clunky when trying to line up an attack - I default to trying to use the mouse and then remember I need to use A/D to aim

 

Seems  Fem is struggling to play with 85-110 ping, bad news for me:Smile-angry:

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15 minutes ago, Ysterpyp said:

 

Seems  Fem is struggling to play with 85-110 ping, bad news for me:Smile-angry:

Ghana, mobile camp in the jungle, phone service provider, 105ms the best.

Still playable even with mouse :)

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6 minutes ago, Ysterpyp said:

 

Seems  Fem is struggling to play with 85-110 ping, bad news for me:Smile-angry:

It's the initially off putting fact that my brain tries to move the reticle with the mouse (It's a circle, it feels like I should move the mouse), when actually I need to steer the plane.

 

The torp bombers are actually the easiest - you can start the run early and have loads of time to adjust. Almost too much since if you mess up you can stay in attack mode and go for a different target. The rockets are trickier - although at low tier this might be just the low ish number  of rockets vs a small DD. The DB are the easiest to mess up - because if their vertical nature you cannot go for a different target - as soon as you click attack you are tied to that area. They are also the least adjustable, and easily prone to overshooting/under shooting particularly if you approach too fast or too slow

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