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Lt_Lazlow

Suggestions for the reworked CV mechanics

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[WTFNO]
Players
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NOTE: I posted this earlier in the suggestions thread but since (1) the OP there is not updated and people in the recent replies are talking about submarines, (2) other people have made similar posts outside of the suggestions thread and because (3) it's now an active topic of discussion & focus of development, different from all the hypotheticals and wishful thinking, I decided to make a separate post.

I love the preview, and I'm really eager to see some of what was shown brought to any testing environment ASAP. I've been playing CVs, and I can say I'm mediocre-ish: got a solid grasp of the fundamentals, I've had my moments and some luck. I've been paying attention to the constant drama surrounding CVs, and I'm pretty sure I understand WG's position in all of this.

However I do think some sort of compromises ought to be considered:
- MAKE FIGHTERS A DEPLOYABLE, NPC-like, drone-like blob, that receives commands to either escort your strike squadron, or be sent around the 3D world (not the minimap) to fly combat air patrol (CAP) over an area, over a friendly ship, or stay "home" and fly CAP over your carrier. This could be done by having a radius around your strike squadron, within which you can POINT & CLICK (or press a key) to set the fighters' target location or object. Maybe add a good amount of cooldown time, for how often they can receive a new command. "Summoning" fighters out of thin air just seems kooky to me.
- NERF ALL CARRIER PLANES' SPOTTING ability by having enemy vessels spotted by just carrier aircraft (including the strike craft) ONLY APPEAR AS "OUTLINED" SHIPS to the rest of your team, giving a rough location on the minimap, but not visible in the 3D viewport - no target lock, no aim-assist mechanics, someone has to go and deal with the threat the old fashion way. This would negate the current, much lamented mechanics of CVs planes being omnipresent & spotting those ships which really don't want to be targeted. Realistically, I imagine that a group of planes trying to avoid AA and focusing on their attack runs would have a really hard time walking friendly artillery onto its target in the chaos of battle.
- ADD LOW, STATIC CLOUD COVER - plumes scattered over the maps (maybe randomized?), to give planes a hiding place. The concealment on these would work both ways - diminish the effect of incoming enemy AA, but the planes would lose sight of all enemies around them. Make RADAR penetrate these clouds or maybe add a separate AIR RADAR consumable. Also make CYCLONES limit planes abilities in a similar way, or even more (affect accuracy, speed, maybe get damaged, etc). This to add to the feeling that you're controlling an air asset, navigating through different features, not just a Z-clipped surface asset. Also because the airspace looks bland with the current "skybox above, water texture below" situation.

My main reasoning about fighters and spotting here is that instead of completely removing some features, we should keep them to retain an authentic feel to the CV role, but nerf them to the point where they require luck and strategic foresight, instead of who's got better ping / RNG / clicks per minute. The same goes for people's concerns on the Twitch stream regarding CV sniping and side-rushing DDs: you won't be caught with your pants down if you pay attention and have a bit of foresight.

What do y'all think?

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[TORPZ]
Alpha Tester
424 posts
7,254 battles

*wakes up* Whaa..I'm there..I'm there....Lemme read...

 

Well, you'r right, we saw similar stuff partly already on the forums, but the complete doesnt sound that bad.

To 1) Thats a point I support. Uncontrolled fighters would be too much of RNG, you need controll over them without having an endless supply of NPC aircraft availible at all times. Sure, this adds the "beeing at multiple points at the same time"-thing again, but I guess just sending them to protect an area or target while controlling your active squad should be doable for all of us.

2) I see dangers in that. Imagine the situation: Both teams had 2 dds, a few cruisers, one CV and mostly BBS. Now we reached an ending stage of battle, you are down to 3 BBs and the CV, the enemy managed to lose the CV, has now 2 BBs and one DD left, a IGN one, 5,4 km detectability range whith 10 km torpedo range. If you as CV can't spot the DD, then the BBS have problem. They cant chase the DD as hes faster and fires torps, but blind killing an DD with  just its minimap marker is damn hard. But I see where your coming from with this, having just 1 last pesky HE bomber over your head as Asashio with its 10 point DPS AA is annoying. But during the matches main phase, CV spots can be cruical to gameplay. Your DDs place smoke walls to hide, BBS take guard behind and ready the guns while CV spots over the smoke. Thats teamplay, and we shouldnt remove such joint actions. But a protection against permaspot for weak AA ships would be good, yes.

Maybe reduce detectability by air more, in a way that you have to get low above the water to spot DDs while giving DDs AA strong enough to repell planes which are so close. Then DDS would mostly keep their AA as it is now; mostly for self guard, but would only allow shorter spots on you by enemy planes or else they crash down.

3) Like air-smoke? That sounds cool. You'd have to make the fighter AI smart enough to make sure she follows you into there and chase you out of your hiding, but clouds as way to conceal attacks would be a good and logial approach. Just they should move over the map with the wind, wind speed depending on weather (slow usually, moving fast during storm and rain), colliding and dispersing when they hit mountains.

  • Cool 1

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[WTFNO]
Players
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Thanks for chiming in. I see what you mean by point 2. Maybe another way could be modifying ships' detection range when spotted by aircraft (like it happens when firing guns, AA or when you're on fire). They'd still appear only as ghost outlines on the map, if no enemies are within the now raised detection radius. But if the debuff puts an enemy ship within the raised detection radius, the air-spotted ship becomes targetable. Something like a 5.4km radius becomes 7.5km or more when there are planes overhead. This way planes would "somewhat help" but not act like remote controlled target painters halfway across the map.

P.S. I'm trying to rely on existing game mechanics PLUS what seems to be in line with the rework we've seen thus far. So I wouldn't worry much about "spotted by 1 bomber left" or ships who lose because they can't get one last guy - they can either use the point imbalance to re-capture in time, or they deserve to lose / the fleeing ship deserves a solo warrior :)

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