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OVanBruce

How to recover hammer and anvil for the new Carrier Rework (Waypoint Strike) and other proposals and suggestions for it

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It won't be as accurate, it won't be as snappy, it won't be as deadly as current hammer and anvil but it might just work. It's also fully compatible with what we've got now, it's fully compatible for consoles and it's also in line with the devs' idea of supposedly rewarding good planning of your strike. I'm not an specially gifted person when it comes to writing so my explanation may need two or three clarifications I may forget to mention.

 

https://cdn.discordapp.com/attachments/471379024770498583/486558967779295244/waypoint.png

So, as a carrier you can aproach your single torpedo squad from behind or the front of an enemy ship as shown in 1. and then at point 2. you proceed to give the order of attack. now as you saw in the original video the whole squad came in and followed the group of 3 torpedo bombers that would do the attack, not in this case. In this case your strike consisting of 3 planes is detached while your main squadron stays moving in circles at 2. what I call The Waypoint. You continue to control your strike and at the moment you release the payload on it your camera inmediatly toggles to your main squadron which allows you to inmediatly launch another strike to follow up the one you just launched.

 

Which can lead to the situation shown in the great MS Paint piece of art I've made in which the first strike 3. forces a player to manouver toward or away the torpedoes 4. which will leave its sides exposed for a follow up launched by the main squad 5.

 

This is one of the most interesting aplications you can develop with the concept of Waypoint Strike. With more imagination a lot more of tactical and strategical possibilities may open which will only enrich current Carrier Rework concept.

 

I'd like to also ask for new and more flexible ideas for the fighter summon consumable. Right now it is truly underdeveloped. What I'd propose is a system in which the consumable has a certain amount of charges with its own initial and after use cooldown and said charges are used to perform a routine or plan devised by the player and perform automatically for the AI. Some of the possible routines are:

 

- CAP: One of the most basic, perform air defence of a ship or a certain group of ships

- Reckon: Set a route up to a maximum of X km using the tactical map for your fighters to simply spot anything they can along that route

- Escort: Escort your own attack squadron so it doesn't get attacked by enemy fighters

- Patrol and interception: Set up your fighter squad to patrol a wide area, spot enemy ships and intercept enemy strike planes

- Fleet spotting: Use your fighters to provide spotting plane view for your team in a certain area

 

I'd also like to propose some QoL improvements for the current carrier gameplay prototype:

 

- Visible AA bubbles, specially a clear diferentiation bettwen current long range (explosions) AA and mid-short range AA (machine guns). It'd be also important to have sound and dialogue indications of which kind of AA the squad is receiving, when it stops receiving it and how strong the AA is.

- Stimated time of drop once you start a run and go in an straight line to the target of your attack. That would require a "targetting" indicator on the ship just like it is now. In resume, something akin the current destroyer white zones for torpedo drops.

 

About graphics and sound I believe there is a lot to be done but I trust the graphic and sound design team working for WoWs because they are the only part of the development team that has never dissapointed.

 

Anyway, cheers.

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[PARAZ]
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Honestly with what was shown in the video you may not need hammer and anvil considering how close you can drop and how fast the torps were.

Still subject to balancing ofc tho.

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52 minutes ago, OVanBruce said:

It won't be as accurate, it won't be as snappy, it won't be as deadly as current hammer and anvil but it might just work. It's also fully compatible with what we've got now, it's fully compatible for consoles and it's also in line with the devs' idea of supposedly rewarding good planning of your strike. I'm not an specially gifted person when it comes to writing so my explanation may need two or three clarifications I may forget to mention.

 

https://cdn.discordapp.com/attachments/471379024770498583/486558967779295244/waypoint.png

So, as a carrier you can aproach your single torpedo squad from behind or the front of an enemy ship as shown in 1. and then at point 2. you proceed to give the order of attack. now as you saw in the original video the whole squad came in and followed the group of 3 torpedo bombers that would do the attack, not in this case. In this case your strike consisting of 3 planes is detached while your main squadron stays moving in circles at 2. what I call The Waypoint. You continue to control your strike and at the moment you release the payload on it your camera inmediatly toggles to your main squadron which allows you to inmediatly launch another strike to follow up the one you just launched.

 

Which can lead to the situation shown in the great MS Paint piece of art I've made in which the first strike 3. forces a player to manouver toward or away the torpedoes 4. which will leave its sides exposed for a follow up launched by the main squad 5.

 

This is one of the most interesting aplications you can develop with the concept of Waypoint Strike. With more imagination a lot more of tactical and strategical possibilities may open which will only enrich current Carrier Rework concept.

I'm afraid what you propose resembles too much to a multi squadron attack, even if you attack with only one at a time. You would push the ship in a following attack with no way to evade. WG wants to nerf the strike potential, this is not going in the way they decided.

55 minutes ago, OVanBruce said:

I'd like to also ask for new and more flexible ideas for the fighter summon consumable. Right now it is truly underdeveloped. What I'd propose is a system in which the consumable has a certain amount of charges with its own initial and after use cooldown and said charges are used to perform a routine or plan devised by the player and perform automatically for the AI. Some of the possible routines are:

 

- CAP: One of the most basic, perform air defence of a ship or a certain group of ships

- Reckon: Set a route up to a maximum of X km using the tactical map for your fighters to simply spot anything they can along that route

- Escort: Escort your own attack squadron so it doesn't get attacked by enemy fighters

- Patrol and interception: Set up your fighter squad to patrol a wide area, spot enemy ships and intercept enemy strike planes

- Fleet spotting: Use your fighters to provide spotting plane view for your team in a certain area

This is again going against the spotting capability they want to deny to CVs. 

If we could summon the fighter anywhere on the map and not only where is the current attack squad that would be already better imo. That would allow a CV player to actively counter the CV opponent, at least at a specific location, for a short time.

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1 hour ago, elblancogringo said:

I'm afraid what you propose resembles too much to a multi squadron attack, even if you attack with only one at a time. You would push the ship in a following attack with no way to evade. WG wants to nerf the strike potential, this is not going in the way they decided.

 

Actually they are considering that the main squad hovers around while the wing attacks. I would imagine that they're going to follow above though and not stay in one place.

Making all planes fly an attack run then having only three drop their ordinance does look rather silly after all.

 

Also this is not a nerf. In many ways this is actually a dramatic increase in damage potential.

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48 minutes ago, El2aZeR said:

 

Actually they are considering that the main squad hovers around while the wing attacks. I would imagine that they're going to follow above though and not stay in one place.

Making all planes fly an attack run then having only three drop their ordinance does look rather silly after all.

 

Also this is not a nerf. In many ways this is actually a dramatic increase in damage potential.

It looked rather powerful. What is to stop you from nuking the other cv and then farm away?

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2 minutes ago, Systergummi said:

What is to stop you from nuking the other cv and then farm away?

 

Currently? Apparently nothing. "They're thinking about it".

My guess is that they're gonna have fighters constantly hover over the CV or give them such murderous AA it'd be suicide to attack them.

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If what was demonstrated in the Twitch comes even close to true then Hammer and Anvil is far from needed, it will be a very simple matter of drop, flood, wait a few, drop again and again, permaflood, sunk target.

 

Obviously it's only the prototype concept, but if it's anything like the demo the potential for perma-dots will be very scary, no plane reserve cap will just make it comical. It's basically a super DD that you can afford to throw away with no penalty to team points, is 3-4 times as fast, can adjust its torpedo launches on the fly and has an effective torp reload of a few seconds.

We shall have to see what evolves before getting upset in one direction or the other.

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49 minutes ago, El2aZeR said:

 

Currently? Apparently nothing. "They're thinking about it".

My guess is that they're gonna have fighters constantly hover over the CV or give them such murderous AA it'd be suicide to attack them.

Probably? Otherwise you will have a race to the other teams cv :Smile_izmena:

Also just found a Reddit thread that dives a little deeper into it. But atleast I wasnt the only one to think It would be a problem.

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1 hour ago, El2aZeR said:

 

Currently? Apparently nothing. "They're thinking about it".

My guess is that they're gonna have fighters constantly hover over the CV or give them such murderous AA it'd be suicide to attack them.

We shouldn't talk about balancing, but I could assume, that the CV has really strong AA. In the reveal video you can see, that the Yamato damages the whole squad just with one AA barrage and we know how good the Yamato AA is

 

Just an asumption, I mean, if the AA is really strong and the planes can'T drop all bombs and torps at once, it will be pretty hard for the planes

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24 minutes ago, Pikkozoikum said:

We shouldn't talk about balancing, but I could assume, that the CV has really strong AA. In the reveal video you can see, that the Yamato damages the whole squad just with one AA barrage and we know how good the Yamato AA is

 

Just an asumption, I mean, if the AA is really strong and the planes can'T drop all bombs and torps at once, it will be pretty hard for the planes

Well might make CVs pick targets instead of going for the big shiny with lots of AA and if losing planes is much much more a big deal they might think twice about losing a whole squad. I had a shokako lose all his planes attacking an Iowa and Alasce who both have great AA...

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2 minutes ago, ironhammer500 said:

Well might make CVs pick targets instead of going for the big shiny with lots of AA and if losing planes is much much more a big deal they might think twice about losing a whole squad.

Guess the general gameplay starts with attack planes anyways to find an uncaution DD in a cap and nuke him away and snd maybe get a single ship with the torpedo bombers.

 

Plus, if you can have multiple CVs in a game, why not stacking the CVs? I mean the AA of two CVs should be pretty nasty

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5 minutes ago, Pikkozoikum said:

Guess the general gameplay starts with attack planes anyways to find an uncaution DD in a cap and nuke him away and snd maybe get a single ship with the torpedo bombers.

 

You're assuming the average player is gonna be smart about this....

But yeah, personally with how it looked in the video I would pick a rocket squad first to harass one or two DDs to death, then switch over to bombs and torps after the lines have dispersed a little.

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1 hour ago, El2aZeR said:

 

Currently? Apparently nothing. "They're thinking about it".

My guess is that they're gonna have fighters constantly hover over the CV or give them such murderous AA it'd be suicide to attack them.

That would make sense. CVs always had a screen of fighters in air during operations to protect them. If I remember correctly there were a couple of battles in the Pacific where Japan aircrafts attacked US CVs when they were rotating the fighters screen, leading to devastating damage on the CV. Same thing happened to IJN CVS.

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[RO-RN]
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HANDS OFF FROM OUR CVS! NERF BATTLESHIPS RANGE, NERF CANCER LIKE WORCESTER CONQUEROR HARUGUMO AND THE UPCOMING DARING! MAKE MM -1.-1, STOP GIVING SUPER UNICUMS OP BOATS LIKE STALINGRAD! HANDS OFF FROM OUR CVS!

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