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Crysantos

CV Rework Beta Test - Feedback thread

Sehales

Please be aware that the TST server will shut down tomorrow November 13 at 10:00 AM (UTC). Thank you all for your participation. Help us to improve the new aircraft carrier gameplay by leaving your feedback in the current thread.

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[WG-EU]
[WG-EU]
WG Staff
2,223 posts
11,317 battles

Hi guys!

 

Please provide us with your feedback about the current state of the CV rework that you were able to try in the Beta test. Let us know what you think - what aspects did you like or dislike - and most importantly, why you feel this way. We really appreciate your feedback!

 

Known issues:

  • The game client hangs and becomes unresponsive when observing the take-off of aircraft in the death cam

  • Airplanes may twitch when flying over land and trying to fly around high obstacle

  • When taking off from the deck of aircraft carrier, airplanes can fly through high terrain

 

Greetings, Crysantos

Edited by Sehales

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[BLUMR]
[BLUMR]
Beta Tester
203 posts
8,108 battles

The plane controls are very sluggish. There is a delay of more than 2 seconds when you tell the planes to turn.

 

The planes fly in completely unrealistic ways. Dive bombers go straight up and straight down instead of screw driver dive.

 

There is no indication of where AAA bursts will occur, and plane controls lag too badly to be able to dodge bursts in front of you.

 

Successful strikes with any of the plane types do very little damage. There is no satisfaction from playing.

 

There are unlimited planes, and no plane management, and you can only control your carrier in the M screen, so expect your carrier to be stuck on a rock for most of the game.

 

I understand the change from a RTS style experience to a more action oriented experience. But the real question WG needs to ask is: why would anyone play a strictly worse version of WarThunder when WarThunder already exists?

Edited by goodman528
edited for spelling
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[GRIMM]
[GRIMM]
Beta Tester
12 posts
1,093 battles

Dove straight in (pun intended) at tier 6.

Wanted to experience how the new mechanics worked, and I have to be honest. I'm positive about the changes.

I can definitely feel work has been done to the AA. I feel it lost it's raw firepower at extreme ranges, and gets more and more accurate the closer you are to your intended target. I've mainly been attacking new mexico class ships in several different scenario's.

Scenario #1 when 2 New-Mexico classes were tightly grouped up in formation and their combined AA roughed up my airwing pretty damn fast. Only was able to make a single strike run and wound the lead ship. Overall I think that's pretty much how it's intended. The damage I caused wasn't as significant as a pre-rework strike by a full airwing. But at the same time, it wasn't that minute as to be called insignificant damage. 

Scenario #2 was an isolated New Mexico class, which turned out alot more favorable. The AA made it feel like it was pretty easy to come in and make the first run. But I felt it getting more and more effective the longer I stayed overhead. Ultimately was able to launch another run before I had to bug out to preserve the rest of my wing. But it felt more do-able. 

 

Overall I feel that the work on the AA was done rather well! I feel it compensates for having a 2-plane strike per run-airwing by having it's firepower decreased at long ranges, but becomes more and more effective the longer you stay overhead. And you pretty much have to if you want to conduct a full strike on ships with your wing. 

 

One remark however, as pointed out above, the plane controls do feel rather sluggish and delayed. Would personally think more reactive controls would really make a diference.

 

Have yet to jump into higher tier gameplay but I feel pretty good about the changes so far down at tier 6. 

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Weekend Tester
4 posts

Why does it cost 5million credits to repair cv in the test server. All i got was 8million credits and 1million freexp and now the credits are gone, shouldnt this be testing of the cvs give us some cash like endless supply.

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[GRIMM]
[GRIMM]
Beta Tester
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7 minutes ago, Rezzi said:

Why does it cost 5million credits to repair cv in the test server. All i got was 8million credits and 1million freexp and now the credits are gone, shouldnt this be testing of the cvs give us some cash like endless supply.

The test is about both the CV's AND the co-responding anti-aircraft rework done on ships aswell.

You are to test both the effectiveness of the new carrier system aswell as other ships in terms of AA capabilities to see how they co-relate with eachother.

Playing other ships earns you the credits you need to pay for the repair bill of your carriers.

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[0031]
[0031]
Beta Tester
332 posts

I tried to login with the user/pw send by WG to participate in the test, downloaded test client and installed it, but error: not the right email/password.

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[GRIMM]
[GRIMM]
Beta Tester
12 posts
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9 minutes ago, Berk_NL said:

I tried to login with the user/pw send by WG to participate in the test, downloaded test client and installed it, but error: not the right email/password.

You sure it's the right test client?

It's not the regular WOWS test server, read through the steps they got posted on the main article that'll tell you exactly what you need to do.

I also had your problem, but after clearing the username & PW and re-entering the credentials, it worked.

Try that?

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[0031]
[0031]
Beta Tester
332 posts
15 minutes ago, 911IceMike said:

You sure it's the right test client?

It's not the regular WOWS test server, read through the steps they got posted on the main article that'll tell you exactly what you need to do.

I also had your problem, but after clearing the username & PW and re-entering the credentials, it worked.

Try that?

Cheers, will look again. In my opinion I did the right thing, but your answer make me doubt my actions :Smile_coin:

 

Update:

Had the right test server, but re-installing to make extra sure :-) The plot thickens Muhahahaha

Edited by Berk_NL
crucial extra information to save the world

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[ETD5]
Players
203 posts
1,453 battles
26 minutes ago, Rezzi said:

Why does it cost 5million credits to repair cv in the test server. All i got was 8million credits and 1million freexp and now the credits are gone, shouldnt this be testing of the cvs give us some cash like endless supply.

Because reading is overrated...

image.thumb.png.583f2617d999451a728da137ee18615d.png

Also...

image.thumb.png.ea9f607f9d06d237ce20ebe942f12520.png

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[BNI]
Players
5 posts
7,001 battles

I was extreemly hyped to see the new changes. In it's current state it is unplayable and everything except satisfying to play. I dislike the gameplay alot planes are dying way to fast to really test anything. Damage output of planes is extreemly low. In this current state i want back the money of my saipan + I want composation for leveling tier 10 japanese and american aircraft carier.

 

I hope you guys will balance more. But current state i m not interesting in cv anymore.

 

I m very curious on other players opinions.

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Players
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Okay onwards with the first list of things.
positiv (first the good stuff):
- immersion feels way better then before (essentially now it is there at all)
- AA fire looks just good (looks and feels like true AA gun fire of both small and large guns)

- The Planes themselfs do look quite nice as well
 

negatives (it´s a test after all):

- strike fighter and dive bomber controlls feel verry sluggish (torp bombers are fine), prob due to more aiming by keyboard control then by mouse control

- please, please bring back direct control of the ship (need to directly control speed, course, sec. armaments, manual AA if taken) CV without direct control of the ship is like just not having it or being an airbase on an island
- choice between damage control and damage repair is not really a choice (i would rather have dmg con. + choice between deff AA and repair or just dmg con.)

- non existing fighter control whatsoever (i would like for fighters to do a few things to make the ship feel more as a part of the team and not just playing for one self in a team game)
  - different choices on what the fighters are called to do:
    - when in empty area going for general circling (spotting, engaging enemy planes that show up there) for their timer
    - summon on friendly ship act like extra catapult fighter (circling that ship, escorting and defending it) for their timer

    - summon on enemy ship (spot until shot down or timer expires)

    - when summoned on enemy planes (fighter OR bombers), attacking those until target destroyed (then back to area defense) or themself being destroyed

- AA fire from surface ships lack some response/control in how to set up the "defensive sector" (planes not targetable, no ui signs which side is focused)

 

I think thats it for now. (will be either edited or nw post added to for additionel points that come up)
 
 

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[HULK]
Beta Tester
45 posts
1,518 battles

Some of my thoughts ^-^

Pros

  • A different look over the battle.
  • Better gameplay - more engaging and definitely fast
  • Each of the three types of squadrons feels different and unique.
  • Impressive AA fire look.

Cons

  • Controls feel sluggish.
  • There are moments will ALOT of visual clutter.
  • No clear indication of how to dodge AA clouds and where would they appear.
  • Losing planes feels random and out of your control.
  • The attack fighter plane seems indestructible and very powerful. I'm not sure if it was a bug but in my last game, the enemy CV planted a fighter above my ship. That fighter survived for long enough to cripple 3 of my squadrons under constant fire from my AA and the friendly DDs AA.
  • Planes movement on the screen does not feel fluid.
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[HOME]
Beta Tester
3 posts
4,759 battles

I went into the test server with an open mind even though I didn't like nor dislike the changes announced, that said here are my thoughts (as a unicum) after some testing of both the revamped AA on normal ships and the carrier gameplay rework itself:

 

 

From a regular ship's perspective:

 

- AA sector swapping is too much of a hassle with all the key pressing and waiting for sectors to change (which takes too long in my opinion);

 

- A measly 15% AA increase on a sector selection while sacrificing the same amount on the other side is a very bad trade. The 15% increase is barelly noticeable and planes will speed through that initial strike sector/vector and then strike you from the other side repeatedly, the one which is now nerfed to 85% effectiveness. Keeping both sides at 100% is pretty much the best deal for most situations I've come across. If the time to change sectors was much lower I would reconsider. The use of the revamped Manual AA commander skill might change my view on this but I still have to wonder why would it be required to have that perk in order to make this sector mechanic actually worthwhile? Anyways we cannot test that currently due to exp limitations so I can't say how that skill would play out.

 

- Playing against CVs is just as stressful as it used to be, maybe even more so, especially as you get closer to it and it just vomits plane squads on you as fast as possible dotting you do death and forcing constant maneuvers (had a case of a ranger spamming torp planes against me in my fuso as I was trying to close in on him behind an island, lost almost all my hp for that alone);

 

- Sector swapping on ships with bad AA is sad and meaningless because of the percentage increase on already low values... Double of zero is still zero, as they say;

 

- Having two CVs per side is deadlier than ever, nonstop single target griefing if they decide to work together, pray you are not their target.

 

- The way squads now work forces the ship player to dedicate all of his attention to the planes permanently (this one is a very big detriment to gameplay). Let me give a short example of what I mean: Fresh plane squad comes in - time to dodge - "first wave drops" - keep paying attention to the second wave and dodging - "second wave drops" - still having to keep track of planes and dodging allthewhile taking fire from other ships nonstop - "3rd wave drops" - time to prepare for the next strike squad inbound in just a few seconds again... see what I mean? I totally called on this from the moment I saw the new gameplay vids and I was more than right, if being striked by torp planes there is little margin for paying attention to anything else going on unless the ship has AA strong enough to deal with more than half the squad after the first drop.

 

 

From the CV perspective:

 

- Only two torpedo planes at tier 6? What am I meant to do with that other than tickle someone? (if you even hit or survive long enough with the planes, that is);

 

- Deep Water torpedo bombers? What's the logic behind this for japanese CVs? I simply don't get it;

 

- Squad damage over strikes feels like nothing but tickles regardless of armament, even at tierX;

 

- No differentiation between moving the mouse to turn the squad or to simply look around, forcing the player to constantly work with the A/D keys to offset whatever camera movement one is doing for reconaissance;

 

- Dive Bomber attack pattern is counterintuitive... hard to predict when exactly to start the attacking maneuver in order for the diving circle to be where you want it to be;

 

- CV needs to have the standard ship control mode back otherwise dodging islands, reversing, dodging torpedoes and making use of the Damage Control Party consumable is a mess;

 

- AA damage is unpredictable. At some point you are taking 20 damage per tick and then sudenly "puff", a plane or two gets shot down and the rest of the squad is down to half HP with no forewarning or explanation as to what happened;

 

- Any blob of more than 1 or 2 ships with reasonable AA effectively shuts down any sort of strike potential leading to very inconsistent endgame damage results depending on whether the enemy team randomly decided to sail mostly together or not... which in turn leads to either "amazing" games (as amazing as they can get with the new gameplay, I supose) or games where the CV player felt like he did nothing and there wasn't much he could have done to change that.

 

 

-------------------------------------------------------

 

All in all, not a fan of this rework. I want to say I like the more action oriented playstyle but the changes made to support this are either not enough or detrimental to the general gameplay of WoWS.

I also have to leave one question: Did you really think of the casual playerbase when you implemented this mess of a control scheme both for planes, Carriers and the AA Sector mechanic? Having to press "o"(default) then select one sector and wait as opposed to just clicking a plane squad on the go; fight with the carrier vs plane control scheme all the time just to try to control both at the same time as opposed to selecting either via a simple number key press... If I wasn't a fast learner and avid gamer I'd still be lost trying to figure out all the controls and derping nonstop mid-matches. 

 

-------------------------------------------------------

 

I'm sure there are many more things I could have said but the ridiculous economy system you have in place for this test throws me off from wanting to go back in for now, forcing me to go through the general stuff (mostly the regular tier 6 ships) I've already tested and gave my feedback on until I can get to specific parts and conclusions. I came here to test the CV and AA rework and instead I'm being forced to play the same game I've played since CBT (ship vs ship) only with some minor plane changes and limited ship selection (which leads to a very poor testing environment)... sorry but no; I've already gathered all the info I needed from the sectors mechanic on standard tier 6 ships, I (or rather we) need to test CVs and how the game plays out through the various tiers against various AA values and opposition.

I understand why you are limiting things, to make results more conclusive on a starting phase, but if so you shouldn't force us to get that 500 base xp on a stupid t6 per every CV and plane testing we need to make.

 

I'll still update this as I continue to play regardless.

 

 

 

PS: Please change the description of the Last Spurt tier1 commander skill. It makes 0 sense.

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[FAM]
Players
21 posts
6,578 battles

Hello Everyone!

 

I am sorry about posting this here, but I have just been banned from the twitch chat and the Facebook page, for one of my comments regarding the current state of the CV rework. Please feel free to change this post to the appropiate sub-forum if needed.

 

The thing is the changes sugguested to the CVs make them absolutely different from the original gameplay, what I mean is completely different.

 

I just said that I want my money back, not some doubloons, and not to mention the time invested at both CVs line, just to discover I just don't like the gameplay, I don't care about the damage, if it is OP or not, the gameplay is completely different, I don't care if they nerf the CVs and they are just useful to spot, this is a different matter, the gameplay is absolutely different, from RTS to World of Warplanes.

 

When I just said that there is an EU law that protects customers from Abussive Terms and Conditions from companies, and I am thinking seriously about suing WG if I don't get my money back... I just got banned from the twitch chat and from the Facebook page.

 

I just want to let you all know that I just got banned for that, nothing more, nothing less, I even got mocked for misstipying "lawyers", sorry WG, I was on the phone and English is my third language, I only speak 5, I know I should be ashamed.

 

This has pissed me off a little bit, and I know I would NEVER get my money worth if I hire a lawyer, but I just don't care anymore, I bet I am not alone in this, I am sure more people is pissed off with this rework and will join me, I just think, WG can do whatever they want in their game, but you need to deal with the backlash and refunds, and I am getting BANNED for that, this post will probably get deleted but I feel I need to tell everyone this, WG can't just what they want, and they should know it.

 

At this point is not a problem with the CV rework, it is a problem with their behaviour, and I am sure suing WG is not worth the money I paid for the premium CVs or even the premium account, and I will lose money if I go along and go to court, but I just don't care, probably some more people will get something out of my complain, and I will be proud if that is the case, if I get nothing, I will lose my time and money battling something I just think it is worth it.

 

Please don't delete this post.

 

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[NHCZ]
Players
2 posts
2,764 battles

Hello.

I need post few of my feelings for test.

 

First.

Poor maneuverability with aircraft. Rotation radius is ridiculous. In attacks mode, I have feeling, the rotation radius is increasing and the aircraft's maneuverability is reduced.

 

Second.

AA defense seems to me to be, at a shorter distance especially at cruisers, as lethal. When I tried to fly with squadron (12 aircraft - bombers) to two worcester, I lost all aircrafts before I could attack. And there are captains without skills focusing on AA.


Third.

I do not understand, why the bomber squadron first flies upwards and then begins to dive to the target. I even feel, that in this maneuver, you can not watch with camera the target, so you can not react to, what's going on beneath you. And maneuvering again in this dive is very poor.

 

Fourth.

I dont see, if I control airplanes, what is the speed and directionof my CV. And if someone saw my CV, I need be able take control of my CV.

 

And another note.

When all ships have binoculars with zoom, why don't airplanes have binoculars zoom too? I need see, what happen in long range, some like with ships.

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[YARRR]
Beta Tester
6,708 posts
13,150 battles

Apparently trying to manually steer your CV causes auto pilot to become permanently bugged and nonfunctional for the rest of the match. Not sure if reproducible but it just happened to me.

 

The controls are incredibly awkward. I suspect the hybrid keyboard and mouse direction controls are at fault.

 

EDIT:

Subsequent use of manual steering didn't result in that bug appearing again. Weird.

 

Controls after several games of accustoming to them feel better but are still sluggish.

 

EDIT2:

Bug can be seen here:

Spoiler

 

At 6:34

 

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Players
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Having played a few battles at each tier (6 and 10) I have opposite points of view about this.

 

 

At tier 6 CVs are impotent, their planes are paper, you fly a squad over a DD to reach a BB or CL/CA and you already lost half your planes. Don't even bother dropping on DDs because you'll never hit them, and avoiding their AA entirely like they're all AA spec Gearing is such a bad way to play the game it's not even worth thinking about. You're left in a lose/lose situation.

 

You either fly your planes in the most direct path to the target (probably a BB), and lose half your planes to a random DD in the way, or you fly around every AA aura in the battle until you reach your target and probably still lose half your planes to the target's AA before you can drop only it takes 5x longer to get there. And even then your drops are worthless, torpedoes don't flood, bombs and rockets don't cause fires, only the raw alpha damage is worth anything but that's so pitiful you're better of playing literally any other class and being 100x more effective and have 100x more game impact.

 

The problem is the planes are too squishy, they are made of paper. Or the tier 6 AA is just too strong, and remember this is without any commander skills or AA upgrades as I notice they've been removed from the test, I can't imagine what any ship with a single AA upgrade or BFT will do to your paper planes.

 

And even when you do drop... so what? Damage is almost negligible. You feel worthless.

 

Plane HP needs to be buffed, or AA damage decreased, it's just too hard to do anything as a CV at tier 6.

 

 

 

On the other hand at tier 10 I've had a Midway match with 236k damage, so obviously you haven't fixed the problem of Midway being OP.

 

That being said Midway still has its problems, torpedoes are so hard to aim that even the tiniest bit of manoeuvring or the tiniest bit of your aim being off they might as well be dropping bags of sand. It's a struggle to hit a Yamato with torpedo bombers, and it's made worse by the fact that the drop pattern is 2 sets of 2 torpedoes with a massive gap in the middle, unless your aim is perfect any potato could dodge those, you might as well not even use them. Playing as Montana I never got hit by plane torpedoes once.

 

All the Midway damage is in the bombs, you can have one squad do 50k+ damage of bomb drops to a BB with the life of one squad and then fires on top of that. Then once they're all dead just launch your rocket planes and zoom across the map at 265 knots (!!!) and then set even more fires.

 

I feel like the torpedoes should be made easier to use, and the bombs a little less effective to compensate. Also the speed on those rocket planes is INSANE with the instant acceleration, you can cross the map in seconds using the boost consumable.

 

All that being said I didn't feel like my Midway matches had much game impact, you see your drops and then once your planes die you go back to your carrier and never see the outcome of all your damage, either they burn to death while you can't see them or somebody else finishes them off (or they get away). You can't see any of this because you're controlling the next squad of planes, so you don't FEEL like you're doing anything (even in that 236k damage Midway match I didn't feel like I did much until I looked at the damage counter and realised). If a core reason for this overwork is the FEEL of playing a CV it needs to feel like you're doing more, make the damage counters look bigger and flashier, or have sounds when your bombs hit (like WoWP) so you know you just took out a big chunk of their HP, the rewards need to be more immediate and obvious. If you drop a bunch of bombs for 20k damage it often doesn't feel like you did anything at all because you can't see their healthbar lose a huge chunk due to the way the camera is not focused on them any more. It needs to be immediately satisfying knowing you just dealt a lot of damage in a drop. I'm not saying increase the damage, just make it more obvious and satisfying when you do deal that damage.

 

 

However at both tiers I found myself doing the same thing, farming BBs all match because it's pointless trying to damage anything else. As a surface combatant I found myself completely unafraid of air strikes (even in a Yamato) as I could easily dodge all torpedoes and heal off most bomb and fire damage, and very few planes made it close to me because overlapping fields of AA from multiple ships just made it suicide to even strike me, playing as Worcester not a single plane even went near me.

 

(Edit: also the skill to use your fighters to shoot enemy planes seems horribly inconsistent, one time it shot down 5 planes in the space of a few seconds, other times it did literally nothing)

 

And from a control point of view it's much more difficult to control your CV now while you're flying your planes around, you can generally only click with the map view or return your planes to hangar and do all your manoeuvrers before launching your next planes.

 

These are my initial impressions, I'll keep playing and see if my opinions changes, for example if I learn how to drop torpedoes more consistently.

 

Edit: Bugs/suggestions - One time I had an almost full HP squad of bombers and accidentally pressed F to return them to carrier, I was unable to regain control of them and couldn't find a way to stop them returning to carrier, I couldn't click on them and if I tried to press the hotkey to select bombers it just tried to launch more. If there is a way to regain control of a squad once you press "return to carrier" it needs to be more obvious because I could not find it, if there is not a way to regain control of a squad once you press that button please give us a way, I don't want to waste several minutes and lose an entire squad to a misclick.

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[K-D-F]
Beta Tester
44 posts
4,190 battles

Thx for letting me participate in the test. It is indeed a nice change. Despite the excellent changes, I will still try to mention some small details which make me feel quite uncomfortable. First of all, I would like to mention the aiming process. It feels very odd, that you have to press LMB to aim and again use LMB to fire. That is just not the usual way you use on other ships. I will recommend, to engaging diving players should press left shift button, just like we commonly used on all other artillery ships. That makes the aiming more comfortable. Secondly, I would like to mention that in high tiers all aircraft are way too fragile. Everyone can manage to deliver a considerably significant threat to aircraft, especially the rocket fighters. Maybe a bit nerf on surface ship AA will suit very well here. Thirdly the general control of the rocket fighter is not very comfortable. They can not respond very well against DDs and deal literally no damage to heavier ships. Also, the aiming circle is massive. It also makes hitting a DD almost impossible. For the change, I would recommend those rocket fighters should have a better diving speed to shorter the aiming time. This may change the fact that they are currently very much useless to carriers. I hope you can read mine comment and take those things into your consideration. After all the change shows a promising future for carrier gameplay even though carriers still demand considerably great know-how of its player. 

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Players
24 posts
4,180 battles

Aesthetics:

+ I like seeing all the different plane models up close

+ Anti air looks good. The water splashes etc. are a nice extra

 

Gameplay:

(CV)

+ I like the varied differences in plane performances. Rocket planes being fast and nimble with short afterburner and consistent damage. Slowly turning torpedo planes with high damage(also choice of different planes and/or torpedo types) etc.

- Missing cv controls when flying even so you can simple call the planes back to jump to carrier. Make it at least possible to use the damage control consumable and change speed(in map mode or something).

- AA feels a bit lackluster because of the lack of options and variety. It is too bare bones without upgrades and captain skills in the current build to know.

 

Balance:

+- AA is difficult to judge without the captain skills and modules. It could maybe be a bit too strong with certain ships that have high AA range and damage.

- CVs are maybe a bit too strong late into the game because of their infinite number of planes and high potential damage output. Certain ships with low AA will have a hard time. Needs more testing. CVs can still have a very high carry potential(not as high as on the live servers but still high)

 

Suggestions:

1) AA needs could have more customization. I have too see what modules, captain skills like manual AA and ship fighter planes do.

2) Infinite planes is maybe a bit too strong. Maybe introduce something like fuel mechanic. So that planes have a time/fuel limit that shortens with the game length up to a minimum. So that carriers have to drive closer to the front to use its planes or something(random thoughts)

3) More CV controls in form of speed regulation and using damage control while flying.

4) More stats about short range air defense for the planes etc.

 

Fazit:

Needs more testing with ships having all their available tools. But in the current base configuration the game is not unplayable. Just the infinite planes could be a problem to balance.

 

MfG Boom

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[RONIN]
[RONIN]
Beta Tester
2,554 posts
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Played a few games in the tier 6 ships.

 

Initial thoughts:

 

As a surface ship (tried DD and CA): sector swapping seems easy enough. I had to remap it to spacebar because "O" was far too awkward, but once I had done that it was easy enough.

Planes either attack from far enough away to telegraph their attack and give you lots of time to react, or they snap attack you which results in a really wide drop which is easy enough to dodge.

 

As a CV: BB are obviously the easiest to hit, and you can get 5/6 of 6 torps to connect if you don't lose planes to AA.  Torps are easy enough to use against cruisers too as long as you can catch them in a turn. Rockets are obviously a bit crap against BB/CA but they weren't that great against DD - useful for resetting cap, but not really killing. Rockets have the bonus of being very fast so good for scouting/placing a fighter squad. Dive bombers seem ok - harder to hit small things but easy enough against CV/BB.

 

Controlling the planes feels a bit clunky - using the mouse and the keyboard at the same time seems to give best result. With the rockets/DB it sometimes is a bit of a guess where the reticle is going to appear when you press attack. The trickiest part is gauging your speed correctly when attacking - as you can easily overshoot with DB if going too fast. However you kind of get used to the controls - Planes are more sluggish than I expected, but this seems like something I can get used to once I'm aware of their limitations in turning etc

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------ warning, a bias rant on the beta gameplay and cv rework in general------------------------------------------------------------------------------------------------------------------------------------------------

 

Initial thoughts -  Played 20 games now in these new cvs and have to say I am already rather bored, even against real people dodging in dds, its way to easy to drop. The skill limit is almost nothing, where as on all other classes you have to be able to read a game and see what is a good target, have a good eye to shoot or torp, taking into consideration the limitations of a ship and its potential ect, with pro players being exceptionally gifted at one or a few of these.  Then we have these new cvs where its simply lets pick torp bombers, with multiple strikes in each wave, get to any target within a minute, easily line up with, or without being spotted by using island cover, cause knowing exactly the position of a ship that's moving over an island you cant see over is realistic and clicking.AA does almost nothing atm (I know that balancing ect) and fighter gameplay is non existant, it takes down 2 planes by simply pressing a button, no more if your a good player or not, or less based on how you play. Its pressing a button, not interesting. Then rinse and repeat. You may not be able to alpha strike like with old cvs, but with the amount of attacks you can pull off in such a short period, with the re armament and travel time is scary. Its a more selfish, dmg game style (which is perfect for the current xp system) and nothing about covering team mates or providing recon. 

 

To conclude- I do agree current cvs are broken, but really could be easily fixed  by simply making ships you spot with planes pop on the map, tweak how damage is done, rework aa, and smoothen out the UI it would be one of the greatest RTS and a very fun game mode. But sadly even though I think that many devs think that RTS is the way to go with the cvs, its a business, and WOWS legends is coming. The CV rework is not happening because of player feedback, its all so that it can work on consol. 

  • Cool 5

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[YARRR]
Beta Tester
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Trying to get a container looks like this in the test client.

Spoiler

R8WdDm2.jpg

 

Will zoom in to the container once you open it.

 

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[-FF-]
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So I only played a few games, overall it's pretty fun, and it needs some time to really learn how to control planes and how to strike. But I already saw annoying things.

Clearly, the control of the planes is too sluggish. Sometimes when using keyboard it turns drastically, sometimes not, i'd like to have more sensitivity in the mouse as well, that would allow a better control I guess.

Damage-wise, the 1st game was pathetic but when I understood how to drop torps and the impact of turns on aiming I managed to score high damages. 

However, the rocket planes look totally useless. The damage is non existent, and they don't even start fires, or like very rarely. The only thing about this planes which is good is their speed, that allows you to drop a fighter squadron more quickly if needed.

And correct me if I'm wrong, but I wasn't able to extinguish a fire on my CV, because I had planes in the air. To acces my damage control party, I had to call back the planes to the CV, throwing away my current flying squad. Please, if you don't want to give us back the direct control of the ship when we have flying planes, at least give access to CV consumables at all times. (because we can control the cv when we don't have our planes in the air guys, I say that for you above complaining it's not possible at all). Not being able to stop a flooding or a fire on the ship because we're controlling planes is a bit stupid.

The modification of AA look very nice overall, and look very powerful for AA ships with defAA consumable. But I would decrease the time to switch AA side for cruisers.

 

Overall, I'd say it's a positive first look at the rework and I'm glad it's coming, but there is still a lot of work, and in my opinion the most important thing to work on now is the slugishness of planes controls. 

I'll play more games and post additional comments later.

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[RAGE]
[RAGE]
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Copied my impression from other CV thread:

 

Feedback after playing around 10 games

 

Some impressions first:

After watching gameplay videos, the first impression during very first game is that it's way harder than it seems to be.

Gameplay is totally new and first game is purely discovering how the new system works at all.

After 3 games everything became way more clear but I have to say that my impression was a little "meh".

Playing another games increased enjoyment but mainly becuase I tried Midway and Hakuryu - I will repeat guy from the previous feedback: playing low tier CV's feel a little sluggish what gives a little bad impression.

 

What is good:

- Gameplay is dynamic, there is a lot of action as expected

- No overspotting. Very important for me as DD's are my fav. finally CV just can't hang planes above and spot all the time totally for free.

- More possibilities to attack. The idea that different divisions are good in other tasks is good but I like some aspects creating new opportunities, for example Haku can use 8km torps and this way it's possible to create more complicated strategy, not only just "drop on face".

- Planes are not OP. I have to say tier X torpedo bombers are quite strong but they are made in the way that attacked ship can do anything to avoid them, in comparison to triple cross torps from hakuryu currently there is no way to avoid them  even for DD when dropped correctly.

 

What is bad:

- Very not clear system how fighters work. I don't like the fact that i can't position fighters better but only "dropping them behind". Also another thing it's not clear how they work, from what distance etc. I had feeling they are totaly useles.

- New AA system is kind of bad. Many people don't understand how to use it but more importantly I feel like it does not work. I don't say it's broken but as a player I have no satisfaction. For example I used Worcester (not full AA but still strong AA ship) and set AA side + activated def AA but still I killed only 3 planes from 5km what was disappointing for me. Not sure how to put this in words - currently I click squadron and somehow i feel i did somthing to kill these planes but here in new system it's not like this. Anyway as BB/CA/DD player i feel like AA system i just separated addition i can't controll in any way.

- NO CV control. I really don't like the fact I can't do anything with my CV when using planes. I can clink on minimap and use autopilot but this still is kind of wrong. Also I can't use even damage control to fix flood when in plane (or don't know how to do it) what is very annoying.

- I can't do anything against enemy CV dropping my CV. This is consequence of concept with no CV control. Game force me to give up planes to take care of my CV but because def AA no longer spread torps etc there is no way to stop enemy from attacking my CV. The worst thing is that the only way to protect CV is to give up current planes and very fast start other planes just to use fighters. The problem is that these fighters are very not effective and don't protect from dropping me so even if i back to protect my ship I can't do it. Also because there is no limit for planes, enemy CV is no longer punished for doing such things even if he lose all his planes. (he will wait and do it again) I want to note that solution aka "stay close to other teammates" is totaly wrong becuase i can't even control my ship correctly what makes me even easier target.

- When planes split up (go back) there can be a lot of divisions what is a little confusing sometimes

- There is missing Zoom in. All ships in the game can zoom in what gives possiblity to understand situation somewhere far or just check what enemy is trying to do but we have no such feature in planes. I think it's needed becuase it's even hard to say if some ship is stationary or moving because view from planes is just blurry and from bad perspective. Also this will results in tunnel vision because player can't see much around.

- I do not want rocket to be OP strong becuase it can rape DD's again but currently I feel like the only strong weapon are torps while bombs and rockets are quite weak.

- It's just first official test but it would be nice to explain how new things work like, do speed boost effect truning, order how planes are damaged to by AA, penetration of rockets, fire chance, reload of planes, damage from long AA etc..

 

 

And I'm not sure how to put it in words but something is missing in new system, I really don't know yet what's that but there is missing key feature to make gameplay way better.

 

// EDIT

I want to point that 80% of teams are bots and this way targets are predictible and battles are longer. In this case if you think you can do the same "250k damage" score in real battle you are totaly wrong because it not going to be as easy as it is now + avarage game going to be shorter.

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Alpha Tester
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Its going to take a while before I get to grips with the aiming mechanics but in turns of immersion, I quite like the torpedo bombers. Feels a little bit more cinematic. 

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