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The_EURL_Guy

Aircraft carriers Beta: are you participating? - Discussion Thread

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ok any help guys as wg are hopeless i still cant log in to test server as its saying the detaials are wrong but its the details that are in the email i got any help as really want to test the cvs out 

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[NYATI]
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19 hours ago, dasCKD said:

Attached to my first comment you will see the screenshot of step 2. I have no TST in my client. That was my problem.

Same problem here. No "TST" option available for installation.

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4 minutes ago, Jurpox said:

Same problem here. No "TST" option available for installation.

 

Click on game settings in the top section when you are in the Game Center. There is an option “install new instance” next screen allows to choose “TST” in the Region choice field 

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13 minutes ago, 1MajorKoenig said:

 

Click on game settings in the top section when you are in the Game Center. There is an option “install new instance” next screen allows to choose “TST” in the Region choice field 

 No, it does not.

 

 

 

 

 

image.png

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Just now, Jurpox said:

 No, it does not.

 

image.thumb.png.ce55c18554fd78e4c87f1867767fdc95.png

 

image.png

 

I see than that is the problem. Is this the account you applied with and did you get the Email from WG with credentials for the test?

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21 hours ago, dasCKD said:

Hello. I'm having issues running the test client. I can't find the TST server on the Wargaming launcher.

Capture.png

Perhaps try the Public test server?

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5 minutes ago, 1MajorKoenig said:

 

I see than that is the problem. Is this the account you applied with and did you get the Email from WG with credentials for the test?

Yes, I did get the mail yesterday. It looks like WG is distributing different versions of the launcher. Maybe only those people who got the mail before the latest patch can install the client.

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Just now, T40_95 said:

Perhaps try the Public test server?

 

Nope it is called TST. He should check if his account is actived for the test.

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1 minute ago, T40_95 said:

Perhaps try the Public test server?

Tried. The sent credentials do not work there.

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Just now, Jurpox said:

Yes, I did get the mail yesterday. It looks like WG is distributing different versions of the launcher. Maybe only those people who got the mail before the latest patch can install the client.

 

But you didn’t enter the test credentials anywhere yet? You are on your account you applied with?

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[B-B-C]
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Just playing match where nobody can move and nobody can cause damage. Planes can get show down thats about it.....

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Honest update on my earlier disappointment of not being let in: i now have credentials, and so far things are looking good!
Will be testing more this afternoon, thanks guys ;)

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[CRYO]
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Hello all here is my feedback post... On Live I have Hakuryu, Midway, Enterprise I have played quite a ot of CV games. On test I have played like 10 T6 CV games and same number of CA games (with Ryujo, Ranger, Aoba, Pensacola) - here are my opinions on the new CV gameplay:

 

Feedback - good things:

 

- Control of just 1 squadron is not an issue for me - IMHO even with just one squadron there is strategy to be involved including selected targets, selected attack aircrafts, approach speed and angles

- Gameplay is dynamic and looks amazing, including AA, planes, attacks .. thumb up

- Torpedo bomber attacking - this is highly intuitive, well exceuted

- Short range AA as continual damage is nice

 

Feedback - bad / annoying things:

 

- Being not able to use DCP / heal or control CV movement while commnading aircraft is annoying and limitating for no obvious reason - this NEEDS to be addressed before going live

- Rocket / dive bombers RNG - it is extremely annoying to prepare a perfect attack and then watch your missiles shoot all around the target with 0 hits and 0 damage, I also consider rocket and HE dive bomber damage underwhelming

- RNG AA - sometimes you go through dense flaks and take no damage, sometimes you even do not see flaks and your planes are taking heavy damage in long aura - that should be changed to be mor consistent

- Magically appearing fighter planes - that is weird

 

Feedback - suggestions:

 

- Make AA 4 segments (similar to "shields" in other games - front, rear, left, right segments) instead of 2 and make bonus bigger - e.g. + 100% forward and - 50% all others at same time; also make the boost time limited but activating faster with cooldown (example it takes 5 seconds to activate, lasts 30 seconds only then returns to 100 - 100 - 100 -100 distribution) - this will reward better counterplay - for surface ship select in time proper segment - for CV to try to suprise ships even by coming from less expected directions

- When I activate MAP I want to control the CV even when planes are up - i.e. I press M - the tactical map activates, I can use DCP, waypoints, etc.

- Change Fighter plane from "plane consumable" to "ship consumable" - to be used in MAP view - I click M and then I can launch fighter and send it to a square on minimap and the fighter will patrol there for limited time (patrol range can be balancing parameter)

- I feel like Dive / rocket bomber aiming should iprove somehow to be more consistent - I do not know how however.

 

Anyway, thanks for leting us test this - I think generally this is on a good direction - just needs to polish ! Keep up the good work.

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[FIMRA]
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On 10/20/2018 at 2:23 PM, Jurpox said:

Same problem here. No "TST" option available for installation.

I had same issue. Restart of Game Center solved it for me.

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[E-C-B]
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After about 20 Matches played in the carriers here is my opinion:

 

Positive:

1. I like the gameplay much more then the strategy game style from the live server. You feel more like you are inside the game and not like a commander watching on a strategy map.

2. The planes and the effects look really good. Its gorgeous.

3. The fact that you have unlimited planes is a great addition for new players as it doesn't punish miss play as much as the old style.

4. I like the gameplay direction where this is heading although it needs sooo much polishing.

5. I never felt like i dont deal any damage or am unable to help win the match

 

Negative:

1. Something is missing...i dont know how to explane it but it feels a bit dumb to take a squadron, attack, take a squadron, attack...FIX: maybe increase the skilllevel a bit or do more different plane types

2. No Anti-Air planes controllable. This needs to change as Air Superiority is one of the most important missions of a carrier. FIX: By taking an A2A Squadron to the battle you would have a limited damage potential to ships but could be much more effective against planes which in my eyes looks like a good trade.

3. The damage system feels reeeally odd. Sometimes you could fly directly over a worcester and nothing really happens and sometimes you sit 8 km away from any enemys and you get MASSIVE damage...like half of your planes are instantly dead and the other half is burning.  FIX: You need to show WAY better how the damage is applied and which plane is getting the damage. Maybe this can be fixed by give every plane its own health bar which actively depletes instead of just turning yellow and red.

4. Strikes sometimes deal tons of damage and sometimes they deal none at all because of rng. FIX: Please think about less rng as many people really hate to be "unlucky" although their skill was high enough.

5. The anti air feels strange on normal ships. because you cant prioritize planes anymore you feel so helpless and the new system dont help because they can  just fly on the other half of the ship and thats it.FIX:  If you want to keep the system then split the zones into more, with faster reaction time.

6. You really need to change the way you control the carrier! Not beeing able to use DamaCon or torpedobeat is so damn annoying! FIX: Maybe put in a button that changes your sight from the a/c to the cv and back. As long as you control the cv your ac just "hover" in the area you left them in

7. Controls are way to clunky especially while aiming.

 

 

Side Notes: This test was nowhere near a real game as sometimes the bots (Which took like 8-10/12 spaces in each team) went on insane rampage kill streaks (i saw 4 krakens) and sometimes they die like new players in a high tier match. As a cv you need to rely on your mates very often so this test felt a bit manipulated.

Also i dont really understand why you excluded the captain skills from the test by locking them behind so much commander xp as they looked pretty promising and interesting.

 

When there is the word FIX, this doesn't mean that i have the ultimate idea how to adress the issue. Its just an idea. ^^

 

Thats about it. I hope that this feedback helped you a bit. ^^

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1 hour ago, D4rkXmaX said:

After about 20 Matches played in the carriers here is my opinion:

 

Positive:

1. I like the gameplay much more then the strategy game style from the live server. You feel more like you are inside the game and not like a commander watching on a strategy map.

2. The planes and the effects look really good. Its gorgeous.

3. The fact that you have unlimited planes is a great addition for new players as it doesn't punish miss play as much as the old style.

4. I like the gameplay direction where this is heading although it needs sooo much polishing.

5. I never felt like i dont deal any damage or am unable to help win the match

 

Negative:

1. Something is missing...i dont know how to explane it but it feels a bit dumb to take a squadron, attack, take a squadron, attack...FIX: maybe increase the skilllevel a bit or do more different plane types

2. No Anti-Air planes controllable. This needs to change as Air Superiority is one of the most important missions of a carrier. FIX: By taking an A2A Squadron to the battle you would have a limited damage potential to ships but could be much more effective against planes which in my eyes looks like a good trade.

3. The damage system feels reeeally odd. Sometimes you could fly directly over a worcester and nothing really happens and sometimes you sit 8 km away from any enemys and you get MASSIVE damage...like half of your planes are instantly dead and the other half is burning.  FIX: You need to show WAY better how the damage is applied and which plane is getting the damage. Maybe this can be fixed by give every plane its own health bar which actively depletes instead of just turning yellow and red.

4. Strikes sometimes deal tons of damage and sometimes they deal none at all because of rng. FIX: Please think about less rng as many people really hate to be "unlucky" although their skill was high enough.

5. The anti air feels strange on normal ships. because you cant prioritize planes anymore you feel so helpless and the new system dont help because they can  just fly on the other half of the ship and thats it.FIX:  If you want to keep the system then split the zones into more, with faster reaction time.

6. You really need to change the way you control the carrier! Not beeing able to use DamaCon or torpedobeat is so damn annoying! FIX: Maybe put in a button that changes your sight from the a/c to the cv and back. As long as you control the cv your ac just "hover" in the area you left them in

7. Controls are way to clunky especially while aiming.

 

 

Side Notes: This test was nowhere near a real game as sometimes the bots (Which took like 8-10/12 spaces in each team) went on insane rampage kill streaks (i saw 4 krakens) and sometimes they die like new players in a high tier match. As a cv you need to rely on your mates very often so this test felt a bit manipulated.

Also i dont really understand why you excluded the captain skills from the test by locking them behind so much commander xp as they looked pretty promising and interesting.

 

When there is the word FIX, this doesn't mean that i have the ultimate idea how to adress the issue. Its just an idea. ^^

 

Thats about it. I hope that this feedback helped you a bit. ^^

I agree on basically everything you write. 
Especially +points 2,3,5 are good, as are -points 1,3,4,5,6,7

The controls for test carriers are insanely weird. Doesnt feel nice at all to attack with a squadron. Also, leaving your CV completely unattended is downright insanity- it makes CV sniping by both enemy players and enemy CVs really easy- which is in my opinion quite unwanted. 
The RNG of damage is also weird as hell. I've had rocket runs with 50 rockets hitting, but no fires at all- what is the idea now WG?

 

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[FUEGO]
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Would love to use my code and test this but no idea how to get the Game Launcher to load the test game.

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Some Feedback from myself too, as a CV main:

Positive stuff:

1) I think that this way it'll be a lot more accessible to people that were, so far, afraid of playing carriers due to their lack of skill, or whatnot, since the gameplay couldn't be any simpler than that.

2) The addition of the extra time it takes to allign the planes to drop your load more accurately is an excellent thought, however I think there should be a tutorial before a player plays his first match with any CV.

3) The game looks fantastic with the new AA graphical design.

4) The gameplay, even if simple, still requires some skill to be able to farm a lot of damage which will be easily accumulated by grinding.

5) Thank god someone heard us and changed the fuso's AA it was horrible :Smile_trollface:

Negative stuff:

1) Even though it's simple and easy, it gets boring. I found myself tired of repeating the same process over and over again. Yay it's exciting to be able to win a battle with 250k+ damage every time (with T10), but it gets tiring.

This could be fixed if there were carrier objectives, other than dealing damage.

2) There's absolutely NONE PvP in carrier gameplay, except for when you bring your fighters in a sole position for a couple of minutes to defend ships that will have left the area that the fighters are defending in the next half minute...

We need the PvP on carriers, so that we will feel some accomplishment when DEFEATING THE MIGHTY ENEMY CV CAPTAIN!!! Because currently all you do is giving him your regards whenever your squadrons meet, might as well add a horn to greet each other :cap_horn:

3) The RNG on the AA is horrible. As many users might have said before me, one time you can continuously drop a worcester (or montana) with torps and lose 2-3 planes, and another time you'll find yourself with half of your squadron devastated by the first couple kilometers of his AA (as it's currently on the public server and normal carrier gameplay:Smile_sad:). A recommendation of mine is: Start the aa on low to medium accuracy (for the first drop). The more damage you deal to a target and the more time you stay above him, the more his AA accuracy will be (the accuracy bonus will be permanent for the damage part though). It'll still have some RNG in it, but at least a CV captain will be able to strike a target once or twice before being unable to do so for the rest of the game, if he manages to deal any damage whatsoever.

4) If 3) is not good enough, try to remove the randomness of the aa and let the user control it (so that he will have to focus either the CV's planes, or the enemy ships). The accuracy bonuses will still apply tho, decreasing the dispersion or w/e of the X mm cannons of the users AA.

5) Let us control the CV, or remove it. If it's removed, let the player choose from which side of the map he'll be playing (left or right only, since he's going to be on his team's side) at the prep phase, and then lock him to that side only. After that let him choose any tile at the end of that side of the map and do w/e he wants to. Else let us torpedo-beat, give us full control of the carrier at any time, not just when the planes have landed, and while we do whatever we do with our carrier let the planes fly in circles wherever we left them be, so that they will be exposed to AA if we missplan something and have to focus on our ship.

 

Some extra feedback, neutral however:

1) There should be some commander skills added, that allow for quicker allignment of drop, or evasive maneuver of aircraft so that you avoid some of the aa (which means that the selected enemy's ship accuraccy will be lowered by some reasonable margin), extra planes per squadron, etc.

2) I hope that it's on purpose that IJN carriers have deep water torps and AP bombs, whereas USN have normal torps and HE bombs. And that later on (if this is released to the public) they'll both be offered, either as a captain skill (to be able to use whatever he wants before starting the battle) or as an extra type of plane that you'll have to research.

 

That's all folks, thank you for the opportunity of playing the new CVs and I hope this was helpful for you too.:cap_cool:

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[NFURS]
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Most issues with AA are caused by the fact that WG still sticks to AA bubble mechanics instead of giving the players ability to operate it manually. In many situations AA bubble is just useless for defending player even if you set it up properly giving that feel that you're absolutely defenceless. On the other hand sometimes Aircrafts are being killed almost instantly. The worst part about it is that it doesn't involve any skill both from defending and attacking player. I still think WG should consider giving direct control over mid and long range aa to captains. That would create some really cool mechanics and situations where a team can either effectively defend against airstrikes by aiming properly to shoot down aircrafts or they will completely suck at it because nobody is shooting them. There is also fair trade off for both sides. If team is defending actively CV captain would have to change the approach while attacking to avoid loosing squadrons while players that are actively defending would need to divide their attention between aiming at the aircrafts and maneuvering to avoid incoming fire and airdrops. AA effectivenes or damage may be increased to give that feel of succesfull aiming. On the other situations we might also start seeing players that will not be bothered to shoot at planes and CV will have easier time attacking such ship. Right now too many things in this mechanics is just done automatically without players controll removing any skill and pvp factor from the game. 

 

There is also issue with pvp factor between two CV's. We need to have an ability to deploy Fighter squadrons to defend sectors, teammates or ourselves instead of circling around our bomber squadron for 2 minutes making them absolutely useless.

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5 minutes ago, DeathFromTheSky_DK said:

im unable to re connect after the server restart this afternoon!! allmost 1 hour ago that the restart should have been done but still not able to connect

Maybe the're rolling out some urgent update or fixes....

 

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Unfortunately I still can't find the TST server. Even after restarting the game center a couple of times (and even switching the language to english) it still doesn't show up. The only available regions that are possible to select are Europe, North America, Asia, CIS and Public Test.

Have there been any changes lately concerning the accessibility of the TST server?

Or do I have to add my CV Test account to the game center first? If so, which server is it? Since none of the selectable servers accepts my test account logins.

Greetings!

Banana

 

EDIT:

After reading up the thread (stupid me, didn't find the buttons to switch through the pages) this explains about everything.

May I guess that the test accounts will be valid throughout all test phases but the TST game will be only downloadable while the tests are active?

Game Center problem.png

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