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The_EURL_Guy

Aircraft Carrier Beta Round 3 - Feedback Thread

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Nice server down before weekend (and time for more test) -_-   => But WG don't look the feedback, so....

 

My feedback (french average player) :

 

T4 is a nightmare, DD rush you easly and you can do nothing (Hosho is the trash CV) and rockets is strange for Japanese CV.

T6 is Ok, AA is a problem only versus T8 ships. The Torp and AP bomb on Jap is good. US with flood and HE looks better.

T8 US : It's the farmland of CV on Toptier. Just Bomb/Torp all game, you can ignore your loss and kill all BBs. Maybe stike CV first, I see many of It on test server and It's work.

T10 : No time, but screen on the forum proof the Midway still OP.

 

AA is good (full spec and modules) but in the middle game (take fires/Spam) your AA is useless and the CV farm AA Cruisers easly.

The sector Up is good but no return to normal (100%) and the pop on all screen is anoying.

 

So the gameplay is boring and not fun at all. Maybe sell CVs If WG release It on state.

 

Il y a 26 minutes, Jirza_z a dit :

Capitan skill Manual control damage for AA did not work. I cant select target.

The skill boost the AA sector 138%/62% now. You can't select a target anymore.

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6 minutes ago, Jirza_z said:

Capitan skill Manual control damage for AA did not work. I cant select target.

What do you mean with you can't select it? You mean by pressing and holding the "O" key doesn't work?

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Such a short time for testing - 3 days in the middle of the week? It doesn't look to me serious. Should be at least a week. Do not ask for my feedback.

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[ADRIA]
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DD,CA,BB Tier 8 (other than CV) in a T10 CV match is no fun, it is actually worse than live server with or without CV's

 

Also had a small bug with border hump resulting in loss of the planes graphic (game still worked fine)

 

I do not know if defAA/fighter realy helps, yes it shoots down planes but @ T10 a CV can muster the exact same kind of attack craft within 20 seconds on your location anywhere on the map. Maybe make it mandatory to switch after an squadron got DefAA-ed or something?

 

Other than that it all seemed to work fine. Whether the rework will be a success remains to be seen. It is interesting the arcade feel, however the dive bombs and CV directions (if it is under attack) are hard.

 

 

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[-AGT-]
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Am 28.11.2018 um 22:50, hgbn_dk sagte:

Anyone other than me who got the live server rewards credited on the test account??

Here too.

At least i have not got my 500 dubloons on live-account. Have still 800 instead of 1'300.

 

Can't say anything about the signals. Because i can't remember my signal-numbers of live-account from before the test.

Have just not expected that this will get an issue ;)

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Greetings sailors :Smile_honoring: and pilots After about a day of solid playing, I have come to the following thoughts:

 

  • Tiers 4-8, unlimited aircraft and very quick squadron ready rate make the CVs feel too powerful. I can focus down a BB or CL and they wont be able to survive. As a BB or CL I felt that if I were targeted, then I'd have to spend the whole game trying to dodge planes and unable to actually participate in the battle, being easy prey then. I would suggest only have 1 of the 2 options. Either rapid squadron readiness or unlimited planes (making squadren readiness 100s once the current squadron has landed?) Just not both.

    However, at Tier 10, the AA is so ferocious and the fighter squads so powerful, I can only make 1 maybe 2 attack runs before I have lost my whole squadron unless I'm against a single ship then I have 2-3 attack runs. This is then tricky as you would require both unlimited planes and fast readiness to take part. I am not sure what to suggest here.
     
  • Carriers struggle when fighting 2 tiers up, at least I found they did as both a CV and BB/CL. Tier 6 in a tier 8 match was very hard, tier 8 in a tier 10 was just flat out a nightmare. My not so well AA specced up BBs would just smash lower tier planes and as a CV I would hardly get an accurate attack run. It would be pray that i can drop and wish it might hit. My suggestion would be then to limit CV matchmaking to 1 tier higher and not 2, so a tier 6 CV can get into tiers 7 games not 8 BUT I would want to test this extensively as I'm not sure. It would also odd tier CVs to be an easier entry into the next level.

    If you need a power jump, Even tiered CVs add more planes per Squadron whilst odd tiered add extra planes to the attack run OR more bombs/rockets/torps per plane or alt ammo (AP bombs, deep water torps, big rockets) at their level? again would need to be tested thoroughly. For example, tier 7 CVs would be when you introduce 2 bombs per dive bomber rather than tier 8 but you still have the 8 planes per squad of tier 6. This will lead you up to the current tier 10 set up in test.
     
  • Ap Bombs on Japanese Dive bombers are too swingy and I had more over penetrations than I thought possible. Linked with how each nation needs to be unique, how would this work? US has the heavy rockets and AP bombs as alternate planes whilst the Japanese have AP bombs and deep water torpedoes  as alternate? As in a tier 6 US CV can have tier 6 fighters with normal rockets or big rockets, tier 6 dive bombers with HE or AP bombs and tier 6 Torpedo bombers with normal torps.

What do all of you think? I don't expect this to be the answer but I feel it will help improve what we have at the moment in test. I don't have any suggestions to help with the crash due to too many fighters ... unless reduce squadren szes but increase health? if its a problem of too many items then that could be a way around it?

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Hey,

 

sadly i have to say, that the way the cv is in the test (and oviously the future), it´s not fun at all to play it.

 

There are many facts that are really annoying:

- the point, that you can´t control your ship, while airplanes are in the air

- you can´t play tactical like you could before

- it doesn´t matter anymore ,if you have the overview or not, you can´t even go spotting while you attack somewhere else (what use does the cv have now? i don´t understand...it was a support ship, now it is neither that, nor it is a proper attack ship)

 

It probably will happen, that when the changes come, i will loose all the fun in playing world of warships, that´s not anymore about strategy, tactic and skill. I am really disappointed.

 

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1.Important advantage:I can try highest tier ships before buy ,and try what best commander skill(thx for many free xp,credit,redistribute   for doublon)

2.Better controls as test 2. Playable, but must skilled player.

3.Graphic amazing,sound good,but pls give option playing lower resolution,my pc freezed 10 times.

   my main acc. never freezed.Not all player have top-super-highend  pc.

4.Hard targeting with bombers,if i boost the plane ,the green cicle go out the screen.

5.Na... maximum waiting time 2 minutes.Not true , 3-4 minutes.

6.Pls IJN cv-s give kamikaze option(hit "K" key e.g)last plane from squad with disabled rocket,bomb,torps,

  can direct fly-attack to enemy ship with higher damage.Counter side :US CV + extra AA damage and -50 % dispersion.

7.Thx for hard work ,and the possibility to trying the new version.

8.I and other players many hours played.I think, if we give feedback, and try help ,we must honorable 1-2 day prem account.

9.Sry my poor english.

 

 

 

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[GLOBS]
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I too have Not received the Thank You flags and Dub's  , but , it might take a few days to come through . I did however receive them on the TST server  :Smile_unsure: 

I just logged in to the live server and have done the survey :Smile_honoring:  

I still feel the DB's are not right as you loose the aiming circle in that silly up  and then dive down  thingy .. it really is not needed and you loose you concentration and aim on the target .

The Torpedoes still take an age to arm so the target dodges them :Smile_facepalm:  we could do with a target indicator like on the live server , it would really help .

got the hang of the rockets and loved them . not too powerful and yet useful  :Smile_great: 

My client only crashed when using the Midway  .. 

 The long range AA I think is too powerful while the mid range and shot range seams fine while  attacking with the planes .

but while on the ship being attacked the AA seams dull and pitiful :Smile_unsure:  but it does seam to work . 

 

shot-18.11.30_15.16.34-0092.jpg

shot-18.11.30_14.51.48-0336.jpg

shot-18.11.30_13.57.42-0189.jpg

shot-18.11.29_21.00.52-0890.jpg

shot-18.11.30_11.48.10-0268.jpg

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FINAL Verdict to the test:

 

Overall:

 

1) AP Bombs have been over-nerfed ( completely useless now ). They are not comparing well to their HE counterparts. Basically at most you do 2.5k per Penetration if you do not hit the citadel, which rarely happens even if know where it sits and aim for it.

 

2) AA now is basically no danger unless there are several strong AA ships bundled up ( for example the two CVs per team tagteaming ).

3) The HE Bombers are really, really strong. Depending on tier the potential Damage per bomber squadron is between 40k-100k. (Given all bombs make it on point and all drops are performed)

4) Torpedos are still clunky to aim, thus why would one use it if I can do superb damage with the dive bombers? They need to close the aiming rectangle faster and have a shorter arm time.

 

5) Rockets are still niche, even if they hit their damage can be dismissed. It is actually better, if available, to bomb DDs with HE. (Basically as long as HE Bombers are ready for take-off, there is no reason to launch Rockets)

 

6) The speedboost seems a bit too copious. Especially if one skills / equips the right module. Highly advantageous is also that it refills the boost bar, allowing for depleting the boost, pressing consumable and then having the four seconds extra boost and a full bar again.

7) IJN Torpedos seem to arm far longer than US, also the drop patterns really do not compare well. Shokaku still having two per drop, whilst Lexington has already three.

8) IJN right now has basically no chance to reach the DMG a CV of the US can. It has no advantages, no niche nothing that would make it worth picking.


9) Still no abort for attacks, why? Is it so hard to code this?


10) Fighters still are useless and overpowered. You cannot defend against them, why implement a basically "one-shot" mechanic that cannot be outskilled?

11) CVy sniping CVs is too easy and too lucrative. It should be HIGHLY discourage and made so hard that it is not desirable.

IJN:

1) AP Bombs are pointless, citadelhits are no longer skill depending. (The spray of dropped bombs has increased too much and their penetration ability has been massively cut)

 

2) Torpedos are as weak as US (Torpedos only dealing 4k. That is really bad, also flooding on average happens, according to my data, every 2.66 Torpedo)

 

3) Planes seem to be less nimble. (May be due to the fact that those are twin-engine dedicated bombers)

4) Boost seems to be much shorter, but reaching maximum speed quicker ( the fall off back to normal is also shorter )

 

5) Planes seem to be more fragile. (Probably due to the bigger model and thus hitbox)

6) No more deepwater torpedos (This is a big, big withdraw for IJN)

T IV:


Rockets are too scattered to even reliably hit CLs ( not even speaking of DDs ). AP bombs overpenetrate CLs of that tier, BBs as well ( most ) and CVs. Thus most of its striking potential is useless
=>

Hosho: Really bad.

T VI:

Rockets are still scattered, hits do not really hurt even a DD (plus a DD with mapawareness will easily dodge them). Torpedos are meh, not really good to aim and the damage is lackluster. Bombs still overpenetrate almost all CLs, BBs not so much but do not expect the citadels. Damage compared to US is very low
=>
Ryujo: Really bad.

T VIII:

 

Rockets are okayish, still nothing you want to launch (Time to DMG ratio compared to e.g. Torpedos is not worth wasting your time on them). Torpedos are meh, not really good to aim and the damage is lackluster. AP bombs do not overpenetrate that much anymore but the damage is still very lacking
=>
Shokaku: Bad


T X:


Rockets are plentiful but rectangle aims way too slow. DDs will easily dodge. AP bombs are still unreliable and do little Damage. Torpedos are still nothing that one should be excited for:
=>
Hakuryu: Bad

US:

 

1) Very strong and extremely consistent HE Bombs

 

2) Fire dots do occur often and are an additional income for damage.

 

3) Torpedos are meh, same as IJN but due to the six per drop at T10 and a three per drop at T8 they are more valuable.

 

4) Planes are sturdy and rarely get killed by AA.

5) Very nimble, very fast.

6) Boost brings them slower to top speed but the fall-off is also slow, one can easily keep them on the higher "middleground" for long if done right.

T IV:

Rockets are too scattered to be any use. HE Bombs are reliable, incredibly powerful against DDs and HE fire is a big plus:

=>
Langely: Good

T VI:

Torpedos are a lackluster. If available, focus on HE bomb drops which are a monster. They can easily wreck things. Rockets are still not really useful:
=>
Ranger: Good

T VIII:

Torpedos are better than on Ranger but still not your goto (simply because HE Bombs are far superior in DMG). HE Bombs now can deal 15k per Drop, massive fire chance. This is your tool of mass destruction. Rockets slowly become to useful.
=>
Lexington: Superb

T X:

Torpedos, suprisngly enough, due to the six spread are easier to aim and more dangerous. HE bombers become monsters on steroid, per drop up to 22k damage. Four drops per squadron makes a chilling and haunting foe for the enemy. Rockets still do not compare well to HE bombs
=>
Midway: Superb!

Issues:

- Crashes occured during the matches I made already three times. Game can be considered "volatile"
-  Camerabug can occur when launching planes too quickly after game start
-  Camerabug can occur when releasing fighters and immediately starting planes after ( invisible planes )

Closing words and Advice to WG:

IJN needs a MASSIVE Buff. Right now if this were to come out as it is, I would be mad for having picked IJN at all. Right now just as it is, there is NO reason to play IJN. They are not even competitive, hell not even niche. They are inferior in ALL aspects. That must be addressed immediately. Bringing back Deepwater Torpedos and adjusting the AP bombs to be ( keep in mind this must be true on Tier ) able to citadel reliably again. Otherwise people will asks for full refunds on their IJN line. AA needs to be buffed, however personally I like the idea of a stronger long distance and a weaker short range AA. If I made it above your head, just as in reality there is nothing much the ship can do about it besides duck and cover. Drop the bi-engine planes for IJN they are too slow, too big of a model and also do not have more bombs on board. There is no reason to go for them other than handingcapping the IJN CV massively. Boost should regenerate faster but the consumable should no longer refresh a depleted boost-bar.

Fighters need a complete rework, they are still trash and unreliable. Often right after being used they do nothing but collect the planes that try to head back to its carrier. The defensive fighters on the carrier are an okay idea but they are too teethless. One or two drops can be performed on the CV and then they usually engage. They need to be far more aggressive and they need a far greater supply in ammo. WG should make it very, very, very undesirable to rush an enemy CV. This has happened the whole Test and it is annoying, ESPECIALLY, as I cannot use the consumable on my CV while flying a plane. I know I am flooding but either I call back my squadron that is in range or I will take flood damage. Sorry but no, not a fun concept.

Aborting a botched attack, (or the ship maybe got killed just seconds before ), needs to be doable at all time. Being locked in an animation and taking DMG from AA not being able to do anything about it. Not only not fun but it hurts the skill-impact on the Class massively.

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On 11/22/2018 at 4:23 PM, Mr_Snoww said:

still no control of the carrier itself and the excuse is because we cant concentrate on more than 1 thing at once... that is just pathetic. we have given you feedback to give us control of the CV and you still ignore it

WG please give us control of the CV, evrybody wants that and you must give us that! And your excuse is not valid because we lose more focus when we know that ship is attacked and we try to somehow deffent it, "only" beacuse we cant launch squads from dead ship. We must get direct control on ships beacuse still this is World of Warships and carriers are one of those! 

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This whole CV rework FARCE is like watching a Cruise Ship steaming straight for a well documented underwater rock with no indication of altering or reversing course.

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25 minutes ago, KazeAmaru said:

FINAL Verdict to the test:

 

Overall:

 

1) AP Bombs have been over-nerfed ( completely useless now ). They are not comparing well to their HE counterparts. Basically at most you do 2.5k per Penetration if you do not hit the citadel, which rarely happens even if know where it sits and aim for it.

 

2) AA now is basically no danger unless there are several strong AA ships bundled up ( for example the two CVs per team tagteaming ).

3) The HE Bombers are really, really strong. Depending on tier the potential Damage per bomber squadron is between 40k-100k. (Given all bombs make it on point and all drops are performed)

4) Torpedos are still clunky to aim, thus why would one use it if I can do superb damage with the dive bombers? They need to close the aiming rectangle faster and have a shorter arm time.

 

5) Rockets are still niche, even if they hit their damage can be dismissed. It is actually better, if available, to bomb DDs with HE. (Basically as long as HE Bombers are ready for take-off, there is no reason to launch Rockets)

 

6) The speedboost seems a bit too copious. Especially if one skills / equips the right module. Highly advantageous is also that it refills the boost bar, allowing for depleting the boost, pressing consumable and then having the four seconds extra boost and a full bar again.

7) IJN Torpedos seem to arm far longer than US, also the drop patterns really do not compare well. Shokaku still having two per drop, whilst Lexington has already three.

8) IJN right now has basically no chance to reach the DMG a CV of the US can. It has no advantages, no niche nothing that would make it worth picking.


9) Still no abort for attacks, why? Is it so hard to code this?


10) Fighters still are useless and overpowered. You cannot defend against them, why implement a basically "one-shot" mechanic that cannot be outskilled?

11) CVy sniping CVs is too easy and too lucrative. It should be HIGHLY discourage and made so hard that it is not desirable.

IJN:

1) AP Bombs are pointless, citadelhits are no longer skill depending. (The spray of dropped bombs has increased too much and their penetration ability has been massively cut)

 

2) Torpedos are as weak as US (Torpedos only dealing 4k. That is really bad, also flooding on average happens, according to my data, every 2.66 Torpedo)

 

3) Planes seem to be less nimble. (May be due to the fact that those are twin-engine dedicated bombers)

4) Boost seems to be much shorter, but reaching maximum speed quicker ( the fall off back to normal is also shorter )

 

5) Planes seem to be more fragile. (Probably due to the bigger model and thus hitbox)

6) No more deepwater torpedos (This is a big, big withdraw for IJN)

T IV:


Rockets are too scattered to even reliably hit CLs ( not even speaking of DDs ). AP bombs overpenetrate CLs of that tier, BBs as well ( most ) and CVs. Thus most of its striking potential is useless
=>

Hosho: Really bad.

T VI:

Rockets are still scattered, hits do not really hurt even a DD (plus a DD with mapawareness will easily dodge them). Torpedos are meh, not really good to aim and the damage is lackluster. Bombs still overpenetrate almost all CLs, BBs not so much but do not expect the citadels. Damage compared to US is very low
=>
Ryujo: Really bad.

T VIII:

 

Rockets are okayish, still nothing you want to launch (Time to DMG ratio compared to e.g. Torpedos is not worth wasting your time on them). Torpedos are meh, not really good to aim and the damage is lackluster. AP bombs do not overpenetrate that much anymore but the damage is still very lacking
=>
Shokaku: Bad


T X:


Rockets are plentiful but rectangle aims way too slow. DDs will easily dodge. AP bombs are still unreliable and do little Damage. Torpedos are still nothing that one should be excited for:
=>
Hakuryu: Bad

US:

 

1) Very strong and extremely consistent HE Bombs

 

2) Fire dots do occur often and are an additional income for damage.

 

3) Torpedos are meh, same as IJN but due to the six per drop at T10 and a three per drop at T8 they are more valuable.

 

4) Planes are sturdy and rarely get killed by AA.

5) Very nimble, very fast.

6) Boost brings them slower to top speed but the fall-off is also slow, one can easily keep them on the higher "middleground" for long if done right.

T IV:

Rockets are too scattered to be any use. HE Bombs are reliable, incredibly powerful against DDs and HE fire is a big plus:

=>
Langely: Good

T VI:

Torpedos are a lackluster. If available, focus on HE bomb drops which are a monster. They can easily wreck things. Rockets are still not really useful:
=>
Ranger: Good

T VIII:

Torpedos are better than on Ranger but still not your goto (simply because HE Bombs are far superior in DMG). HE Bombs now can deal 15k per Drop, massive fire chance. This is your tool of mass destruction. Rockets slowly become to useful.
=>
Lexington: Superb

T X:

Torpedos, suprisngly enough, due to the six spread are easier to aim and more dangerous. HE bombers become monsters on steroid, per drop up to 22k damage. Four drops per squadron makes a chilling and haunting foe for the enemy. Rockets still do not compare well to HE bombs
=>
Midway: Superb!

Issues:

- Crashes occured during the matches I made already three times. Game can be considered "volatile"
-  Camerabug can occur when launching planes too quickly after game start
-  Camerabug can occur when releasing fighters and immediately starting planes after ( invisible planes )

Closing words and Advice to WG:

IJN needs a MASSIVE Buff. Right now if this were to come out as it is, I would be mad for having picked IJN at all. Right now just as it is, there is NO reason to play IJN. They are not even competitive, hell not even niche. They are inferior in ALL aspects. That must be addressed immediately. Bringing back Deepwater Torpedos and adjusting the AP bombs to be ( keep in mind this must be true on Tier ) able to citadel reliably again. Otherwise people will asks for full refunds on their IJN line. AA needs to be buffed, however personally I like the idea of a stronger long distance and a weaker short range AA. If I made it above your head, just as in reality there is nothing much the ship can do about it besides duck and cover. Drop the bi-engine planes for IJN they are too slow, too big of a model and also do not have more bombs on board. There is no reason to go for them other than handingcapping the IJN CV massively. Boost should regenerate faster but the consumable should no longer refresh a depleted boost-bar.

Fighters need a complete rework, they are still trash and unreliable. Often right after being used they do nothing but collect the planes that try to head back to its carrier. The defensive fighters on the carrier are an okay idea but they are too teethless. One or two drops can be performed on the CV and then they usually engage. They need to be far more aggressive and they need a far greater supply in ammo. WG should make it very, very, very undesirable to rush an enemy CV. This has happened the whole Test and it is annoying, ESPECIALLY, as I cannot use the consumable on my CV while flying a plane. I know I am flooding but either I call back my squadron that is in range or I will take flood damage. Sorry but no, not a fun concept.

Aborting a botched attack, (or the ship maybe got killed just seconds before ), needs to be doable at all time. Being locked in an animation and taking DMG from AA not being able to do anything about it. Not only not fun but it hurts the skill-impact on the Class massively.

WG you must listen to this guy, he has got everything right in this post. I wont post my opinion beacuse I would say everything like him!!!

BTW Game chrashed lot for me.

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5 hours ago, HipSGuinness said:

Nice server down before weekend (and time for more test) -_-   => But WG don't look the feedback, so....

 

My feedback (french average player) :

 

T4 is a nightmare, DD rush you easly and you can do nothing (Hosho is the trash CV) and rockets is strange for Japanese CV.

T6 is Ok, AA is a problem only versus T8 ships. The Torp and AP bomb on Jap is good. US with flood and HE looks better.

T8 US : It's the farmland of CV on Toptier. Just Bomb/Torp all game, you can ignore your loss and kill all BBs. Maybe stike CV first, I see many of It on test server and It's work.

T10 : No time, but screen on the forum proof the Midway still OP.

 

AA is good (full spec and modules) but in the middle game (take fires/Spam) your AA is useless and the CV farm AA Cruisers easly.

The sector Up is good but no return to normal (100%) and the pop on all screen is anoying.

 

So the gameplay is boring and not fun at all. Maybe sell CVs If WG release It on state.

 

The skill boost the AA sector 138%/62% now. You can't select a target anymore.

 

While your feedback by tier isn’t far off in my opinion I have to ask what you mean by “WG doesn’t listen to feedback”?

 

They did change quite a bit, like aiming, DB camera, less blurry / more crisp plane control, adding CAP Fighters to the CV - that is all based on the feedback of the testing.

 

For me I would like to see still an option added to take control of the CV at any point in time and something about the squadron fighters. But saying they don’t listen is simply unfair dude 

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1 hour ago, KazeAmaru said:

FINAL Verdict to the test:

 

Overall:

 

1) AP Bombs have been over-nerfed ( completely useless now ). They are not comparing well to their HE counterparts. Basically at most you do 2.5k per Penetration if you do not hit the citadel, which rarely happens even if know where it sits and aim for it.

 

2) AA now is basically no danger unless there are several strong AA ships bundled up ( for example the two CVs per team tagteaming ).

3) The HE Bombers are really, really strong. Depending on tier the potential Damage per bomber squadron is between 40k-100k. (Given all bombs make it on point and all drops are performed)

4) Torpedos are still clunky to aim, thus why would one use it if I can do superb damage with the dive bombers? They need to close the aiming rectangle faster and have a shorter arm time.

 

5) Rockets are still niche, even if they hit their damage can be dismissed. It is actually better, if available, to bomb DDs with HE. (Basically as long as HE Bombers are ready for take-off, there is no reason to launch Rockets)

 

6) The speedboost seems a bit too copious. Especially if one skills / equips the right module. Highly advantageous is also that it refills the boost bar, allowing for depleting the boost, pressing consumable and then having the four seconds extra boost and a full bar again.

7) IJN Torpedos seem to arm far longer than US, also the drop patterns really do not compare well. Shokaku still having two per drop, whilst Lexington has already three.

8) IJN right now has basically no chance to reach the DMG a CV of the US can. It has no advantages, no niche nothing that would make it worth picking.


9) Still no abort for attacks, why? Is it so hard to code this?


10) Fighters still are useless and overpowered. You cannot defend against them, why implement a basically "one-shot" mechanic that cannot be outskilled?

11) CVy sniping CVs is too easy and too lucrative. It should be HIGHLY discourage and made so hard that it is not desirable.

IJN:

1) AP Bombs are pointless, citadelhits are no longer skill depending. (The spray of dropped bombs has increased too much and their penetration ability has been massively cut)

 

2) Torpedos are as weak as US (Torpedos only dealing 4k. That is really bad, also flooding on average happens, according to my data, every 2.66 Torpedo)

 

3) Planes seem to be less nimble. (May be due to the fact that those are twin-engine dedicated bombers)

4) Boost seems to be much shorter, but reaching maximum speed quicker ( the fall off back to normal is also shorter )

 

5) Planes seem to be more fragile. (Probably due to the bigger model and thus hitbox)

6) No more deepwater torpedos (This is a big, big withdraw for IJN)

T IV:


Rockets are too scattered to even reliably hit CLs ( not even speaking of DDs ). AP bombs overpenetrate CLs of that tier, BBs as well ( most ) and CVs. Thus most of its striking potential is useless
=>

Hosho: Really bad.

T VI:

Rockets are still scattered, hits do not really hurt even a DD (plus a DD with mapawareness will easily dodge them). Torpedos are meh, not really good to aim and the damage is lackluster. Bombs still overpenetrate almost all CLs, BBs not so much but do not expect the citadels. Damage compared to US is very low
=>
Ryujo: Really bad.

T VIII:

 

Rockets are okayish, still nothing you want to launch (Time to DMG ratio compared to e.g. Torpedos is not worth wasting your time on them). Torpedos are meh, not really good to aim and the damage is lackluster. AP bombs do not overpenetrate that much anymore but the damage is still very lacking
=>
Shokaku: Bad


T X:


Rockets are plentiful but rectangle aims way too slow. DDs will easily dodge. AP bombs are still unreliable and do little Damage. Torpedos are still nothing that one should be excited for:
=>
Hakuryu: Bad

US:

 

1) Very strong and extremely consistent HE Bombs

 

2) Fire dots do occur often and are an additional income for damage.

 

3) Torpedos are meh, same as IJN but due to the six per drop at T10 and a three per drop at T8 they are more valuable.

 

4) Planes are sturdy and rarely get killed by AA.

5) Very nimble, very fast.

6) Boost brings them slower to top speed but the fall-off is also slow, one can easily keep them on the higher "middleground" for long if done right.

T IV:

Rockets are too scattered to be any use. HE Bombs are reliable, incredibly powerful against DDs and HE fire is a big plus:

=>
Langely: Good

T VI:

Torpedos are a lackluster. If available, focus on HE bomb drops which are a monster. They can easily wreck things. Rockets are still not really useful:
=>
Ranger: Good

T VIII:

Torpedos are better than on Ranger but still not your goto (simply because HE Bombs are far superior in DMG). HE Bombs now can deal 15k per Drop, massive fire chance. This is your tool of mass destruction. Rockets slowly become to useful.
=>
Lexington: Superb

T X:

Torpedos, suprisngly enough, due to the six spread are easier to aim and more dangerous. HE bombers become monsters on steroid, per drop up to 22k damage. Four drops per squadron makes a chilling and haunting foe for the enemy. Rockets still do not compare well to HE bombs
=>
Midway: Superb!

Issues:

- Crashes occured during the matches I made already three times. Game can be considered "volatile"
-  Camerabug can occur when launching planes too quickly after game start
-  Camerabug can occur when releasing fighters and immediately starting planes after ( invisible planes )

Closing words and Advice to WG:

IJN needs a MASSIVE Buff. Right now if this were to come out as it is, I would be mad for having picked IJN at all. Right now just as it is, there is NO reason to play IJN. They are not even competitive, hell not even niche. They are inferior in ALL aspects. That must be addressed immediately. Bringing back Deepwater Torpedos and adjusting the AP bombs to be ( keep in mind this must be true on Tier ) able to citadel reliably again. Otherwise people will asks for full refunds on their IJN line. AA needs to be buffed, however personally I like the idea of a stronger long distance and a weaker short range AA. If I made it above your head, just as in reality there is nothing much the ship can do about it besides duck and cover. Drop the bi-engine planes for IJN they are too slow, too big of a model and also do not have more bombs on board. There is no reason to go for them other than handingcapping the IJN CV massively. Boost should regenerate faster but the consumable should no longer refresh a depleted boost-bar.

Fighters need a complete rework, they are still trash and unreliable. Often right after being used they do nothing but collect the planes that try to head back to its carrier. The defensive fighters on the carrier are an okay idea but they are too teethless. One or two drops can be performed on the CV and then they usually engage. They need to be far more aggressive and they need a far greater supply in ammo. WG should make it very, very, very undesirable to rush an enemy CV. This has happened the whole Test and it is annoying, ESPECIALLY, as I cannot use the consumable on my CV while flying a plane. I know I am flooding but either I call back my squadron that is in range or I will take flood damage. Sorry but no, not a fun concept.

Aborting a botched attack, (or the ship maybe got killed just seconds before ), needs to be doable at all time. Being locked in an animation and taking DMG from AA not being able to do anything about it. Not only not fun but it hurts the skill-impact on the Class massively.

I hardly think that forgetting about the rework alltogether is an option so..

 

What he said!

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[-TFD-]
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So, I played the carriers up to tier VIII. Honestly, they become really fun and satisfyingly powerful at tier VIII. I especially found the US HE bombs extremely strong, which I love. The Japanese AP bombs, on the other hand, are definitely underpowered. The Japanese flavor does not feel good. They need to be on par with the US. Either buff the AP bombs, or remove them completely.

Overall, I like the rework. I think it will be healthier than the current RTS version. I do have some issues though. Like everyone else, I think it's essential to be able to switch back to the carrier without losing the airgroups. Also, I would like to be forced to enter first person mode in the carrier more. Maybe lose the bomber spawned fighters, and instead force us to choose where the carrier spawned fighters would go within a certain radius. If you could only do that from the carrier point of view, that would be really fun and immersive! It would also force the carrier to move more.

Another thing - AA defense feels bad. I think the best balanced carrier game would be one, where the defending player is allowed to actually shoot at the attacking aircraft similarly to shooting at enemy ships. I believe this is doable, since the aircraft hover at a set altitude, and we already have a passive axis adjustment when we shoot at enemy ships. You just need to lock to the aircraft with the "x" key and start shooting at them. This of course would prevent the defending ship from using its primary armament, which I think is balanced, realistic and engaging. The carriers are bound to lose more planes to skilled players that way, but they will still be taking a ship out of the fight. The good part is that this ship won't feel helpless. Shooting down aircraft might become a meaningful statistic finally if implemented properly. It doesn't need to be perfect, AA defense could still be arcady, but as long as there is counterplay to the carrier, the game is guaranteed to be fun, because the deciding factor is skill, rather than the type of ship you have chosen. Another plus is that aimed AA would actually allow us to play our carriers in first person mode more. I think this is massive.

Those are my two cents. I think you are heading in the right direction guys. The carriers feel strong, but they are not godlike like in the RTS version. Implement meaningful counterplay into AA defense, and I think the rework will be a gem.

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[SDI]
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Hi,

Yesterday I finished all 3 goals for getting the rewards in the live server, but I'n now logged in and I have not received anything (doubloons nor flags).

 

Shall I do something else to get them? Or they will "appear" in few days?

 

Thank you in advance for your help

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[ARGUS]
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2 hours ago, Sotthh said:

Im a commander of a ship`not a pilot of planes,... no way for the patch

So, you want to steer the CV, while some WoWp-players do the damage and fighting for you - well, that would be another way, that some people already had, to rework the CVs, but you wouldn´t have to do much then.

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[OLDG]
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I think there's been a general improvement over the course of the CV beta. To start with it was quite dull, with long gaps between attack runs and delays in getting your squadron into battle and the ship AA seemed to be overpowered. Also, the attack runs were quite difficult to get right.

 

In this latest iteration, there's far less 'down time' - you can get pretty much straight back into the action. The attack runs are easier to get the hang of - although playing against player controlled ships would probably add more of a challenge. AA has been toned down and I didn't have the experience of having a whole squadron shredded by AA. Fighters on the other hand are pretty strong and I took to tapping 'F' for home quite often if caught by them. On the down side I felt like the damage caused by my attacks - bombs in particular seemed pretty small, taking ages to chip away at a BB or even some cruisers. 

 

Good to see the captain skills up and working as well. The whole thing still looks great and this is definitely far more action-oriented.

 

However, I just have to add my view (as have many others) that not being able to jump back your ship to move it or take other action is just ridiculous. WG - please drop the line that you are trying to avoid us getting 'distracted' - I'm sure we can cope!!! Also, it still feels wrong that you can only attack allied planes vicariously. Trying to control airspace with your own fighters would add an additional tactical angle.

 

Also, I was actually enjoying playing in this third wave of testing (the other two felt a bit of a chore), so a bit of a shame that we had such a short window - and in midweek. Some of us have lives away from our keyboards you know! :Smile_unsure:

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3 hours ago, Sotthh said:

Im a commander of a ship`not a pilot of planes,... no way for the patch

Exactly. This CV rework is a FARCE.

I'm going to retrain my CV Cpts to the even tier DDs I don't have & then use every relevant DD I have to hunt & kill the FARCE reworked CVs.

I found hunting the Reworked FARCE CVs in the TST with DDs to be 'fun' & successful. 

I managed to kill 5 CVs in 6 battles all with two CVs in each battle (as you pro-wacko Farce CV rework supporters know full well)

Hmm, almost a 50% kill rate - this is gonna be 'fun'. Can't wait for the FARCE CV rework release. ROFL

 I'm going to love saying, as a DD player,  in 'All chat' in battle  - "Next!"

 

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[GLOBS]
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@MrConway  I completed all the missions on the TST server and was wondering when they get put on the live server ? I received all of them in the TST server but not on the live one . is there a Glitch ????

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2 hours ago, GravityTrash said:

My guess is that rewards from doing the test mission are delayed or somthing

From experience as I know it the rewards are handed out once the test has ended and then about 3-7 Days after that date. So stay calm, you will get them. I know you want to have those shiny coins immediately but patience young padawan.

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[BACON]
Beta Tester
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It was a highly enjooyable test this time around and the CVs seem to have great potentiel.

 

Controls and UI were fine for me, though I think CV consumables should be available while piloting planes.

 

There seems to be some matters of balance with IJN and USN ships. It was harder to do damage with the IJN weapons, even if their rockets were great. I had sooome great successes with the AP bombs. But only against certain ships and after I had practiced for a bit.

 

AA fire was great on ships meant for this (eg. US cruisers). I could avoid and resist equal tier carrier planes. The AA controls also felt like interactivity with the air attack without making it impossible to participate in the battle. Even if I had to turn in ways that likely would have made me extremely vulnerable against actual human adversaries.

 

One very negative point, though. A test lasting from Monday to Thursday is just not long enough. The testing ended just before a weekend where I could have done some actual serioous testing.

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