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Aircraft Carrier Beta Round 3 - Feedback Thread

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@antean So you went around and downvoted anyone who had something constructive or good to say about the rework. Thanks buddy, you're making a real good contribution. 

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Did anyone make good use of fighters? I found them to make hardly any difference - you just fly around them and attack any other ship in case you meet them. 

The old concept relies heavily on good use of fighters but the new one cuts it down to a defensive consumable that makes it more difficult to support and defend your own ships. I would like to have more control over the fighters. Or I didn't get the concept which might also be the case. 

The test time is also very short. 

Overall, I would say the new concept is balanced and better than the old one.

It will lead to less frustration, especially for german BBs that are no longer a one shot prey in some cases.

Groups can have a deadly AA now. 

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I must say, some things are good, but others are not. For example, the T4 you have only Rockets and DBs. For Beginners with the class it would be easier. But T4 IJN is a huge Pain in to play. The Problem are the AP-Bombs. The most time i attacked an BB i got overpens or citas. RNG and so i know. But for someone who starts the class it would be more difficult. On that side the US T4 has an advantege, because it uses HE-Bombs. So you only hav to hit the ship, not hit in the right spot.

As I continued my way through the several tiers i could feel an improvement from tier to tier.

The CVs of the rework now can deal dmg to other ships. 100k Over all in T10 aren't the problem. The Problem is the new playstyle. Most Time you will deal only little DMG per Attack compared to the old CVs. That makes it to a problem if you have to stop a ship. For example I fight a battle in the mornig with bots. The bots ignored the enemy DDs so in the standard battle i spent the most time to resset the cap. After 15 minutes I killed one Bot with the rockets the rest have 10-15% HP left. But with smoke they finally got the cap.

Or a single BB staying away from the Fleet. Old CV gamepaly? Free XP. New one? Waste of time.

Next issue is the double matchmaking of CVs. Most time it is anoying, because in 50% of these battles you are compared with a HT or LT CV. Both isn't funny and in randoms, when the enemy CVs team up, but your temate won't play with you, it is getting even worse.

Just deactivate this double matchmaking. No one really needs it.

 

Next Point. You removed the odd tiernumbers of the CVs. Your reasons were discussed lately. Why not taking this CVs and use them in a Ssecond branch with the Aircraftsetups from the other Nation? For Example take T10 US SETUP Option (HE-DB, and High DMG Rockets) and make a T10 Taihou from it.

So you can make an Essex with AP Bombs and better Rocketaiming too. This would provide two additional palystyles and as national flavors you would still have Aircraft HP+Speed.

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Well, there is no sugarcoating.... from me it get´s a solid dislike.:Smile-angry:

 

The reasons?

Well there are certainly the things most complain about, like the almost utter lack of controll of the ship and ist consumables at all times:Smile_sceptic: and the edited selector for the flak-priority and some other stuff.

 

However the main reason for me is, the complete Absence of any Kind of thrill.:cap_old:

There is Little to no ineraction with the enemy cv, aside from bombing him or getting bombed by him. The "fighters" are not counting, as they are only AI.... I´m speaking of pvp. CV-Play seems to be reduced to: start planes, scramble to target, drop ordinance, turn around, drop ordinance, turn around, drop ordinance.... repeat, repeat, repeat..... :Smile_amazed:

Ooooh, yes... forgot that there is a bit of wiggling around to dodge flak.... very engaging.... not.:Smile_hiding:

 

The

     - Absence of having to return your flight to the carrier

     -  lack of flight deck handling time

     -  generell faster planes? (might just feel like)

     - tripple attack per squadron

     - low dmg per attack (yeah, I get it, that is the only possibility to somewhat ballance out the aforementioned Points)

transform the current brutal Alpha-Strikes with their lengthy time in between to a sort of almost continous harassment for an unfortunate picked target. Dodge and have a reprieve? Forget about that. He´ll have 2 more attack-runs, and then will be back in much less than half the time he would currently Need.

Well, let´s see how the Folks will like that, when they´re confronted with it.:Smile_sceptic:

 

The low dmg per attack (at least at the lower tiers) makes a dev-Strike almoust or entirely impossible..... so the cv will be the only class that is denied that Kind of satisfaction? I know that is anoying when it happens to oneself..... but still, a dev-strike is something so massively satisfying when you deal it, that I for one don´t want to miss it.

 

The test boil down to that once the novelty of the new has worn off, it just gets downright boring. :fish_sleep::cap_old:

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Sry if this was discussed before, but i cant login...

Downloaded the "tst client" how its is discribed, than logged in with my normal acc in the launcher, switched to the TST version of the game

and in the next window i insered the mail and login pw from the mail i got some days ago.

Message:

Error Connection Server

Failed to connect to the server. Please try again later.

 

Any ideas wjat  i'm doning wrong?!

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5 minutes ago, Ruderboot_Admiral said:

Sry if this was discussed before, but i cant login...

Downloaded the "tst client" how its is discribed, than logged in with my normal acc in the launcher, switched to the TST version of the game

and in the next window i insered the mail and login pw from the mail i got some days ago.

Message:

Error Connection Server

Failed to connect to the server. Please try again later.

 

Any ideas wjat  i'm doning wrong?!

You're aware that the test is over now?

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[ISEN]
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4 minutes ago, Ruderboot_Admiral said:

Sry if this was discussed before, but i cant login...

Downloaded the "tst client" how its is discribed, than logged in with my normal acc in the launcher, switched to the TST version of the game

and in the next window i insered the mail and login pw from the mail i got some days ago.

Message:

Error Connection Server

Failed to connect to the server. Please try again later.

 

Any ideas wjat  i'm doning wrong?!

STS server is offline now:
Please be aware that we plan to end CV rework beta test tomorrow 30/11 at 16:00 CET (UTC+1). Thank you for your continued feedback!

https://worldofwarships.eu/en/news/public-test/cv-rework-testing-3/

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5 minutes ago, Ruderboot_Admiral said:

Damn... ^^

This test was only under the week???

Just like the other tests..

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9 hours ago, FreetheBrain said:

@antean So you went around and downvoted anyone who had something constructive or good to say about the rework. Thanks buddy, you're making a real good contribution. 

edited

8 hours ago, Terminatus_Est said:

antean your still as constructive as ever. Why are you even trolling around here? You do nothing to help with the test but whine and moan.

edited

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[-AGT-]
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Vor 2 Stunden, hgbn_dk sagte:

Any news on the live server rewards wrongly being credited to the test account? @Crysantos @MrConway @Tuccy

Nope, i have still not got em. At least not the dubloons.

Can't say anything about the signals, have not remembered my signal amounts.

 

I had 800 dub before Test ... and i had 800 dub after test. Yes, i solved all tasks.

Meanwhile i got +50 dub's from the daily black friday gain.

 

Maybe they just need time to credit the rewards manually :Smile_Default:

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3rd iteration of CV rework TST is now over (apparently). Where you been, Pumahunter?

 

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[-AGT-]
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Vor 7 Minuten, Pumahunter sagte:

Does not work at all

I got a E-Mail but Login and password does not work at all.

 

Yor login does not work because the test is over. You missed it :( 

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[G3NTZ]
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Interface:

Carrier control is woeful. You need to allow the ships captain to be the captain. Otherwise everything worked. Feels very... Simple.

 

Fun:

End of the day, this is a game and it's meant to be fun. This is where the rework falls down. It isn't engaging. You've constantly mentioned that "control one unit" or I'll get "distracted in battle."

 

Controlling 1 or 10 units is not going to cause any more of distraction. Carrier has always appealed to the more patient and intelligent player. That is why you get so many monster carrier players on live demolishing everyone. edited touch carrier they get destroyed. That is fine. That is acceptable. Carrier is the apex of skill, knowledge and planning and we enjoy that style of gameplay. Just like Destroyer players enjoy hiding in corners and firing torpedoes. Just like Battleship pilots enjoy 6 citadel taps on poor Emeralds.

 

Currently your alienating your already established carrier player base in what is quite frankly a tedium re-balance with no risk or reward. I can just dribble suicide every plane without fear of consequence and that's unacceptable. If a destroyer steams into centre and smokes up, he's at risk. If I fly into centre I can just bomb anyone I don't care about the pilots lives. That is unfun I don't need to make tactical decisions greater than "who is closest? Need more damage numbers". Furthermore the complete inability to provide stooging for the fleet is just unacceptable. At least the ability to run fighters around would allow me to have some interaction with the game.

 

I play World of WarSHIPS. Not World of WarPLANES. If I wanted to be a pilot I'd go there. I want to sail a boat and be a captain of a boat. Current carriers let me be a pirate sailor. Your plane interface is not as good as WoP. WoP is a better plane game. I'll play planes instead of fly your unfun bodge job of a rebalance. It's boring.

 

 

Balance:

 

KotS proves that carriers are not the apex predator, in fact they get relegated to a scouting role. Rarely did carriers completely topple a match. The best teams won every game. The best teams have the best players, carrier or otherwise.

 

In the rework, the balance is "okay". Damage is "okay". Everything is "okay". AA needs a complete overhaul it doesn't do anything. Then suddenly you're adding a second carrier to the game? This is going to straight up cause mass exodus from games. If people think a Shokaku strike is bad now. If you have 2 competent carriers divisioned up, or one competent carrier using an Irish Vegetable as a bait you'll see some absolutely brutal cross drops and salty destroyers. 2 carriers will completely obliterate any balance that you've achieved. As everything that can be done on live such as bleeding, cross drops e.t.c will be doable with two carriers. Except you've removed the only  defenses against them - the fighters, the panic effects and the threat of losing planes. Any other things such as the speed boost mechanic isn't really relevant at any point. It literally makes no difference if I go 5 knots faster for a couple of seconds because I'm already the fastest thing on the map.

 

I spent time following other carriers torp bombers about and just cross dropping everything to see if it would be effective and I just got monster damage. I could see any DoTs he got, i'd wait for repair and instantly follow it up. I didn't care if I lost planes. Your AA redesign needs to go back to the drawing board.

 

Afterthoughts: I accept that you've worked on this. I know the only reason you've done it is because lolconsoles. But it's unacceptable. You need to balance around the highest levels of play like KotS and high ranked Clan Wars and include carriers into them. If you note how all KotS carriers ran fighter load outs, not strike because it doesn't work against competants. If you had included carriers into Clan Wars you'd have actually gotten data on how effective carriers are as scouts, and alphastrikes as well as how effective current AA ships and skilled players with good positioning are. Before you make any LIVE changes you NEED to run carriers in Clan Wars even if its just for a week and see how much impact these have at a high level. So what if Squalls get dumped on? They're not the target audience for clan battles.

 

tl;dr:

There is no engagement. I don't care if planes die I have plenty on deck I can just suicide for days. No reason to avoid AA. No punishment for mistakes.

Current carriers haven't been tested properly in Clan Wars or higher level games beyond a few KotS games. Throw them in and see if it sticks if that proves you right and carriers are still busted at least there'll be quantifiable data to show that not just "waaa he bombe mai anime boat".

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Ähm.... kinda offtopic....:Smile_hiding:

 

Are the "offensive" words in the Posts automatically censored with "edited", or is some poor sod really reading all of it and editing it?:Smile_trollface:

If it is done automatically (which I would absolutely asume), is there somewhere a list of "offensive" Words not to used?

 

I´m asking because in my previous post is this big "edited" and I´m pretty sure that I just used the not very offensive common frase for the opposite of intelligent.:Smile_trollface:

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[BACON]
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One thing about control of dive bombers.

 

The viewpoint should automatically follow the dive, so newer players do not suddenly see their targeting circle dissappear. Also it should be made very clear, that the target marker can be moved forward and backward using W and S.

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4 hours ago, Kuroyama said:

Ähm.... kinda offtopic....:Smile_hiding:

 

Are the "offensive" words in the Posts automatically censored with "edited", or is some poor sod really reading all of it and editing it?:Smile_trollface:

If it is done automatically (which I would absolutely asume), is there somewhere a list of "offensive" Words not to used?

 

I´m asking because in my previous post is this big "edited" and I´m pretty sure that I just used the not very offensive common frase for the opposite of intelligent.:Smile_trollface:

Not off topic. You are experiencing WG moderator biased censorship. View post #263 where two Trolls are allowed to attack me & when I defend myself I'm the one who gets censored (& I don't believe I did anything to get 'edited' for either). No matter, there's many others posting here who think this CV rework is a disaster.

WG can't suppress that valid opinion.

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game is very good , after the ancient game is bad with target < , very difficult to sink tier cruiser or destroyer.

But the target of the new game is white, the sea with the sun  is too difficult to see , perhaps target in red  would be better .

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My test creds dont work. I try to add account to Game Center but the ones I got into my email for round three dont work. Wrong username or password. Already tried different regions - no difference. :cap_viking:

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[-DKBG]
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14 minutes ago, LongJohn_ said:

 

My test creds dont work. I try to add account to Game Center but the ones I got into my email for round three dont work. Wrong username or password. Already tried different regions - no difference. :cap_viking:

Test is over if that is what you mean

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So I'm a bit late to this but oh well.

What's good?

-The gameplay seems rather smooth, the planes movements and all seems pretty okay to me, how they attack and turn, its all well made.

-2 vs 2 CV for tier 8 and 10 imo, adds a bit more feel to the battle itself as battles dont finish in 10 minutes anymore. Now with more CVs, battles are more longer and somewhat "decisive".

-Overall feel for CVs. Now it feels very rewarding to hit those torps or bombs just because you aim for yourself and control your planes. Imo, it feels good as in the current CVs, you cant generally be "IN" the mix of things, now you have to maneuver your planes, time attacks well, etc. etc.

-The overall look of the planes and AA is better now, even while playing on a potato pc.

-Catapult fighters concept is good, but needs more tuning to it. As what's being tested, you launch a designated "squadron" of fighters from the catapults, so now running the fighter consumable is more viable. However, the fact that they only run for 30s is what bugs me. Make it 1 min or so as waiting for 1 min 30 to get the consumable back to run the planes for only 30s seems pretty underwhelming. Also, increasing the range on how they circle the ship to....say 5km, would improve their effectiveness.

 

What's bad?

-As far as it goes, the 2 vs 2 CV thing still needs a lot of work. With the removal of odd tier CVs, being uptiered in a CV HURTS like anything now. So you could be playing the Shoukaku and suddenly get paired with a Midway and going against another Midway and Lexington combo, which sucks as Tier 8 CVs are SO MUCH weaker to tier 10 ones. I mean, the fighters you launch are MUCH lesser than their entire squadron size, so it seems very one sided almost. Which is why, its best to bring back odd tier CV just for the sake of MM. I would rather meet a tier 9 than tier 10 CV in my Shoukaku, likewise meeting a Hiryuu instead of a Shoukaku in my Ryuujou.

 

-Damage dealing and actually sinking ships. 

The main point of this rework was to actually reduce the whole dominance of CVs and, it has been done. However, now dealing damage seems a bit tougher, nevermind sinking ships. If anything, to get a kraken with the new CVs becomes MUCH more tougher than what it is now. Ofcourse, the best way is to stack DoT effects and whatnot, but you need to actually KNOW your armament a whole lot before you can even break 200k damage at tier 10. 

 

-Lack of CV vs CV

This is something which kind of wierds me out. As far as it goes, your fighters seem pretty USELESS now as they only run for something like 2 minutes in one tiny circle on one tiny spot of a gigantic map. 3km radius is not a good thing at all. I can pop my fighters in the middle of the cap and I still wont be supporting my team just because any CV player will fly around my fighters to attack the DDs.

And even if I were to pop it on a DD, the Destroyer player will not just sit in one place just to have fighter cover. What has to be done, make them circle the ship they were dropped on to a range of like 4-5km, atleast then there is some instance of team support. Current CVs are more all round in terms of support, but newer CVs just become a damage farm fiesta which isnt the way it should go. It seems way too boring.

Not to mention, "If this CV rework goes good we might see them in competitive" With the current look at it? NEVER. Competitive requires strategy! not damage farming! Current CVs work BEST in competitive just because the skill of a player in how he plays his fighters is 100x more important than being on point with a few bombs drops and torpedo hits!

 

-Hakuryuu vs Midway and Houshou vs Langley

At tier 10, I can easily say the Midway is far better than the Hakuryuu. Haku's torps seem rather bad even though she has good AP bombs. But when you look at Midway, you have a more all roudned CV with good torps, really good bombs and good rockets, while the Haku has good rockets and bombs. Sure they can citadel a Montana, but when you deal around 9-10k per bomb, its not a lot when compared to the likes of 20k per attack of the USN DBs

At tier 4, Houshou is just TERRIBLE vs the Langley. Langley has those really good HE Bombs while Houshou gets stuck with the AP Bombs. AND NO TORP BOMBERS! This is not a good way to go AT ALL. Especially since there are no ODD tier CVs, how will players learn to control torpedo bombers? at tier 6? VERY bad design just because tier 6 CVs meet Tier 8 CVs as I mentioned above. No player can learn like this! As far as I would recommend, keep rockets and Dive bombers at 6 per squad. However, add torpedo bombers for both ships at 4 per squad. And give Houshou HE bombs PLEASE.  

Edited by aidenthedestroyer
Easier to read
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