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The_EURL_Guy

Aircraft Carrier Beta Round 3 - Feedback Thread

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[DC_DK]
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38 minutes ago, Hauptbahnhof said:

Same here. I didn't get any email... But the webbpage says I am participating...

 

Since I am participating according to the webbpage and have downloaded and installed 50 GB gameclient... when will I get the mail and account so I can play?

It just means you're on the list of interested players

 

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Weekend Tester
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It would be very nice if Aircraft carriers didn't have infinite amount of planes.

Alongside that i would really like to have better Carrier control when i'm out in the mission.

Fighters as well. I would like to control fighters as well. Make fighters that exception, or give the players the ability to switch Between the Carrier/Strike aircraft/Fighters when they please while not send the Strikers and fighters back when not used.

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hello i try logged on my acount on server tst on CV and gets information that  error conecting server  your account has  ben locked permenently .Reason 2132131313213 What's going on ?

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The BFT, AFT and manual AA rework is huge- and completely uncalled for. Major nerf to all AA spec cruisers. In the least this means that all commander skills should be reset for free, not just carriers. 

The whole skill system for CVs seems dodgy, weird and thought out in a pub rather than through proper thought. 

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I feel that the 3-5 tier carriers are well balanced but the higher isn't because your planes cant even get close to a ship and the squadron can be shot down instantly

 

i think the higher tier planes need health buffs

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 And concealment expert got nerfed too, for anything thats not a destroyer. I really, really, really, really hope you guys are just testing the global idea of the skills and not the actual implementation here, because this is absolutely abhorrent what youre doing here. 

 

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Also i dont think this test is fair because everyone is picking american cruisers which makes like insanely hard for carriers, next test they should remove the american cruisers so the carriers have a shot. right now its a not fair test 

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[FNFLB]
[FNFLB]
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Hello,
I received my email with the username and password on 11/26/2018.
I downloaded the update via the game center (the tst version)
but when I log in ... I have an error message:
"error connecting server incorrect email address or password"
but nevertheless, I wrote the good ones well ....
help!

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27 minutes ago, Isoruku_Yamamoto said:

The BFT, AFT and manual AA rework is huge- and completely uncalled for. Major nerf to all AA spec cruisers. In the least this means that all commander skills should be reset for free, not just carriers. 

The whole skill system for CVs seems dodgy, weird and thought out in a pub rather than through proper thought. 

I'm new(ish) to the game and have managed to just get AFT on my Neptune skipper (two days ago) - with no defensive fire consumable it relies on the 20% range buff with AFT - so it looks like I'll be losing that and have wasted 4 points. I'm surprised more of a fuss isn't being made on this subject tbh - full skill reset for ALL is the only option 

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EURL Guy - what is going on? I got 2 invites to Test Pt 3 & neither works & it's well past 4:00 am Start. Something wrong w the login process?

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[GBUK]
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3 hours ago, G_UK said:

Another one for the Hosho being underpowered here, Ryujo felt much better however.

 

IJN - Teir 4 (Hosho)

  • Underpowered, very limited in what you can effectivly target and your damage output is very hit or miss.
  • DB AP Bombs at T4 feel pointless as they overpen everything that is not a BB, even if you get a citadel the damage is poor.
  • Rockets are OK, damage is still meh but at least you can hit with them now so harassing DD's is possible.

 

US - Teir 4 (Langley)

  • Much more powerful than Hosho, can keep up reliable damage output throughout the game.
  • DB Bombs do almost as much damage as the Hosho AP bombs but can do consistent damage.
  • Rockets seem to be more accurate (or my aim is improving) than Hosho meaning yet more consistent damage.

 

Common - Teir 4

  • Aircraft feel too quick for the tier, I would slow the aircraft down.
  • Good decision to not have torps or fighters at T4, flattens the learning curve for newer players.
  • Sweet spot is somewhere between the two, however it's closer to Langley than Hosho.
  • I also wouldn't be to worried about making the T4 CV's too similar to each other as these are the starter CV's

 

Other Ship Perspective - Tier 4

  • Well, I managed perfectly well sailing a stock Myogi about and doing 50k+ damage. Stock Myogi has no AA.
  • Not much to say, Aircraft just are not much of a threat with or without AA.
  • Do Rockets still take out AA as I was hit by 3-4 salvos in a Kuma and still had 100% according to the information on the 'H' key.

 

Bugs / Comments

  • Aircraft sounds sometimes cut out for a few seconds, other sounds continue. It's as if there is some empty space at the end of a sound effect loops.
  • If you launch aircraft immediatly after launching fighters, your aircraft are invisible.
  • Is the CV meant to use damage control automatically whilst I am controlling aircraft? If so, nice feature.
  • Mouse and Keyboard steering still do not work well together, they end up fighting each other and when entering an attack can cause the target point to jump. Just pick a control scheme (Mouse or Keyboard) and stick to it.

 

I'll post further about the other tiers later.

 

IJN - Teir 6 (Ryujo)

  • AP bombs still a problem limiting consistent damage output. Cits are not rewarded
  • Rockets useful for harrasing ships and setting fires.
  • Torps ok, feels lacklustre compared to USN


USN - Teir 6 (Ranger)

  • Stronger ship than Ryujo again mainly as DoT is much higher with no downside on alpha.
  • Rockets useful for harrasing ships and setting fires.
  • Torps are ok.


General - Teir 6

  • CV sniping will not be a problem
  • Aircraft feel too quick again, if this progression were to keep going T10 would have warp speed.
  • AA feels reasonably well balanced maybe could be increased slightly.
  • Only just figured out that "W" and "S" adjusts vertcal aim on DB attack runs. Doh!!!!
  • Fighters are deadly..... Good!!


Other Ship Perspective - Tier 6

  • Aircraft feel more dangerous if you get focussed, Torps are harder to dodge in a BB than previous tests.
  • AA skills and modules seem to make a noticeable difference.
  • Ships in a group work well together.


Bugs/Comments

  • I like how running through an attack at high speed (Attacking straight after Engine Boost) throws off the attack.
  • When being attacked by fighters the fighter squad sits in formation on top of the strike squad rather than behind it.
  • Catapult fighters launched from non-CV's display as a whole squadron rather than one or two floatplanes.
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[BOATY]
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PLaying the tier 4 IJN carrier - bombs feel underwhelming as hell. Damage for both rockets and bombs truly meh. Almost feels a weaste travelling so far and getting no damage, only to try again for no damage, then eventually 300hp, etc. whre are the instructions and why is it so hard to score any good hits?

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Nice.. I think ok, I will try participate and try to help test. But today it say I have older version than that is on server.

On client I run game check and it say I have actual version. GJ Wargaming.

 

Really start to hate you guys. Have to install game center that I really dislike. Then wait few hours until test version is downloaded and not working becouse of old one…

 

btw. from this time I´m not going even think about participating in any testing of any wargaming games… spend hours on downloading on ADSL and for nothing….. :(

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[DC_DK]
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48 minutes ago, froggz said:

Nice.. I think ok, I will try participate and try to help test. But today it say I have older version than that is on server.

On client I run game check and it say I have actual version. GJ Wargaming.

 

Really start to hate you guys. Have to install game center that I really dislike. Then wait few hours until test version is downloaded and not working becouse of old one…

 

btw. from this time I´m not going even think about participating in any testing of any wargaming games… spend hours on downloading on ADSL and for nothing….. :(

Better get used to use game center only a matter of time before the old launcher is gone..

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[DREAD]
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This third iteration looks much more polished than the last two.

 

I just started but liked the first couple of games!

 

However: did anyone figure out how exactly the CV CAP fighters work? As the button to take control over the CV is unfortunately still missing it wasn’t really easy to use. Plus the active time was shown with 600s if I am not mistaken which is 10min...? Is that really true? Can’t judge from the actual use in game tbh ?

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[MA-GE]
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Having read what has been said before there's a lot I agree with and and some stuff I don't.

 

Agree

  1. AP bomb mechanic needs work. Still too many overpens and damage for full pen and especially citadel is too low
  2. Catapult fighter consumable on CV needs to be renamed to 'Combat Air Patrol' and the fighter consumable on the squad should be renamed to something like 'Fighter Escort' or 'Interceptors'
  3. Dual control method.  WASD for plane control with sweeping mouse movement for free camera is fine.  Fine-tuning attack run with incremental mouse movement is also fine.  I see no conflict here as it works perfectly well and becomes second nature after a couple of games.
  4. AA is broken.  Have to agree.  There seems to be no rhyme or reason to it at all.  Not sure what WG is going for.  Pretty sure this will persist until the rework goes in the live client and the real balancing can BEGIN.

Disagree

  1. Plane speed is too fast.  Nope, can't get behind that one.  Some of the maps are really really big and if the planes were any slower it would be incredibly tedious getting to where the action is.  I think it's pretty much spot-on.
  2. Rocket planes are ineffective.  Now that the aiming has been sorted out and you can fairly reliably target specific areas of ships, I find rockets very useful; early game for harassing DDs and later on for finishing those often hard to dispose of low HP ships that shells seem to purposefully avoid.

Overall, I retain some optimism about where this is going.  CV effectiveness will now live and die by how well the CV coordinates with the rest of the team rather than (often) being entirely dependent on the skill level of a single team member.  This can only be a good thing for the player base, as a whole.

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38 minutes ago, mrblueskye said:

Having read what has been said before there's a lot I agree with and and some stuff I don't.

 

Agree

  1. AP bomb mechanic needs work. Still too many overpens and damage for full pen and especially citadel is too low
  2. Catapult fighter consumable on CV needs to be renamed to 'Combat Air Patrol' and the fighter consumable on the squad should be renamed to something like 'Fighter Escort' or 'Interceptors'
  3. Dual control method.  WASD for plane control with sweeping mouse movement for free camera is fine.  Fine-tuning attack run with incremental mouse movement is also fine.  I see no conflict here as it works perfectly well and becomes second nature after a couple of games.
  4. AA is broken.  Have to agree.  There seems to be no rhyme or reason to it at all.  Not sure what WG is going for.  Pretty sure this will persist until the rework goes in the live client and the real balancing can BEGIN.

Disagree

  1. Plane speed is too fast.  Nope, can't get behind that one.  Some of the maps are really really big and if the planes were any slower it would be incredibly tedious getting to where the action is.  I think it's pretty much spot-on.
  2. Rocket planes are ineffective.  Now that the aiming has been sorted out and you can fairly reliably target specific areas of ships, I find rockets very useful; early game for harassing DDs and later on for finishing those often hard to dispose of low HP ships that shells seem to purposefully avoid.

Overall, I retain some optimism about where this is going.  CV effectiveness will now live and die by how well the CV coordinates with the rest of the team rather than (often) being entirely dependent on the skill level of a single team member.  This can only be a good thing for the player base, as a whole.


Why used low DMG tools like Rockets than can easily be dodge by any DD-player that is not brain afk? HE Bomb >>>>>> Rockets.

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[DC_DK]
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shot-18_11.27_23_15.33-0698.thumb.jpg.4db1bc0ff27847dca3fe91c22d6924b1.jpg

 

 

Any recommendation of a commander build for CV... Got a 15 pointer

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5 minutes ago, hgbn_dk said:

shot-18_11.27_23_15.33-0698.thumb.jpg.4db1bc0ff27847dca3fe91c22d6924b1.jpg

 

 

Any recommendation of a commander build for CV... Got a 15 pointer

I go with:

1) Air Armor
2) Improved Engines

3) Air Supremacy ( sounds weak but is really strong )

4) Fast Aiming

After that if you like torpedoes, pick up Torpedo acceleration.

Last spurt is useless imho. You won't need boost on your last attack with the squad because you already are in range. Survivability expert, perhaps not tested yet.

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[_T_D_]
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got the mail with pw and username

Cant connect to the server

my version is older then the one on the server

 

quite complicated

why?

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[TAITO]
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i just tryed this new cv gameplay and it's so horrible if this crap comes to retail game i will definetly end whole game what is this [edited]joke? april's fools day went alrdy for [edited]sake.

i dont even know how to say it better than it's food that you'have been eated then shitted out and eated again so bad taste of this crap i just spent 2-3 hour just waste of time to this full of [edited]

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Greetings!

Just tried out some game this afternoon and this evening, and I have a really nasty bug : the game keeps crashing while playing the Midway, always at the end of the battle ( not ended yet, but coming to the end). DIdn't have this kind of problem playing Langley/Ranger nor Lexington

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