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The_EURL_Guy

Aircraft Carrier Beta Round 3 - Feedback Thread

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Well this round of testing is utterly crap when et comes to bugs/issues!! i can only play 1 battle the game keep crashing half way through 2nd battle and then it takes several hours before it lets me log in again(It just stay in loading screen after i press connect no matter what i do even tried re installing game)

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Le 24/11/2018 à 22:03, Duke_of_Lauenburg a dit :

Same issue for me - hope someones is looking into it. Proof that I am not retarded:

Apparently, you need to:

1- apply

2- be chosen

3- receive an email
4 -install a TST instance

5- login with the email creds

I think step 2 is not spelled out clearly enough. At least for dumb monkeys like me.

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[THHNL]
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Just wondering... When the rewards will be acquired to live account? I've just completed all of the missions and don't see my 500 dubloons.

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I've been taking part in the 3rd round of CV rework.. I've been looking forward to the update as I'm not a very good CV player.. I was decent on the Hosho but the extra squadron on the Zuiho seem to get forgotten as I too much is going on. I'm not a good multi tasker. So I thought this Rework would be ideal for me and something I could get into.. played 5 games.. very bored!.. Final game I spotted a DD about 9km away.. so by the time I got back the map to change the way points for the carrier to flee the incoming DD, I lost sight of the DD, didn't take long to find it again .. but by now its only 6km away.. I was trying to hit it, 3 salvo's missed all 3.. next set of planes. I also ask the other carrier to help deal with the DD.. 2 of us trying to hit a DD and failing.. I got torpedoed and sunk.. as I couldn't outrun him .. couldn't hit him as he was evading … I had no answer.. 

 

I know CV's need a rework as on wow stats some players have a rating 10m!!! where I have like 1000 on dd's!. lol in the right hands they totally change the balance of the games.. they Keep DD's (me) perma spotted, and that's unfair.. but this isn't the answer!.. this rework isn't engaging, it isn't fun, its a total nerf.. and if It it goes live I will probably just cash in my carriers and never pay the calss again.. 

 

Honest opinion.. the rework is a very generous 2/10 not for me at all.. very dull... 

 

And this style of play will only make low tier DD's go carrier hunting more as the small DD's are incredibly hard to hit..  whish is a bad thing to teach new DD captains in my honest opinion.. 

 

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[TOFTC]
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I don't mind, if I can't control CV and Planes at the same time manually. But if I have to give up my strike squad for controlling the carrier, I want at least be able to control my secondary guns as well.

They should get more range (7-10 km maybe), and act generally like DD guns, but with more dispersion ( ~ 2.0-2.2 sigma, CV shouldn't out-gun the other ships)

It would be so much fun to use the guns manually and sink cocky dd's (with help of some mates). And this "Controlling Planes or CV" would kinda support that we're be able to aim with the guns

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[GLOBS]
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 I am no Unicum  But the damage is a little disappointing . but I am improving  :Smile_hiding:

shot-18.11.29_20.48.04-0543.jpg

shot-18.11.29_21.12.30-0432.jpg

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[BLUMR]
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It's only happened once. But has anyone else had their planes take off and not render?

Screenshot_20181129_205955.jpg

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Just now, Akariaqua said:

It's only happened once. But has anyone else had their planes take off and not render?

Screenshot_20181129_205955.jpg

Pressing M is fixing it and always happens, when you start Fighters right before the strike squad

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1 minute ago, Akariaqua said:

It's only happened once. But has anyone else had their planes take off and not render?

Screenshot_20181129_205955.jpg

Quite easy to reproduce: Start defensive fighter from carrier, whilst they launch, do start a new squadron => Bug

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[TORAZ]
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Having too many planes in the air causes the game to crash.

Workaround is to have every CV in the match agree to never use fighters.

 

As for general feedback:

On 11/28/2018 at 2:26 AM, El2aZeR said:

Now that the novelty factor has worn off this rework has gone from kinda okay to absolutely catastrophic.

 

There are absolutely no counterplay options to reworked CVs. AA is still completely worthless unless the CV can't WASD, DFAA has no noticeable impact, prioritizing a side is absolutely meaningless, bunching up doesn't do anything and fighters can be easily cheesed by simply summoning your own fighters or abandoning the attacked squad and coming back 30 seconds later.

 

And even further reworked CVs devalue literally everything but themselves in this game. Caps mean nothing anymore because CVs can turn the tide of battle in an instant. Stealth has become meaningless as spotting has become even more oppressive with 2 CVs per side. Having a newcomer on your side against two halfway competent CVs is likewise a death sentence because you will inevitably lose the damage race. Every ship aside from CVs themselves can be easily wiped off of the map regardless of how much the enemy CV is trying to protect them, how much they're bunching up, what class they belong to or what consumables they use. High tier aircraft can technically start attacking and killing ships 30 seconds into the match if spawning positions are favorable.

 

You have solved none of the problems that you listed as reasoning for reworking CVs and created a plethora of completely gamebreaking new ones. Because these issues are inevitably tied to the very fundamentals of the rework (make CVs concentrate on surface targets, manually dodging AA, focus on DoT, etc.) I have no choice but to recommend that you scrap it completely and start anew. I see absolutely no way to make this kind of gameplay viable, either CVs will end up far too strong or far too weak. There is no middle ground to be found here.

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Short impressions on this rework:

First rework that didn't bore me to death. So it is getting better.

If we ignore all the crashes the gameplay is kind of fun. I say that as someone who likes the rts style and was very sceptical about the rework idea and disliked the first 2 versions of the rework. I am now in the stage of acceptance and try to get used to the new gameplay.

 

But first big thing I still don’t understand: why can’t we control the cv while on an attack-run? Why do I have to abandon my attack just to defend myself?

 

Note that I mostly played Midway on the test.

The gameplay is smooth now and planes react how i want them to. The time to get from your cv to the enemy is fine now. You don't fall asleep in this version while waiting for your planes to get to the enemy.

I played a lot in the last days. Sadly we can’t see our stats because the cvs are regarded as testships. I would have loved to see avg dmg and other stats. I know these values are WiP but at least how many battles played with witch cv would have been nice.

 

I still don’t really know where you want to go with this rework. Is it a rework = nerf or just a rework? In this version they feel strong and it is satisfying to play them. But knowing how the general balancing works the dmg output will be nerfed and then I fear that the gameplay will be boring. It's not about not dealing much dmg but seeing minimal damage per attack runs is frustrating and would stop me from playing. But I am not sure how to judge the total dmg numbers in the test cause you basically only face bots.

Many say that they have problems with dds hunting the cv. I think if you notice it early you can kill them quick because dive bombers destroy dds if aimed right. And the attack rocket planes also hurt dds. So i wouldn't say cv hunting is a problem. And on the live server you coud expect people to help you when you notice an enemy dd trying to hunt you (if noticed early enough).

 

I am not sure if i like the AA. I like the health system but even as heavy aa ships at the start you just hurt the whole squad and only when they are all critical damaged they die. That leads to situations where you don’t shoot any planes when the enemy cv attacks and only when he flys away you start to kill the planes.

I tried different typical aa ships like worchester and mino. Underwhelming even with def aa active. And as full aa Hindenburg and getting focused by enemy cv I managed to shoot down one, ONE! plane in the whole game. Hilarious.

I tried grozovoi. On the live it can be an aa monster. On the rework test it feels like your aa could also be fireworks. It sounds nice and looks good but doesnt kill any planes.

The aa system needs improvement.

I don’t really like the call-fighter ability. Being caught by one you can't outrun them you just have to finish your current drop and then press F for the planes.

 

Sadly the replay system doesn't work. Would have loved to rewatch some games.

 

And last point: Pls let us control/switch to the cv while on an attack run.

 

This might disappoint some but I think in the rework the skillgap gets bigger. In the current rts version potatoes can at least click and let the autodrop do the thing but in this action version they would actually have to aim.

 

That being said here is my best game so far:

shot-18_11.29_09_25.39-0778.thumb.jpg.6bb874a5dbba380839b9ae2fc2711dbf.jpgshot-18_11.29_09_25.42-0394.thumb.jpg.9c8537dcec2adb67c932d616678c1ffb.jpgshot-18_11.29_09_25.47-0791.thumb.jpg.01c718dfaadf3804cd32d87fd0dc56b3.jpg

It's "just" against bots but let's be honest if wargaming replaced some spots in the randoms games with bots nobody would notice it.

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[-TFD-]
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First of all, I should say I enjoyed the test, and think it's a good idea that will lead to a healthier carrier population. My opinion is positive, so please don't take the following criticisms as an offence.

I have only played in the tier IV carriers for now (around 6 games). My impression is that the Langley's Fire Bombs are A LOT stronger than the Hosho's AP bombs, even against Battleships. Regardless of how many Citadels I get on a BB, the maximum damage per AP bomb is 3000. The maximum damage on the HE bombs is 5000+, which is retarded, considering they have a high fire chance, and are a lot more effective against destroyers and cruisers compared to the AP ones (which have no fire chance at all and deal less damage to everything). For comparison, I easily reached 100k damage with the Langley, while constantly struggling around 20k with the Hosho.

Also, I found the rockets on both ships very ineffective and especially hard to aim. Their fire chance is quite low. Coupled with low base damage, low fire chance, and hard aiming system, the rockets feel useless compared to the bombs - especially the Langely's HE bombs. Another point is that I feel there is no real incentive to switch between squadrons. As soon as I'm done with one bomb squadron, I can immediately take the next one with virtually no down time. This feels unimmersive and doesn't make a lot of sense. I'd be a lot more comfortable with a generous hangar capacity, rather than an infinite supply of rapidly refreshing air groups. 

The fighter solution doesn't feel perfect, but it's also not a bad idea, in my opinion. Finally, I'd love to ability to switch between my carrier and my air groups in first person without losing the airgroup. This would be balanced if there is a hangar capacity, I believe. 

This is my opinion for now. Warm wishes, and good luck with the changes. Can't wait for the final iteration.

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41 minutes ago, FreetheBrain said:

First of all, I should say I enjoyed the test, and think it's a good idea that will lead to a healthier carrier population. My opinion is positive, so please don't take the following criticisms as an offence.

I have only played in the tier IV carriers for now (around 6 games). My impression is that the Langley's Fire Bombs are A LOT stronger than the Hosho's AP bombs, even against Battleships. Regardless of how many Citadels I get on a BB, the maximum damage per AP bomb is 3000. The maximum damage on the HE bombs is 5000+, which is retarded, considering they have a high fire chance, and are a lot more effective against destroyers and cruisers compared to the AP ones (which have no fire chance at all and deal less damage to everything). For comparison, I easily reached 100k damage with the Langley, while constantly struggling around 20k with the Hosho.
 

 

3 hours ago, sleim_22 said:

Short impressions on this rework:

First rework that didn't bore me to death. So it is getting better.

..... the gameplay is kind of fun. I say that as someone who likes the rts style and was very sceptical about the rework idea and disliked the first 2 versions of the rework. I am now in the stage of acceptance and try to get used to the new gameplay.

 

But first big thing I still don’t understand: why can’t we control the cv while on an attack-run? Why do I have to abandon my attack just to defend myself?

 

 

I quote this two that are same feedback I had playing and:

first, if you want to get 60k damage easily on T4 go for Langley, poor Hosho can't stand at all

But even on T10 or T8 I found my self getting the most of damage with the US ones.

 

One reason is higher damage with Bombs, the other it might be I couldn't find myself comfortable with torp aiming and launch. Why the aiming and drop of anything is not as easy as the one for missiles? As I said in Stage 2, why dropping a bomb implies you loose for a"long" time the aiming ellipse? why that animation of flying to the clouds and 2 sec after go straight to the sea before reaching the height to drop the dive bombs? And then, when you finally are on the ship ready to, timer kick you off the drop? Yes, after Round 3 I got the habit, but that time is too short, way too short.

 

Unless... unless everything is done to make more difficult to play and hit ships, so the poor ships have more chance to survive... I think it is also the reason you can't control the CV and put on hold your planes flying to the target and come back once fixed a Damage or Repair or change the route... I can understand it.

99% of players do not like to find CV in MM, so at least they know they can destroy them while the CV player is away from home!!!:Smile_teethhappy:

 

But as an old time CV player I'll tell you: I had fun with Langley and Midway! Cheers! Hope you fix my beloved Jap ones!

 

Got no crash at all, just after 5/8 battles I had my mice LFM blocked, could direct planes but LFM clicking didn't get any drop of any ammo. Lucky was the end of the battle.

 

Now just a note on clarity of the new skills and mechanics: I couldn't find any info in the client about Aiming Time of each Squadrons. So it make quite difficult to decide why to use 4 skill point to make it longer10/15%... Longer than what amount of seconds Sirs? SShot below:

 

2018-11-29_12h58_31.thumb.jpg.b1385b18ca2bb9589b101fdb3ddde4a5.jpg

2018-11-29_12h58_26.thumb.jpg.78c19dad145c48aa9b2bc7e765693355.jpg

 

2018-11-29_12h58_18.thumb.jpg.7ec5f31928cb623c95e14bbab714e6cb.jpg

 

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[DREAD]
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My initial feedback after having played all CVs:

 

- in general they addresssed some points and the overall gameplay looks much more polished - GOOD

 

- crash when too many planes are up is annoying though (happens a lot at T10) - TO BE FIXED 

 

- new lower altitude looks good

 

- improved controls are fine in my opinion. I like the fine tuning with the mouse - GOOD

 

- Combat Air Patrol added - GOOD (however I wasn’t entirely clear whether they really stay 10min or if they fly back earlier after a fight)

 

- squadron fighters still SUCK - the comcept is just TERRIBLE 

 

- still no option for direct control of the CV??? WUT?

 

- High Tier Rocket planes are pretty nasty against DD - not sure if that is a little too much - CHECK 

 

General points: 

- like the overall flight model

- need direct CV control

- distinction between CVs seems minimal unfortunately 

 

 

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[DREAD]
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Forgot: I don’t like the new AA system. It’s just not good to use. I would prefer to carry ob with selecting a target squadron 

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12 minutes ago, ulysses_nemo said:

I was not able to test since it didn't even last to the week-end. Why ?:Smile_amazed:

What do you mean? Server is still up

 

3 hours ago, 1MajorKoenig said:

Forgot: I don’t like the new AA system. It’s just not good to use. I would prefer to carry ob with selecting a target squadron 

Selecting targets, when there is only one squad? ^^

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Bug:

 

When I dive with the divebombers, sometimes they do shortly before I want drop a 180° turn (similar to flying against the border). That makes aiming impossible

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