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Paaaacha

Control de tir manuel AA depuis le rework

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Salut,

500428997_ControldetirmanuelAA.thumb.JPG.4cf86019331e455f277d8e79399b22f4.JPG

 

Cette fonction n'est plus active car quand je clic pour désigné la cible aérienne, je n'ai aucune confirmation de mon action. et je précise qu'avant le rework cela fonctionnais très bien.

Quelqu'un aurait t-il des info ?

 

Merci.

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Players
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Bonsoir, essaie d'utiliser la touche "o", elle te permet de définir la section renforcée en anti-air sur ton navire.

Cette compétence affecte ce contrôle-ci depuis le rework.

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Beta Tester
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En gros on peu plus cliquer sur les avions a abattre en priorité on a juste coté droit ou gauche et on peu booster un côté  (avec O) mais au détriment de l autre côté  .en BB sauf si tu navigue en convois je te déconseille le boost de côté pour les autre classe tu peu mais il y a un délais avant que ça s active. 

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Donc je peut éliminé cette compétence commandant alors, car elle ne sert plus à rien ?

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Il y a 1 heure, Paaaacha a dit :

Donc je peut éliminé cette compétence commandant alors, car elle ne sert plus à rien ?


oui et non, elle ne fonctionne plus de la mm manière, avant elle augmentais les dégât sur l'escadrille ciblé, maintenant elle diminue le temps de basculement de la DcA de 20% ( lorsqu'on choisis un coté ou on veux la renforcer) et augmente/diminue sa puissance de 20% supplémentaire  ( partie renforcée / partie affaiblie) 

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Hello,
 


Je t'invite également à lire la partie des caractéristiques de ton navire en AA,
ça peut être très efficace : courte, moyenne ou longue portée, nbre d'explosion, Dps, chance d'atteindre la cible, etc...
Cependant il faut bien manager les secteurs en batailles.

 

Spoiler

shot-19_02.06_00_59.54-0492.jpg.52c744ad860f852951d1d3ca180f9262.jpg

 

 

Spoiler

shot-19.02.06_00.53.45-0017.jpg

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Il y a 4 heures, Immun0o a dit :

Hello,
 


Je t'invite également à lire la partie des caractéristiques de ton navire en AA,
ça peut être très efficace : courte, moyenne ou longue portée, nbre d'explosion, Dps, chance d'atteindre la cible, etc...
Cependant il faut bien manager les secteurs en batailles.

 

  Révéler le contenu masqué

shot-19_02.06_00_59.54-0492.jpg.52c744ad860f852951d1d3ca180f9262.jpg

 

 

  Révéler le contenu masqué

shot-19.02.06_00.53.45-0017.jpg


attention, les chances d'atteindre la cible c'est pour un avion qui va tout droit, ça ne prend pas en compte les manœuvres du joueur pour esquiver la flak  

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29 minutes ago, _Redscorp_ said:

attention, les chances d'atteindre la cible c'est pour un avion qui va tout droit, ça ne prend pas en compte les manœuvres du joueur pour esquiver la flak  

 

Ça ne concerne pas la flak du tout en fait. Le % de touche est uniquement pour le dps continu.

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Sauf erreur,

la skill tier 3 du cdt (BFT) pour l'AA n'est pas si intéressante.
Le bonus de 10% ne concerne que les dégâts continus.

Les dégats continus sur la plupart des navire à la 0.8.0 ne sont pas très élevés. Comparé aux dégâts d'explosions d'obus moyenne et longue portée.

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A titre d'exemple, j'ai tenté un calcul "théorique" pour l'AA d'un navire.

 

Navire T7 & AA
          Longue portée   moy. portée   courte portée   Total cumulé  
                         
          de 1,5 à 5,8 kms   de 1,5 à 3,5 kms   de 0,1 à 1,5 kms      
  Flacs (pour 1 obus) 1620   1330   0   2 950 dps  
  nbre d'explosions 4   5   0      
  dgts continus 46   91   171   308 dps  
                         
Consommable
                         
  Barrage actif +100% dégats continus 92 dps   182 dps   342 dps   616 dps  
  Barrage actif +100% moy + longue protée 3 240 dps   2 660 dps       5 900 dps  
                         
Skills Cdt
                         
T3 BFT (dgts continus +10%) 5 dps   9 dps   17 dps   31 dps  
                         
T4 Control de tir manuel (dgts continus)                
  Renforcement secteur AA +20% 9 dps   18 dps   34 dps   62 dps  
  Durée du renforcement -20% 5 s * 20% = 4s              
                         
T4 Entraînement avancée au tir (AFT)                
  + 15% à l'explosions flac (moy+ long) 243 dps   200 dps   0 dps   443 dps  
                         
                         
  Sans skill AA                
                         
  Base (dgts continus + 1 flak) 1666   1421   171   3 258 dps  
                         
                         
  AFT + Tir manuel cumulées 252 dps   218 dps   34 dps   504 dps  
                         
  Total 2 skills + base 1 918 dps   1 639 dps   205 dps   3 762 dps  
                         
                         
  + 3 skills AA cumulées 257 dps   227 dps   51 dps   535 dps  
                         
  Total 3 skills + base 1 923 dps   1 648 dps   222 dps   3 793 dps  
                         

 

Ce n'est qu'un point de vue *théorique. Il y aurait bcp plus de paramètre "in-game" à prendre en compte pour se rapprocher des calculs exacts.

Mais ça donne une bonne idée des dps en fonction des options que nous prenons.

 

 

PS des avions en exemple, CV japonais / avions torpilleurs.

 

                     
  Shokaku                  
                     
  PS torps (pour 1 avion)       1688          
                     
  PS escadrille x2       3376          
                     
  PS escadron x8       13504          
                     
                     
  Ryujo                  
                     
  PS torps (pour 1 avion)       1070          
                     
  PS escadrille x2       2140          
                     
  escadron x6       6420          
                     

 

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Il y a 9 heures, Podalire a dit :

 

Ça ne concerne pas la flak du tout en fait. Le % de touche est uniquement pour le dps continu.

en effet autant pour moi :Smile_hiding:

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13 hours ago, Podalire said:

 

Ça ne concerne pas la flak du tout en fait. Le % de touche est uniquement pour le dps continu.

 

Suite au post des développeurs qui vient d'être publié et la question des "hitchance"
je cite :
"le paramètre "hit chance" pour AA permet un meilleur réglage fin des supports AA par classe et par niveau - habituellement, il est plus élevé pour les navires plus modernes, ce qui représente des systèmes de conduite de tir AA plus modernes. Les chances de toucher affectent "les éclats de DPS et les DPS constants"."

 

 

Après rien ne dit qu'ils ne se mélangent pas les pinceaux eux-mêmes...

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Sur le blog des devs un article assez complet sur la mécanique de l'AA

 

Spoiler

Hello everyone!

Update 0.8.0 has been released recently, and of course there are a lot of questions, specifically about the new anti-air defense mechanic. In this article we’re going to discuss all details about 0.8.0 AA — how it works, how it interacts with commander skills and upgrades, and everything else.

Please note that the CV rework introduced in 0.8.0 will undergo a lot of tweaking and balancing, so the information here may get outdated at some point by subsequent changes.

How it used to be pre-0.8.0

In brief, planes got shot down with a certain probability (dependent on AA potential), and the planes, in fact, did not have effective individual hit points. At the same time, AA mounts did not have minimal range, so AA generally grew a lot stronger closer to the ship. It caused two issues:

  • Probability-based and erratic plane destruction used to create too much RNG — sometimes squadrons got wiped out in a moment, sometimes AA seemed to have zero effect;
  • Lack of minimal firing range interrupted with creating proper AA support specs, so that the ships could cover their allies properly, but would not be invulnerable at closer range;

How it works now

  1. Each plane has individual hit points. If a planes ‘dips’ into AA range, it will be damaged according to the respective AA strength, and the damage will be recorded (so it will be easier to shoot down later) indicated by the green/yellow/red HP bars.
  2. Each AA group has a minimum range now, so short, medium and long range AA on one ship do not overlap, which gives much more options for balancing the AA in general and gives a lot of potential for AA variety.

For example, let’s look at Baltimore AA. Close range is 0,1–1,5 km, medium is 1,5–3,5, long range covers 3,5–5,8 km.

 
1*RPeB_2I4ReBXY0RXVs--4w.jpeg

3. Now there is “hit chance” parameter for AA. It allows for a better fine tuning of AA mounts per class and tier — usually it is higher for more modern ships, which represents more modern AA fire control systems. Hit chance affects flak bursts and constant DPS.

4. AA damage is dealt in two ways now:

  • Constant DPS in the respective AA range. The damage dealt is DPS multiplied with Hit chance, so, if you have 100 DPS and 70% hit chance, you will deal 70 damage per second. This damage is being dealt to each squadron in the AA range (and it’s not being spread — each squadron receives full DPS). It also worth noting that within the squadron it is being dealt to a randomly chosen plane, one at a time (basically AA quickly shoots at all planes in a squadron, plane by plane). This is why some of your planes are getting damaged a bit earlier, and some — a bit later in constant DPS area.
  • Flak bursts (for medium and long range AA only). A flak burst is a specific volume in a three dimensional space, and if a plane physically gets inside it, the damage (usually very large) is applied to it (that exact plane). Actual average number of flak bursts is: base flak bursts parameter, multiplied by Hit chance.
 
1*yoQFyY_cvhOF7ToMhJzbBg.png

Flak bursts appear on the calculated squadron path, within the specified zones (see the picture). Mostly the bursts will be concentrated in narrow A zone directly on squadron path, and if it’s full of bursts already, the rest will go to the side B zones (which makes maneuvering more challenging).

 
1*BMIP5EiabXX6BwXYK9a1YQ.png

More about these flak bursts

Please note once again that the info here, especially balance values, is subject to change.

Flak bursts appear each 2 seconds. The burst “physical” size depends on AA mount caliber — larger calibre guns give bigger bursts.

Zone width (X) depends on squadron speed. It will be quite wide (X1) if current squadron speed is high, and it will be narrow (X2) if the planes are going at minimal speed. That means that using throttle is very important for dodging flak bursts.

Effective flak burst amount, as mentioned before is base flak burst parameter multiplied with Hit chance. Normal (Gauss) distribution is applied, and the minimal burst size is symmetrical to the maximum. That means that with 10 base burst size and 70% hit chance, it will mostly be 7 bursts, 10 is maximum number and 4 is minimum.

With a single ship AA, 80% of flak bursts (but not more than 6) is being placed in zone A. The rest goes to side B zones. Flak bursts do not overlap each other.

Let’s check Baltimore once again (the scaling on these pictures is simplified).

Long range AA has spawned 5 bursts, so 5 go to A zone and 1 goes to B zone.

 
1*ugQMnjtOE3B-AOBysqOTZA.png

Medium range AA has spawned 11 bursts, so A zone gets 6 bursts (of lesser size) and 5 bursts go to B.

 
1*917H7qozfekDoSrJO74I8Q.png

If there are several ships firing, the rules are slightly different: up to 8 bursts can be placed in A zone combined and up to 10 bursts — in A zones. The most powerful burst are being chosen in this case.

 
1*9p8knwBwTAC_25Bp0w_h5w.png

This limit gives at least slight chance for attack even against a strong AA group.

If a single AA group has multiple squadrons in range, flak bursts that would have been in B zone otherwise, are distributed into A zones so that AA covers all squadrons. That said, long and medium range AA still do not overlap, so if one enemy squadron is at medium range, and the other is at long range, that means each of them will interact with its respective AA group without any mixing and overlapping.

AA reinforcement and visual hints

AA can be reinforced two ways in battle.

  1. Defensive AA consumable: constant DPS and flak bursts damage increases, and the bursts turn red.
 
1*QJ9Hqgo2nmdqeE2a0UOwxA.gif

Regular bursts are orange, and defensive AA bursts are red.

Usually the increase is x2 for cruisers and x3 for destroyers.

2. AA sector reinforcement (via special menu bound to “~” and “O” keys). Constant DPS in the chosen sector is increased by 25–60% (depends on class and shown in the Port) at the expense of the other sector. AA tracers in the prioritized sector turn red.

AA sectors don’t have any transition states, they are either reinforced, normal or weakened. Changing the state takes time, so you should do it in advance. If a squadron is at the border between two sectors, the sector it is in is determined by the amount of planes; if 7 planes are in the right sector, and 2 are in the left, the squadron is considered to be in the right.

 
1*KcSRK9Fub-A_9vxLY1PXGg.jpeg
 
1*DehpZL3X0MlkHTyoytI1Tw.jpeg
 
1*Oh9LFy_bubftHKp0sp68lg.jpeg

Skills and upgrades

Upgrades

AA mod.1 — slot 3 (available from tier 5)

Gives +2 to flak burst base value for long and medium range AA. Especially useful for the ships with low amount of bursts.

AA mod.2 — slot 6 (available from tier 9)

Increases both constant DPS at all ranges and flak bursts damage by 15%. A very powerful AA buff, but at the cost of other efficient upgrades in the slot.

Skills

  • (I) Direction center for fighters — +1 Fighter when you use the respective consumable;
  • (III) Basic firing training — Increases constant DPS at all ranges by 10% (and increases rate of fire of all secondaries and main guns of caliber up to and including 139mm by 10%);
  • (IV) Advanced firing training — Increases flak burst damage by 15% (and increases range of fire of all secondaries and main guns of caliber up to and including 139mm by 20%);
  • (IV) Manual Fire Control for AA Armament — increases the efficiency of sector reinforcing by 20% (which means 150% from 125%, for example) and reduces the time for switching by 20%.

So how do I maximize my AA defense?

First of all, AA reinforcement influences only constant DPS, so if you want to play around it, you better pick a ship with a lot of constant DPS. Additionally keep in mind that the switching time is different per class — 5 seconds for destroyers, 10 seconds for cruisers, 12 seconds for battleships and 15 seconds for carriers.

Using this mechanic will require extra attention from you, but in return you will increase the type of damage that is constant and impossible to dodge. With Manual Fire Control your damage multiplier gets even more serious — x1,5 for cruisers and battleships, x1,8 for destroyers and x1,92 for carriers.

What’s even better, you can maximize this DPS with Basic Firing Trainng — and that skill is useful for most destroyers and secondary-specced battleships.

Advanced firing training is especially useful for the ships with low constant DPS and high amount of flak bursts, and it combines well with AA mod.1. As with Basic Firing Training, this skill is beneficial for secondaries and small caliber main guns.

Direction center for fighters can be very influential on low level, where the fighter squadron is small. Overall, we would recommend it only as the last priority, or when you have 1 extra point to spend.

What are the best maneuvers when being attacked by different squadrons?

  • Attack planes deal the least amount of damage, but they are very fast, agile and relatively easy to aim. Their rocket dispersion is different per game nation, so you should typically not expose broadside to the USN attack planes, and try to avoid going bow or aft against IJN and RN planes.
  • Dive bombers are usuall slower and it’s hard for them to adjust their aim while in the attack run. That means quick maneuvering is the key, and, as their dispersion pattern is usually long, they deal the most damage with bow or aft attack runs.
  • Torpedo bombers have different attack run patterns per nation, but they have one common thing — they always try to catch you broadside to maximize the number of hits. USN torpedo bombers usually carry more torpedoes per attack, but they have more challenging aiming, so evasive maneuvers in advance will make their life much more difficult. IJN torpedo bombers usually carry torpedoes with relatively long range, so beware of long drops and pay attention even if they do something on the edge of your visibility.

Remember about other enemies while dodging CV attacks. Sometimes it’s better to take some damage from a CV instead of exposing your broadside to its BB allies.

And as a destroyer, don’t forget about “P” button which turns AA off. You typically have great concealment, and being spotted late can be more advantageous than firing your AA immediately. If you appear close enough, the enemy squadron can easily fly overhead and miss the first attack run.

We hope this article was useful and you now have a better and clearer understanding of AA mechanics now.

Thank you!

 

je sais je le poste un peu partout mais on sait jamais, il aurait peut être échappé à quelques uns sinon... 

 

PS j'en fais la traduction dans le sujet dédié dans la section guide....

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