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[UPD 11/2] Update 0.8.0.2 Hotfix

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1 minute ago, Pikkozoikum said:

Actually not, I lose most planes always, when they return, rarely on approach. So I can't confirm that.

Which may just be a symptom of too overbuffed AA as they are low/mid HP whilst striking and dying afterwards to the AA. So just fix that and it doesn't need a recall correction.

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9 minutes ago, Pikkozoikum said:

Actually not, I lose most planes always, when they return, rarely on approach. So I can't confirm that.

Do you realize Kaga (yes, the CV you play)  squadron size is way higher than all CVs in the game?

Lets by instance compare Kaga with Shokaku

 

Shokaku___Salvo 2x1___Salvo Damage 14466___ Squad Size 9___ Replenishment 80 s___ Deck planes 14

Kaga ______Salvo 4x1___Salvo Damage 21600___ Squad Size 12__ Replenishment 75 s___ Deck planes 36

 

So yeah, everyone else is getting out of planes fast

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29 minutes ago, HellsingCross said:

Do you realize Kaga (yes, the CV you play)  squadron size is way higher than all CVs in the game?

Lets by instance compare Kaga with Shokaku

 

Shokaku___Salvo 2x1___Salvo Damage 14466___ Squad Size 9___ Replenishment 80 s___ Deck planes 14

Kaga ______Salvo 4x1___Salvo Damage 21600___ Squad Size 12__ Replenishment 75 s___ Deck planes 36

 

So yeah, everyone else is getting out of planes fast

Those planes are squishier, so she loses them also more often. Beside that I play other CVs as well ;)

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this shows once again that by now you are at the gas pipe and you do not understand anything anymore

 stop before it's too late

 

 

 
 

 

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1 minute ago, Pikkozoikum said:

Those planes are squishier, so she loses them also more often. Beside that I play other CVs as well ;)

They changed that with the rework, now its barely noticeable its just a 15% difference on the HP

Whereas they get a 25% boost on total squad health (9 vs 12)

Also having a 257% higher deck doesn't balance the 15% difference

 

Shokaku___Aircraft HP 1450

Kaga ______Aircraft HP 1230

 

Anyway that's the least of our concerns, we just want CVs being playable at the moment, proper math and finetuning can be done later

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Wow! If there's been a more depressing ship to grind than the 0.8.0.1 Hosho I can't think of it. Even the nerfed Moggi or Cleve was more fun than this.

 

How on earth WG think they'll keep newbie CV players with this I have no idea. I can only assume they're hoping to drive them to buying premium accounts and ships but you can't fool me twice with that shill game. :Smile_Default:

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Dear WG DEV TEAM and @The_EURL_Guy

 

A lot of polarising opinions have surfaced since the introduction of patch 8.0 and the Hotfix, with players seemingly divided into two major camps: (1) the "remove CV / buff AA" camp, and (2) the "give us a chance to enjoy playing CV" camp. I feel that, to a large extent, the community divide (and the resulting emergence of toxicity) is stemming from the player base not fully understanding the direction that WG wants to take towards balancing the CV class. Clearly, the old buff/nerf mentality has become obsolete since patch 8.0 introduced a more sophisticated and dynamic game play. And therefore the approach to Balancing has to evolve and become more sophisticated as well. With that in mind, here are a few suggestions, which I sincerely hope you will consider. 

 

1) Refine the unique traits of airplane squadrons. 

Similarly to how other classes of surface ships have a choice of HE, AP and torpedo (in case of DDs and certain other capital ships) armaments to select from based on given in-game situations, give the CV captains a similar CHOICE. 

 

- think of the rocket squadrons as pure HE, approach angle doesn't matter as much, damage is dealt to the superstructure, some chance of fire and incapacitation of modules, but not guaranteed. 

 

- think of the dive bombers as AP in a sense that you need to get a good "angle" on the drop so that the oval drop area covers as much of the ship surface / length as possible. Similarly to how BB AP deals most damage against broadside targets because you (a) maximise the amount of shells that connect with the enemy ship profile, and (b) get access to citadels, the dive bombers would have to align the approach and drop angle in a way that will allow them to connect more shells (bombs) on the enemy ship profile. Dropping from the side will be less optimal vs. dropping from bow/stern. Make the CVs spend an extra few seconds to align a "perfect drop" which will deal more damage, but the trade off is you spend more time in the AA zone. OR you go for a lazy poorly aimed drop which is not guaranteed to hit, but you avoid most of the flak. Make it about CHOICE.

(and please remove that godawful up and down dive animation - based on the community feedback, most players dislike this. If the planes did that sort of acrobatics in real life, their internal combustion engines risked cutting off the fuel supply and sending the plane into a corkscrew free fall - this is WW2, not the era of rocket engine planes)

 

- as mentioned in an earlier post, differentiate the squadrons in terms of speed / agility vs. HP pool. Rocket planes are light aircrafts that trade HP for speed and agility (more susceptible to continuous DPS from AA, better suited to dodging flak). Situational use for hunting DDs or finishing off heavily wounded capital ships. Dive bombers and torpedo planes are larger and heavier aircrafts to carry the lethal ammo, but they trade speed and agility for HP (continuous DPS wears them down over time but doesn't deal critical damage, lesser manoeuvrability - more susceptible to flak damage). Situational use for dealing high alpha damage on capital ships, less effective against destroyers and agile light cruisers which are harder to hit unless caught stationary. 

 

Reward skilful CV play, while at the same time rewarding skilful dodging / avoidance by targeted ships. 

 

2) Refine the way AA works (continuous DPS vs. flak). 

 

- DDs geared towards continuous DPS small calibre AA mounts which are better suited at fending off light rocket planes (primary threat), but only scratch heavy dive and torpedo bombers. Exception: designated AA platform DDs (USS Sims, Kidd, etc.) which can also deal flak damage thus validating their role as scouting and escort ships, since they usually lack in other departments like torpedo and main gun ROF / alpha damage. 

 

- Capital ships get access to better mid and long range AA in the form of high calibre AA mounts dealing flak damage. Still effective against rocket planes (unless heavily damaged/burnt with most AA knocked out from prior engagement), but better suited at dealing with the primary threat - dive and torpedo bombers. 

 

- AA sector reinforcement - make this about continuous DPS only (see Manual AA control below). 

 

3) Fine tune the captain skills.

 

- BFT / AFT and AA mod should not be a MUST HAVE skill for ALL ships. Let BFT give a small boost to continuous DPS, and AFT to range of continuous DPS - which will be more vital for DDs vs. rocket planes, as well as giving a boost to the ROF / range of main battery guns. But less vital to capital ships who can spec into manual AA or fire prevention skills instead, unless they go full secondary build. Let the AA mod (adding 2 flak bursts) be a better choice for designated AA platform DDs and capital ships. Give captains a CHOICE. 

 

- Manual AA skill could improve the sigma of large calibre AA mounts (flak) instead of current sector reinforcement. Currently, it's becoming a MUST HAVE skill for ALL ships, which limits the flexibility of DD captains to spec into other useful skills like torp reload, demo expert or survivability. Exception: designated AA platform DDs, who will get benefit of increased flak accuracy/damage, offering an even bigger trade-off. Do you go full AA, or choose other interesting skills like Radio Location and Demo Expert? Again, CHOICE!

 

4) Manual AA control. 

This is an interesting one, as first highlighted by iChaseGaming on YT. I see great potential with this adding further dynamic gameplay in line with the CV rework as of 8.0. Link the "4" key to manual AA control, allowing the player to fire flak into the sky. Longer range is less accurate due to dispersion and travel time / drop off trajectory of flak charges, more accurate at closer range when enemy dive / torp bombers are performing the drop. Accuracy and alpha damage benefit from Manual AA 4pt capt skill (less dispersion) and AA ship modules (adding flak bursts). 

 

MAKE THIS ELEMENT OF THE GAMEPLAY ABOUT PLAYER SKILL, not rng. I feel like the rng element and the spawning of the invincible "wall of flak skill" in the sky from high tier AA platforms (Worcester, Minotaur) is what's causing a lot of the problems at balancing high tier AA/CV play. And I'm afraid the old approach of BUFF/NERF has become obsolete and requires more sophisticated balancing (see intro). 

 

The trade-off for the currently almighty AA ships will be - do I deal damage to the enemy airplanes (which is significant) or surface ships? Does the player press "1" for HE spam across the map, or press "4" to switch to AA guns and fend off the CV attack? And before the cruiser players complain - they spend good portions of the game in concealment getting into strategic positions to influence the map with radar / stealth fire. They can afford the distraction of AA gun fire, unless they over-extend or are caught in open waters (which they shouldn't be anyway).

 

DDs can play with manual AA fire when concealed in smoke, capping with no real surface targets to shoot at. BBs can find a good use for it, especially when they are angled towards incoming enemy fire and taking little damage. 

 

This requires careful thought and balancing, especially in late game scenarios, but has a LOT OF POTENTIAL, I feel.  

 

=============

 

And as I said before, please focus on getting the AA/CV balancing right, before you move on to radar and up/down -tiering premium ships. This new rework has a LOT OF POTENTIAL, please get it right. Start at T10 and move down as and if necessary. 

 

ALL HANDS ON DECK.

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Commander Free Reskills and Retraining needs to be extended until the CV-Rework is 100% fixed.

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7 minutes ago, iJoby said:

Commander Free Reskills and Retraining needs to be extended until the CV-Rework is 100% fixed.

120% agree. I'm still playing with the capt skill selection daily since every new "Fix" changes the meta.

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Just now, novents said:

120% agree. I'm still playing with the capt skill selection daily since every new "Fix" changes the meta.

It will be hard to give 100% perfect feedback on the hotfix 0.8.1.1 next week (and inc future hotfix's) if we are not able to fit the commander with the skills required after each hotfix patch.

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5 minutes ago, iJoby said:

It will be hard to give 100% perfect feedback on the hotfix 0.8.1.1 next week (and inc future hotfix's) if we are not able to fit the commander with the skills required after each hotfix patch.

Multiply what you said by the fact that the "fixes" affect different tiers differently. What with changes to flooding, etc, which had little to do with the AA balancing in the first place. So what you choose to re-spec into at T4-6 will be vastly different from T8-10. Do you go survivability build, AA build, concealment build? We still don't know, and won't know in the coming days/weeks. 

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I feel the need to post something here, regarding my thoughts on the Hotfix.  Since the rework came out for CV, I've been enjoying my time playing it.  I find it fun and interesting and it's a change from the usual ship-play.  Yes, I have been following the changes that were upcoming and I wasn't sure what to think.  Honestly, I thought, sure... i'll give it a try and see what's up!  But, this is awful... I'm not having fun with CV anymore.  I was having a blast with CV up until this hotfix and now it's frustrating and making me want to refund my CV progress and invest into something else.  

 

I tried CV on the beta and when it was finally released and it was great!  Now, it's awful and difficult (more so than what it needs to be.)

 

With the new changes, regarding the planes, AA and Torpedo bomb-aiming, it's basically came down to two things...

 

1. Fly in a straight line, trying to get that acceptable aiming-cone and lose your planes in the progress.

OR

2. Dodge incoming AA, miss your shot due to the massive aiming-cone and lose your planes anyway.

 

I hope they revert some of these changes, or FIX the hotfix in some way.  Because right now, I've went from enjoying decent games to experiencing frustrating and bad games and simply, it's no-longer fun.  I can understand DD's frustration, but, it's difficult enough trying to land hits on ships with crazy AA and it's worse again if ships form up or lemming.  It's impossible to do anything in that case.  Entire squadrons are lost on the mere approach.  As you can see my main issue is with Torpedo bombers, the others are fine in my opinion - despite the mention of the wonky AA damage.

 

Please, WGing do something regarding this.  It feels like you've went two steps forward, then three steps back.

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7 hours ago, HellsingCross said:

They changed that with the rework, now its barely noticeable its just a 15% difference on the HP

Whereas they get a 25% boost on total squad health (9 vs 12)

Also having a 257% higher deck doesn't balance the 15% difference

 

Shokaku___Aircraft HP 1450

Kaga ______Aircraft HP 1230

 

Anyway that's the least of our concerns, we just want CVs being playable at the moment, proper math and finetuning can be done later

15% of HP can make the difference of having a  destroyed plane or not. If all planes die 1 second before the drop, or 1 second after the drop makes a huge difference, You can have one millionen planes in reserve, it doesn't matter, when they never reach a target. So HP pool is a pretty important stat, you can see that at the RN CVs, which are at the moment the strongest CVs

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The game feels very stale right now. Zero excitement. Not really looking forward to new premiums they're trying to push out, not particularly keen on grinding new nation lines. 

 

The patch 8.0, as broken, raw and unbalanced as it was brought a sort of chaotic, frantic, fast paced and emotionally charged gameplay where CVs sh*t on everyone and everyone tries to sh*t on CVs. Players were testing new ship set ups, re-speccing captain skills, playing with different ship modules and upgrades trying to get the edge in the new meta. Players would lose a few games in a row whilst adapting to the meta, and keep coming back with different ships and different set-ups trying to get that win streak going! The level of activity was HIGH at all tiers, despite obvious instances of "cancer".

 

Since the Hotfix, I've played 20 or so games today and yesterday. BBs seem to be the most popular class atm. Exchanging lots of long range fire, the team who gets more favourable rng (citadels from 15 km) wins. Couldn't get a single division game in, as most of my clanmates are offline or playing other games. Some of the games I played had a CV in it (not 2 or 3 like few days ago). The CV would make a cameo appearance in the first minutes and won't be been seen in the air for the rest of the match (probably losing all plane waves).

 

I specced out of AA mod and AA captain skills on my german BBs - I still sh*t on enemy planes. Specced out of Concealment Expert - what's the point if you get spotted from air anyway, and since the nerf CE is not worth 4pts. 

 

It's just a very strange environment right now. Is this the beginning of the end for WOWS?

 

A lot of the players feel betrayed and cheated. People invested money in premium account time, etc, for a game which they NO LONGER ENJOY as of Hotfix 8.0.1.1.

 

 

WG DEV TEAM - you tried to please one class of ships (CVs). Then you tried to please the other classes (DDs, to some extent BBs, and especially AA cruisers who couldn't get a "clear skies" achievement in the new meta). In the end, YOU PLEASED NOONE. 

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I think they need go back to only giving CV a limited number of planes to use.

 

There is no tactical play now from CV because of it. Sending planes at start of a game deep into the enemy half of map is not something they would have done before when having limited planes for fear of losing them all to fast. This is part of reason why everyone is being perma-spotted all the time because they have unlimited planes and don't care where they send them on the map - one get killed - fine - I have "unlimited planes" to keep sending out.

 

There is no CV tactics trying to avoid losing all their planes now, CV are even sending planes out to try and kill the other CV at start of matches that is located completely the other side of the map deep in enemy territory to them.

 

I have tried the new changes and it's laughable. I can launch a plane group, hit turbo speed and be other side of map in the first minute of a match looking for their CV. Doesn't matter if the plane group gets killed doing it, but it's pretty easy now you fly the planes to simply fly around all the enemy ships spotted on the way keeping an 8k distance from them and avoid their AA going off while looking for their CV to bomb in the first minute of a game

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10 minutes ago, MRGTB said:

I think they need go back to only giving CV a limited number of planes to use.

 

There is no tactical play now from CV because of it. Sending planes at start of a game deep into the enemy half of map is not something they would have done before when having limited planes for fear of losing them all to fast. This is part of reason why everyone is being perma-spotted all the time because they have unlimited planes and don't care where they send them on the map - one get killed - fine - I have "unlimited planes" to keep sending out.

 

There is no CV tactics trying to avoid losing all their planes now, CV are even sending planes out to try and kill the other CV at start of matches that is located completely the other side of the map deep in enemy territory to them.

 

I have tried the new changes and it's laughable. I can launch a plane groung, hit turbo speed and be other side of map in the first minute of a match looking for their CV. Doesn't matter if the plane group gets killed doing it, and it's pretty easy now you actually fly the planes to simply fly around all the ships keeping an 8k distance from them to avoid their AA going off at you while looking for their CV

What should be the limit for Hakuryu?

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No idea, I suppose something along the lines of how they did it before. But do you not agree that the single biggest problem with this update to CV is them now having unlimited planes which means they simply don't care where they send them out on the map, and it is this mentally playing CV now that is leading to planes perma-spotting everyone all the time to the point the game is broken because of CV planes.

 

Concealment is now pointless for ships, playing a DD is near on impossible because of it. They need go back and give CV limited planes which will make them think twice about where they send the planes and stop all this perma-spotting that didn't happen when things was that way before with them only having so many planes to use.

 

Every match I have played tonight. I can guarantee within the first minute of the match starting every ship (and their ships) on both sides of the map are lit up in the mini map as spotted. Both CV sent planes right into the enemy start area, which is crazy!

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10 minutes ago, MRGTB said:

No idea, I suppose something along the lines of how they did it before. But do you not agree that the single biggest problem with this update to CV is them now having unlimited planes which means they simply don't care where they send them out on the map, and it is this mentally playing CV now that is leading to planes perma-spotting everyone all the time to the point the game is broken because of CV planes.

 

Concealment is now pointless for ships, playing a DD is near on impossible because of it. They need go back and give CV limited planes which will make them think twice about where they send the planes and stop all this perma-spotting that didn't happen when things was that way before with them only having so many planes to use.

 

Do you have unlimited torpedos when you play your DD?

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I'm really happy with the new fix was really sick of clickers ruining the game for sea faring players , if you want to fly a plane play WOWP leave the sailing to the real ships.:cap_rambo:

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35 minutes ago, HellsingCross said:

Do you have unlimited torpedos when you play your DD?

There has never been a problem with DD having unlimited torps in matches. You have radar, hydro, spotter planes, plus other DD's that out-spot a DD. There was already enough ways before this CV change to unlimited planes, which made it so a DD player had to be careful not to be spotted.

 

And I don't play DD any further since this CV change came. For obvious reasons, same way others are stopping playing one. You can't play a DD if concealment in the game is broken that a DD needs. Now I play BB ships only, best ship class to play the way things currently are.

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0.8.0 CVs was OP
0.8.0.1 CVs are frankly underpowered, especially in higher tiers. CVs will routinely either be ineffective in supporting their team, deplaned half way through, or both.

 

A few suggestions

1) The current mechanic distribute damage on the squadron planes, and thus u end up with ships either killing  zero planes or the entire squadron. This is really stupid. Instead, change the continous AA mechanic to kill one aircraft at a time (as it was in 0.7.12), predictable for both CVs and other ships. This makes ships able to kill planes without the necessity to buff them so hard AA-wise that they basically deplane every CV trying to actually strike anything but isolated targets. Keep the current flak burst mechanic to punish bad CV players that dont dodge flak.

2) Change the mechanic for planes that return after an attack to use the 0.8.0 mechanic of instant invulnerability, but keep the current mechanic of delayed invulnerability for planes that are ordered back to the CV by the player using the F key. This will encourage using the entire squadron (2-4 flights) and discourage suicide attacks, but will let the CV player actually keep the planes he/she managed to keep alive during the attack runs. Right now, these are beeing shredded by AA after they leave player control.

3) Make the DD Air detection radius tiny instead of giving them powerful AA. This will support DDs main feature (stealth) and make them able to do their jobs (scouting/capping etc). A CV player hellbent on preventing a cap should ofc still be able to spot a DD, but the planes should be right on top of the DD. 
4) Make the fighter consumable unable to spot DDs. This should be a no-brainer, as this mechanic discourages active play by the CV player to actually spot enemy DDs in caps.

 

I might have missed a lot of issues ofc, so take it for what it is, just suggestions. 

 

o/

 

 

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1 hour ago, MRGTB said:

No idea, I suppose something along the lines of how they did it before. But do you not agree that the single biggest problem with this update to CV is them now having unlimited planes which means they simply don't care where they send them out on the map, and it is this mentally playing CV now that is leading to planes perma-spotting everyone all the time to the point the game is broken because of CV planes.

 

Concealment is now pointless for ships, playing a DD is near on impossible because of it. They need go back and give CV limited planes which will make them think twice about where they send the planes and stop all this perma-spotting that didn't happen when things was that way before with them only having so many planes to use.

 

Every match I have played tonight. I can guarantee within the first minute of the match starting every ship (and their ships) on both sides of the map are lit up in the mini map as spotted. Both CV sent planes right into the enemy start area, which is crazy!

No, there is already a flight deck limit. Adding a total limit wouldn't do anything

If you add ~100 plane limit to the Hakuryu, you would never ever be out of planes, even if you try hard.

It's like adding ammo to the game and give a BB 1000 shells.

 

 

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It is usele now CVthat you can remove it from the tech tree and give the money back to those who have paid the premiumCV so it is right, or leave it as it was before pacth 8.0

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On 2/7/2019 at 10:42 PM, novents said:

Perspective from a DD main. I have ~80% of games played in DDs, have never played aircraft carriers (no prejudice, just not interested in air warfare), but faced enough CVs in T8-10 random matches to add my two cents. 

 

and.... I ACTULLY ENJOYED 8.0. Yes, there was a huge (!) learning curve. Yes, there were games when I raged so hard (losing 50% of your HP and 2-3 modules to Midway rockets within the first 30 seconds was no fun). But patch 8.0 brought a different dynamic to the gameplay, and forced me to adapt my in-game strategy and re-learn basic tactics -

 

1) I now sail closer to my team and don't YOLO into caps to get spotted and focused by 6 enemy ships straight away. New gameplay punishes reckless / brainless tactics and promotes forward thinking. 

 

2) I now have to TIME my approach on cap (between air waves) and READ the situation (positioning of friendly / enemy ships) to decide on next steps. New gameplay promotes situational awareness and general thinking. 

 

3) CV controlling only 1 squadron at a time means they can only be in one place (area of the map) at a time! Unlike the old RTS-style where a competent player could spot and lock down the entire map with 4-6 squadrons. Use this to create advantage in areas where the CV is not present. 

EXAMPLE -  If there's 1 CV and 2 DDs, one of you has a clear run on cap, the other DD plays more defensively and stays close to friendly AA. If there's 2 CVs and 1 DD (it happens too), do NOT YOLO, be patient, think 2-3 steps ahead, remember your team has 2 CVs too - wait for spotting / map info to decide how you play. 

 

4) Now the ship selection determines my strategy as well! If I have a DD with decent AA and concealment (like USS Kidd), I play full on SUPPORT ROLE protecting my ships with AA and providing smokes and spotting. If I'm in a fast gunboat DD - I can either SCREEN the fleet (whilst benefitting from friendly AA) or be the SOLO-FLANKER if I have decent AA of my own, all the while speed boosting, dodging and dealing raw damage. If I'm a silent torp boat, I have to read what the CV is doing and play off that. 

 

5) As a DD, you have to be smart with your choice of consumables. Smoke, DFAA. Never PANIC PRESS a consumable. Smoke is a get out of jail free card if you get focused by the CV, but it's better used inside or close to caps. But what about Radar, you will say? Well, if you drop a smoke in the vicinity of a Worcester or a Moskva, maybe your positioning and forward thinking wasn't great this game (see points above), maybe you were YOLOing (again, see above). DFAA - again, use it smartly. If the CV is sending torpedo planes for you, you're better off dodging and saving DFAA for the rocket planes which might come next. Again... just think 2-3 steps ahead. 

 

6) I now communicate more in chat. Yes, teamwork is very scarce in Randoms, but if you don't ask for support - you don't get. And look, if your entire team is struggling to think and breathe at the same time, you wouldn't increase your chances of winning even if you were all sat in the same room and communicating. BUT - if there are decent players on your team - you can always make a few smart plays if you communicate. Try it. Don't be toxic yourself and you will deal with less toxic players. 

 

 

In conclusion - please don't ruin CVs, Wargaming. For once, they we're actually INTERESTING (if not always enjoyable) to play against. Try to distinguish CONSTRUCTIVE CRITICISM from the dedicated player base, and the "noise" from people who rage because their old style of play requires change. 

 

Was patch 8.0 perfect? HELL NO! I have a long list of complaints. 

Did it require more work? A lot, yes. 

Does hitting CVs over the head with a shovel 1 week after launch inspire confidence and constructive feedback / dialogue? Very very unlikely... 

 

The Hotfix is already making people stop playing CVs outside of T4 and T6. If your plan was to increase the popularity of the CV class, you're doing it wrong!

 

sincerely, 

DD main. 

This is what I'm doing now when I play one of my DDs :Smile_great:

 

Basically the first thing is not to rush to a cap anymore, but go towards a relatively nearby ship with decent AA and try to remain unspotted at first. And then wait for opportunities and use my brain. I've had very fun games since the rework, even from before the hotfix!

And I've also found this new meta to be very interesting for DDs. It's less boring now! :Smile-_tongue:

 

I play all classes, but since the rework I've focussed more on CVs and DDs. CV is significantly less fun to play now since the hotfix. Basically I now see the torp bombers as disposables. Get one attack in and expect to loose all planes. If any make it back, it's a bonus now.

But that's not the worst in my opinion, I'm fine with good AA builds shooting down my planes as I'll need to make a tactical choice. Do I attack and loose my planes? Or do I scout some more and look for a better opportunity? How many planes do I have left to spare or should I attack and switch aircraft loadout?

But the attacking now is just plane boring....immer grade aus :Smile_sceptic:

 

But what I find not fun is this cone that expands too easily, I have to fly in a straight line to have a good chance to make it work (enemy has ample time to engage in evasive manoevers) and for me, dodging the black flak bursts was actually one of the most fun parts of the rework CV gameplay. 

Now I have to fly straight through, or my attack will be a waste of mouseclicks. No fun.

 

So the torp bombers have kinda joined my dive bombers in being more the disposables while only the rocket planes remain decent.

 

 

I think the spotting abilities of carriers are fine for now. Actually, with Shokaku in a tier 10 game, I'm basically left with nothing to do except to go spot targets for someone else to shoot on.

 

The worst tier 10 game my Shokaku had so far, over 40 planes lost in exchange for a paltry 5.2k damage :Smile_sceptic: (the enemy DDs did play it well, so kudos to them).

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