[DREAD] 1MajorKoenig Players 13,110 posts 7,885 battles Report post #351 Posted February 2, 2019 1 minute ago, Cosimo_Botejara said: Dear 1MajorKoenig, I think InfinityIncarnate explained it so clearly; He does NOT like to man a plane, he's in the game to man a SHIP. And his rage is cause no way to balance this, or to fix this, or to think about that as a bug. By the way I say to you that I am JUST in the same case he is. Well ok if he doesn’t like planes he shouldn’t bother with aircraft carriers at all should he? The Interface before wasn’t exactly feeling like a ship either was it? Green icons on a blue plane? How was that a ship? 1 Share this post Link to post Share on other sites
[UBN] InfinityIncarnate Players 127 posts 3,089 battles Report post #352 Posted February 2, 2019 Just now, 1MajorKoenig said: Ok you made me curious. You played about 90 CV games out of your roughly 550 Random games. So you are still on the “fresher” side - nothing wrong with this and no insult intended. What exactly disturbs you with the new rework? There are many things, but the main issue is that this has nothing to do with carrier gameplay, this is world of warships, not world of warplanes, if I wanted to control a warplane I'd go play world of warplanes. In fact, with this rework most of the times the carrier will be a sitting duck due to the lack of controls to steer the carrier properly while warplanes are in the air. This rework has impacted gameplay in a bad way for ALL the classes of ships, where all they needed to do fix the worst issues, like the issues with too great direct control over the warplanes performance and damage, was to just limit the amount of control by removing the manual drop and manual strafing, which would also fix the issues with opposing carrier player skill differences. This rework bothers me, and obviously a lot of other people to a degree that they're actually not going to be playing the game, nor buying anything from them until they revert back. Bottomline here is that they're losing players, players that have been playing this game since the beginning, loyal players and recurring customers.. 4 Share this post Link to post Share on other sites
Akula971 Beta Tester 1,059 posts 14,827 battles Report post #353 Posted February 2, 2019 The main issue as I see it that destroyers, and ship with low AA are compromised. An aircraft carrier can hide in the corner of map and cover the entire map without penalty. It can search the map for the weakest target, and proceed to execute it. The cause of this is unlimited range. There is no limit on the weight of fuel and weapons the planes can carry. My proposed solution is to limit the range of aircraft from their carrier. If your CV is near A cap, your planes don't have the range to get to C cap, and have limited time over B cap. You would as a CV player need to select your targets or support a push on a cap. You would need to a certain extent destroyers to scout in areas you cannot reach. You'd need to sail to that area to be effective in that area. You could extend the range (more fuel) of your aircraft with a module or captain skill, but at the expense of the weight of weapons carried. Carry drop tanks? less bombs or rockets then. 2 Share this post Link to post Share on other sites
[CSNL] Gen_Schneider [CSNL] Players 31 posts 14,287 battles Report post #354 Posted February 2, 2019 2 minutes ago, 1MajorKoenig said: Well ok if he doesn’t like planes he shouldn’t bother with aircraft carriers at all should he? The Interface before wasn’t exactly feeling like a ship either was it? Green icons on a blue plane? How was that a ship? Ok, troll it is then........ I don't play CVs, yet still the whole gameplay is affected by them. Uninstall, find something else, not pay WG anything anymore (was paying for 3 years, no more) - that's the only answer I can give to those, who 'listen to all feedback, as long as it's positive one, or hurts their wallets'. Howgh. 1 1 Share this post Link to post Share on other sites
[UBN] InfinityIncarnate Players 127 posts 3,089 battles Report post #355 Posted February 2, 2019 5 minutes ago, 1MajorKoenig said: Well ok if he doesn’t like planes he shouldn’t bother with aircraft carriers at all should he? The Interface before wasn’t exactly feeling like a ship either was it? Green icons on a blue plane? How was that a ship? At least I weren't forced to DIRECTLY PILOT the WARPLANES, and I was actually controlling the ship more than in this rework. I've already several times suggested a much better solution to the old RTS style of carrier gameplay, which has a lot more to do with carrier gameplay than this current rework has. Share this post Link to post Share on other sites
[DREAD] 1MajorKoenig Players 13,110 posts 7,885 battles Report post #356 Posted February 2, 2019 2 minutes ago, InfinityIncarnate said: There are many things, but the main issue is that this has nothing to do with carrier gameplay, this is world of warships, not world of warplanes, if I wanted to control a warplane I'd go play world of warplanes. In fact, with this rework most of the times the carrier will be a sitting duck due to the lack of controls to steer the carrier properly while warplanes are in the air. This rework has impacted gameplay in a bad way for ALL the classes of ships, where all they needed to do fix the worst issues, like the issues with too great direct control over the warplanes performance and damage, was to just limit the amount of control by removing the manual drop and manual strafing, which would also fix the issues with opposing carrier player skill differences. This rework bothers me, and obviously a lot of other people to a degree that they're actually not going to be playing the game, nor buying anything from them until they revert back. Bottomline here is that they're losing players, players that have been playing this game since the beginning, loyal players and recurring customers.. Well about sheer player numbers gained/lost - we’ll see. That is something for WG to assess. However to your points: 1) direct control of the CV ship - agree and we should leave that as a feedback. That should be changed 2) your second point is “they should have kept the old system and fix it”. I don’t think the old system could be fixed though as it’s main issue was lack of attractiveness. Not buggy UI, strange mechanics and such. But we can disagree here no problem. You want your old RTS back, I prefer the new system. Ok nothing we can do to solve this one I guess 3) balancing (“against all other classes”): yes and here is where we should much rather give constructive feedback to help develop this. Rockets for example might be a bit too nasty against DDs at the moment. Share this post Link to post Share on other sites
[DREAD] 1MajorKoenig Players 13,110 posts 7,885 battles Report post #357 Posted February 2, 2019 7 minutes ago, Akula971 said: The main issue as I see it that destroyers, and ship with low AA are compromised. An aircraft carrier can hide in the corner of map and cover the entire map without penalty. It can search the map for the weakest target, and proceed to execute it. The cause of this is unlimited range. There is no limit on the weight of fuel and weapons the planes can carry. My proposed solution is to limit the range of aircraft from their carrier. If your CV is near A cap, your planes don't have the range to get to C cap, and have limited time over B cap. You would as a CV player need to select your targets or support a push on a cap. You would need to a certain extent destroyers to scout in areas you cannot reach. You'd need to sail to that area to be effective in that area. You could extend the range (more fuel) of your aircraft with a module or captain skill, but at the expense of the weight of weapons carried. Carry drop tanks? less bombs or rockets then. That is a reasonable suggestion! Share this post Link to post Share on other sites
[LNIXH] Cosimo_Botejara Players 144 posts 20,757 battles Report post #358 Posted February 2, 2019 17 minutes ago, 1MajorKoenig said: Well ok if he doesn’t like planes he shouldn’t bother with aircraft carriers at all should he? The Interface before wasn’t exactly feeling like a ship either was it? Green icons on a blue plane? How was that a ship? Why in the hell should not bother? To play a ship now DO means that all other ships are not in the same game? And the former interface was by far much more reallistic than this one. You were NOT manning planes, but ORDERING them. That is just what is done in a CV, isn't it? By the way I will explain you that I have developed all class over tier VIII ... except CVs. That means I played them but reluctantly. I'm not a unicum so the relation satisfaction/effort was low. With the rework, the relation satisfaction/effort is zero. Of course it's my own feedback. 3 Share this post Link to post Share on other sites
Mards Players 8 posts 2,554 battles Report post #359 Posted February 2, 2019 4 hours ago, 1MajorKoenig said: Just because YOU don’t like it doesn’t mean WG needs to take a deep breath dude Dude, try reading ALL of the other posts - I think there are two saying they like it, all the rest of the 15 pages so far hate it with a passion 3 Share this post Link to post Share on other sites
[UBN] InfinityIncarnate Players 127 posts 3,089 battles Report post #360 Posted February 2, 2019 16 minutes ago, 1MajorKoenig said: Well about sheer player numbers gained/lost - we’ll see. That is something for WG to assess. However to your points: 1) direct control of the CV ship - agree and we should leave that as a feedback. That should be changed 2) your second point is “they should have kept the old system and fix it”. I don’t think the old system could be fixed though as it’s main issue was lack of attractiveness. Not buggy UI, strange mechanics and such. But we can disagree here no problem. You want your old RTS back, I prefer the new system. Ok nothing we can do to solve this one I guess 3) balancing (“against all other classes”): yes and here is where we should much rather give constructive feedback to help develop this. Rockets for example might be a bit too nasty against DDs at the moment. I've actually in this very thread suggested how they could've fixed the main issues with the old RTS carrier gameplay and also how to improve it. How you solve a problem is by looking at the root of problem and apply the obvious fix, where in this case main issue were too great direct control over the warplanes performance and damage, which was also the root of the issue with too great a difference between opposing carrier players. The too great direct control came specifally from being able to manually drop torps and bombs, and manually do strafing. The most obvious fix here would simply be to remove those abilities. In terms of improveming the gameplay would be to emphasize on RTS aspects of it and obviously also fix the ui buggyness - but to completely scrape that I think was very big mistake, and an even greater one to force an UNFINISHED UNWANTED rework on the players, especially the paying ones (which I also happen to be), it's most certainly a great way to piss off the paying players and make them not want to support them.@Mards - What you said was spot on, the rest hate it with a passion. 1 Share this post Link to post Share on other sites
[LNIXH] Cosimo_Botejara Players 144 posts 20,757 battles Report post #361 Posted February 2, 2019 Limited range for planes having almost no control to sail the carrier, is for sure a great deal. But in a game wich Yamato or Musashi can shell an enemy from side to side of the map with guns, wich kind of limit would be impossed to the range of airplanes? It's an amazing idea but sorry I cannot imagine how to implement it. Share this post Link to post Share on other sites
Akula971 Beta Tester 1,059 posts 14,827 battles Report post #362 Posted February 2, 2019 2 minutes ago, Cosimo_Botejara said: Limited range for planes having almost no control to sail the carrier, is for sure a great deal. But in a game wich Yamato or Musashi can shell an enemy from side to side of the map with guns, wich kind of limit would be impossed to the range of airplanes? It's an amazing idea but sorry I cannot imagine how to implement it. Accuracy. Share this post Link to post Share on other sites
[DREAD] 1MajorKoenig Players 13,110 posts 7,885 battles Report post #363 Posted February 2, 2019 11 minutes ago, Cosimo_Botejara said: Why in the hell should not bother? To play a ship now DO means that all other ships are not in the same game? And the former interface was by far much more reallistic than this one. You were NOT manning planes, but ORDERING them. That is just what is done in a CV, isn't it? By the way I will explain you that I have developed all class over tier VIII ... except CVs. That means I played them but reluctantly. I'm not a unicum so the relation satisfaction/effort was low. With the rework, the relation satisfaction/effort is zero. Of course it's my own feedback. Well sorry to burst that bubble but the old system was extremely unrealistic. Or have you met a CV commander ordering where to shoot or drop the ordonance? Or commanding squadrons of 3 planes? Telling them which piece of air to shoot at to fight enemy planes? I mean really? CV commanders ordered waves and loadouts and gave priorities to the strike aircraft. But that would be a little boring for a game (although I have seen a game doing exactly this). No It’s not any more realistic than the new one in case that would really be an issue which I honestly have my doubts. @Mards agree with the passion part - that is quite obvious. However some 15 loud angry ppl don’t necessarily make a majority. I am not saying these don’t have some valid concerns but the whole emotional rage makes me highly suspicious to say the least. There is very little constructive discussion - just complaining. And how the old System can be fixed - these suggestions exists since years. While I don’t think it can be fixed at all that doesn’t really matter any more. Share this post Link to post Share on other sites
[DREAD] 1MajorKoenig Players 13,110 posts 7,885 battles Report post #364 Posted February 2, 2019 45 minutes ago, Migantium_Mashum said: 1. When people are paying real money for a game pushing a half brained, half worked piece of crap down the throats of paying players is a great way to stop players spending money. 2. I cannot defend against specific groups of planes..so if I want to shoot at Torpedo bombers/rocket fighters only I cannot...the manual AA skill is now useless. 3. I cannot evade planes that fly at supersonic speeds once perma spotted I may as well just cut engines and let myself be slaughtered, because it will happen anyway. 4. A DD can no longer spot or cap without having half the team behind you for AA support. The team has lost its eyes.... 5. When people are paying real money for a game pushing a half brained, half worked piece of crap down the throats of paying players is a great way to stop people spending money.. What else are you not getting? You on the WG bonus list or something? WG have lost revenue from me and I dare say from many other players too so let's see how long they will keep this rework running... Ok easy mate. You are bringing up two points: DDs having trouble with being spotted and AA not effective enough to protect your ship. I didn’t really see a big difference in your point 1. and 5. Tbh... AA - agree that this needs more work. Not necessarily the pure strength but more the possibility to make use of skill to improve AA effectiveness. It’s the same as before but because CVs were no factor in the game it didn’t matter. I would like to keep what is now there but add a way to man the guns yourself to be able to defend yourself better. Not sure how much support that sugggestion would get but it would enable the player to either prioritize AA effectiveness or manoeuvring/dodging With regards to spotting the DDs - it’s not any worse than before but before we didn’t really have many carriers in the game. In case this changes now and people stay on CVs (also after the “hello world” phase) DDs will need some buff to compensate. What that would be? Maybe a Concealment buff for spotting from the air? As to your last question: no I don’t receive my bonus from WG :-) I play the game since 2015 and I still very much like it. I have seen many changes, some I liked, some I hated with passion. But regardless I am still around. And yes - I like the new CVs as a refreshment and I would like to see them succeed. Share this post Link to post Share on other sites
[UBN] InfinityIncarnate Players 127 posts 3,089 battles Report post #365 Posted February 2, 2019 16 minutes ago, 1MajorKoenig said: Well sorry to burst that bubble but the old system was extremely unrealistic. Or have you met a CV commander ordering where to shoot or drop the ordonance? Or commanding squadrons of 3 planes? Telling them which piece of air to shoot at to fight enemy planes? I mean really? CV commanders ordered waves and loadouts and gave priorities to the strike aircraft. But that would be a little boring for a game (although I have seen a game doing exactly this). No It’s not any more realistic than the new one in case that would really be an issue which I honestly have my doubts. @Mards agree with the passion part - that is quite obvious. However some 15 loud angry ppl don’t necessarily make a majority. I am not saying these don’t have some valid concerns but the whole emotional rage makes me highly suspicious to say the least. There is very little constructive discussion - just complaining. And how the old System can be fixed - these suggestions exists since years. While I don’t think it can be fixed at all that doesn’t really matter any more. ....but thats exactly it, they should just have removed the manual drop and manual strafing. Have you met a carrier commander in person? In case you haven't you're litterally just making assumptions. I'm quite certain that carrier commanders would've been giving specific orders which warships to strike, from what angle, how close or far they should drop the ordnance, which spots had priority, also gave rules of engagement, specific instructions if to engage enemy fighters or not - in a nutshell the orders had order parameters, and with regards to loadout - thats pretty much a limitation to the game, because as carrier player you didn't have the luxury of having that option, only to improve existing ones. If you read my suggestion, you'd find that what I suggested would be more down the lines of what a carrier commander would do, which you probably have not. The new reworked "carrier" gameplay certainly has less to do with playing a carrier than the previous carrier gameplay. 15 people does not make the majority, but in this very thread, it is the majority of people who've commented who've been expressing a severe dislike to this rework for various reasons, many of the same reasons. Share this post Link to post Share on other sites
44Lbs Players 47 posts 11,592 battles Report post #366 Posted February 2, 2019 WG are full of $&!% and we all know it they feed us crap about how not everyone likes RTS style game play and there fore the need to change it and use CC's like Flamu, Jingles and others to try sell us this $&!%. flamu stated in one of his vids that carriers had way too much "Vision" on the battle but yet they have more vision over the battle now than they ever did planes are launched and move across the map twice as fast than before meaning your always spotted. Infinite planes means zero risk too no cool down for repair and rearm if planes survived the strike they land and right away a squadron can be relaunched, the only reason for WG to change the CV play style was to make it playable on the console's. i would respect the decisions more if the had the Ba!!$ to say it and same with the CCs that peddle there lies on there you tube channels have the stone's and just say "the only reason for WG to change the CV play style is because it's good business sense to make it more playable on console and we want more cash" the same rules still apply as before if a good player is in control of the CV they influence the fight just as much if not more than the old CVs did, DD's get continually harassed in capture points and just deleted by CVs and the cruisers AA does not stop the CVs planes from getting through that is why they did away with odd tier CVs a t10 CL will shred a t8 CV planes but they will not stop a t10 planes with out DF activated yet a CV gets infinite planes but i still only get 4 DF on a CL. Jingles in is latest vid tried to sell this too us but its simply not true how often did you see a midway or and carrier attempt to strike out a fully speced AA CL if they were a good CV player they would go for it but your average Joe player would avoid them like the plague and leave them until they had no other option now they attempt it with no worries and as i said before now CVs sit at the back sending strike after strike after strike with zero risk to them self's at least before they had to choose there target carefully now they choose them carefree. And WG have seen fit to reduce effective AA range yet i still get spotted well before my AA can engage them best to note is the Mino used to have 8.2 effective range full AA spec, now same setup and max effective range is 6.8 yet air detection range is 8km. just bull WG just Bull have the stones to be honest with your community instead of feeding us bull about play styles. 2 1 Share this post Link to post Share on other sites
[M-P-M] Migantium_Mashum Players 3,146 posts 19,218 battles Report post #367 Posted February 2, 2019 4 minutes ago, 1MajorKoenig said: Ok easy mate. You are bringing up two points: DDs having trouble with being spotted and AA not effective enough to protect your ship. I didn’t really see a big difference in your point 1. and 5. Tbh... AA - agree that this needs more work. Not necessarily the pure strength but more the possibility to make use of skill to improve AA effectiveness. It’s the same as before but because CVs were no factor in the game it didn’t matter. I would like to keep what is now there but add a way to man the guns yourself to be able to defend yourself better. Not sure how much support that sugggestion would get but it would enable the player to either prioritize AA effectiveness or manoeuvring/dodging With regards to spotting the DDs - it’s not any worse than before but before we didn’t really have many carriers in the game. In case this changes now and people stay on CVs (also after the “hello world” phase) DDs will need some buff to compensate. What that would be? Maybe a Concealment buff for spotting from the air? As to your last question: no I don’t receive my bonus from WG :-) I play the game since 2015 and I still very much like it. I have seen many changes, some I liked, some I hated with passion. But regardless I am still around. And yes - I like the new CVs as a refreshment and I would like to see them succeed. 1 & 5 are the same to emphasise an important point. We who buy premium should not have half finished versions shoved down our throats. In the old game if you had Manual AA Control you could target the most dangerous aircraft around... now you cannot.. result is you die. In the old game style if a CV spotted you you ran for cover or retreated.. if the planes attacked they had to return to rearm giving you chance to relocate.. now they spot and they attack, circle attack, circle attack ...oh look you're dead... I too have witnessed the changes from 2016 and have adapted to each change..some changes were harder than others... but I have never really had as much hatred for an update as with this one. 1 Share this post Link to post Share on other sites
[LNIXH] Cosimo_Botejara Players 144 posts 20,757 battles Report post #368 Posted February 2, 2019 15 minutes ago, 1MajorKoenig said: ..... No It’s not any more realistic than the new one in case that would really be an issue which I honestly have my doubts. ...... Sure? Are we talking about the same rework? Do you really think 0.8 carriers figth in a way more reallistic than former ones? Ok, it's your opinion and I DO respect it. But for sure this opinion clarifies a lot of things. 2 Share this post Link to post Share on other sites
[TTTC] R0N1N_Inc Players 29 posts 10,462 battles Report post #369 Posted February 2, 2019 Ok, so the old RTS concept was arguably flawed in that the skill curve between players was to great and a Unicum could basically alter the entire battle solo - changes could have been implemented to alleviate this as has been/was suggested. The new system however, well as far as I can see the only thing missing is an Xbox controller to use whilst playing, it's like a console port gone wrong (or a system designed for use with consoles depending on your perspective). 3 Share this post Link to post Share on other sites
[WGB] iJoby Community Contributor 2,171 posts 30,924 battles Report post #370 Posted February 2, 2019 Seriously need to give Saipan the option of Tiny Tims and HVAR 127 mm Rockets. Share this post Link to post Share on other sites
Hariito_Kyashimoto Players 11 posts 3,461 battles Report post #371 Posted February 2, 2019 My Feedback for the rework @Wargaming: - AP bombs are too much RNG. A perfect drop can still result in only normal pens and misses. Make those things more consistant for how little damage they do even when they citadel on T4/6 - AA is as broken as ever: once you leanred dodging it lower tier ships and equal tier ships don´t hurt you much if they are alone, but if they cluster together or a sole ship is 1 tier higher or worse 2 tiers higher your planes get shred and you don´t even get to drop the payload if you are unlucky. Also destroyers are completely helpless against carriers, are perma spotted and either die trying to cap within the first 5 minutes or have to hang back BEHIND cruisers and battleships and end up TOTALLY USELESS. Also AA feels very inconsistant. Sometimes you loose the entire plane wave yet on the next pass on the same ship you manage to drop the whole payload. - PERMA SPOTTING ist now WORSE than with RTS-gameplay. Why? With RTS you had to decide if you dedicate a part of your force that could do damage or protect the team or your bombers to the task which might in turn be exploited by the oposing carrier as he had basically one more squadron free since one of yours was occupied. Now you are so fast and can always just relaunch another squad instantly if needed that it is basically "free" to permaspot. - Reconassence is now completely broken. You can just suicide one squad into the enemy team and reveal them for the friendlies. destroyers can´t do recon anymore because spotting is broken through the new system - Damage on carriers is way too inconsistant. Wargaming, you wanted to make them DoT focused. In the end the fire chances are worse than some battleships and you are lucky to even get 1 or 2 floods on the torpedos. To top it off AP-bombs are too RNG focused and extremely frustrating to use. I hate those stupid things!!!!! And rockets are too strong against destroyers and nearly useless against cruisers (planes get shred too easily by even vlad and the flare gun on a svietlana!!!!!!!) and battleships (completely useless as even hitting the superstructure yields in nearly no noticeable damage and no fires) - Carrier controls: the automated use of fighter support and damage control is highly exploitable by enemy players. You can just get close enough to wait for fighters to launch and then wait untill they land. After that you have more or less free reign. As for the DCon: Just set the carrier on fire; wait DCon out and then torp and burn the helpless ship into the depth of the sea. EXTREMELY BAD MECHANIC! Give us manual control over those. - Destroyers get regularily focused by carriers because they are defenseless without heavy AA support from cruisers and battleships. - The whole gameplay changes into one major CLUSTERFUCK making it impossible to play as CVs, because you cant do crap with your planes against all that AA and making it boring as hell for the rest of the team as they now just lemmingtrain over the map and the team that aims better or has better RNG for lucky citadels will win. No more strategy or tactics like pincer manouvers, feint attacks and distractions to force the enemy team to adapt, split forces or react in some way. Those strategy elements were scarce anyways, but now they will be completely gone as there is no point in splitting up the force anymore. - Carrier versus carrier gameplay is almost non-existant (except for snipe attempts and trying to kill each other when no other ships are left) as you just target another area on the map when the enemy cv calls fighters or you just plain ignore each other and try to farm damage. Carrier snipes are still possible if 2 CVs team up on a single target and coordinate their attacks. Using summoned fighters to counter the cv autolaunched fighters works well, too. Especially if you have 2 summoned fighters to keep the "CAP" busy. Speaking of "CAP": It would make more sense to have a permanent fighter wing in the air for carriers the circle them in a 5-10 km radius and react to enemy planes entering a 7-12 km radius around the carrier. Not only would it be more realistic and acurate it would deter a snipe attempt completely. As is now you can hit a minimum of 1 shot on the enemy carrier if the fighter consumable has to activate first. - A carrier has no incentive to protect his team with the summoned fighter consumable as the reward isn´t high enough and the no fly zone created os easily avoidable as I mentioned befor. This consumable should be scary, but honestly when used against me I just engine-boost away and target another victim somewhere else on the map. - Engine boost makes it too easy to get around fast - especially on high tiers (map sizes are too puny anyways for T9 and T10 imho) - Speed variation of the planes is countered too fast by the AA. It should take at least 3 seconds (I´m being very generous with how short of a time I set here. Realistically a human being would take 1-2 seconds to realize the plane slowing down plus several more seconds to adjust the aiming of the flak to the new speed - especially on the higher caliber ones) with a speed increase to may or a speed drop to min for the flak to adjust to it. - The new gameplay might be exciting at first, but becomes very dull and repetitive after like 10 games. You basically always do the same without any strategic or tactical variation. You choose rockets for easy destroyer kills and torps for the rest. - You actually removed most what made nations distinct. All CVs are the same now - the shape change of the aiming rectangle and different ammo types/drop patterns are not enough to change the gameplay in a way that it became distinctive; With DDs you did it way better: IJN: Stealthy torpedo-sniper, Russian: Gunboat; US: jack of all trades, etc. - unlimited plane-supply makes the planes feel like a "fire and forget weapon" as you get no penalty for loosing planes except having to launch a different plane type and maybe switch targets - carriers have a lot of trouble hitting bots. They dodge torpedos neigh perfectly and even dive bombers are a pain to hit correctly. Bot evasion got too good now. I see carriers become useless in operations as well. And especially in operations I enjoy carriers the most All in all I deem the rework a failiure. You failed to adress most of the daunting problems that were plaguing the old carriers as well: - Perma spotting got worse!!!! - AA is still unbalanced as hell and just plain trash, because it is either too weak or too strong. No middle ground here!!!! - The gameplay got LESS INTERESTING when playing for prolonged times as tactical and strategic decissions got removed and there is no incentive to choose as planes are limitless in supply!!!! - There still is no balance betweem cariers and other ship classes (DDs being completely worthless now) and between Carriers (No reason to touch the enemy carrier or to try and take their planes out as farming damage will improve your stats and XP-gain far more than protecting your team and if you can use the new system better and have a tiny bit more luck you are able to outdamage the enemy carrier which usually leads to a win for your team - I asume that the rest of the team isn´t braindead or throwing the game) - Less incentive to interact with the enemy carrier - removed team protecting aspect more or less completely (it was low befor the rework, but now it is about gone) -> Conslusion -> Back to the drawing board!!! Correct those issues and get your damned balancing right, because otherwise no one will care about any further reworks or changes and people will leave the game because of it. 6 Share this post Link to post Share on other sites
SkollUlfr Players 1,170 posts 6,026 battles Report post #372 Posted February 2, 2019 at t6, some the same some different. your planes still cant do a damn thing against +2 ships, and still easily bully -2 ships. cv vs cv doesnt see the higher skill player strafe massacre the lower skill player any more though. ganking a bb to death with a single flight of tb's isnt a thing at t6 anymore but you can still do a lot of damage quickly if enemy ships are lined up and spaced apart for consecutive drops. i still think removing the manual gimmick and replacing the battle card style with homeworld rts inspired use of formations to control engagements would have been a better choice. kinda bored when playing new cv since it feels awkward and slow. though it reminds me of an old sega megadrive flight game. whereas old cv play annoyed me due to its dice-roll & gimmick heavy play, partly because of players false claims of rts. Share this post Link to post Share on other sites
Timberjac ∞ Beta Tester 1,593 posts 9,545 battles Report post #373 Posted February 2, 2019 I hope that few people happy with this rework, spend lots of money in the game, beacouse I and so many people will no spend money on this game until, this rework has been rework again or directly deleted. I have now nearly two years of premium and lots of premium ships, but I will no purchase any ship more, I no will spend a single cent, until that crap will be corrected (or doing a new CV gameplay, or back alive the pre-0.8.0.) Of course, If I dislike this crap, I'm on my right to dont put more money on this. No more. Really, all people have that right, still against or to favor... but I hope that people to favor, spend the part that a lot of people will no spend again. I dont create the problem (and I did a lots of ideas to resolve olds problems), If WG want correct it, that they spend their our money or people happy with this give the money to WG. The only reason to dont unistall the game, are clan-Friends that I made., without them, this game is going to the hell. I will take a "vacation" from this crap for two month, we will see what resolve WG on that time (I really known that none will be corrected, beacouse WG always Works of the same way). 2 Share this post Link to post Share on other sites
Woods_Ultama Players 1 post 8,508 battles Report post #374 Posted February 2, 2019 Guys you have ruined carriers, all this was told to you during testing but you havnt tweaked or listened to any of it, the AA is to strong, you cannot get close, as for damage if your fighting higher tier ships you cannot damage them, you have totally ruined CV's which personally was my favourite class to play. This is what happens when you listen to moaning from people who don't even play the class. 2 Share this post Link to post Share on other sites
Dekkard1v Players 150 posts Report post #375 Posted February 2, 2019 13 minutes ago, Timberjac said: I hope that few people happy with this rework, spend lots of money in the game, beacouse I and so many people will no spend money on this game until, this rework has been rework again or directly deleted I have now nearly two years of premium an lots of premium ships, but I will no purchase any ship more, I no will spend a single cent, until that crap will be corrected (or doing a new CV gameplay, or back alive the pre-0.8.0.) Of course, If I dislike this crap, I'm on my right to dont put more money on this. No more. i pretty much agree,this is unacceptable. 2 Share this post Link to post Share on other sites