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MrConway

Public Test - Changes to Furious & Azuma AA

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British CV Furious

 

Stock bombers changed:

Number of bombers in one attacking flight increased from 1 to 2;

Plane regain time is lowered from 142 to 96 seconds;

Size of the aiming ellipse is increased by 22%

 

Top researchable bombers changed:

Count of bombers in one attacking flight increased from 1 to 2;

Size of the aiming ellipse is increased by 30%

 

Top researchable torpedo bombers' torpedoes replaced by that of the stock ones:

The damage is lowered from 5930 to 5200

The flooding chance is lowered from 51% to 45%

 

Instead of 4 bomber attack runs you can make only 2, but each of them will be more effective and the squadron will spend less time under the AA fire. The size of the aiming ellipse was increased to take into account the addition of the second plane and the increased number of bombs being dropped.

 

The torpedoes of the top torpedo-bombers were replaced as they demonstrated higher efficiency in comparison with other CVs. In addition, such a change compensates the increased bombers' damage.

 

Azuma

 

Azuma's AA was updated in 0.8.1, it was tested and we are ready to show you the final state of the ship's AA defense:

AA defense short-range: continuous damage per second - 519, hit probability - 83%, action zone 0.1-1.9 km;
AA defense long-range: number of explosions in a salvo - 8, damage within an explosion - 1470, continuous damage per second - 260, hit probability - 88%, action zone 1.9-5.8 km;
AA sector reinforcement - 25%, sector reinforcement and reinforcement shift time - 10 s.

 

Azuma's AA now has high continuous damage in the short ranges and dangerous explosions from the 1.9 km range.

  • Cool 3

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Why do you not make AA overlap?

That way you could balance the AA better and make it easier to reflect strength and weaknesses of different AA systems.

Slower guns could get a greater minimum range.

 

For example

20mm guns (short range) 0 to 2km

40mm guns (mid range) 0.2 to 3.5 km

127mm guns (long range) 0.8 to 5 km

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On 3/15/2019 at 3:08 PM, ColonelPete said:

Why do you not make AA overlap?

That way you could balance the AA better and make it easier to reflect strength and weaknesses of different AA systems.

Slower guns could get a greater minimum range.

 

For example

20mm guns (short range) 0 to 2km

40mm guns (mid range) 0.2 to 3.5 km

127mm guns (long range) 0.8 to 5 km

you would have to change more than just the ranges... Otherwise you would have ships with 20 and more explosions

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The number of explosions per sector are limited. With more explosions you cover just more sectors.

But yes, AA strength has to be reworked a bit with overlapping areas.

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17 minutes ago, ColonelPete said:

The number of explosions per sector are limited. With more explosions you cover just more sectors.

But yes, AA strength has to be reworked a bit with overlapping areas.

It's still a huge difference, because medium aa goes only 1km not below 1km.

Also wiht 20 explosions 6 would go center and 6 left and 6 right. It's a difference to 6 center, 2 left and 2 right for example.

Also ships with less explosion would benefit from that

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