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The_EURL_Guy

Update 0.8.5: Rogue Wave

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10 hours ago, Ligu101 said:

Since most of us hate the CVs, this is actually very welcomed!

What you fail to notice and understand is that this when WG keep nerfing the CVs like this, it will actually hurt you as a player.

Reasons? well let me explain

 

Skill gap.

Good CVs are still going to smack you out of existence over and over even with this AA buff change.

Which means that the majority of the CVs that actually influences your battle the most is going to preform less.

that equals more losses for you and your team. 

You might shoot down more planes and get 2% more exp earned, but the majority of the good cvs will still smack you. 

and btw there are alot more good cvs now than it was before the rework. just because the rework is easier to play and the skills come from target priority and map awareness.

 

Its the same reason and conclusion why they dropped the prep time at the start of the match... it would have hurt surface ships more than CV

 

You pepegas need to understand that this CV rework is so broken that the only way it would be more balanced is go back to rts dmg on planes and RTS levels of AA which will make CV hard to play, but more balanced. but they will never do that. 

So the more you whine about AA or CV the more are you going to have bad games because of your less skilled CV

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[BOATY]
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Quote

Update 0.8.5 introduces a soft limit on the number of Tier VIII carriers in Tier VIII–IX battles. Now, during the first minute of waiting, no more than one aircraft carrier can be placed in each team. When the second minute of waiting starts, teams will be limited to two aircraft carriers; with the third minute of waiting, the limit raises to three carriers that can join each team

So this reduces the possibility of getting 2+ carriers in a game, for me 2 carriers in a game occurs roughly 1in4 games (for me, some people might have it better others worse) so that's nice if it goes to 1in10+. 

 

However this also reduces the possibility of getting a game without any carriers in it to almost zero (as all the carrier players are going to be queuing for longer), which is really pants.

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4 hours ago, maoxeu said:

@MrConway

 

Can someone from WG explain how the heal on TBs and Adrenaline Rush captain skill on CVs will still work be in 0.8.5 ?

 

You can now use your heal while taking the most amount of damage to postpone or prevent the plane that is being damaged from being shot down.

 

We'll watch this closely upon release and will tweak the heal, values and mechanics if necessary.

 

As far as I am aware the adrenaline rush effect is based on the squadrons total health, so it should start kicking in once you lose planes.   Will clarify tomorrow.

 

You also need to consider that individual planes can and still will be damaged by long-range AA, the changes only affect the auras.

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25 minutes ago, MrConway said:

As far as I am aware the adrenaline rush effect is based on the squadrons total health, so it should start kicking in once you lose planes. You also need to consider that individual planes can and still will be damaged by long-range AA, the changes only affect the auras.

Except it doesn't, otherwise squad shortening would improve plane speed. You need planes damaged, not shotdown or otherwise gone from the squadron for AR to work.

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4 minutes ago, Panocek said:

Except it doesn't, otherwise squad shortening would improve plane speed. You need planes damaged, not shotdown or otherwise gone from the squadron for AR to work.

 

I'll get some clarification from devs regarding adrenaline rush after the update and let you know tomorrow!

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2 minutes ago, MrConway said:

 

I'll get some clarification from devs regarding adrenaline rush after the update and let you know tomorrow!

AFAIK S_O confirmed in some Q&A or other REEEddit post Adrenaline Rush is working as intended, as in requiring damaged planes, not incomplete squadron.

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[DREAD]
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1 hour ago, MrConway said:

 

You can now use your heal while taking the most amount of damage to postpone or prevent the plane that is being damaged from being shot down.

 

We'll watch this closely upon release and will tweak the heal, values and mechanics if necessary.

 

As far as I am aware the adrenaline rush effect is based on the squadrons total health, so it should start kicking in once you lose planes.   Will clarify tomorrow.

 

You also need to consider that individual planes can and still will be damaged by long-range AA, the changes only affect the auras.

 

We can easily predict that this isn’t gonna work 

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I was under the impression that increasing the pen on some upper-tier German BB secondaries (Tirp and Biz specifically?) was incoming?
I was hoping it would be coming in soon (I can't wait!), is it scheduled?

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17 saat önce, Klopirat dedi:

you should be, provisions tokens will stay in the arsenal until update 0.8.6.

 

you don't need to log in to the game, you can use the Armory with your normal browser (as long as your are logged in on the main wows page)

https://armory.worldofwarships.eu/en/

Oh man you save me from big trouble. I am onboard and until now didn't know; i can reach my armory through web site. Thanks to you, i spent all remaining small amount of tokens for signals. Thanks mate...

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[THESO]
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21 hours ago, eliastion said:

Somehow I feel like it's another step in the wrong direction. I don't feel like it's going to make it more satisfying for surface ships (DDs with good AA might actually suffer from the change). CVs, on the other hand, will be less fun. So... basically a change that makes game less fun for a minority AND brings no improvement for anyone else.

I can see two benefits from the AA change.

  1. Ships with meager AA will shoot down more planes. Also, if the ship activates defensive AA they will shoot down planes exactly 2x or 3x faster. The consistency likely feels more fair than the old system.
  2. It will make CV's less skill-sensitive. Saving squadrons with lots of damaged planes has been one of the tricks mastered by good CV players, but not so much by the average guy.

I can understand why WG goes this way. It's consistent with the other tweaks made since the rework, and also with the continuing frustration from CV haters.

 

I'm also confused by how heal is supposed to work when only one plane is damaged... Either it grants immunity from further damage for a short period of time, or otherwise it'll be completely useless.

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1 hour ago, asalonen said:

Ships with meager AA will shoot down more planes.

Meager AA is still meager, though. Against attack planes it won't make much difference. Against fighters (when you're a DD) the point is to pipe the whole squad not to count kills so you're worse off (since the DPS actually drops).

1 hour ago, asalonen said:

Also, if the ship activates defensive AA they will shoot down planes exactly 2x or 3x faster.

In some cases, perhaps. But most ships with defensive AA want to shoot down planes in bulk (down or cripple the entire squadron) and picking off the first and second kill faster at the cost of doing less damage overall probably won't feel good for them.

 

1 hour ago, asalonen said:

It will make CV's less skill-sensitive. Saving squadrons with lots of damaged planes has been one of the tricks mastered by good CV players, but not so much by the average guy.

Well, that's down to the more general "how idiot-proof do we want CVs to be". The skill gap right now feels quite big but, at the same time, this is a very strange place to try and shrink it - the idea that you don't keep attacking relentlessly when badly damaged is a pretty intuitive one, common for all classes and gives you that feeling of strategic thinking/planning. It's easy to grasp, you get immediate feedback for doing it wrong (as in, your planes just die when you don't know when to quit) and therefore it's actually a mechanic that both bad and good players use (the good ones better, of course), giving them the feeling of control over their resources.

In fact, I'm not even 100% if the change will really end up benefiting the poor players at all, at least long-term. They'll likely see plane losses as more of an inevitability, making it less obvious for them when they actually throw their planes away - so they'll just waste their planes obliviously and be concerned that it's just CVs being underpowered and that's it. Rather than improving little by little, they'll be even more likely to either suck terribly forever or just quit. I might be wrong in this analysis but I see the risk there.

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16 hours ago, TheBrut3 said:

As i read it: Your continuous AA shoots down planes 1 by 1, but you do the same damage with the continuous damage. Before the change your AA could do 8k damage, but not shoot down 1 plane. When you do 8k damage now, you will shoot down at least 3 planes.

 

So it's actualy a huge nerf for the CV's, and imo a very wrong one. The biggest problems are spotting and slingshots, not the plane survivability.

If it would be like this, it would be a hilariously huge nerf - HOWEVER, based on the earlier info and materials, it seems that the damage previously didn't merely spread between planes, each tick was directed full-force towards a couple of them. Now all ticks focus the same plane but each tick focuses only a single one as well. So, assuming the number of planes "selected for damage" per tick to be 2, the calculation would be "instead of 8k damage and MAYBE one kill you get 4k damage and a guaranteed kill".

 

Oh, well. We'll see after the patch anyway.

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8 hours ago, MrConway said:

 

I'll get some clarification from devs regarding adrenaline rush after the update and let you know tomorrow!

The total squadron hp% (that AR is based on) is currently calculated as follows:

Remaining hp of planes in the squadron/(max hp of a plane * number of planes remaining in the squadron)

 

And it's actually hard to imagine it working any other way after the patch because the squadron gets smaller with each strike and there is no difference between squadron being smaller to begin with, squadron losing planes and squadron being smaller after performing a couple attacks. A squadron that has 6 out of 12 planes left looks, to all the players including the operator, exactly the same regardless of whether it

a) performed enough strikes already that the other planes went home

b) lost enough planes that only 6 are left

c) took of with only 6 planes due to earlier losses

d) some combination of the above

 

It would be strange, counter-intuitive and, plainly speaking, a bad mechanic to have a squadron perform vastly different between these scenarios when there's literally no visual cue even for the owner as to the actual state of the squadron. It would be even stranger to see AR kick in for any situation where the squadron is incomplete - rather than a mechanic that improves your performance when you take damage, it would feel like a nasty hack for those who know how to abuse game mechanics (especially since after the patch there is much less drawback in squadron shortening - damage doesn't spread over planes anyway, a bigger squadron is more susceptible to flak AND you might actually get a serious speed boost just by dropping some ordinance into the sea? Drop 2/12 torps after takeoff and you are already faster with AR than with same skill tier Improved Engines.

 

Anyway, I doubt there would be no notice if they planned to change the way total hp of a squadron is calculated. More likely than not, the devs simply forgot that AR exists (or applies to planes) and that's it. The skill now is going to be a mix of useless and hilarious (slight, barely noticeable, speed increase - and drop down to normal when plane dies; slight speed increase - and drop again).

 

9 hours ago, MrConway said:

You can now use your heal while taking the most amount of damage to postpone or prevent the plane that is being damaged from being shot down. 

So... rather than a repair, it's a consumable that - depending on exact values - becomes a short-term godmode or a waste of consumable slot that does almost nothing? Oh, how fun it sounds. </sarcasm>

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new aa mechanic= death for cvs good bye wg one per plane hit jesus what a joke very serius developers.

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RIDICULOUS CV!...That is your achievement!From january you nerf and nerf and nerf cv's.One ship supposed to be mighty in real world you become a miserable powerless fishingboat....January we had stopped play DD's...now-in few days or week-we stop playing CV's...CAUSE R USELESS!!...just flight over and try to protect the fleet with 3km fighters!And u dint reward us even for that...its take time to go and protect a bb and THEN try to make some damage....From 0.8.5 we cant fly even close to anything..even DDs..and the stupid MM system make battles with 1 8th tier cv and almost everybody else 10th!!!!

If u insist with this AA at least decrease the plane prepare time...we hav nt planes the last 10-8 min.of a battloe

congratulations...Any of your new ideas are much worse that previous!!

Once more in 3 to 4 years playing WOWs i ' m stopping playing Tier 8-10 and return to 4-7.

BRAVO...Thank u VEEERy much!

Yianna

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11 hours ago, Ace42X said:

I was under the impression that increasing the pen on some upper-tier German BB secondaries (Tirp and Biz specifically?) was incoming?
I was hoping it would be coming in soon (I can't wait!), is it scheduled?

On 0.8.6 as I remember.

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16 hours ago, MrConway said:

 

I'll get some clarification from devs regarding adrenaline rush after the update and let you know tomorrow!

So you are making tests with our money, and you have no idea how something works? Is this for real?

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[RONIN]
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I wanted to unlock a french captain from the Arsenal at Rogue Wave section but it's the only nation missing. Is it on purpose or maybe forgotten? :( image.thumb.png.76bc6bc619686030f1128d503c15cc12.png

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4 minutes ago, Mrs_Ragdoll said:

I wanted to unlock a french captain from the Arsenal at Rogue Wave section but it's the only nation missing. Is it on purpose or maybe forgotten?

I guess the reason is the same why the skin for the French DD is missing, French DDs aren't released yet...

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7 minutes ago, Klopirat said:

I guess the reason is the same why the skin for the French DD is missing, French DDs aren't released yet...

 Ah I see, I didn't notice yet the captains were based on tier X DD's. I thought they were standard nation captains for all ships. It's not like they have special abilities/bonusses. Atleast not the one I've bought.

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[TTT]
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Why do we have to play this mode to get Benham? I don't like this mode at all...

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