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0.8.6 PTS - CV Bots & reworked Raptor rescue

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WG Staff
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Game Balance Changes

AA defense guns now deal permanent damage several times per second. Previously, the frequency of damage depended on the type of weapon. Taking your requests into consideration and to make the operation of AA defenses more stable, we've standardized damage infliction. The damage value will also be recalculated, in consideration of the increased frequency. This is a merely technical change aimed at preventing some inconsistencies, with the total damage per second remaining nearly the same.

flag_France_1b45875fe2166c392a4b0801c9fanormal_50015a4b81edf8dec325a3c030cb526dc X Henri IV is one of the most powerful Tier X cruisers in the game. This fast-moving ship is capable of inflicting considerable damage with her HE shells, and the Main Battery Reload Booster consumable only makes her more formidable. To balance the strength of the cruiser, the reload speed of her main battery guns has been increased from 12.3 to 13 seconds.

German cruisers flag_Germany_18970d883c7758b53538983bd09normal_50015a4b81edf8dec325a3c030cb526dc IX Roon and flag_Germany_18970d883c7758b53538983bd09normal_50015a4b81edf8dec325a3c030cb526dc X Hindenburg used to be inferior to other ships of the same type in terms of their overall battle efficiency, but now their guns have a faster reload time of 10.5 seconds instead of 11.

German battleships stand out for their secondary armament, but the style of gameplay utilizing this weaponry often cedes to a more survival-oriented way of playing. To make the use of secondary armament more appealing to players, the armor-penetration capability of the 105 mm guns mounted on flag_Germany_18970d883c7758b53538983bd09normal_57a69d35d27f32ad4c2ad55e76f684f47 VIII Bismarck, flag_Germany_18970d883c7758b53538983bd09premium_65cf64bd7296cfa9dcf38bf869d5cfc9 VIII Tirpitz, flag_Germany_18970d883c7758b53538983bd09premium_dd52cb68f35242ce3ac78c9c5e36ff31 VIII Graf Zeppelin, and Tier VIII–X German cruisers has been increased from 17 to 25 mm. This change will enable shells fired by these guns to penetrate the plating of destroyers, cruisers, and Tier VI–VII battleships.

flag_Pan_Asia_3b66d1136c736e56c9f2f7cda2normal_578f4cb5e5bd1007d5df8ade07a8c4836 X Yueyang's torpedo armament has been enhanced: the reload time of her torpedo tubes has been reduced from 156 to 146 seconds.

A handsome set of consumables and powerful guns allow flag_Russia_6ce701e1c2f2ac3909a68a0a7b23normal_578f4cb5e5bd1007d5df8ade07a8c4836 X Grozovoi to be one of the most effective destroyers at Tier X. But in order to better balance her, the main battery reload time has been increased from 4 to 4.2 seconds.

The reload time of flag_USA_dd9fc06d19a8638f4077ab2fe200d22normal_578f4cb5e5bd1007d5df8ade07a8c4836 X Gearing's researchable torpedo tubes has been reduced from 136 to 122 seconds. This will increase the overall damage that she can cause, and draw more players' attention to the potential of her torpedo tubes.

Balancing changes have also affected flag_United_Kingdom_c1f75d7cca85dc4b4820normal_50015a4b81edf8dec325a3c030cb526dc V Emerald, flag_Germany_18970d883c7758b53538983bd09normal_578f4cb5e5bd1007d5df8ade07a8c4836 VIII Z-23, flag_United_Kingdom_c1f75d7cca85dc4b4820normal_578f4cb5e5bd1007d5df8ade07a8c4836 IX Jutland, flag_Japan_740b57e1da9b5d3fe46b61e09e3dcpremium_65cf64bd7296cfa9dcf38bf869d5cfc9 VIII Kii, and flag_Pan_Asia_3b66d1136c736e56c9f2f7cda2normal_578f4cb5e5bd1007d5df8ade07a8c4836 IX Chung Mu. We'll tell you more about these changes in the Development Blog and in the future news articles regarding Update 0.8.6.

British Battleships

Exposing their broadsides to an enemy’s salvo is the worst mistake most ships can make. However, due to their low-lying citadels and long-distance combat tactics, the consequences of such an error for Royal Navy battleships were much less tangible. In the new version, the citadel of battleships flag_United_Kingdom_c1f75d7cca85dc4b4820normal_57a69d35d27f32ad4c2ad55e76f684f47 VII King George V, flag_United_Kingdom_c1f75d7cca85dc4b4820normal_57a69d35d27f32ad4c2ad55e76f684f47 IX Lion, flag_United_Kingdom_c1f75d7cca85dc4b4820premium_65cf64bd7296cfa9dcf38bf869d5cfc9 VII Duke of York, flag_United_Kingdom_c1f75d7cca85dc4b4820normal_57a69d35d27f32ad4c2ad55e76f684f47 VIII Monarch, and flag_United_Kingdom_c1f75d7cca85dc4b4820normal_57a69d35d27f32ad4c2ad55e76f684f47 X Conqueror has been enlarged, and now occupies part of the ships' casemates. On the other hand:

  • The amount of damage caused to any part of a ship (except for the citadel) that can be restored by the Repair Party consumable will increase from 60% to 75%.
  • Duke of York will have an additional Repair Party charge.
  • Repair Party will recover 0.6% of the maximum HP pool per second instead of 0.5%, for King George V, Duke of York, and Monarch.
  • Repair Party will reload within 90 seconds instead of 120 for King George V, Monarch, and Duke of York. The consumable will recharge within 120 seconds instead of 180 for Lion and Conqueror.

These changes will enable enemy ships to teach British battleships a good lesson about the results of carelessly exposing their broadsides by causing them some considerable damage. However, if players manage to avoid such mistakes and skillfully use the improved Repair Party consumable, the survivability of these Steel Monsters will only be strengthened.


Other Changes

The water visual processing system has been improved: the annoying ripples at the horizon will no longer distract the attention of Captains. Moreover, the in-game lighting model has been updated. This is an important change that opens the doors for a graphics update for the game in the future.

 
0.8.5

546fda04-9cd5-11e9-a6b8-38eaa735f4cc_120

 

0.8.6

541d26ba-9cd5-11e9-ac77-38eaa735f4cc_120

 
 

The automatic collision alert system will divert ships from islands more reliably, with manual control always being a priority.

 

Aircraft carrier bots have returned to Co-op Battles. Now, a player on an aircraft carrier will face not a battleship, but an aircraft carrier.

 

The updated Raptor Rescue operation is back: AI opponents have had all their skills, upgrades, and enhanced consumables reset, and the composition of enemy groups has changed.

 

Join the Public Test, try out balancing changes, and explore the new map! See you in the test!

 

 

https://worldofwarships.eu/pl/news/general-news/dev-diaries-086/ 

https://worldofwarships.eu/pl/news/public-test/bulletin-086/ 

https://worldofwarships.eu/pl/news/public-test/public-test-086/ 

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Modder
1,763 posts
12,449 battles

CV-bots work quite well. They drop fighters over friendly ships and occasionally hit the players.

 

Raptor-rescue feels exactly like before. Nice to have it back. :Smile_honoring:

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[BOBS2]
[BOBS2]
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Mildly surprised how little difference it made having an enemy CV in the Co-Op game, and I'm not sure if that says more about how much I've stuck to Co-Op or how little interaction the carriers have.

 

Agree that it is nice to have Raptor Rescue back, managed two five-stars and a fail, but perhaps slightly disappointed that it does feel "exactly like before"; I went into the first attempt waiting to be tripped up by my own expectations and wondering what new tweaks might have been added.

 

One comment I'd make though is that if almost all of the ship changes, with the exception of the Emerald at Tier V and the King George V at Tier VII, are to ships at Tier VIII and above then even with the nominal research costs on the PTS it might make more sense to provide those ships rather than the highest level ones being Tier VI.

(And the fact that I'm reluctant to "grind" to the Conqueror on the PTS to see how she feels with the changes speaks volumes about how reluctant I'd be to grind all the way back to her for the Naval Training nonsense.)

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Players
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I played Raptor twice on PTS. First with Ryujo and later with Farragut as one thing that hasn't changes is that Raptor often dies at the last bit when the exit zone is bottom left corner.

This ops seems harder for CV now and easier for DD. It's harder to snipe the enemy carriers with the CV now, so you need your teammates to shoot at the targets (which will probably mean that anyone going south will probably be unable to catch up to the main force in time and will spend the rest of the operation being useless) and if your teammates are simply not shooting the targets, your spotting will be meaningless.

 

It seems to be easier to play Raptor with a DD now, but perhaps I have simply gotten better?

 

Apart from that, the AA seems to have been correctly balanced for the other surface ships (noticably the first spawn) and I like this.

 

For the rest, it seems to be pretty much like the old Raptor.

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Players
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Only did a few scenario battles but no problems at all, great to play again although only thing I would say was it's surprisingly easy dealing with the CV bots. 

 

The CV bots attacks are very easy to dodge, I'm assuming you want to keep it a bit easier for people, but in terms of striking they do work well but take a long time to circle around and attack so gives your AA plenty of time. Still nothing wrong at all with them and no experiences of bugs etc. 

 

I think you can call this a success and hope to see it back in the rotation. 

 

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Players
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Adding the CV bots back into co-op and Ops isn't really adding much value. The presence of fighters is a minor deterrence, but the AA is still so OP the player can usually get planes through and the ai cannot.

 

For co-op after the other bots are eliminated leaving the CV alone, the CV will just circle around at the top of the map, ineffectually sending up planes to die. So matches take longer to chase down and finish the CV off, and the CV acts as nothing but a credit and XP pinata. Just like the old days. All this demonstrates to me is that the re-work of CV and AA mechanics has replaced one set of skills with another, with highly skilled players able to mitigate AA and aim correctly, and low skilled players (and bots) unable to. The only thing that has changed is the new CVs cannot be totally de-planed.

 

I preferred the replacement top-tier BB tbh. Mind you, I preferred the 0.7.x CVs when CVs had to fight for air supremacy first, so feel free to ignore my opinion.

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Regarding the game balance changes, I really see not the slightest reason to apply any nerfs to Monarch. Of all ships. Will write more after directly comparing the new armour model to the old one but this ship should be buffed, not nerfed.

 

Conquerer on the other hand is a completely different story, there cannot be any good reason to make the zombie heal more powerful. I really wish you guys would stop staring at your holy effing spreadsheets for once and just listen to top players and CCs who know what they are talking about. Because they play the game every day.

 

Also some of the ships that need "balancing" the most are not addressed. I am of course talking about the IJN HE spamming DDs. Kitakaze and Harugumo need to have their ridiculous magic shells removed that give them the penetration capability of cruiser shells with 50% larger calibre and straight up double the explosive content that weigh effing four times as much. Give them defensive AA instead, they were historically designed for AA support.

 

 

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So last night was ridiculously silly. To meet the requirement of winning 3 battles in Carriers (nearly) everyone was playing Carriers in co-op. That meant in every game I was the sole human, which is a good way to test the ai, nothing else.

 

It was hilariously awful. Air Superiority is now the AI and the human calling fighters for spotting or trying to intercept the others' strike planes. Which didn't really seem to do much.

 

The CVs can't really hurt each other. Any attack auto-scrambles fighters, and any fire or flood is auto-repaired, and with the nerfed duration of flooding is able to secure a kill.

 

Does Liquidator have any relevance at all any more?

 

So in each game the win was secured by driving full speed towards the enemy CV on manual steering (rubbish autopilot, thought that was fixed?), shooting down all his strike planes and fighters, opening up with secondaries, and then waiting for him to die.

 

Congratulations! You have created an entirely new class of ship that is a bastard-offspring of how good the old CVs could be with a strategic gameplay experience. I hate this simplistic arcade mode we have now, and when neither side can use planes effectively and has to rely on secondaries, really, what was the point?

 

Can I suggest you do a closed-test of having a finite number of planes per ship with less damaging AA (and return the old longer-range specialised builds) so that the CV can actually put some hurt on but has to be savvy in managing risk-vs-reward because mistakes can see you get de-planed.

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I would rather keep my RN BB's as they are, as they relay on tempting your opponent with some side so they will fire AP at you and aim for the centre of the ship, rather than them switching and taking advantage of your 25mm or 32mm plate with plebeian HE.

 

there was a reason they put the armour belt over the shell plating, rather than internal belt behind shell plating, it facilitated repairs and reduced the instance of shell plating being holed and the resultant asymmetric flooding between the shall plating and armour belt.

 

likewise there was only two places the citadel was above water, and that was the A-B and X-Y boiler rooms, which came up to the middle deck height, which was ~1/3 of a deck height above the standard load water line, or a full 1 1/3 decks below the top edge of the armour belt(side)/main deck, the rest of the citadel including the space between the A-B and X-Y boiler rooms (between the funnels) was at lower deck height, which is 1/3 of a deck below the standard load water line.

(the above is based on the large scale KGV plans (No 9, No 10 & No 11) from the National Maritime Museum.)

 

given they are all evolutions of the KGV design.

 

 

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[WAZ]
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Round #2 feedback (was not in round #1):

  • In one co-op match, only one enemy remained alive for the last 10 minutes or so. It was a carrier, but it never launched *any* planes for all that time.
    • Close to the end, all ships of both sides were concentrated at the NW quarter, when suddenly an enemy torpedo squadron showed up from SE. I think, despite him having vision of us, the enemy carrier strangely kept his planes in a holding pattern somewhere at a deserted quarter/corner.
  • In another co-op match, an ally Japanese cruiser (probably T6) fired torpedoes at map bearing 135, where the only alive enemy ship was a carrier at map bearing 45, 5-15 km away, and he was seeing that enemy and sailing directly towards it.
    • My only guesses are that he tried to either torpedo enemy planes, or his torpedo bearing advisory decided to go nuts and point to a lead of at least 5 minutes.

Hope this helps.

 

- KitCat.

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