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_Weikath_

PT, AA changes

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Today, additional AA changes will be made on the public test server. The functioning of the AA zones will be changed and the AA defense plus aircraft parameters will be balanced. 

 

These complex changes are aimed at:

  • Improving the AA defense balance, considering the changes in previous versions;
  • Making the confrontation of ships with a gap of one and two tiers more convenient and make non-top players life easier (both when playing against aircraft carriers and for them).

 

In the version 0.8.0, the AA Defense was divided into three non-crossing zones (short-range, mid-range and long-range) to emphasize unique features of each ship's AA Defense. However, its side effects have sometimes led to irrational situations.

In Update 0.8.7 we have changed the AA zones in a way that they now overlap and supplement each other: short-range air defense zone now can't be less than 1,5 km, while a mid-range zone and long-range zone will start at a distance of 100m from the ship and end at the same distance from the ship as before, but can't be smaller than 2,5 rm and 4 km accordingly. This way we will eliminate the flaws of old mechanics. To compensate for the increased constant AA damage from the crossing of AA zones, the damage to each zone will be reduced.

 

Together with the AA zones, the spawning radius of explosions will be changed. Now they will begin to appear on the border of the long-range zone and end at 3.5 km from the ship. This will allow the aircraft carrier commander to focus on dogging explosions while approaching the enemy and after reaching 3,5 km mark - to aim correctly and choose correct lead for a successful attack.

 

Updated the progression of planes and AA characteristics as the tier of ships increases. Now the number of aircraft Hit Points and AA damage of ships tier IV-X will change more smoothly from tier to tier. Thus, playing for aviation and against it will not so much depend on the gap in the tier of ships. As well as this change will decrease the gap in effectiveness between ships with weak and powerful AA Defense.

WG_WoWS_SPB_Infographic_AA_Zone_Work_1920_EN.jpg

Along with the change in the progression of air defense and overlapping zones, we have also changed the parameters of consumable "Defensive AA Fire" for all classes. From now on the continuous damage bonus is equal 50% instead of 100% and 200%, but the damage in explosions is now increased from 100% and 200% to 300%. For the cruiser Stalingrad, the bonus to continuous damage will be 25%, because the duration of the consumable is 60 seconds, instead of the standard 40 seconds. The continuous damage bonus is now decreased due to the new air defense mechanics and due to the summing of one ship's damage zones - considering old values this gain would be extremely effective and leave no chance for the squadron to break through to the target or escape from AA zones. The values of consumable for destroyers is now equated to other classes because after progression changing, the characteristics of AA in ships with a weak configuration was strengthened and the effectiveness of destroyers with good air defense under "Defensive AA Fire" exceeded the power of cruisers and battleships. For example, the AA effectiveness of Grozovoi with activated consumable exceeded the effectiveness of the air defense of the battleship Kremlin. Instead of a reduced bonus to continuous damage, the damage caused by explosions will be increased. Now when the aircraft enters explosions during the action of " Defensive AA Fire " it is almost guaranteed to be destroyed. Please recall, that explosions with activated consumable are highlighted in red.

 

To balance the overall damage obtained by aircraft considering all AA Defense buffs, we have decreased the return height of the planes after an attack, so planes that performed attack and return to carrier become immune to damage earlier. This way, more aircraft will be able to get back to the aircraft carrier, while this parameter will remain the same for "F" button to avoid spamming. In addition to that, Sight stabilization skill has been enhanced to achieve even faster aiming.

 

We will need additional time to proceed with more exact adjustments. Going further, a decision on whether or not any specific changes will be included in the release version will be taken based on the results of the Public test. We welcome your detailed feedback and appreciate your participation in testing.

 

Please note that the information in the Development Blog is preliminary.

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18 minutes ago, _Weikath_ said:

To compensate for the increased constant AA damage from the crossing of AA zones, the damage to each zone will be reduced

How much by? Will this be ship specific or are there overall 'rules' (e.g. 15% decrease across all ships for each zone)?

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For additional context - please check out today's stream covering this topic, we wanted to explain the reasoning and intention behind those changes (Link contains timestamp to the topic):

 

Greetings, Crysantos

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3 hours ago, _Weikath_ said:

Updated the progression of planes and AA characteristics as the tier of ships increases. Now the number of aircraft Hit Points and AA damage of ships tier IV-X will change more smoothly from tier to tier. Thus, playing for aviation and against it will not so much depend on the gap in the tier of ships. As well as this change will decrease the gap in effectiveness between ships with weak and powerful AA Defense.

Is there anymore detail about this at this stage please, specifically around the changes to aircraft Hit Points? My hope is that we will see small incremental increases to aircraft HP on lower tier CV's (rather than any reductions).

 

Current AA mechanics are slightly on the strong side and I am concerned that these changes will further decrease the survivability and attack potential of CV squadrons. However, after watching Notser test the new Priority Sector in his stream yesterday, it certainly appears to be less effective than the current live AA mechanics. It'll be interesting to see how these changes affect things.

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50 minutes ago, Alfa_Tau said:

@Crysantos

Can you please explain a little more in details HOW is going to work? 

Thanks

Sub Octavian QA.png

Guessing dps will be assigned arbitrarily instead dps per mount multiplied by amount of mounts.

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57 minutes ago, Alfa_Tau said:

@Crysantos

Can you please explain a little more in details HOW is going to work? 

Thanks

Sub Octavian QA.png

No, I was watching the stream and if I got it right, there will be damage reductions/increases for every tier of difference. Wasn't in RTS days some kind of captain skill which reduced damage taken and increased damage made for every tier of difference between the two players. Now, I would recommend waiting for official response, but my guess is that if you're playing an uptiered CV the higher tier ships will deal fixed % of damage less to your planes for every tier they are higher than you, and if you're playing uptiered non-cv you will deal fixed % of damage more to higher tier CV attacking you. I hope this was understandable :Smile-_tongue:

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6 hours ago, _Weikath_ said:

This will allow the aircraft carrier commander to focus on dogging

At the risk of appearing a pathological pedant, I really hope you meant 'dodging'...?

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5 minutes ago, Verblonde said:

At the risk of appearing a pathological pedant, I really hope you meant 'dodging'...?

Nope, you will have to woof your way through the flak:Smile_trollface:

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Just now, Panocek said:

Nope, you will have to woof your way through the flak:Smile_trollface:

Ah, the wholesome innocence of the WOWS community...!

 

:Smile_honoring:

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57 minutes ago, Panocek said:

Nope, you will have to woof your way through the flak:Smile_trollface:

Goddamnit, I'm ROFL-ing for half an hour and no sign of stopping :cap_haloween::cap_haloween::cap_haloween:

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10 hours ago, _Weikath_ said:

These complex changes are aimed at:

I have an idea. Maybe, sitting down and actually thinking through that what went wrong. And making an actual coherent plan, what do do next with a Rework has a whole. Trying do tinker with it in small isolated sections will not help.

 

Rather than flapping around like a blind man in an orgy. Getting (and I am probably not the only one) really tired of constant tinkering, Reworks and solid stream of failures - that have substantial impacts on playability.

 

And for what? Because certain persons are too arrogant and too dumb do admit failure. So where are we now - Rework of a Rework of a Rework, followed soon by yet another rework?

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Generally speaking this is a much needed but difficult change. 

 

I am holding my breath if they get that one right 

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I foresee troubles in the air. CV patching and fixing has led to all kind of troubles lately. Crossing fingers I'm wrong.

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16 hours ago, Crysantos said:

For additional context - please check out today's stream covering this topic, we wanted to explain the reasoning and intention behind those changes (Link contains timestamp to the topic):

 

Greetings, Crysantos

 

So.. the CV rework started more than one year ago (British CVs were teased without odd tier CVs around July 2018, i could be wrong) , it started on the main servers in February 2019, after two months the Premium CVs were sold (rework ended or near maybe), from February 2019 CVs received 8 nerfs, and one more incoming with update 0.8.7, and now, you are talking about a revamp of the AAA mechanics on updated 0.8.8 and that you will need some time to collect data about it (read it like new BETA time in the main server with CVs).

 

And...

 

who are going to play the CVs in two months, when actually CV population is close to pre CV rework one, and possible lower in next months?

 

Are you going to repeat the February CV launch on update 0.8.8?  (overpowered CVs to bait players to play them, maybe another Premium CV sale and finish with 4-5 nerfs to them )

 

Sincerely, i have played CVs from Alpha, and i don't see any fair objective or destiny with the CVs , i prefered to maintain RTS CVs and adjust them and not the change for nothing we had got, now is so late to return to RTS CVs.

 

By the way, i made a joke with some friends, i say:  " i had researched the three CV lines just to get the reimbursement when  WG drop CVs from game" (yes, i replayed all CVs from tier IV after rework to learn about the new CV mode, and now they are parked in my port).

 

Best regards.

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12 hours ago, Panocek said:

Nope, you will have to woof your way through the flak:Smile_trollface:

file_392_flying.jpg

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14 hours ago, Filipin00 said:

No, I was watching the stream and if I got it right, there will be damage reductions/increases for every tier of difference. Wasn't in RTS days some kind of captain skill which reduced damage taken and increased damage made for every tier of difference between the two players. Now, I would recommend waiting for official response, but my guess is that if you're playing an uptiered CV the higher tier ships will deal fixed % of damage less to your planes for every tier they are higher than you, and if you're playing uptiered non-cv you will deal fixed % of damage more to higher tier CV attacking you. I hope this was understandable :Smile-_tongue:

Thanks 

I have faith WoWs developers somehow will fix the mess. In the last week I have started to replace AA consumable on all my cruiser with Hidro cause CV have become rare like unicorn. 

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2 hours ago, Zanov said:

Are you going to repeat the February CV launch on update 0.8.8?  (overpowered CVs to bait players to play them, maybe another Premium CV sale and finish with 4-5 nerfs to them )

well apparently next sprint ranked will be at tier VI and …. CV will be adimitted. 

Who wants to bet that Ark Royal will be released just before the start? 

:Smile_bajan2:

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9 hours ago, mariouus said:

 flapping around like a blind man in an orgy

LOL this sound more Dangerous than sending a plane close to Minotaur

:Smile_teethhappy:

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13 hours ago, Panocek said:

Nope, you will have to woof your way through the flak:Smile_trollface:

The Dog on board will replace adrenaline rush ??

untitled.png

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16 minutes ago, Alfa_Tau said:

The Dog on board will replace adrenaline rush ??

untitled.png

Oh my God, I remember that show. I can also imagine the Muttley being new captain skill for faster planes, with his iconic tail-copter flapping :cap_haloween:

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22 hours ago, _Weikath_ said:

The values of consumable for destroyers is now equated to other classes because after progression changing, the characteristics of AA in ships with a weak configuration was strengthened and the effectiveness of destroyers with good air defense under "Defensive AA Fire" exceeded the power of cruisers and battleships. For example, the AA effectiveness of Grozovoi with activated consumable exceeded the effectiveness of the air defense of the battleship Kremlin.

How dare one of the best AA DDs outperform a BB in AA performance! Clearly, BBs ought to be the AA master race even without any consumables, because surviving air strikes with hp, armour, torp protection, fighter plane wasn't good enough. I'm done. I'm not even going to argue this crap anymore, WG. If you cannot see how this logic is the greatest nonsense ever, then so be it, I doubt any amount of argument is going to convince your guys in charge of balancing this CV mess that this is some load of bullcrap.

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This sounds like a good move. UpTiering is the bane on my life especially in Kaga and Implacable. I’d pretty much given up playing the latter and only play the former to farm credits.

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2 hours ago, Alfa_Tau said:

The Dog on board will replace adrenaline rush ??

untitled.png

Nah it will just lick windows better. 

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