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ArsenieBuca

How CV should work

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1. No control over the planes (with one exception detailed below). This is world of warships, if you wanna play with planes you have world of warplanes to indulge.

2. Double or triple the amount of their DPS. They were the most effective ships after all

3. Attacks are carried like the ones of dutch cruisers, but bigger AOE area and higher the damage.

4. The closer you are, the less time it takes to carry an attack, just like any other ship. You can still park at a1 or j10 but you'll probably hit nothing. Mind your position and concealment like any other ship.

5.Remove AA completely, it doesn't work. Instead add values of damage reductions against cv's aoe attacks based on AA value of the ship.

6.Only plane you control is a scout plane for a limited amount of time, that you can use like any radar or hydro. Limited consumable, just like any other ship.

7.If a ship is in the aoe area, it takes x amount of damage and y% chance of getting fires or flooding, based on the attack, torp, rocket or bombs.

8.Attacks have cooldowns, just like any other ship. Can't just spam them like a minotaur, the way it is currently.

 

This should give CV a world of warship vibe, remove frustrations of being bullied from the other side of the map with no counterplay whatsoever, but still maintaining CVS as alpha dogs.

Thoughts, if possible from players who don't play cv as main, cause we already know what they think, nothing wrong wth cvs, right?

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Did you just describe RTS CVs and somehow managed to make it more braindead than the current CVs to play? Wtf?

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Several of the things you've said don't make sense, but the general idea is the same as the one I suggested (ie. making CVs play like other ships) which I agree with.

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1 hour ago, ArsenieBuca said:

1. No control over the planes (with one exception detailed below). This is world of warships, if you wanna play with planes you have world of warplanes to indulge.

2. Double or triple the amount of their DPS. They were the most effective ships after all

3. Attacks are carried like the ones of dutch cruisers, but bigger AOE area and higher the damage.

4. The closer you are, the less time it takes to carry an attack, just like any other ship. You can still park at a1 or j10 but you'll probably hit nothing. Mind your position and concealment like any other ship.

5.Remove AA completely, it doesn't work. Instead add values of damage reductions against cv's aoe attacks based on AA value of the ship.

6.Only plane you control is a scout plane for a limited amount of time, that you can use like any radar or hydro. Limited consumable, just like any other ship.

7.If a ship is in the aoe area, it takes x amount of damage and y% chance of getting fires or flooding, based on the attack, torp, rocket or bombs.

8.Attacks have cooldowns, just like any other ship. Can't just spam them like a minotaur, the way it is currently.

 

This should give CV a world of warship vibe, remove frustrations of being bullied from the other side of the map with no counterplay whatsoever, but still maintaining CVS as alpha dogs.

Thoughts, if possible from players who don't play cv as main, cause we already know what they think, nothing wrong wth cvs, right?

 

Considering you have only 10 battles with carriers (1 kosmo, 2 Langley, 3 Weser and 4 Furious) and 8 with RTS Langley seems you have no idea how carriers are been played and the amount of skill and situational awareness required to win the battles at T8+.

 

Skill which you completely remove by your 3rd point 

"3. Attacks are carried like the ones of dutch cruisers, but bigger AOE area and higher the damage."

making the carriers dumb to play and no fun at all. On PTS have played with Gouden Leeuw extensively. Because I play with carriers have applied the same skills on its "dumb" airplanes causing devastating effects. 

 

While you want them to be heavily overpowered on top 

"2. Double or triple the amount of their DPS."

 

While asking to 

"5. Remove AA completely, it doesn't work."

when the ships you play mostly, they have (relative speaking) no AA to begin with, like Mushahi, Akatsuki, Benson that is why you feel AA doesn't work. 

It does work. Pick strong AA ships like Halland, Puerto Rico, Salem, Des Moines, Mecklenburg, Smolensk, Austin, and all those having access to DAAF and if you use AA focus/alert and DAAF you can take down whole squadron from the supercarriers before they even realised it, scaring them leaving you alone for the rest of the game. Even more humble ships like Yoshino, Azuma, Hindenburg, Agir by just getting the AA skill on the captain making them formidable against the above average T10 carrier players. Otherwise stick with the pack. 

 

On your last point 

"8. Attacks have cooldowns, just like any other ship. Can't just spam them like a minotaur, the way it is currently."

it does clearly show your lack of knowledge how carriers work and operate. 

If we use cooldowns, like the supercarriers and Hornet tactical squadrons have, with all the additional buffs to damage & play, with the huge nerf to AA will mean carriers will be EXTREMELY overpowered. 

You have to understand no carrier spams airplanes. There are carriers that take 1 minute to recover a single airplane per type, with limited starting decks. If they lose 3 airplanes on the last attack, it will take them 5 minutes to get those airplanes back in position to do damage. Because you forget there is a 1-2 minute flight time per attack squadron. And might be longer until you do a strike, because your team asks for support to provide AA, or spot. Which time you do no damage at all. 

 

Carriers are fine as they are now. Nakhimov needs bit of a very light nerf. 

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I already suggested something similar in the past in more detail. 

Similar to your idea but in my iteration you would select places on the map on which AI planes would strike and the more accurate your suggested location in terms of if ships still roam there are the better the execution of the drop. However AA would still work and planes would be limited. You would also need to designate if you wanted to saturate the area or want the planes to target just one ship. 

 

To counter this the enemy CV similarly to that needs to predict or notice where your planes are heading to accurately assign fighters to either outright intercept them which will kill them all or to set fighters to a patrol area which would decrease the attacks effectiveness by 50% in their patrol area and fighters would be invincible. 

 

You have no control over the planes themselves just over the hull. It was deemed to boring if a concept. 

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44 minutes ago, Fediuld said:

 

Considering you have only 10 battles with carriers (1 kosmo, 2 Langley, 3 Weser and 4 Furious) and 8 with RTS Langley seems you have no idea how carriers are been played and the amount of skill and situational awareness required to win the battles at T8+.

 

Skill which you completely remove by your 3rd point 

"3. Attacks are carried like the ones of dutch cruisers, but bigger AOE area and higher the damage."

making the carriers dumb to play and no fun at all. On PTS have played with Gouden Leeuw extensively. Because I play with carriers have applied the same skills on its "dumb" airplanes causing devastating effects. 

 

While you want them to be heavily overpowered on top 

"2. Double or triple the amount of their DPS."

 

While asking to 

"5. Remove AA completely, it doesn't work."

when the ships you play mostly, they have (relative speaking) no AA to begin with, like Mushahi, Akatsuki, Benson that is why you feel AA doesn't work. 

It does work. Pick strong AA ships like Halland, Puerto Rico, Salem, Des Moines, Mecklenburg, Smolensk, Austin, and all those having access to DAAF and if you use AA focus/alert and DAAF you can take down whole squadron from the supercarriers before they even realised it, scaring them leaving you alone for the rest of the game. Even more humble ships like Yoshino, Azuma, Hindenburg, Agir by just getting the AA skill on the captain making them formidable against the above average T10 carrier players. Otherwise stick with the pack. 

 

On your last point 

"8. Attacks have cooldowns, just like any other ship. Can't just spam them like a minotaur, the way it is currently."

it does clearly show your lack of knowledge how carriers work and operate. 

If we use cooldowns, like the supercarriers and Hornet tactical squadrons have, with all the additional buffs to damage & play, with the huge nerf to AA will mean carriers will be EXTREMELY overpowered. 

You have to understand no carrier spams airplanes. There are carriers that take 1 minute to recover a single airplane per type, with limited starting decks. If they lose 3 airplanes on the last attack, it will take them 5 minutes to get those airplanes back in position to do damage. Because you forget there is a 1-2 minute flight time per attack squadron. And might be longer until you do a strike, because your team asks for support to provide AA, or spot. Which time you do no damage at all. 

 

Carriers are fine as they are now. Nakhimov needs bit of a very light nerf. 

Bro, what are you talking about man? This nagger is trippin'! Carriers are fine? Have you checked with the player base recently? I don't play that crap because i'm not a selfish bastard who tries to have fun at the expense of annoying 22 people, get it, amigo?!I'm out of here!

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2 minutes ago, ArsenieBuca said:

Bro, what are you talking about man? This nagger is trippin'! Carriers are fine? Have you checked with the player base recently? I don't play that crap because i'm not a selfish bastard who tries to have fun at the expense of annoying 22 people, get it, amigo?!I'm out of here!

If development team and company can't be bothered with state of the game, why you should be?

 

 

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i don't really give a turd,  i said how they should, not how they will. but look at all the j1 and a10 warriors shatting their pants...relax gents, nobody will take your butt plug, you can still bully people

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Do you really think any CV player would be concerned that after 3 years one person would have the power to take their toys away? I think your behavior is amusing, no concern. 

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6 minutes ago, ArsenieBuca said:

i don't really give a turd,  i said how they should, not how they will. but look at all the j1 and a10 warriors shatting their pants...relax gents, nobody will take your butt plug, you can still bully people

Weren't you leaving? :Smile_coin:
 

 

14 minutes ago, ArsenieBuca said:

I'm out of here!

 

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4 minutes ago, WorthyOpponent said:

Weren't you leaving? :Smile_coin:
 

 

 

i was but then someone asked me a question, they can't get enough of Arsenie, just like you 

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3 hours ago, ArsenieBuca said:

1. No control over the planes (with one exception detailed below). This is world of warships, if you wanna play with planes you have world of warplanes to indulge.

2. Double or triple the amount of their DPS. They were the most effective ships after all

3. Attacks are carried like the ones of dutch cruisers, but bigger AOE area and higher the damage.

4. The closer you are, the less time it takes to carry an attack, just like any other ship. You can still park at a1 or j10 but you'll probably hit nothing. Mind your position and concealment like any other ship.

5.Remove AA completely, it doesn't work. Instead add values of damage reductions against cv's aoe attacks based on AA value of the ship.

6.Only plane you control is a scout plane for a limited amount of time, that you can use like any radar or hydro. Limited consumable, just like any other ship.

7.If a ship is in the aoe area, it takes x amount of damage and y% chance of getting fires or flooding, based on the attack, torp, rocket or bombs.

8.Attacks have cooldowns, just like any other ship. Can't just spam them like a minotaur, the way it is currently.

 

This should give CV a world of warship vibe, remove frustrations of being bullied from the other side of the map with no counterplay whatsoever, but still maintaining CVS as alpha dogs.

Thoughts, if possible from players who don't play cv as main, cause we already know what they think, nothing wrong wth cvs, right?

 

 

1300044776986.jpg

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My fix for CVs would be pretty simple, bring old AA back (overlapping continuous DPS bubbles, make Atlanta great again), reintroduce the "panic" effect on DefAA, make CVs vulnerable to fires, floods and detonations and make plane spotting limited to minimap. And repair party should heal destroyed AA mounts, how about that

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2 hours ago, ArsenieBuca said:

Bro, what are you talking about man? This nagger is trippin'! Carriers are fine? Have you checked with the player base recently? I don't play that crap because i'm not a selfish bastard who tries to have fun at the expense of annoying 22 people, get it, amigo?!I'm out of here!

You don't play with carriers and you have no CLUE. 

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1 hour ago, stefanorgano said:

My fix for CVs would be pretty simple, bring old AA back (overlapping continuous DPS bubbles, make Atlanta great again), reintroduce the "panic" effect on DefAA, make CVs vulnerable to fires, floods and detonations and make plane spotting limited to minimap. And repair party should heal destroyed AA mounts, how about that

Sounds great , but you forgot 1 key aspect.CVs should have limited planes from each type as the used to ... without an onboard plane factory.

 

Also i wouldnt mind if CV could attach fighter plane to a ship, not just to a spot.

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2 hours ago, ArsenieBuca said:

Bro, what are you talking about man? This nagger is trippin'! Carriers are fine? Have you checked with the player base recently? I don't play that crap because i'm not a selfish bastard who tries to have fun at the expense of annoying 22 people, get it, amigo?!I'm out of here!

But you talk about something with zero experience, you don't even understand how current cvs work.

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3 hours ago, Nit0 said:

But you talk about something with zero experience, you don't even understand how current cvs work.

 

If you believe that CVs are fine right now, then neither do you.

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7 hours ago, deathsadow said:

Sounds great , but you forgot 1 key aspect.CVs should have limited planes from each type as the used to ... without an onboard plane factory.

 

Also i wouldnt mind if CV could attach fighter plane to a ship, not just to a spot.

I didn't forget that. I'm fine with CVs having plane replenishment, as long as I'm able to shoot the flying pests down the sky. A harsher increase in preparation time the more planes you lose would be also great.

And yes, good point for fighter

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9 minutes ago, Nibenay78 said:

If they had used all the resources for refining RTS instead of this shaite we have now...

I would still have my favorite CV and would have never become the player I am today.

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Just make the number of planes more finite. Then the cv player HAS to plan and think when and where his attack would be the best. 

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2 hours ago, AtaIante said:

I would still have my favorite CV

Which would be nice

 

edit: But I don't have my favorite CV anymore. At least it's not fun anymore..

 

Quote

and would have never become the player I am today.

a statement we will never know if it is true or not.

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4 hours ago, OldPappy said:

Just make the number of planes more finite. Then the cv player HAS to plan and think when and where his attack would be the best. 

That's a really bad idea, currently the high tier CV regens 1 extra squadron for each attack groups during a full 20 mins game. If you make ALL the planes available at start of the battle (i.e. Haku with no of planes on deck like Kaga!). The really good CV players are getting a massive boost to their capability of inflance the game and poor players will throw their planes away faster without much additional impact. 

 

WG designed this feature to limit CV super unicum performance and help poorer players to have more impact, you are asking the gap between CV players to be even bigger than it is now! You are asking for even more blowout games!

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