As always, WG put ZERO thought into rework.
Here is why AEGIS is unplayable.
WG did not consider anything when upscaling the ops to T8.
- Enemies ships have greater detection, making the initial DD (now Fletcher) smoke way too soon.
- Enemies have greater speed traveling really fast to the south with the transport ships (they outrun the transport ships)
- Second wave trigger should be changed. Now any allied ship triggers them way too soon if it ventures just a tiny bit to the north.
- Ships from the second wave start shooting liberty ships (because now they have the range) and I had Nagato that spawned in the second wave kill a Liberty ship in the convoy
I could go on, but I wont. The operation is way too hard for the players and it results in 90% loss (from my experience).
Same goes for reworked Narai, where WG never considered that upscaled bots now have RADAR and greater range and speed.
Currently the two OPS that I loved the most before the rework (NARAI and AEGIS) have became the WORST for me with random teams.
TLDR:
Some OPS such as AEGIS have not been balanced based on upscaled enemy ships (considering their greater FIREPOWER / RANGE / SPEED / TOOLS ...).
Also if your team consists of mainly low tier ships (T6) enemy ships are same as if your team was whole T8.
I really liked the idea for WG to give us access to all operations and for higher tier ships ... but this was done extremely lazy.
Some operations are super easy but some are virtually unplayable. And again we have a situation where you hate some, but love others. Is trying them out and balancing them a bit too much to ask ???
I know I know ... people are bad ... but operations should not be frustrating to play. Especially not when they are delivered in "RANDOM" package.
Here is a (short and miserable - one of many) example how most AEGIS games look like with random people:
https://replayswows.com/replay/170224#scenario
@YabbaCoe @Seraphice
I dont know where the complaint box is ... but if you have one ... then please make a request, where the dev team should put at least 1 junior developer checking the OPS out.
Out of around 10 AEGIS games literally every one ended like this: