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goodman528

The reason why CV is OP and RNG is a big part of this game

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[-AP-]
[-AP-]
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Low tier BBs often do 20kts max and high tier do consistently over 30kts. While rudder shift time is correct usually - lack of torpedo accuracy comes from the BB's speed relative to your torpedos and as BBs are like 50% faster at high tiers ... you get the idea. Add to that higher distance (and thus dispersion) of torpedos... and yeah, not going to hit much.

 

Basically - look at DD average damage in high tiers. It's horribly low. So a buff to reload time and shorter reaction times aren't going to make DDs suddenly super broken OP. It kind of comes down to the actual numbers. If you make a Shimakaze have 20sec reload on torps (like Umikaze) then it's going to be OP of course - small steps is the word.

 

As for the spotting - my idea always was that you can reveal a DD, but just on the minimap for other players - the outline is visible on the minimap (like a ship out of your acquisition range), but not the ship itself. Gives players a way to notice it and dodge, but they can't just lolrape the DD instantly.

That's only true for USN though - IJN goes 25-30. But you might be right, I will check the next few days how much harder it is to torp IJN ships:D

 

That spotting idea sounds pretty fun. It would also buff USN DDs more - they could freely pursue IJN DDs and kill them with the better guns - which I think needs it, their anti-DD role is not emphasized enough as most of the time when two DDs meet they just run from each other as the whole team is shooting on them.

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Beta Tester
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Did this realisation come to you all at once, or did it sink in slowly over time?

 

The more time you have available to shoot the enemy the more damage you can accumulate: .

The longer the range the greater the dispersion: .

 

Check back next week where the op runs you through his observations on the log in process.

 

I think a lot of players don't know this, and some of them are right here to argue against me.

 

I didn't mind camping teams at all when I was playing CV, how else could I get the time to do those 20+, 30+ torpedo hits in games? But now I'm playing BB more, it's just frustrating to watch team after team camp all game, or chase a single DD into a corner of the map, etc, etc.

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[DSWOW]
Beta Tester
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That wouldn't help. It would simply make leveling in a DD easier. What they need is:

  • Faster torpedo reload
  • Less air detectability
  • Flip of the torpedo reaction times (low tier they are 6-9sec short and high tier they are >12sec long)

 

Some info on the last point: New players should get more reaction time, so they can learn to avoid torps, high tier players know how to deal with them so they need less.

 

This sounds to me like a good way to go for DDs, but I have to disagree about the reload time for torpedo launchers. For me it is part of playing DDs "well", to know when to launch how many spreads.

If the reload is too short, people just fire away as soon as they are loaded and there will be a stupidly high saturation of torpedoes.

 

So for me is part of the skill to play DDs to "plan" your torpedo salvos.

 

On the rest I can only fully agree. There are way too many planes airborne on high tier matches. In my opinion the air detectability of DDs should be reduced (maybe 1 - 1,5km) and catapult planes should not be able to spot at all (not only no DDs, no ships at all!). Maybe as a little balancing they could be a little more reliable on fighting enemy planes.

 

Also on higher tiers the BBs are way more agile than low tier BB. On top of this basically everyone and his mother has this spotting module for the big ones (since the camo thing doesn't make any big sense), and if I'm not totally wrong this also increase your spotting range for torpedoes. These 2 thing make it way easier to dodge long range torpedoes with BBs.

 

And for those that are still getting rape, are the ones that never learned it on low tier and are most likely to never learn it at all.

 

Just my 2 cent.

 

Edited by Malkavor

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Players
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This sounds to me like a good way to go for DDs, but I have to disagree about the reload time for torpedo launchers. For me it is part of playing DDs "well", to know when to launch how many spreads.

If the reload is too short, people just fire away as soon as they are loaded and there will be a stupidly high saturation of torpedoes. 

 People doing this in da spam cruiser:trollface:  Well.... nerf rof?

in my opinion DD's torp shud better rof and shorter range to make them more competitive as base defender or aggressive for cap 

Edited by Un1eash

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Players
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Okay, then lets make BBs reload be 3 minutes like CV planes and their 60k damage shots are justified. Oh also lets make the 3 minute reload salvos be able to be countered by cruisers, who can shoot down the shells and also make your dispersion 4 times worse.

 

I have not read all your posts in detail, but generally, I think I agree with your points. (From my point of view most people on this board don't understand how to interpret statistics well - note: my point of view could be wrong, I do not maintain to represent the "holy truth". In this sense, I feel, what the opening posts states, to be often overlooked when interpreting CV players' stats.) In addition to this quote above, I'd want to add, however, that you should take into account that other ships most of the time run the risk of being shot at when they themselves are attacking.

 

_________________

 

[...]

Guys, it doesnt really work that way. Randoms are played in a certain fashion: chaos. You have to balance this game for chaos. [...]

 

 

Far from it. There are certain tendencies I could observe in players' behavior. The following posts actually hit it quite well concerning my own personal observations:

 

I agree with the TE. I play mostly BBs and i like to fight at distances of ~10-15km, but there a few problems when you try to get closer to the enemy and play more aggressive...

1. You will be often alone 

2. In most situations you will then get focused by the CV.

3. You move into the DD torps and that means you lose time to dodge them.

[...]

 

People hiding at the back is really starting to get me down in this game. When I'm in a BB I'll lead a charge only to have all my support turn tail and run at the first sight of the enemy and when I'm in a CA I seem to waiting for our BBs to close to a range I can actually get involved in the fight. Half the CVs seem to only hide at the back and keep their fighters for self defense rather than keeping up with the fleet to pool AA. 

 

My main attempt to contribute here is to offer a way to explain this behavior:

https://en.wikipedia.org/wiki/Social_dilemma

 

I would not want my (read: the game I play) game to be statistically balanced around this problem as it will lead to this problem:

 

[...]

If you balance the game for low skill levels you disqualify any competition in it, because any high level play is automatically imbalanced (since it's balanced for bad players, not good ones).

[...]

 

_________________

 

[...]

1) I don't want to touch reload times, I have to climb back to high tiers first. In CBT it was okay, you just had to switch from using all your launchers to using one at a time. 

[...]

 

Alternatively, they could maybe smoothe the torp count progression over the Mutsuki towards the Fubuki a bit. Or instead scale torp damage according to hp incease of other ships over all.

Edited by GinNoKatana

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[OHFK]
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I tend to notice that asoon as someone see's a CV' they abandon all sense or reason and go for it instead of maybe the other BB's and CA's between it and them which are firing back.

 

Its rather funny to watch.

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Tip from the actual game loading screen:

 

Don't forget to protect your team's aircraft carrier.

 

Or something like that. CV is supposed to be a game changing ship.

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Tip from the actual game loading screen:

 

Don't forget to protect your team's aircraft carrier.

 

Or something like that. CV is supposed to be a game changing ship.

 

And WG realized that would lead to the game failure.

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Okay, then lets make BBs reload be 3 minutes like CV planes and their 60k damage shots are justified. Oh also lets make the 3 minute reload salvos be able to be countered by cruisers, who can shoot down the shells and also make your dispersion 4 times worse.

 

If I could take a CV style pinpoint accuracy with extremely easy aiming in exchange for 180 second reload time on main battery, I would take it in a heartbeat on a BB. That means I'm going to get a certain kill every 180 seconds, when in current situation, I get maybe one every ten minutes on average.

 

It would be a massive buff.

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Beta Tester
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But still, how are people supposed to kill a CV quickly? Especially if it's fast and hard to catch for DDs or CAs...

 

Quick is relative.

 

20 minutes is slow. 5-12 minutes is quick. 15 is normal.

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