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Minuz1

Ideas to improve the gameplay.

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The current mechanic of CV potentially having huge impacts on the WR% of the games they are in I would like to propose a change in gameplay mechanics.


a) planes will no longer spot torpedos launched from surface ships, or atleast when they move out of range the torpedoes will disappear again.

b) increase the range of the hydroscope on cruisers, so they become better at protecting their fleets (and gives them a more variable gameplay)
c) increase the XP given for shooting down planes(reduce the amount of xp for kiling the CV by some/all of that amount)

Please note, that I have no interest in changing visual asthetics of the game, flags and other things that are easily sorted by mods, gameplay mechanics and balance only, please.

Edited by Minuz1
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a)For me this one is a YES since it feel a little broken for a plane about 100-200 meters up to spot a half a meter wide foam trail.

b)Havent tryed this one yet since i like the AA consumable better

c)Dont really know how to answear this one, but lets see what happends.

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a) As CV/BB player, I think that is good idea.

b) When I play Murmansk, it just don't seem to even work.... maybe it is the poor range? Definitely good idea to improve it, so that it actually spots something.
c) as CV player I am against this. I don't think you should give more XP for the things that BOT kills. Let's face it, defensive fire is BOT shooting them, and also fighter airights are botfights... it's not you shooting anyone, so low XP is good. Also, if you would get more XP from planekills, it would be NOTHING other than killing planes all than time, and purpose of this game is to sink ships.

 

I have one more improvement: d) remove that stupid "selects your carrier when clicking somewhere on the map"-feature

 

 

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1. Extend the edges of the maps by 2KM then heavily mine the new border area, if anyone wanders into it then suck it up.

 

2. Scan the game folder on start up and check for approved mods, if there is anything else in there refuse connection.

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In my opinion shooting down planes should give you more XP right now you have no motivation to do it because it is simply not worth it.

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b) When I play Murmansk, it just don't seem to even work.... maybe it is the poor range? Definitely good idea to improve it, so that it actually spots something.

And maybe that's because every DD player in his senses tries to stay far from cruisers most of the time?

Usually being closer to cruiser than DD's detectability means you're going to get lots of damage in the best case.

 

Only time your DD should be closer to cruiser than that is when torpedo ambushing cruiser sailing past island you're hiding behind.

(or then killing light cruisers with citadel hits before they notice what's going on)

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And maybe that's because every DD player in his senses tries to stay far from cruisers most of the time?

Usually being closer to cruiser than DD's detectability means you're going to get lots of damage in the best case.

 

Only time your DD should be closer to cruiser than that is when torpedo ambushing cruiser sailing past island you're hiding behind.

(or then killing light cruisers with citadel hits before they notice what's going on)

 

I'm talking about it not working from close range. I am normally activating it AFTER the DD is spotted, to keep it visible, but it turns out they disappear always, which is strange.... It is suppose to even see through the smoke, but they just keep disappearing... So what is the point of a feature like that, if it never works?

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I'm talking about it not working from close range. I am normally activating it AFTER the DD is spotted, to keep it visible, but it turns out they disappear always, which is strange.... It is suppose to even see through the smoke, but they just keep disappearing... So what is the point of a feature like that, if it never works?

 

As far as I know it is extremely short range and thus pointless to use, I tryed it a bunch of times and it did nothing.

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Just out of curiosity, is shooting down planes as a cv by using your planes worth more or actually the same as shooting them down with a CA BB DD CV(with AA or floater plane)? Because if that's the case it's a bit unfair. I don't know so please enlighten me. By the way

I totally agree on A and B

Not sure about C. As an occasional CV player i hate bringing fighter groups. Id say let us choose what we want or at least buff dive bombers to a great extend.

 

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c) increase the XP given for shooting down planes(reduce the amount of xp for kiling the CV by some/all of that amount)

 

 

 

+1

 

I'd like to claim some XP proportional to the damage the weaponry the downed 'plane was carrying, if it was in the process of attacking/approaching a friendly ship.  Say you take down a torpedo bomber as it attacks a friendly vessel. You should get half the average damage that the torpedo could have done.  This would encourage some cruiser captains to protect larger ships.  Altruism works in the tanks (tracking/spotting) so why not here?

 

Shooting down 'planes attacking your own ship need not yield so much since you're gaining by not taking damage.

Edited by Erinaceus_europaeus

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1.bring the CLANS update out
2.Forum support for clans 
3.In game support for clans!

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1. Extend the edges of the maps by 2KM then heavily mine the new border area, if anyone wanders into it then suck it up.

 

2. Scan the game folder on start up and check for approved mods, if there is anything else in there refuse connection.

 

For the border minefield, some maps are more problematic than others. For example, T5 BBs and Cruisers see Big Race quite often. It is HARD to avoid hitting the map border while dodging fire or getting all your guns on target. 1st km should just be your Nav officer spamming you loudly "Captain, the mines! Captain, the mines!" then 2nd km BOOM!

 

...

b) increase the range of the hydroscope on cruisers, so they become better at protecting their fleets (and gives them a more variable gameplay)

...

 

 

To be honest, WW2 cruisers are not the ships that are famous for having hydroacoustic gear. I can just about accept "magic powers" to balance the DDs a bit, but not more. Same range, maybe 1 more shot of it and quicker reload. Also, learn at what distance your ship is spotted, look at what the enemy have, and prosecute aggressively.

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Aircraft of sunken ships should not circle the last position, but immediately make for the "home" map edge and disappear off of it. Nothing spoils a DD's day more than knowing that after making a risky kill, he will still be spotted for quite a while by the dead player's blasted aircraft.

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a) planes will no longer spot torpedos launched from surface ships, or atleast when they move out of range the torpedoes will disappear again.

b) increase the range of the hydroscope on cruisers, so they become better at protecting their fleets (and gives them a more variable gameplay)

c) increase the XP given for shooting down planes(reduce the amount of xp for kiling the CV by some/all of that amount)

 

 

 

a. I sort of agree with the logic on this one. Spot rang should be limited, and they should disappear once out or range. 

b. A clear yes, as this ability is currently only used by the tier IV and V cruisers that don't have the anti-aircraft ability. 

c: A very big yes. This would increase the incentive for cruisers to actually stay with their fleet to protect it. It would also make CV fighter setup seem less like a XP-loss setup. As it is, CV's that choose to run fighters protect their fleet from large amounts of damage, but they gain very little in the way of XP for doing this. 

 

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For the border minefield, some maps are more problematic than others. For example, T5 BBs and Cruisers see Big Race quite often. It is HARD to avoid hitting the map border while dodging fire or getting all your guns on target. 1st km should just be your Nav officer spamming you loudly "Captain, the mines! Captain, the mines!" then 2nd km BOOM!

 

 

To be honest, WW2 cruisers are not the ships that are famous for having hydroacoustic gear. I can just about accept "magic powers" to balance the DDs a bit, but not more. Same range, maybe 1 more shot of it and quicker reload. Also, learn at what distance your ship is spotted, look at what the enemy have, and prosecute aggressively.

 

You are absolutly right, WW2 cruiser are not the ships that were famous for having hydroacoustic gear, those were destroyers which hunted down Submarines.

Well since WG decided they didn't want submarines, but instead put jetskies with cloaking devices into the game, I thought about a way to improve the gameplay itself, instead of focusing on realism.

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a) As CV/BB player, I think that is good idea. Torps Spotted from Air is a definat good thing.. I have often used my fighters when there is nothing to kill as DD/Torp Spotter for my side/Division Its a game play that can help the team.

b) When I play Murmansk, it just don't seem to even work.... maybe it is the poor range? Definitely good idea to improve it, so that it actually spots something.

Not realy used this so cant comment
c) as CV player I am against this. I don't think you should give more XP for the things that BOT kills. Let's face it, defensive fire is BOT shooting them, and also fighter airights are botfights... it's not you shooting anyone, so low XP is good. Also, if you would get more XP from planekills, it would be NOTHING other than killing planes all than time, and purpose of this game is to sink ships. Disagree with you on this and agree with the OP. Reconise you from your thread Tired of Deck-Whiners thread. I have had the exact opersit experiance from you with carrers i have the 60% win rate with fighter loadouts that you could not atcheave in Langly and Bogu even though your avarage plane kills on Langly and Bogue is higher than mine. Fighter load outs can be very effective in game if you use them to 

1, Take out enamy bombers/Fighters BEFORE thay attack your teams ships. PReventing them do damage.

2, whan you have no enamy aircraft to kill act as a controlable spotter! Lighting up thos Pesky hidden DD's and Topredo scouting 

The Problem is though there is very little encourage ment to do this as the XP reward is so LOW There is also no reason for CA's to try and put themselfs between enamy Aircraft and freindly ships as again they may do well and kill many planes but get almost no reward for this XP wise and they will be rewareded much more for putting there guns on ships.  Yes the kills are being done by a BOT but how well you do depends on how well you deploy that BOT, this is where the skill lies.

 

I have one more improvement: d) remove that stupid "selects your carrier when clicking somewhere on the map"-feature This  100% agree. I cant understand CV players that leave there CV not Moving or hiding behind an Island again not moving. Key to CV survival is Mobility. I Always have my CV on a waypount system moving at full speed and it is indeed a pain when you click a Map area and by mistake tell you carrier to move to the middle of the enamy Fleet. and have to go back and reassigh its waypoints Neglecting commanding you Planes

 

 

Please dont take this as critasium of you using a Bomber load out with your CV's as its somehat justified by the Winrate and Avarage Damage you acheave. It is worth noting however your avarage XP on you carriers you say you use bomber load out is much higher than your CV you used Fighter loadouts douse help the argument that the reward for plane kills is to LOW

Edited by T0byJug

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c) as CV player I am against this. I don't think you should give more XP for the things that BOT kills. Let's face it, defensive fire is BOT shooting them, and also fighter airights are botfights... it's not you shooting anyone, so low XP is good. Also, if you would get more XP from planekills, it would be NOTHING other than killing planes all than time, and purpose of this game is to sink ships.

 

Taking out enemy planes does take skill in terms of positioning your ship the right way that you will be in front of the approaching bombers.

 

I'd go even further and adjust the XP/creds awareded according to role that could include (but would not be limited to):

  • DDs getting large bonus for torping BBs and CVs
  • DDs getting medium bonus for spotting and for any damage to enemy DDs
  • CAs getting large bonus for shooting down armed TBs and DBs and for any damage to DDs
  • CAs getting medium bonus for shooting down unarmed TBs and DBs or fighters
  • BBs getting large bonus for main battery damage done to enemy BBs and CAs
  • BBs getting medium bonus for every shell taken when they survive the battle
  • CVs get large bonus for taking out enemy planes (regardless of type) with a fighter heavy loadout
  • CVs get a medium bonus for taking out enemy planes in a bomber heavy loadout

 

Tone down the overall xp/creds so that it will be in line with the business model, thus playing the role to its fullest would be supported... might need a few exceptions for individual ships fulfilling another different role although they belong to a certain class.

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The current mechanic of CV potentially having huge impacts on the WR% of the games they are in I would like to propose a change in gameplay mechanics.

 

a) planes will no longer spot torpedos launched from surface ships, or atleast when they move out of range the torpedoes will disappear again.

b) increase the range of the hydroscope on cruisers, so they become better at protecting their fleets (and gives them a more variable gameplay)

c) increase the XP given for shooting down planes(reduce the amount of xp for kiling the CV by some/all of that amount)

 

yes? no? any feedback?

 

 

Yes to B, on A i would change the planes to have 50-75% lower detection range on torps not compleatly shut it down for first.

No to C

 

No my own ideas, guys judge them:

 

1) I would give RANDOM GAME match making also the WIN rate calculation added (maybe not so agressive like in ranked, but still !!!) as it would make the teams more balanced and games not stomps, and far less negative fealings of getting 8-10 [edited] in team that you have no possibility to carry.

2) AA/bombardment system redesing - I would like a system that is not base on stupid consumables ect in case of fighting planes, there shouldnt be a way that 1 cleaveland will make your planes go max spread where 3 bb's from tier 10 sitting on them selfs will allow you for max spread. YES the actives can stay, but the spread mainly should be based of HOW MUCH DMG FROM AA TAKE YOUR SQUADRONS, so if enemy has high short range AA but weaker medium range, it would be better to drop the torps medium range (better spread then on in case of droping them on his head), while if they have the same lvl of medium and short range AA it would be better to drop them on their head = you need way more skill and experience in carriers to be good.

3) Also i would like the Japan flag changed to an historicly adequate one (nope i dont like downloading mods to get it) - German also, not only have USSR who some ppl find also insulting ect.

4) Would like a map that would requier for example destorying an Air Field on island where the enemy fleet is defending it (should i rly name the battles name i took it from ?) - by destorying i mean no capping but shotting down by HP/dmg value.

5) 1 on 1 map or 2 on 2...

6) Training map that doesnt need a mod to download,

7) more adequate ratios in ship stats card (coresponding really to their gear/armor ect),

8) XP for spotting (so dd's ect get some more xp, and maybe tanking dmg and living ect ect).

 

I Find that 1/2/4 would be the most important of what this game needs in my eyes.

 

Edited by t0ffik1
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3) Also i would like the Japan flag changed to an historicly adequate one (nope i dont like downloading mods to get it) - German also, not only have USSR who some ppl find also insulting ect.

This has been covered so many times... These flags are iligal to display outside if a historical Documental or film Setting in many countries. So will never be implemented in the game! as it would meen multiple vertions of game dependig on reagion/country. The Soviat union flag however is not iligal any where (I beleve)

 

I Find that 1/2/4 would be the most important of what this game needs in my eyes.

 

 

Edited by T0byJug

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If the IJN flag is illegal then how come current Japan navy uses it ?

https://en.wikipedia.org/wiki/Rising_Sun_Flag#/media/File:Naval_Ensign_of_Japan.svg

 

Yes it is minimal brighter, but still its basicly the same and your argument here is invalid as its not illegal.

Edited by t0ffik1

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If the IJN flag is illegal then how come current Japan navy uses it ?

https://en.wikipedia.org/wiki/Rising_Sun_Flag#/media/File:Naval_Ensign_of_Japan.svg

 

Yes it is minimal brighter, but still its basicly the same and your argument here is invalid as its not illegal.

 

because its not against the LAW in JAPAN.........

I do however beleave its not allowed in some  other asion countries like China.

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I kindly ask you to refrain talking about other subjects then gameplay balancing, visual asthetics aren't a part of this topic.

Just download a mod and be happy

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