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G01ngToxicCommand0

How to improve the game

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Beta Tester
2,177 posts
23,249 battles

The best way to improve the game and stop player exodus is surprising simple.

 

1) As at least 90 plus percent of the player base do not want CVs in the game due to its broken mechanics and ability to perform strikes with impunity that class should be placed in a game for itself with mulstiple CVs on each side on larger maps with more open waters where the 3 other classes are there only there for support be it AA or anti destroyer action.

The goal of this game mode is either to destroy the most enemy's CVS or a Epicenter type battles over a center map objective, Midway Island for example..

 

2) Replace CVs in standard, domination and epicenter battles with CVEs and CVLs as those will be better balanced for those types of game modes and the skill level of the average player due to their smaller flight decks which will not last as long in the battle as compared to those of the CVs. The squadron numbers, and squadron sizes should be balanced for a low AA rating enviroment  i.e. smaller but still able to get through with 1 or 2 strike aircraft against a single high AA rating target with defensive fire

 

3) Rebalance AA by a general decrease in AA ratings so that CVEs and CVLs will not have their squadrons wiped out in the blink of an eye

 

4) Let cruiser's fighter and spotter planes be player controlled now that the CVs are placed in their own game mode so that destroyers can be located and hunted down by the cruisers.

 

5) Remove planes ability to spot torpedos

 

6) Give all cruisers the heal ability in order to mitigate the battleship heavy meta because that meta will never go away.

 

7) Decrease the distance scale by 50% so that shell flight times is increased by 50%

 

8) Increase game duration by 50% to compensate for the effects of point 4.

 

9) Increase XP and credits gain by 25% again to compensate for the effects of point 4; or adjust to lower/higher gains so that it fits the current XP/Credits gained per hour.

 

10) Increase detection range for spotter planes to 20km

 

11) Replace the standard ability to shoot from within smoke and behind island at targets to which there is no direct line of sight but make it possible with the use of new equipment which could be called: Radar Guided Fire Control with a maximum range of 10km which should be available from tier 6 and up in the second equipment slot.

While using spotter planes, not fighters, the ability to shoot from within smoke and behind islands should still work though.

 

10) Give guns, both main batteries and secondary guns their IRL effective ranges as the flight times will be substantially longer greater gun range wont influence the balance.

 

11) Increase ruddershift times to fit the decreased distance scaling

 

12) Reduce IJN torpedo detection range to 500m for oxygen using torpedos and increase their ranges by 50% however reduce their speed to a maximum of 55-60 kts without torpedo acceleration for a combined maximum speed of 65 kts with Torpedo Acc. captain skill for high speed low range setting. and the longer the range the slower the torpedo speed as it is now. Reload times will probably need to be rebalanced.

 

13) Reduce all other nations' torpedo detection range to 1 - 1.5 km to compensate for decreased map distance scaling.

 

14) Introduce multiple torpedo settings on all nations ship borne torpedos so that there will be short range but fast running to long range slow speed settings to chose between. The interface should work by using the buttons 3,4 and 5 and multiple clicking on the same button shoukd change torpedo spread angle as per usual.

 

15) A general increase in detection ranges to fit the decreased map distance scaling so that ships will be spotted further out.

 

16) Increase dispersion for BB main guns when shooting at destroyers(DDs) and light cruisers(CLs) below 8.000 tons with 10% higher dispersion VS DDs and 5% VS CLs in addition to any dispersion from camo and for CAs also increase dispersion by 5 and 3% respectively

 

17) Make secondary batteries player controlled on BBs and CA/CLs which will not suffer the above limitations. GUI button set to 6 with the ability to change between AP and HE if available.

 

Sorry for wall of text.

That is all for now.:tea_cap:

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Players
3,017 posts
11,390 battles

Out of curiousity where did the 90 plus percent came from? Or is it once again another assumption.

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Alpha Tester
658 posts
2,515 battles

18.remove HE spam,and the BBs dispersion is enough high(better to number limits like max 2 BB 2 DD and 1 CV) but the heal for cruiser is good idea.

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[-SBF-]
Alpha Tester
665 posts
10,194 battles

19. Declare bankruptcy because game broken.

 

But, seriously, your suggestions are pure dribble.

 

Decrease the distance scale by 50%? So you're fine with torpedoes traveling 1,5 - 2 minutes to their target? I'm not.

 

Hour long battles in slow motion? More dispersion and RNG?

 

Thanks, but no thanks.

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[TOXIC]
[TOXIC]
Players
1,135 posts
5,963 battles

1) As at least 90 plus percent of the player base do not want CVs in the game due to its broken mechanics and ability to perform strikes with impunity that class should be placed in a game for itself with mulstiple CVs on each side on larger maps ...

 

:D

 

Was this a copy/paste from an arty thread on the Tanks forum, by any chance?

  • Cool 1

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[HABIT]
Beta Tester
1,568 posts

1) Source? Or do you speak "on behalf of 90% of the players", i.e. for yourself?

 

2) Besides tier X and maybe tier XI CVs the flight decks are already small. What do you propose the main damage source for CVs will be with this change if only 1-2 strike aircraft reach their target? Currently that would mean 15k damage for 2 torpedoe hits and a "reload time" of several minutes if you include rearming, flight to a new tzarget and waiting for a good opportunity.

 

3) This could be done without changing the CVs as you said and it would still be ok.

 

4) Why? and no, some non-CV players already barely manage to steer their own ship, let alone take control of additional units.

 

5) Why?

 

6) Why?

 

7) Why?

 

8) What does game duration have to do with point 4?

 

9) Again, what does this have to do with point 4?

 

10) Why?

 

11) So only Atlanta and USN DDs should be able to use islands as cover and shoot at enemy at the same time?

 

12) Why? And don't come with "because realism". We all know this argument is invalid.

 

13) You want to decrease rudder shift timer for ALL ships AND you want decrease the torpedoe detection. I can guarantee you that not only BB players will whine about this.

 

14) Again, same for point 4. You can be happy that most players can handle buttons 1-3. Just a necessary overcomplification.

 

15) If the above changes were valid this would be a necessary consequence.

 

16) Why? More RNG? More people complaining about "I don't hit" or "This one stray shell citadeled me"?

 

17) If you want player controlled secondaries... go play Steel Ocean. Same as for point 4.

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Beta Tester, Players
740 posts
20,950 battles

LOL ? .... I had to add a coment after remove the CV ... and i was like .... 90 % of the player dont like CVs curse they dont understand how they work ,.. and dont meet them offen..... CV PUNISH SOLO and Yolo and force you to play as a team .... and WG like us to play that way ... but the 90% of the player base just yolo about not undstanding what is going on... im my eyes we need CVs in all matches.

 

 

mang

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Quality Poster
1,695 posts
9,500 battles

10) Hell no! Nothing more annoying than being spotted by a plane so far away you can't even see it, never mind shoot at it. Especially for a DD.

 

Sorry, but reaching consensus on this proposal seems very, very unlikely.

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