Shhhhh
Captain
Posts: 1,318
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Date registered: Feb 21, 2016 4:21:27 GMT
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Post by Shhhhh on Sept 3, 2018 16:38:49 GMT
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Shhhhh
Captain
Posts: 1,318
Likes: 634
Date registered: Feb 21, 2016 4:21:27 GMT
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Post by Shhhhh on Sept 3, 2018 21:19:51 GMT
The part most are interested in starts at 21:35
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ZER01025
Captain
Posts: 1,196
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Console: Xbox 360 & One
Clan tag: BNKR
Is R35T a Skreb?: No
Date registered: Mar 1, 2016 14:07:16 GMT
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Post by ZER01025 on Sept 3, 2018 21:35:07 GMT
Looks cool but I don't have my hopes up. I'll update it soon and see what I think.
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Ron James Dio
Lieutenant
Posts: 829
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Date registered: Mar 29, 2016 12:57:01 GMT
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Post by Ron James Dio on Sept 3, 2018 23:18:10 GMT
Wow, that sounds like some pretty dramatic changes. I'm not sure I like the idea of only having a single squadron at a time. That sounds like it will dramatically reduce a CV captains uptime
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CatSnipah
Lieutenant
Catnip Commander
Posts: 532
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Console: Xbox one
Preferred server: East
Clan tag: [BNKR]
Is R35T a Skreb?: Yes
Mini-Profile Name Color: 096ab1
Mini-Profile Text Color: 096ab1
Date registered: Feb 23, 2016 13:13:03 GMT
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Post by CatSnipah on Sept 4, 2018 3:29:58 GMT
So, only one squadron at a time, but they will be OP?
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Shhhhh
Captain
Posts: 1,318
Likes: 634
Date registered: Feb 21, 2016 4:21:27 GMT
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Post by Shhhhh on Sept 4, 2018 7:46:33 GMT
So, only one squadron at a time, but they will be OP? From my understanding it will be one squadron at a time but Each carrier will have unlimited planes Depending on squadron size you can make multiple attack runs with one squadron. Looks like each attack involves 3 planes. With a squadron of 6 planes, you make 2 runs, squadron of 9, 3 runs etc. As you progress in tiers squadron size gets larger. You get faster turn around if your planes survive, but if you lose a squadron it takes longer to send another up. Of course this is all a work in progress
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Post by Cap'nKaitoGhost on Sept 6, 2018 22:24:46 GMT
Cross drop is eliminated, and apparently so is baiting damage control with torp bombers so that dive bomb fires stick. Strafing is gone, which is good because that mechanic was fucking broken.
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Shhhhh
Captain
Posts: 1,318
Likes: 634
Date registered: Feb 21, 2016 4:21:27 GMT
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Post by Shhhhh on Sept 6, 2018 23:01:00 GMT
Cross drop is eliminated, and apparently so is baiting damage control with torp bombers so that dive bomb fires stick. Strafing is gone, which is good because that mechanic was fucking broken. It really depends on how many CV's are allowed per match. If at least 2 per team as long as you coordinate you could still do cross drops and baiting.
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Post by Cap'nKaitoGhost on Sept 7, 2018 0:30:41 GMT
Lol, coordination in random battles.
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Shhhhh
Captain
Posts: 1,318
Likes: 634
Date registered: Feb 21, 2016 4:21:27 GMT
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Post by Shhhhh on Sept 7, 2018 1:04:38 GMT
Lol, coordination in random battles. Pstop crushing my dreams Kaito
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Ron James Dio
Lieutenant
Posts: 829
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Date registered: Mar 29, 2016 12:57:01 GMT
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Post by Ron James Dio on Sept 8, 2018 11:18:59 GMT
Dumbing down CV's is all. Less damage potential, waaay less. Micromanagement was key before. You had to be paying attention and planning things out. Manual drops were rewarded with big damage if you could hit them, no different than a Jap destroyer invisispotting you and sending up an unavoidable wall of fish.
No more CV scouting. That'll eat up too much of your damage potential in a game. Only one squadron? Cant waste potential torp hits to spot the 10,000 health a DD has. Fuck that.
It could be fun, who knows, but I am not excited. I like the current challenge in using them properly. Its a hard class to master.
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Shhhhh
Captain
Posts: 1,318
Likes: 634
Date registered: Feb 21, 2016 4:21:27 GMT
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Post by Shhhhh on Sept 8, 2018 21:34:50 GMT
Dumbing down CV's is all. Less damage potential, waaay less. Micromanagement was key before. You had to be paying attention and planning things out. Manual drops were rewarded with big damage if you could hit them, no different than a Jap destroyer invisispotting you and sending up an unavoidable wall of fish. No more CV scouting. That'll eat up too much of your damage potential in a game. Only one squadron? Cant waste potential torp hits to spot the 10,000 health a DD has. Fuck that. It could be fun, who knows, but I am not excited. I like the current challenge in using them properly. Its a hard class to master. A lot of people seem to think there is a lot more damage potential, especially at the higher tiers with larger squadrons. If I'm understanding it correctly a squadron of 24 torpedo bombers for example would have 8 drops total of 3 each. You could hit the same target 8 times or if you sink in on the first 2 strikes you have 6 more to use before returning to rearm. That's if I'm understanding correctly lol.
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Ron James Dio
Lieutenant
Posts: 829
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Date registered: Mar 29, 2016 12:57:01 GMT
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Post by Ron James Dio on Sept 8, 2018 22:32:52 GMT
Hitting 3 different targets at the same time with 3 different torpedo squads of 5 planes a piece is 50,000 potential damage a squadron. Even 3 out of 5 on 3 different targets is still 30,000 dmg per target. As opposed to a single squadron attacking one target at a time.
You can also attack 3 targets at once, or at least put pressure on 3 targets, and spot with your fighters simultaneously. So not only are you a significant threat to multiple ships at once, you are also spotting for your team and assisting with their damage, or helping out a BB by spotting an invisible dd thats hounding it.
Multiple squadrons allows a CV captain much greater versatility. A well played CV can make a tremendous difference on a game. The threat potential of 3 or 4 or 5 attack squadrons is massive, but the rearm time from losing a squadron is spread out amongst the multiple squads.
Losing two torp squads still leaves the bomber squadron and fighter, you can still contribute to the game. You currently have to be much more aware of plane losses because of limited squadrons. It also prioritises targets for your fighters. Shooting down a torp squad can be a huge loss for a CV.
Having 24 planes in a squadron to allow multiple attacks is a waste, if only 3 or 4 attack at once. You have 20 other loaded planes not involved in the attack flying directly towards an enemy AA zone and taking damage, to not even attack the target. Each attack you make, or flyover is wasting the health of any planes not actively attacking. Maybe your first attack leaves a bunch of still armed planes injured? Your next attack may thenfail. I assume the AA won't be discriminating between planes actively attacking and those just doing a flyby? Maybe on your first attack you get hit by multiple higher tier AA fields and lose 3/4 of your squadron. 18 planes lost to try and drop 3 or 4 torpedos seems like an appalling use of resources.
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Shhhhh
Captain
Posts: 1,318
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Date registered: Feb 21, 2016 4:21:27 GMT
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Post by Shhhhh on Sept 9, 2018 2:34:30 GMT
Hitting 3 different targets at the same time with 3 different torpedo squads of 5 planes a piece is 50,000 potential damage a squadron. Even 3 out of 5 on 3 different targets is still 30,000 dmg per target. As opposed to a single squadron attacking one target at a time. You can also attack 3 targets at once, or at least put pressure on 3 targets, and spot with your fighters simultaneously. So not only are you a significant threat to multiple ships at once, you are also spotting for your team and assisting with their damage, or helping out a BB by spotting an invisible dd thats hounding it. Multiple squadrons allows a CV captain much greater versatility. A well played CV can make a tremendous difference on a game. The threat potential of 3 or 4 or 5 attack squadrons is massive, but the rearm time from losing a squadron is spread out amongst the multiple squads. Losing two torp squads still leaves the bomber squadron and fighter, you can still contribute to the game. You currently have to be much more aware of plane losses because of limited squadrons. It also prioritises targets for your fighters. Shooting down a torp squad can be a huge loss for a CV. Having 24 planes in a squadron to allow multiple attacks is a waste, if only 3 or 4 attack at once. You have 20 other loaded planes not involved in the attack flying directly towards an enemy AA zone and taking damage, to not even attack the target. Each attack you make, or flyover is wasting the health of any planes not actively attacking. Maybe your first attack leaves a bunch of still armed planes injured? Your next attack may thenfail. I assume the AA won't be discriminating between planes actively attacking and those just doing a flyby? Maybe on your first attack you get hit by multiple higher tier AA fields and lose 3/4 of your squadron. 18 planes lost to try and drop 3 or 4 torpedos seems like an appalling use of resources. I think it really depends on how they tweak/balance it. It could really go either way. EU forum really is divided forum.worldofwarships.eu/topic/105510-cv-rework-discussion/
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Ron James Dio
Lieutenant
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Date registered: Mar 29, 2016 12:57:01 GMT
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Post by Ron James Dio on Sept 9, 2018 3:32:53 GMT
Absolutely, you are correct. It will heavily depend on how they intergrate the system. I'm not going to condemn the update fully until I test it out, I can definitely see your points.
It could be implemented fairly well, but it has the potential to ruin a lot of the fun many dedicated CV captains enjoy. Most CV players I chat with enjoy the micromanagement aspect of the class, and it does have a relatively steep learning curve, but its extremely fun and rewarding when you have a good game. The low tier CV's are simple to play, not being able to manual drop, and they require much less map awareness in terms of AA cruisers and Def AA fire coverage zones. It is a good introduction to CV play, which progressively gets harder as you move up the tier list, as it should be.
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Shhhhh
Captain
Posts: 1,318
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Date registered: Feb 21, 2016 4:21:27 GMT
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Post by Shhhhh on Sept 9, 2018 8:50:23 GMT
Absolutely, you are correct. It will heavily depend on how they intergrate the system. I'm not going to condemn the update fully until I test it out, I can definitely see your points. It could be implemented fairly well, but it has the potential to ruin a lot of the fun many dedicated CV captains enjoy. Most CV players I chat with enjoy the micromanagement aspect of the class, and it does have a relatively steep learning curve, but its extremely fun and rewarding when you have a good game. The low tier CV's are simple to play, not being able to manual drop, and they require much less map awareness in terms of AA cruisers and Def AA fire coverage zones. It is a good introduction to CV play, which progressively gets harder as you move up the tier list, as it should be. That's the reason I stopped playing CV's, having to face a superior mode while in tier 5 vs 6 and having to relearn them at tier 6, but that's another discussion. What I think will be fun is a lot of players consider the rework to have been done for console, but most likely will have to have changes made to make sure it will work on console.
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Ron James Dio
Lieutenant
Posts: 829
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Date registered: Mar 29, 2016 12:57:01 GMT
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Post by Ron James Dio on Sept 9, 2018 20:56:49 GMT
I do see your point but its not that much different to playing a tier 7 or 6 DD and facing tier 8 cruiser Radar. You always have a disadvantage when playing higher tier ships, no matter what class.
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Post by Cap'nKaitoGhost on Sept 10, 2018 1:37:26 GMT
I do see your point but its not that much different to playing a tier 7 or 6 DD and facing tier 8 cruiser Radar. You always have a disadvantage when playing higher tier ships, no matter what class. I disagree. Running into an enemy CV that can quite literally strafe your planes with near impunity and then turn around and manual drop an undodgeable spread of torpedoes on one of your BBs was stupid frustrating.
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Shhhhh
Captain
Posts: 1,318
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Date registered: Feb 21, 2016 4:21:27 GMT
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Post by Shhhhh on Sept 29, 2018 1:55:28 GMT
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Major Englush
Sergeant
Posts: 367
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Console: Xbox
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Date registered: Feb 22, 2017 15:11:28 GMT
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Post by Major Englush on Sept 29, 2018 13:53:17 GMT
My issue with the way CVs currently work is that the gap between good and bad players is simply way, way too big and has an over-sized impact on the game at high tiers. If you have a bad CV player on your team, you will lose 97 times out of 100. You just will. The only other class that comes close are DDs, but even a great DD player can't do what a great CV player can: dominate spotting and have devastating strike potential over the entire map. I won't even think about trying CVs in their current iteration--I have no experience with RTS games, and my brain would sieze like an engine that's ran outta oil. I will, however, try them if this is the route they go. Just so much easier for noobs like me.
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