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Old 02-06-2019, 07:53 PM   #6751
parker
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As a cv?
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Old 02-06-2019, 08:37 PM   #6752
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Probably meant the failure of flak as a balancing mechanic.

I think the major disconnect allowing CVs to gain so much power is the removal of the previous fighter squads. Real counter aircraft kept CV tactics from overrunning all aspects of the match. The current CV's fighter is not enough. It seems that 2 or 3 concurrent deployments that have a small area of effect may have kept CV squads from the dominating gameplay.

I think introducing rockets may have been in error with the initial rework.
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Old 02-06-2019, 10:55 PM   #6753
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Hotfix coming tomorrow. The first of many balance sweeps. I gotta say, CV play is more engaging but still comes in last behind DDs, BBs and CA/CL. Trying to get as many commander points on the Hakuryu as can tonight.

https://worldofwarships.com/en/news/...nt/update0801/

Quote:
In Update 0.8.0.1 we will carry out balance changes and improvements of aircraft carriers and AA stats.

Update Downtime Starts: Thu. Feb. 07 2:00 AM PT / your local time: Thu. Feb. 07 2:00 AM
Update Downtime Ends: Thu. Feb. 07 3:00 AM PT / your local time: Thu. Feb. 07 3:00 AM

To allow you to adapt your Commanders and ships to the new carrier gameplay as comfortably as possible, from February 8 to February 11, you'll be able to retrain your Commanders, redistribute their skill points and demount modernizations for free. This event includes all Commanders and ships, regardless of specialization or class.

Changelog:
In Update 0.8.0.1 we will carry out balance changes and improvements of aircraft carriers and AA stats.

To reduce the attacking and spotting potential of Attack Aircraft against destroyers in high-tier battles, the number of aircraft in the squadron was changed to 9, and in the attack group to 3. The changes affected the aircraft carriers VIII Lexington, VIII Shokaku, X Midway, X Hakuryu.
Increased the height which returning aircraft need to reach in order to become invulnerable to AA fire. This will allow ships to fire longer on returning aircraft and will help to counter the tactic in which the player gives the order to the squadron to return immediately after the first attack group's run ("F" key by default).
Maneuvering among the AA explosions allows you to reduce the damage received from air defense, even while in the AA range of ships with powerful air defense. We redistributed the efficiency of air defense between the constant damage taken and the puffs of damage from explosions - the efficiency was increased for the former and decreased for the latter. This will keep the tactics of dodging explosions still effective, but it will not allow planes to stay too long in the range of air defense without taking significant losses, especially when attacking a formation of ships.
Changed several features of the Japanese torpedo bombers. Now, if during the preparation for the attack, the attack group maneuvers, your aim will not stabilize (aiming cone stops narrowing). And when maneuvering during an attack run - begins to widen. In order to carry out an effective attack, you need to preemptively choose the line of attack and try not to make last-minute maneuvers.
Reduced the chance of flooding by approximately a third for the Japanese aerial torpedoes in tiers IV-VIII, and by half for German (tier VIII) and Japanese (tier X) aerial torpedoes.
Significant changes have affected the alternative plane torpedo module for X Hakuryu. The attack run preparation is now longer, and more difficult - the parameters of the aiming were changed and the angles of the torpedo spread were increased even when aiming is at its most accurate. In addition, the speed of aircraft when returning to the aircraft carrier is reduced and the delay before the start of a new attack is increased. We have significantly changed the characteristics of torpedoes: reduced speed, increased detection radius and arming time.
To increase the effectiveness of attacks, we added resistance to AA damage for bombers at the time of readiness to attack (when the aiming indicator turns green). In this phase of the attack, all bombers will receive 30% less damage.
Bug fixes: the aiming for the stock attack aircraft on the carrier VI Rangeris now similar to the aiming for all American attack aircraft. The characteristics of the basic 'Fighter' consumable for V Emeraldare brought to the same value as 'Fighter II' and the minimum speed of the stock Japanese bombers of all tiers does not exceed the minimum speed on the researchable bombers.
If the ship has no 25 mm AA guns, medium-range AA defenses start at 1 km. These ships' AA configuration will now be emphasized if you can't shoot planes inside of a 1km range.
Changes to test ships
British torpedo bombers showed excessive efficiency in combat. To balance them, the following changes have been made:
Changed the parameters of the approach to the attack of British torpedo bombers: the duration of the attack preparation has been increased and the angles of the torpedo spread at optimal aiming have been increased.
Changed settings on all the British aerial torpedoes: increased time of arming, increased range, and their speed is now equal to 35 knots.
On British aircraft carriers at tiers VIII and X there is now only one type of torpedo: Mark XII (basic tier VIII aerial torpedo).
In addition, some bugs have been fixed in the update:
Fixed a bug where the flag of the eleventh Ranked Season was displayed incorrectly in the player's profile in the section with season statistics.
Fixed a bug that caused the game to freeze when switching to the port in some cases on weak PC configurations.
Fixed a bug that caused the sound of shots in combat to be played incorrectly in some cases.
Finally, in honour of the Lunar New Year celebrations, all players that switched over to the Dragon Port will see a new loading screen with a thematic image.
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Old 02-07-2019, 03:16 PM   #6754
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Hotfixed nerfed the hell out of Hakuryu. It was fun while it lasted.

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Old 02-08-2019, 11:54 AM   #6755
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Old 02-08-2019, 03:27 PM   #6756
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They announced the prices of a few new premiums:

Azuma(Tier 9 cruiser) - FXP
Azuma buffed to be a T10(has a different name) - coal
Neustrashimy - steel

I'll probably use my FXP on Alaska and my coal on the T10 Azuma. If either is ever released and they stop ****ing up the game. I find it slightly annoying that in trying to reinvigorate one class(CVs), they've killed another(DDs). I only hope the novelty of the CVs wears off quickly and the meta improves for DDs. In Flamu's latest video, he explains how he's stopped taking concealment expert on everything because there's no point when everything is permaspotted by aircraft. I'm inclined to agree.

This game went from awesome to **** in a very short period of time.
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Old 02-08-2019, 03:31 PM   #6757
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I see Flamu's point and he may be right, but. Sometimes the planes aren't as much of an issue in game. In those cases it would come in handy.

Reasons I took advantage of the captain reset and don't plan on training them all until this settles down. It may be a while, judging by how long the cv balance took.

I'm kinda regretting the premium time I got but, could be worse.
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Old 02-08-2019, 04:09 PM   #6758
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Some games don't even have carriers in them but I have removed AFT and replaced it with the AA sector reinforcement on most of my high tier 10 cruisers and BBs. I'm not dropping concealment on DDs.

I'm just grinding out as many 19 point commanders as I can.
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Old 02-12-2019, 08:46 PM   #6759
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Ranked is actually a lot of fun. I took my fully kitted out Jutland from the bottom to rank 12 without losing a star. Only lost a couple of games, but was at the top in both of them.

I've got enough combined steel and coal for JB, now. I think I'll wait for the T10 IJN cruiser though. None of the steel ships really interest me. I've got Krohn so I don't want Stalingrad, Flint doesn't interest me, and if I'm going to play a Fletcher clone, I'd rather play Kidd.
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Old 02-12-2019, 10:31 PM   #6760
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Quote:
Originally Posted by FaastLegacy View Post
Ranked is actually a lot of fun. I took my fully kitted out Jutland from the bottom to rank 12 without losing a star. Only lost a couple of games, but was at the top in both of them.

I've got enough combined steel and coal for JB, now. I think I'll wait for the T10 IJN cruiser though. None of the steel ships really interest me. I've got Krohn so I don't want Stalingrad, Flint doesn't interest me, and if I'm going to play a Fletcher clone, I'd rather play Kidd.
Nice. I haven't gone back to ranked but will try to get to rank 5 before the season is over. Same, no Flint even though I have the steel for it. I'm going for Bourgogne as it's the most appealing to me.

Been playing the Midway and enjoying it, even though some AA is still retarded OP.

Clean out your friends list and black lists and port UI is better/less laggy.

Last edited by johnnyb; 02-12-2019 at 10:39 PM.
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Old 02-14-2019, 12:09 AM   #6761
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Got into a game with seven jabronis in DDCO clan where they sync-dropped and were split 4/3 per team. DDCO Shimmy on my team torped my Vanguard for half my health and of course it was my fault. Most of them talked smack, two reported me and ALL had negative KD and WR. I only looked since I was trying to find the "leader" and ask him to control his people. Be warned if they are on your team.
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Old 02-14-2019, 04:39 PM   #6762
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Attempted to play last night but after the 30-40 minute update download, getting various drivers updated and then getting a new French BB set up in game I finally hit battle and.......... the game froze and gave me a fatal error of some sort.... guess they don't want me back.


I also had to figure out hide the stupid ARP ships in port again, that was annoying.
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Old 02-14-2019, 04:42 PM   #6763
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Quote:
Originally Posted by holdenspecb View Post
Attempted to play last night but after the 30-40 minute update download, getting various drivers updated and then getting a new French BB set up in game I finally hit battle and.......... the game froze and gave me a fatal error of some sort.... guess they don't want me back.


I also had to figure out hide the stupid ARP ships in port again, that was annoying.
I had a game crash playing co-op for legendary wins last night. Might have been the same issue but the UI is supposed to get an update in 8.2.
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Old 02-15-2019, 11:58 AM   #6764
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Jumped in to try again last night, get all logged in and I'm PINK WTF? It said something about abandoning a battle or being inactive....wut... welcome back I guess?

I played one game but it was the slowest load in I've ever had..
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Old 02-15-2019, 12:01 PM   #6765
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Quote:
Originally Posted by holdenspecb View Post
Attempted to play last night but after the 30-40 minute update download, getting various drivers updated and then getting a new French BB set up in game I finally hit battle and.......... the game froze and gave me a fatal error of some sort.... guess they don't want me back.


I also had to figure out hide the stupid ARP ships in port again, that was annoying.
You can sell the ARP ships now for credits.
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Old 02-15-2019, 12:32 PM   #6766
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Quote:
Originally Posted by FaastLegacy View Post
You can sell the ARP ships now for credits.
I saw that when I was looking into see how to hide them, but the game crashed soon after.
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Old 02-15-2019, 01:46 PM   #6767
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With the help of some FXP I got a 19 pt commander on my Midway. It's a lot more fun and challenging than the RTS system. In a good round, I break into the top 3. Most of the time I get inside the top 7 with an occasional fast/bad round where my team wins and I am in the bottom 3. It's very hard to outright kill a ship from 100-0, so most of my kills are finishing kills. I can take half of a BB's HP with bombs and torps, but usually costs me a good amount of planes. I do think they should increase rocket dispersion so DDs don't get wrecked by them.

So, while the changes have annoyed everyone to no end, I don't see them as OP as it was in RTS so far.
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Old 02-18-2019, 10:12 AM   #6768
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I got to tour the real Belfast today. She's in pretty good shape. One thing I didn't know is that she's in the game as her post 1959 refit edition. During WW2, she looked more like a Fiji. She also helped sink Svharnhorst and Bismarck.
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Old 02-18-2019, 11:33 AM   #6769
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Quote:
Originally Posted by FaastLegacy View Post
I got to tour the real Belfast today. She's in pretty good shape. One thing I didn't know is that she's in the game as her post 1959 refit edition. During WW2, she looked more like a Fiji. She also helped sink Svharnhorst and Bismarck.
Neat!

Going for the legendary upgrade on the Midway. It's a 25% (well 20% since you have to remove the 5% upgrade) buff to attack aircraft. It should be worth the grind but something to consider if you think your AA isn't working against a Midway's planes.
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Old 02-19-2019, 11:35 AM   #6770
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Good news. The sky is not falling. Just my planes when I try to fly over a Wooster and Mino.


When they release the Alaska and other new ships, there will be another big increase in players.
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Old 02-19-2019, 11:38 AM   #6771
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I'm going to give CVs an honest effort when I get back. I'm still not pleased about the consequences to DDs though.
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Old 02-19-2019, 12:51 PM   #6772
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Quote:
Originally Posted by FaastLegacy View Post
I'm going to give CVs an honest effort when I get back. I'm still not pleased about the consequences to DDs though.
I'll send some rockets at a DD and drop a group of fighters, but honestly my time is mostly spent going after any Japanese or German BB since the have the "weakest" AA. DDs only get my attention if they get too close or are one of the last ships. Sure, you can wear down a DD, but your DPS is higher when you focus on BBs.

Start your torp attacks about 6-7km away and don't drop until zoomed in. Release the torps right at the nose of the ship with one side of the indicator "lane" almost touching. For a second attack you really have to get 8-9km away to get another good drop.

Start your dive bombs within a ship length if the BB is coming at you (start further away for cruisers since they are faster) and start your attack with the reticle on the nose of BB if it's going away from you.

Rocket planes, just make sure you circle away far enough to get a good second attack. The sooner you start the attack without changing direction, the smaller your reticle stays and more accurate the drop is.

If you miss your chance to drop any ordinance, you'll have to wait for the timer to time out and line it up again. Just wait, don't drop.

Attack any isolated targets, especially any BB.
Use islands for cover to attack campers and keep your planes healthy.
Don't fly over any Woosters, DM, Salem or Minos.
Avoid flying over any cluster of ships to get to a "weak" ship.
Don't attack the other CVs unless they aren't moving. You'll lose a lot of planes, but at least the stationary CVs are easy damage.
Don't try to drop all of your ordinance. 1-2 attacks and send the rest of the planes back for a full squadron. You'll have more full squadrons later in the game if you don't get greedy. Plus, AA mounts wear down. ;-)

DM, Salem and Mino players are now camping islands just for AA protection for others flanking and it makes them impossible to take out.
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Old 02-20-2019, 02:03 PM   #6773
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Quote:
Originally Posted by FaastLegacy View Post
I'm going to give CVs an honest effort when I get back. I'm still not pleased about the consequences to DDs though.
You may want to temper your expectations. CVs getting nerfed soon.

On one hand, I have bad, bad 40k damage rounds and no kills when I'm against US ships. On the other hand, I have 170k damage rounds when I am against SOME IJN and German BBs. I don't see the point in playing CVs for 20k lows and 120k highs unless there's a nerf to AA which I am sure they won't do or BB players will cry and quit.

https://worldofwarships.com/en/news/...t/update-0803/

Quote:
Update 0.8.0.3 will affect the interaction of carriers with destroyers, the "Fighter" consumable, and the individual balance of some ships.
Due to the good maneuverability and precise aiming even when changing direction of attack, Attack Aircraft are excessively effective against destroyers. The latter have almost no opportunities for counterplay, even with active maneuvering. Given the high speed, Attack Aircraft successfully repel destroyers from control points and, in the early stages of battle, force them to keep close to allies, so as not to suffer from airborne attack. Taking into account the above factors, we have reduced the effectiveness of attack aircraft against maneuvering destroyers, but at the same time preserved the main features of the planes. These changes will apply to Attack Aircraft of all CVs:
Increased preparation time for the attack, which will not allow instant attacks on destroyers.
Changed the parameters of aiming: now planes get a large aim penalty when changing their direction during an attack and will not be able to accurately shoot rockets when maneuvering.
Maneuverability during the preparation for the attack and during the attack run is reduced, which will not allow Attack Aircraft to easily aim at a maneuvering destroyer if the approach of the attack was originally on the wrong vector.
Thus, the destroyer, which actively maneuvers and takes into account in advance the attack vector of the squadron, will be able to successfully dodge the attack. The interaction of attack aircraft with ships that do not change their course or, due to their characteristics, cannot do it quickly enough, will remain at the same level.
Visibility of all ships from the air is reduced by 20%. This will reduce the reconnaissance potential of ***1057;Vs at the start of the battle and will help destroyers to remain undetected for a longer period, provided that their AA is turned off with the help of the P key.
To improve the efficiency of the "Fighter" consumable, we changed its settings. Now, fighters quickly begin pursuing enemy squadrons in their area of influence.
Also increased cruising speed, increased the number of aircraft called by consumable on the squadron from 2-3-4 to 3-5-7, respectively.
We have also significantly reduced the hit points of fighters, which will emphasize their weakness against ships and low efficiency as an intelligence tool. In addition, the radius of patrolling fighters for squadrons has changed with tier progression: at tier VI it has been reduced to 2.5 km, tier VIII is unchanged, and at the X tier it is now 3.5 km.
Due to the excessive efficiency on account to the large number of torpedoes in the attack flight, the attacking potential of Midway's torpedo bombers is reduced: their torpedoes have been replaced with weaker ones (the maximum damage is now 4233 instead of 5367) and the chance of flooding is reduced. Other parameters remain unchanged.
Changes that have affected the premium aircraft carrier Enterprise:
Bombers in all respects have become similar to the SB2C Helldiver bombers found on aircraft carrier Lexington, but they still carry AP bombs. This change will increase the survivability of the squadron.
Reduced torpedo arming time. The torpedo aiming is now similar to the TBF Avenger torpedo bombers of the aircraft carrier Lexington. Previously, the torpedo aiming reticle was tightened slowly, but the penalty for maneuvering was lower. Now, the aiming will be faster, but the penalty for maneuvering will be higher. Thus, when it's the right time to attack, the torpedo bombers will be able to drop their torpedoes more quickly and accurately.
Replenishment of Attack Aircraft on the deck has been accelerated, allowing for faster compensation for the loss of aircraft in battle.
Other changes:
Fixed an incorrect cooldown for consumable "Defensive AA Fire II" on destroyers. Now it is lower than the "Defensive AA Fire I".
Reduced the size of bomber squadrons for British aircraft carriers, and increased fall time of the bombs. Due to the specifics of dropping bombs, British aircraft were too effective compared to other bombers. These changes will allow them to retain their features but will lead to a more balanced damage output.
Changed number of attack aircraft in the attack flight for the base plane module of the aircraft carrier Furious, and for the attack aircraft on the aircraft carrier Indomitable. Now there are two planes instead of three in the attack flight, which will make three attacks possible in one squadron instead of two.
Fixed a bug that caused the guns of the ship HuangHe to be displayed as floating in the air when a special Lunar New Year camouflage was equipped.
February 23, the port of St. Petersburg will be decorated to celebrate the Defender of the Fatherland Day. Its appearance will remain festive until the release of update 0.8.1.
MORE Nerfs... Planned, but not set in stone.

Quote:
World of Warships Development Blog
9 hrs ·
Dear players,

Today we will talk about the improvement of the new gameplay of aircraft carriers. As already noted, with such a big change in the game, it has been necessary to apply some corrections over a few updates, and now we will share our plans for the foreseeable future - up to 0.8.4.

Please remember that plans sometimes change: the information below is preliminary, the timeframe may move, and following your feedback and suggestions, some points may well be added a little later.

1. Balance settings, general to specific. We are now at the stage of adjusting the balance between the classes and focussing on addressing specific issues (e.g. alternate torpedo Hakuryu to 0.8.0.1). The individual fine-tuning of the ships is out of the question for now. For example, first we need to find the optimal balance of air defense and aircraft losses at each tier, and then, if individual aircraft carriers lose too many aircraft, we can individually increase the survivability (or, if the air defense of individual ships is too weak, it can be strengthened). In addition, it should be understood that the gameplay has changed greatly, and players are still learning and adapting. Statistics of the combat effectiveness of CVs and other ships on the part of air defense is changing literally every day and only after some time will it stabilize. Therefore, it should take at least a few days after each balance change before making preliminary conclusions.
2. Some changes will affect the mechanics of constant air defense damage. As we said earlier, the number of explosions that appear in the path of the squadron is limited, which on the one hand still leaves the AA of ships strong enough but at the same time gives a chance to the planes to survive and not to see just a wall of "black" sky in front of them (read more here: https://medium.com/@devblogwows/aa-article-107c18eac84) Constant damage from a couple of ships is simply added up, resulting in excessive efficiency of any group of ships (given that flak now gives more air defense breaks). To solve this problem, we implemented a nonlinear addition of constant damage. Overlapping air defense zones will still be effective, but the squadron will have more chance to keep aircraft. If the squadron gets into the zone of action of the same two groups of guns with permanent damage 600, the total damage is equal to 960 and not 1200. Hit three zones, 1260, not 1800.
3. To solve the problem of "F-spam" (when the player, after an attack, could recall a squadron even under heavy air defense fire with impunity), we significantly increased the period of vulnerability of aircraft (specifically the climb) when returning. Now recalling a squadron to the aircraft carrier should be done only after leaving the zone of air defense, otherwise losses are inevitable. The same mechanics currently affect aircraft that have just carried out an attack - they need to gain the same altitude before they become invulnerable. Taken together, the problem of F-spam was solved, but, as many rightly noted, the loss of aircraft after attacking increased. To mitigate this, we will reduce the invulnerability ceiling for aircraft that have carried out an attack, but the squadron that a player returns using F-Key will still return via the higher altitude. This will soften the exit from the battle for the planes, but at the same time to avoid the return the "F-spam" exploit. Taking into account the new mechanics of calculating the damage of intersecting zones, significant changes in this area may not occur if other changes sufficiently affect the survival of aircraft.
4. We received proposals to take into account the damage to aircraft in the combat economy, so that any contribution to the air defense team was evaluated. The plan is to add damage inflicted to aircraft on the battle results screen, and in the calculation of economic rewards, but it will be added a little later, when statistics have stabilized.
5. The priority air defense sector interface, as well as the information regarding plane readiness on the deck of the CV will be reworked for more convenience and clarity.
6. We agree with the popular opinion that aircraft carriers have excessive capabilities to spot enemy ships, especially at the start of the battle. Work on a solution of the situation is already underway, and we will share information on progress in future publications. In addition, the action of the skill "Radio Location" will be disabled for aircraft by popular request.
7. The same can be said about the interaction of aircraft carriers and destroyers - the search for opportunities to mitigate the unpleasant scenario in which the aircraft carrier can effectively shutdown a destroyer with exhaustive attacks are already underway. We're testing changes to the settings of the Attack Aircraft and other potential improvements. There are chances that radical solutions will not be required, since the problems with the scenario described above play a serious role in the confrontation of the "Destroyer - Aircraft Carrier".
8. After collecting your comments, we will try to modify the autopilot, so that its operation is more predictable, and more convenient and reliable to use.

Once again, this is a preliminary and possibly incomplete list, and these changes are planned to be implemented by the 0.8.4 update. We will continue to inform you about our plans and future changes. Thank you for playing, your feedback, suggestions, and above all - for your concern.

Good Luck and Fair Seas!
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Old 02-20-2019, 02:18 PM   #6774
FaastLegacy
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I saw that. 8.4. We don't even have 8.1 yet. The genesis of that could be six months away.

I'm trying really hard to keep an open mind, but this seems to be acknowledgement that they ****ed DDs hard.
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Old 02-20-2019, 02:35 PM   #6775
johnnyb
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Quote:
Originally Posted by FaastLegacy View Post
I saw that. 8.4. We don't even have 8.1 yet. The genesis of that could be six months away.

I'm trying really hard to keep an open mind, but this seems to be acknowledgement that they ****ed DDs hard.
Yeah, but ranked is also taking away DD players, so they will be back. Then we'll have no CVs and a ton of DDs.

WG screwed this up so bad. The game is still playable but everyone is pissed about something or other.

Oh, and I got the Midway legendary mod and missed the note that you can't equip it.

At least I racked up another 19 point commander and a ton of elite commander XP.
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