Search the Community
Showing results for tags '8.0.1'.
Found 2 results
Here is a technical paper I wrote on my feedback for the CARRIER REWORK CAPTAIN SKILLS 8.0.1. I decided to put it in this format to give the best feedback I can. I have not looked at other lists or posts, so there may be redundant items. I don’t expect everyone to find the same bugs as I, have the same experience, or agree with my following suggestions. CV REWORK CAPTAIN SKILLS 8.0.1 FEEDBACK BY Bigs The following is feedback on the CV Captain Skills items found in 8.0.1: As Currently, all aircraft carrier captain skills are working as intended by their description. However, I would like to add that there are some Captain skills that either feel very underwhelming for their cost, or so powerful that they are must haves for their cost (in some cases, they are too cheap for what they do.) Below is a list of the Captain Skills that I would like to highlight for this feedback. I didn't list ALL of the Captain Skills available to be taken as a Carrier Player, only the ones that I feel need to be addressed, or changed. 1. Air Supremacy – “Accelerates aircraft Servicing” - Aircraft Restoration -5% a. This skill is valuable to all carriers and for 1 captain skill point, its balanced for what it does. Grants you a small boost to “generating” new aircraft from the hanger. i. I wouldn’t change this skill. 2. Direction Center for Fighters – “when fighter consumable is activated, an additional aircraft is launched” – Number of Aircraft +1 a. I don’t really find this skill to be useful on most carriers…or if at all. It does create a slightly better defense fighter for your carrier, but it doesn’t affect anything else. Coupled with strong Anti-Aircraft capabilities by all carriers, it’s an underwhelming skill for what it does. While it is nice to have the fighters shoot down 1 extra bomber when being attacked, its no more a “filler” skill than anything else...and a poor one at that. b. Now regarding surface ships, this is a valuable skill as-is, and one I would recommend if you are wanting some extra anti-aircraft capabilities since there are a lot of planes flying around. For its value, you get a lot of good defense out of it when you really need that extra protection. c. Please see my suggestions at the end of this feedback. 3. Improved Engine Boost – “Increases the engine boost time for the aircraft carrier’s squadrons” – Engine boost time +10% a. This skill, while useful for speeding up your squadrons, also can help give you more time to slow down your squadrons. It’s a pretty useful skill overall for what it does, but it isn’t so powerful that it’s a “must have”. It’s in a nice place of being a “convenient” skill for some players and a hard pass for others. i. I wouldn’t change this skill. 4. Last Gasp – “Completely restores the engine boost for the last attack flight of the aircraft carrier’s planes” – Engine Boost restored to full a. The Last Gasp is a must have ability for carrier’s…its extremely powerful for its points cost given that on your last attack wave, you get instantly refilled on your engine boost allowing you to do a very aggressive attack run at full speed, or you can use the boost to get away out of AA range to safely call these planes home. i. Please see my suggestions at the end of this feedback. 5. Torpedo Acceleration – “Increases the speed of torpedoes launched from both ships and aircraft by reducing torpedo range” – Ship Torpedo Speed +5kt, Aerial Torpedo Speed +5kt, Ship torpedo range -20%, Aerial torpedo range -20% a. This skill has always been useful for carriers in the past, but its also never been a “must have” skill either. It, like Improved Engine Boost, is a convenience skill. Some take it, some don’t. i. I wouldn’t change this skill. 6. Improved Engines – “Increases the speed of the carrier’s squadrons” – Squadron speed +2.5% a. This skill is useful, but it isn’t a “must have” skill. There aren’t many other “better” choices at this tier, so while its “balanced” amongst the other tier skills, I feel it doesn’t go enough for the cost. i. Please see my suggestions at the end of this feedback. 7. Adrenaline Rush – “Increases the reload speed of all armaments as the ship’s HP decreases. Increases the speed of the aircraft carrier’s squadrons as the aircrafts HP decreases” – Reload time reduction for all types of armament for each 1% of HP lost -0.2% , Squadron speed increase for each 1% of HP lost +0.2% a. Adrenaline Rush is a very nice skill to have on any aircraft carrier. The reload speed of ship armaments is welcome, along with the speed increase for your aircraft as you lose plane HP. However, it isn’t a “must have” skill, some captains might not like having their aircraft suddenly speed up as they lose HP. I also am not sure if it reduces service time of planes as the carrier gets damaged. This would need to be clarified by Wargaming. If it does, this could be a very powerful skill for its tier. i. I wouldn’t change this skill. 8. Survivability Expert – “Increases HP of ship and aircraft, including fighters” – HP for each tier +350 , Aircraft HP for each tier +15 a. Currently given the Anti-Aircraft meta that is going on since this patch. This skill is an absolute must have, and I can see it remaining so for the foreseeable future. That said, for the skill cost, I think its pretty balanced for what you pay. i. I wouldn’t change this skill. 9. Aircraft Armor – “Decreases the continuous damage that aircraft take from short-, medium-, and long-range AA defenses” – Continuous damage from short-, medium-, and long-range AA defenses -10% a. Like Survivability Expert, this skill is a “must have” for the foreseeable future. It’s a very handy skill to take on any aircraft carrier, and its points for what you get is handy. Coupled with Survivability Expert, its pretty costly to get both, but you really do need both to have any chance of surviving the current AA meta. i. I wouldn’t change this skill. 10. Super Intendent – Increases the capacity of your ship’s consumables. Does not to the consumables of an aircraft carrier’s squadron” – Number of consumables +1 a. This skill is rather pointless to have on an aircraft carrier, but if you really want that extra fighter wave, this skill is for you. i. I do not have suggestions currently, but I don’t believe this skill to be very useful for carriers. It may just have to be a non-carrier only skill. 11. Demolition Expert – “increases the chances of setting fire to the target for the armament carried by ships and aircraft” – Chance of HE shells causing fire on target +2% , Chance of Rockets causing fire on target +1% , Chance of HE bombs causing fire on target +5% a. This skill is rather based on what nation you are taking for carriers. As Japanese, this skill isn’t very useful, unless you have the VIII Kaga premium carrier. However the American’s should always be taking this skill since it buffs up your rockets and your HE bombs, the exception being the VIII Enterprise premium carrier since it has AP bombs. i. I wouldn’t change this skill. 12. Sight Stabilization – “improved the aiming time of the aircraft carrier’s planes” – Attack aircraft aiming speed +5% , Torpedo bomber aiming speed +5% , Dive Bomber aiming speed +10% a. This skill is a “must have” since it helps reduce the time it takes to get a “accurate” attack run for all types of squadrons. I would tweak it though so that all types of aircraft get the same speed. i. Please see my suggestions at the end of this feedback. 13. Concealment Expert – “reduces the detectability range of the ship and the aircraft carrier’s squadrons” – Detectability of destroyers -10%, Detectability of cruisers -10%, Detectability of battleships -10%, Detectability of aircraft carriers -10%, Detectability of squadrons -10% a. While this may be a “must have” skill for Destroyers and Cruisers, its questionable on Battleships and Carriers. It is a useful skill since it reduces the detectability of the squadrons, which means that anti-aircraft guns won’t fire on them until they are “spotted”, so by increasing your detectability, you are shortening the amount of time a squadron starts to take incoming fire. I would value sit stabilization over this though. i. I wouldn’t change this skill. BIGS’ SUGGESTIONS: These are my suggestions for the previously discussed Captain Skills. I do not expect people to agree with my suggestions for the below Captain Skills, but hopefully they will start a discussion with Wargaming. 1. Direction Center for Fighters – “when fighter consumable is activated, an additional aircraft is launched” – Number of Aircraft +1 a. Change to: “Direction Command for Fighters – “When fighter consumable is activated, an additional aircraft is launched. Increases the Patrol Fighter consumable radius” – Number of Aircraft for Fighter Consumable +1 , Patrol Fighter consumable radius is increased by 20% i. This recommended change adds a bit more utility to the skill to make it more enticing to aircraft carriers. While it will increase +1 fighter to ship and aircraft carrier fighter consumables (as it currently does), it will also increase the squadron Patrol Fighter consumable radius, bumping it from an average of 3km to 3.6km in radius allowing a higher degree of chance that the Patrol Fighters will engage enemy squadrons. 14. Last Gasp – “Completely restores the engine boost for the last attack flight of the aircraft carrier’s planes” – Engine Boost restored to full a. Change to: “Evasive Maneuvers – “Reduces anti-aircraft damage for attack aircraft that have dropped payload.” Aircraft that have completed their attacks gain a 30% resistance to all anti-aircraft damage while returning to the Carrier. i. As-is, Last Gasp is just too powerful for what it does. It either needs to be moved to Tier 2 and swap out with Improved Engines, or as I suggest, needs to be changed to an AA damage reduction for returning aircraft that have completed their attacks. This is NOT including aircraft recalled by the player using the return key “F” or “F Spam”. Only aircraft that have completed their attack and spent their payload. This would also entice players to attack as much as possible per squadron rather than simply attacking once and returning aka, "F Spam". 15. Improved Engines – “Increases the speed of the carrier’s squadrons” – Squadron speed +2.5% a. Change to: “Improved Engines – “Completely restores the engine boost for the last attack flight of the aircraft carrier’s planes” – Engine Boost restored to full i. I strongly believe that the ability to get “full engine boost” on the last attack wave is just too powerful for its tier, and +2.5% for all squadrons at Tier 2 is just too weak of a skill. I would recommend changing Last Gasp to the “Evasive Maneuvers” skill that I suggested for Tier 1, and change the tier 2 skill, Improved Engines, to perform the same actions that “Last Gasp” does at Tier 1. This would make the skill costlier, which I think would balance it out better points wise. Any higher and it would be too costly for what it does. 16. Sight Stabilization – “improved the aiming time of the aircraft carrier’s planes” – Attack aircraft aiming speed +5% , Torpedo bomber aiming speed +5% , Dive Bomber aiming speed +10% a. Change to: “Sight Stabilization – “improved the aiming time of the aircraft carrier’s planes” – Attack aircraft aiming speed +10% , Torpedo bomber aiming speed +10% , Dive Bomber aiming speed +10% i. This skill, while nice to have as-is, doesn’t feel as useful as it could be for a Tier 10 skill. I would suggest increasing the values to all be 10%.
Here is a technical paper I wrote on my feedback for the CARRIER REWORK HOT FIX 8.0.1. I decided to put it in this format to give the best feedback I can. I have not looked at other lists or posts, so there may be redundant items. I don’t expect everyone to find the same bugs as I, have the same experience, or agree with my following suggestions. CV REWORK HOT FIX 8.0.1 FEEDBACK BY Bigs BUGS: 1) SOUND CUTS OUT RANDOMLY DURING TAKE OFF: This issue appears to have been resolved. I have not had it since the Hot Fix went live. 2) PLANES LOCKED INTO TURNING LEFT OR RIGHT AFTER TAKE OFF: This issue still occurs randomly…The planes will take off either steering hard left or hard right and won’t respond to controls unless you push the corresponding turning key to the direction they are turning automatically. (if they are turning hard left, you must press the "turn left" key in order to regain control, otherwise they will permanently turn left.) 3) DISAPPEARING FLAK CLOUDS STILL CAUSING DAMAGE: There are still instances where flak clouds that have “dispersed” or “ended” still cause maximum damage when flown in the area they were spawned. In other words, you are damaged by invisible flak. 4) HE/AP BOMBS LANDING OUTSIDE RETICLE: In rare occasions when you turn the plane during a dive, the bombs will land outside of the entire bomb reticle. Its as if the sigma or dispersion is set to be higher than what the visual reticle shows. 5) PAYLOADS DISAPPEARING FROM AIRCRAFT IN FLIGHT: Occasionally, aircraft with rockets or bombs will take off but visually will not be carrying any payload. This occurs randomly so it cannot be replicated by the player. I do notice it more when playing ships such as the Saipan, Lexington, and Midway. 6) PLANES RICHOCETING OFF MAP BOARDERS: This is a BIG gameplay issue…I have found that if you fly a squadron into the map boarder, they can almost instantaneously turn around, or as I call it, “Boarder bouncing” This allows a player to attack a ship close to the maps boarder, run into the boarder, turn around almost instantly, and be lined up for another attack rapidly on the same target. Planes should not be able to do this as it can be exploited to the players benefit to set up rapid attacks on a ship. The following is feedback to the Changelog items found in 8.0.1: 1) 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. a. I have found that it is harder to spot destroyers with the reduced squadron size. b. I have found it just as easy to score hits on a destroyer, despite the reduced attack squadron size, but I deal less damage. i. I don’t feel that the damage is mitigated enough to feel “balanced” against attack fighters with the “Tiny Tim” rockets. These rockets take off a substantial amount of destroyer health per attack…I believe that making them perform “over-pen damage only" may help balance them. As-is, they can cripple a destroyer as badly as a penetrating hit from a Battleship AP shell prior to the AP over penetration fix for destroyers. 2) 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). a. This change has indeed increased the overall effectiveness of AA fire against “recalled” squadrons. i. This does resolve the issue of “spam recall”. b. When a squadron is recalled within a ships AA aura, the recalled squadron can be completely eradicated in most scenarios. i. I feel that while this does resolve the issue of “spam recall” it is a pretty hefty blow to a aircraft carrier player trying to keep their planes from being completely destroyed. In many cases, unless the squadron is flown outside of enemy AA, they will be completely lost when recalled. I think that AA is too powerful in this case since a carrier can rapidly lose all of one type of bomber squadron and unable to field another squadron for a significant amount of time during a game. ii. To be clear, I am not stating this change isn’t necessary, but carriers shouldn’t be harshly punished to the point that it isn’t fun. I believe a more appropriate solution is to have planes return slower if they are recalled when inside enemy flak, or if they pass over enemy flak at high altitude increasing the time it takes to get planes that survived an attack back to the carrier for servicing. 3) 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. a. I feel this change feels a lot better for surface ships defending themselves against aircraft, however, when a carrier with aircraft that are several tiers lower than the surface ship they are attacking (such as a Ryujo attacking a Cleveland), there is almost no hope that the Ryujo planes will even make it to the Cleveland. This is the case for many undertiered aircraft. i. If this change is to remain in effect, carriers should not be matched up against surface ships 2 tiers higher or lower than their carrier’s tier. They should only be matched +1 or -1 of their tier. (i.e. A Tier 8 aircraft will only face T7 or T9 ships.) 4) 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. a. I believe this change is a bit too much because it takes the specialty of the Japanese aircraft tree and makes it very difficult to utilize. b. I do agree that it does require players to make a more planned attack instead of last second drops. 5) 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. a. I feel that this change was completely necessary. 6) 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. a. While this style of attack was very powerful, I feel that too much of it has changed and the Hakuryu no longer feels like a “torpedo specialist”. I feel that out of all the changes, the reduction of the torpedo speed was unnecessary. If the torpedoes maintained the same speed as before (50kts) and the detection radius was returned back to the prior setting (stealthier version) I would find the other changes actually balance this style of play. i. In short, too much of a nerf was applied to the hakuryu, especially with it now having to face a substantially tougher AA system, and that its aircraft can now be completely wiped out when recalled early. 7) 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. a. I find this a welcome change since AA has become extremely powerful in this Hot Fix. b. I would also like this value applied to attacking aircraft that have completed their attack run (dropped their payload) and have broken off to return to the aircraft carrier. c. This damage reduction should not apply to aircraft that still have their payload and have been recalled to the carrier. 8) Bug fixes: the aiming for the stock attack aircraft on the carrier VI Ranger is now similar to the aiming for all American attack aircraft. The characteristics of the basic 'Fighter' consumable for V Emerald are 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. a. I find that both of these changes are welcome and much needed. 9) 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. a. Ships with this type of layout did need a buff to their protection, but in some cases, such as the X Salem, it creates a rather monstrous AA platform. i. I think that AA guns firing inside of their normal range should have a decrease in efficiency of some type. 10) Short-range AA defenses now include guns up to 30 mm. This change will combine weak medium-range AA defenses with short-range AA defenses, strengthening the latter and removing the zone where the effectiveness of anti-aircraft guns was low. This will affect ships such as, for example, the cruisers Atlanta, Pensacola, Dallas and battleships Colorado and Arizona. a. This is a welcomed change to ships in general and I feel it balances them a bit better against Aircraft. BIGS’ SUGGESTIONS: 1) At Tier 4…there is currently no team play tools available for the carrier player to use to assist an allied surface ship. I would STRONGLY recommend that each T4 bomber squadron gain access to the escort fighter consumable but when they are called into action (activated) they only call in a wave size of 2x fighters. Again, this will allow carriers at T4 a way to protect their allies (which is currently not possible at all) and to get new players a chance to learn the mechanic without A) being absolutely punished by it, and B) not knowing what it does until higher tiers. 2) When a plane squadron is recalled early, all planes that have not dropped their payloads should take normal anti-aircraft damage when climbing to "safe" altitude on their way to proceed back to the carrier. If a plane has attacked (dropped their payload) and breaks off to return back to the carrier, these planes should receive the 30% AA resistance that aircraft get while attacking surface ships (when their attack run reticle turns green). I feel this would reward players for using their planes to attack as much as possible, while punishing those that are attempting to spam the recall action, aka "F Spam".