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Found 29 results

  1. Here’s how you balance carriers. Carrier squads are supposed to get multiple attacks in. If AA on ships would prevent you from doing so and only allowed two or even one attack otherwise you will start taking serious losses, then AA is already doing its job and reducing carriers down to only a third of how effective they could be. And those carriers who challenge the AA and go for more attacks than the AA would allow will now suffer serious consequences and lose too many planes which will slow down future attacks. This is how the game can give balance with AA and carriers. Carriers can still be useful at least getting one attack when the strongest AA is present and AA can prove useful denying them multiple attacks or start suffering losses that will make it not worth it To instead make it so that you cannot even attack once without losing many planes and forcing you to not attack at all as you know you’ll just lose most of your planes is now taking it too far and gives AA too much power and starts to make carriers useless since now often they wouldn’t be able to attack at all. For a game that’s of course unacceptable Against the better AA, 0.8.0 allowed carriers to attack once and you were forced to not even consider attacking 2 or 3 times. That’s a win for the defenders. But, the AA was so strong that even if you tried to manually fly away you’d still suffer too many losses so you were forced to use recall. To change recall to force you to lose your planes on the retreat makes it so AA can stop you from doing any attacks, which is where it breaks the game. So the balance is: at best AA can only wipe 1 or 2 planes if you attack once and recall. It keeps CVs playable while rewarding those with the strongest AA levels by them forcing carriers to only attack once, recall, not stick around to scout Implement this however you wish, but the recall allowing planes to now fly evasively and now take very little if any damage was one way you pulled it off. If attacking only once (it’s critical carriers are allowed to attack once and recall without serious repercussions) is deemed an issue of “cvs are doing too much damage” then you can tweak damage numbers instead of turning AA into a “you can’t even attack us once without becoming useless this battle” solution Please consider this I don’t mind being bottom 3rd of a team if I feel I’m not denied attacking once even though I’m supposed to be able to attack multiple times Personally it doesn’t seem unreasonable that carriers are on par with BBs on damage output, but maybe that only shows up when AA is not strong enough to reduce you to one attack per flight with immediate recall “or else” One last concern: when multiple ships sail very close together because of a carrier, their combined AA should at best only be able to reduce the carrier to “attack once and recall immediately or you will lose too many planes” (which again they’re being rewarded for combining AA to deny carriers the multiple attacks they’re supposed to get) instead of again making it so you can’t even attack at all. if this means you have to implement an artificial damage cap one squad of planes will be able to receive per second: the maximum damage over time you will allow them to receive so that if they attack once and recall immediately or else, then they’ll lose at most 2 planes, again it’s a win-win for both gamers And finally a possible oversight: when my carrier was on other side of a tiny island, BB on other side, when I launched my planes every one of them would individually die before the next one took off All planes were dead before I was even given control of the squad! I was unable to launch planes at all which felt like an oversight. it should still instead do damage to the whole squad where I’d only lose a couple of planes when the whole squad takes off, not wipe each one individually before the next one even takes off and I never even get to control the squad Thank you for considering this. For the record controlling the planes from the same visual perspective of how you control ships the immersive factor is a blast!
  2. Right now, plane squads are large but can do multiple strikes. This means CVs have to strategically use the F key to save planes if they take too much AA damage, because otherwise you can end up losing most of your plane reserves for that squad. But if you practice good use of the F key you can avoid most AA fire so the devs have to balance AA damage around the assumption that CVs will use that mechanic if they run into trouble. If CV players only had one smaller squad of aircraft that all attacked (with more attacking planes in total than we currently have, i.e. T4 send out 2 bombers but they both attack instead of 3 bombers that each take a turn. Maybe the squads sizes could be, 2x/3x/4x/6x or 2x/4x/6x/6x or something else WG could work out), Defensive AA fire would be/feel more powerful if cruisers knew the CV can only make one attack run, and there wouldn't be nearly as much F-key shenanigans which I'm sure some CV and non-CV players find annoying. I heard from CCs that WG wanted to get rid of cross-torp drops, but with multiple attacking aircraft runs you can still cross-torp. Having a small squad of aircraft that all attack would remove this possibility, which if what I heard is true, is exactly what WG wants. Changing air squad mechanics like this would mean they'd have to change that commander skill that replenishes boost for the last attack run. Edit: yay this is my 100th post
  3. I haven’t had a chance to play it yet, but earlier today I was going through ships and commnder skills and upgrades, trying to sort things out while the price is right (ie. free), and I had to pause at the USS Fletcher. The long and medium range flak bursts are listed with a 100% “Chance to Hit” ... Does that mean what I think it does? Those Fletcher gunners just don’t miss? Ever? Because that seems just a little too good to be true. More than likely, I’m simply misunderstanding how the system works. If someone could clarify, that would be great, because otherwise I’m not going to play anything else. I mean, why would I? Fletcher is already a very solid destroyer, and if it’s really the cure for [edited]... Sorry, I couldn’t resist that last (bad) joke.
  4. Anyone knows if a ship's AA DPS is uniform in any direction (assuming no AA sector is set)? I want to know if I will take less damage for my planes if the approach was along the ship's mid-line for the attack run and follow the same path after the attack. I assume there are more AA facing to either side of the ship compared to the ones facing aft and stern.
  5. Well i'm actually a normal player who has main CV (T8-X) but also use DD T8-9, BB T7-X and CA/CL T5-8 just for fun but i think i have a global point of view enough to say what it's okay what is regular and what is bad 1.- the Buff to the AA in TX i find it appropriate but, just a second and goodbye to 80% of the HP of your aircraft and 3 of them died but in anyway as a DD player it's OK for BB i would say it still feels weak but as CV i find it somewhat strong but it's OK for the TX. The general nerf to hakuryuu with the new buff to the AA in general seems execisive to me you should leave hakuryu as it is currently on NA server and only buff the AA littlebit i mean just 5 more dmg in every AA defence of 8.1 PT to reach the ideal balance. --- BUT a T8 CV has everything very bad just up-tiered. 1 tier is bad enough to you, but in TX it's hardly fair in 8.1 PT but you wouldn't be able to do something that makes you feel minimally useful to your team until the 17th minute of the match. But if you are fighting at a lower tier (T6-T8), it works great and even then the battles are still depending on which team has the best players. --- The way to improve the T8, Lexington: increase the divebomber and torpedoes to 4 so we could do an adequate scaling (T4- 1 torpedo, T6- 2 torpedo, T8- 4 torpedo, TX- 6 torpedo and the dive bobmers the same because in TX Midway you have 2 bombs and torpedo per plane) BUT reduce its damage. Speed and other parameters should stay the same as it is still easy to lose your planes. For Shoukaku: in their improved torpedo as well you should raise it to 3 (T4- 1 torpedo T6- 2 torpedo - T8- 3 torpedo and TX- 3 good torpedo or 4 realy good torpedo bombers) and dive bombers need better health in T8 and X this way as a player you realy feel a progress when playing a better tier and that will help to make the player feel good and they are doing some type of progress. T8 feels so deam boring because it's the same fukign thing you know in T6 for the jap CV's and more people used to play Lexington just for fun and the Shoukaku just to get Taiho as for now only to reach Hakuryu. --- NOTE.- The Nerf in Hakuryu to avoid the massive spam of attack, attack, attack, retreat of the 2 torpedo bombers horribly afflicted Shoukaku making it horrible to play. Shoukaku needs to be able to do that if you increase their planes to 3 you can reduce their chances of flooding and damage but only a little if you have 3 but you have to return their attack agility because immediately after attacking you can not maneuver and any AA can obliterate your planes also when you start attacking your planes are completely unpossessed to maneuver any explosion of AA will make them disappear so the Shoukaku realy needs his agility 2.- As a player of BB i think you should increase the efficiency range of the figther to 3.5 km. It would seem fair and a little more aggressive --- The Nerf to the flood seems appropriate but should reduce the necessary damage to get the achievement of unsinkable and Liquidator for get those flags. I do not see this bad for other ships because the damage of their torpedoes is already terrifying. i do not think that losing the damage of the flood will make much difference when 2 torpedo hits have already made 40K damage. 3.- As a DD player i find this nerf excessive in all aspects before you needed to be a very skilled DD to sink an CV (before the rework) if you give yourself the luxury of shooting before the CV receive all your torpedoes is because you were an idiot because you gave him the time he needed to maneuver he could call all his planes and destroy you, now is something similar but you have to wait for the CV to be busy attacking others and just launch your torpedoes and when he is condemned is time to start with the shooting. However the CV (under the new attack planes control) can't defend itself properly because they are to stif to maneuver to defend himself --- teach DD players to use the P key because I can assure the 65% of DD players never turn off their AA
  6. I recently saw a video where someone in the Hakuryu managed to get consistent very high damage with torpedo bombers alone. Seen here, this gave me hope that CVs are not completely useless now and Hakuryu could still do some great damage, so I got it on the public test (once the nerf came out) and my god what a mess. 1. The aim sight. Probably the biggest issue here alongside the catastrophe that is AA, apparently in a situation where they encourage you to swerve around to minimize AA damage, now you cannot even move slightly without the aim sight becoming larger than the map. The spreads are just so horrible now, and the arming time of the torpedoes makes it worse. You will have to drop from miles away where the enemy ship can easily dodge or else just have them bump uselessly into the hull. I don't know why anyone thought this was a good idea. 2. The AA power. Anyone who thinks the AA is underpowered is being dishonest, you cannot even go after a single cruiser, let alone a group of ships, without your squadron being wiped out or severely damaged very quickly. Moving around doesn't even help much, and just worsens your aim. Even destroyers can seriously hurt your squadrons now, and it's not limited to just the good AA ships. Tier 8s, and ships like Yamato known for being CV magnets can really mow down everything in your squadron, and you will only get about one attack run in before the squadron is useless. Honestly a good decrease in AA power would go a long way here. Because currently your squadron is being blown up just from enemy AA looking at them. 3. Restoration time. It's not like the above is compensated for by being able to rapidly send more planes into battle. Planes are destroyed so easily that torpedo bombers will take forever to fully replenish. 4. But what about rockets and dive bombers? Rockets can be quite nice for setting fires, but honestly you aren't gonna get very much long term damage from either. Bombs are too inconsistent and torpedoes have now been made obsolete. 5. "You're just not playing them right" I do not believe the CV should be a ship so difficult that only unicums and effectively play it, for the above reasons, it takes a whole lot of skill to make those attack runs work, which is uncommon. I am no new player, I had lots of experience with the main line Japanese cvs before the rework and have a couple tier tens. 6. People whining about CVs being "overpowered" Look, just because some rockets are hurting or spotting your destroyer or fragile British cruiser doesn't mean the CV is a huge threat to the whole team. As I said, any ship with any kind of competent AA is gonna punish those squadrons hard before they can do any real damage. If people would not stop complaining about the new carriers and actually realize they could be a good ship class if they stopped nerfing them to hell, it would be a much funner class to play now. Am I asking for CVs to be powerhouses with no real threat to them, absolutely not. But I just want these few issues to be fixed so they can just be more enjoyable ships to play. They probably shouldn't be as good as in that video, but they should at least be comfortable and competent enough that a decent player could get 100-200k damage per game and maybe even more in the rare amazing game. I hope the coming patches can address these issues and finally restore balance to the carriers.
  7. I put a video together in understanding the anti-aircraft after update 0.8.0. Granted it covers a lot for ship setup, however I wanted to make sure I covered the subject completely for discussion. I sorry for using the text to speech in the video, however I don't have a microphone for decent audio quality. I hope this helps players in understanding the changes. Update: I realize a hotfix has been released, however the tips and tactics are still a valued core in principle.
  8. _no_one_

    CV Rework Feedback

    Watching the new video from Ichase where he talks about how he would made the cv rework ( you can see the link below ) i have to agree with him in that WG lost a golden opportunity here to reduce the RNG in the AA and bring player skill to the game when fighting enemy planes. If interested please watch the 2 videos first before comment. )
  9. Today's video from The Mighty Jingles" explains the CV and AA problems that last week's patch has brought us, and that a "Hot Fix" is on the way that, hopefully, will end the madness. Not being a CV player, I only knew that there was a big problem, but not exactly HOW and WHY. Jingles explains this. Such as: Constant waves of planes, the disappearing planes, the stealth torps, your poor AA etc. This is a must view and big thanks to Jingles for this video.
  10. So not too impressed about the once mighty mino AA,,,, managed to shoot down a single plane,out of 3 squadron torp planes,focusing on me. Multiple passes,,,3-5 torp hits on me,,and 1 ,,single plane shot down...and they were coming right at the AA focused side....... The other thing is,,,whats with the aerial torp visibility??? I can only see them right before they hit...is that normal???
  11. As I blindly stumble across builds that work I will post them here. Your mileage may vary. Build: Results: Modules: The 2 CV players on the other team knew their stuff sinking 4 of our side and were #2 & 3 on their side ( a Ryujo and a Ranger). This build let me shoot down more planes than the rest of our team put together (23). Used DFAA twice.
  12. I don't know what was "fixed" in this latest release, but I know that ships that used to have very good AA can't stop repeated attacks by planes now - not with AFT, Def AA, November Echo signal all combined. Example, my Dom Donskoi could previously pretty easily protect itself and any close teammate. Just got out of a battel where I used Def AA three times, reinforced the side attacked and shot down 9 planes in a number of planes attacks. Under similar circumstances before this week's release I likely would have shot down 25. Nearly every battle, I receive most damage from planes, or am sunk by them. I have had similar results with other ships of mine with a (previously) good AA set up. AA and CV's do not seem to be balanced in this release. Perhaps one minor way to help would be to go back to Control/Click on planes with no delay in application, and would also not leave one side with weakened AA. Also, the new system of strengthening one side takes more time to apply, and is a greater distraction when in battle with ships at the same time. However, it is accomplished, the balance between CV plane attacks and AA needs to be improved.
  13. Atlanta, Texas, Sims, event Flint should be qualified for a refund
  14. After the first few 0.8.0 games left a horrible impression on me, I decided to bring out an old favorite of mine - Aoba - and see how her anti-aircraft fire fares against the new carriers. In this game, I spent much of the battle pushing alongside a Gneisenau, and for a time, I broke off to hunt a CV that got too close to our battle line. The imminent threat of a CA ganking a CV turned both carriers' squadrons on me, and I found that when used correctly, sector AA when paired with DefAA II and Fighter II really tears through strike aircraft, even for a nation with notoriously poor AA capabilities. It was also during this battle that my biggest sector AA gripe came up: I was forced to use the cumbersome sector UI to enhance and change sectors. Even though I survived to help capture the enemy base, I found the UI clunky and borderline unusable in the heat of battle. My suggestion is this: allow for a keybind to toggle sector AA from port to starboard (and vice versa) like 'P' turns AA on and off. That way, sector switching becomes a lot more fluid and doesn't cover the whole screen, allowing for more dynamic surface ship play. It's difficult to fire guns, drop torpedoes, and manage AA sectors all at the same time, and I think this QoL change would really benefit aggressive play like the match in question. Side note: For those wondering, my build for this game was as follows: Captain (14 points): Direction Center for Fighters, Last Stand, Basic Firing Training, Advanced Firing Training, Manual Fire Control for AA Armament Upgrades: Main Armaments Mod 1, Propulsion Mod 1, Aiming Systems Mod 1, Steering Gears Mod 2 Consumables: Damage Control Party II, Defensive AA Fire II, Fighter II Signal Flags: None
  15. Hi Whats the point of sector AA.? My Montana blasted 6 planes with no effort at all and damaged a bunch of other--I am running BSFT and ADFT. I am not sure if u really need the sector defence at T8-10. The 2 torp hits I took didn't do much. Just a thought-->Wouldn't it be better if AA sector defense was automated?? Wouldn't that make more sense?
  16. With all the controversy surrounding the rework I feel it is high time for some hard data. Since some cannot or don't want to download the PTS here is the relevant AA stats for T10 ships. Note I did not include modules or captain skills, this is the base stats only. Battleships: DDs: CA/CLs CVs: Conclusions, Musings, and general TLDR: AA bubbles do not overlap. Short range AA is useless, if you are shooting down planes it is with your flak clouds. All flak clouds do good damage if they hit. The most important stats for determining if AA is good or not is number of flak clouds and range of medium and long range AA. This means at T10 the best AA ships are those with no short range AA. Conqueror, Rebublique, Henri IV, Daring, and Z52 fit this bill for surface ships. Worchester still has heavy AA despite it's blind spot. Montana and Gearing have poor AA now(with Gearing only being better than the Shimakaze). Speaking of DFAA it now boosts continuous DPS by 50% and flak damage by 100%. IT's nice IF you have enough flak to hit but otherwise does little.
  17. I am in absolute shock at how ineffective full AA builds are. Holy crap WG. I tried a Buffalo full AA spec and never shot down a single plane. Then I tried a Udaloi AA spec with DFAA and I swear it had absolutely no affect whatsoever on CV attacks. I was harassed by rocket planes until I died. What are we supposed to do?
  18. I remembered the Hood had good AA, but I don't recall DFAA being +2,400% when active. 1,316 long range DPS is hilarious.
  19. kukailimoku

    AA to strong for CV play?

    Hello all, An opinion question: At what tier do we think the Ack-Ack of the ships become too high for effective (i.e. fun) play of carrier strike aircraft? A different way to ask the same question: What AA value of ships is the cut-off between pretty fun to torp the enemy and dammit-all-my-planes-get-shot-down-before-the-drop-point ? Already in my VI Ryujo I'm finding matches where I find many ships are likely to shot down most of my planes before I can release ordnance. In more then a few MMs I'll find that I can really only realistically hope to attack a couple/three CAs or CLs - anything else is likely to shot the kr@p outta my planes. (of course DDs aren't a AA threat and I guess I could chase those around with my planes, but its also stupidly hard to get mucho hits on those, as well as a "waste" of CV power to target DDs). So I'm asking this question of the community's opinion because I'm at the decision point on whether or not to buy CVs above VI. Seems like a lot of grinding/credits wasted on something that might only be intense frustration as I watch two sorties of my planes evaporate. Are higher tier planes able to better absorb (in proportion!) the higher tier ack-ack? Seems to me that ack-ack increase each tier is pulling out ahead in front of planes' robustness. Your thoughts???
  20. coldsteelfury

    Gneisenau AA

    I've got a Gneisenau with second hull and the following commander skills: PM, AR, BFT, AFT AA rating roughly 81, which I thought was pretty good. Except when I was in a game with an enemy T8 Lexington, the enemy CV didn't seem to fear me at all. Not even though I was next to a friendly T9 Kii. I had read how awesome the Gneisenau's AA was meant to be but I was disappointed at how the ship's AA didn't really seem to affect the CV strikes against me. I kept being visited by dive bombers and I recall one instance where I was dive bombed and the squadron only took one casualty. Pretty poor! It seems like if you don't spec the Gneisenau to be full AA with the the MFCAA and turn her into AA-death, that her AA suite is pretty average and no real source of comfort or security. As I've only got a 10 point commander, I'm experimenting with the AA 2 module to extend my AA range and buff my AA rating to 93. I'm hoping that will provide some protection from CVs until I get 14 points and decide whether I want to go full AA [edited] or manual secondaries. I'd rather go manual secondaries but I'm wondering if I have to go full AA to be safe. Thoughts? [edited]
  21. Hello captains! Are you a cruiser player looking to clear the sky and protect your fleet? Perhaps you are a CV captain who wants to know which cruisers really are easy prey? These questions I wanted answers to as well so decided to rank all the silver ship cruisers from tier 5 through tier 10 based on their AA power. The USN national flavor has always had hype built around their AA firepower. Most know the deadliness of Cleveland and Des Moines in swatting down planes, but are USN cruisers really the best in class throughout the line? Some of the results may surprise you. Data was calculated using all available captain skills, modules, and consumables available to each tier. Base damage will be normal text. ( ) are values for CTRL clicking a squad to enable Manual AA, provide the normal + 30% dps, as well as the addition of Basic Fire Training and AAGM3. [ ] values indicate maximum dps with the Defensive Fire Consumable engaged for ships that possess it. All Available AA Modifiers Basic Fire Training + 20% dps for all AA guns Advanced Fire Training + 20% range Manual Fire Control AA + 100% to dps dual purpose artillery above 85mm AA Guns Modification 2 + 20% range AA Guns Modification 3 + 25% dps for all AA guns (Tier 9 and 10 Only) Manual Selecting a Squad + 30% dps for all AA guns on selected squad Defensive Fire Consumable 3x dps multiplier for AA guns 25mm or greater (Sorry 20mm Oerlikons, no love for you) Tier 6 + My personal pick is subjective and not necessarily based on total dps of the ship. Most ships contain 3 rings of AA; an inner ring, usually 20mm, a middle ring, typically 40mm or 37mm, and an outer ring usually consisting of your dual-purpose AA. For purposes of shooting down planes, not only protecting the fleet, but also yourself, you need two things, range and damage. The longer planes can take damage in the middle and outer rings the more planes you are going to down. Having a strong inner ring is great, but it is of little use in fleet protection. It provides very brief damage to planes before they drop their ordnance on you and has even less of an effect as you move up in tiers due to increasing plane speed. That is what makes Cleveland and Des Moines such fearsome AA platforms, strong damage in their middle and outer rings. Enough babbling, on to the results. T5 Results T6 Results T7 Results T8 Results T9 Results T10 Results Edit: Fixed T10 text box.
  22. Yvonne_Swanson

    Yvonne's CV and AA ideas mk2

    CV/AA ideas I’m going to suggest alot of stuff so hang in there for me and sorry ahead of time if it becomes disorganized or my spelling and grammar is terrible. Its mostly going to be a list of things I will suggest please discuss and critique and yes I already know I suck at writing. The main reason I am making this idea list thingy is to inspire WG and give them ideas that may work or help them make ideas of their own. Another thing I would like to note if I put a value such as whatever is X% those are just to illustrate my points and should not be taken at face value. I also meant to post this last month but I was busy with work that ate up alot of my time. Note:I know TLdr’s are supposed to be short but with the size of this document puts it at about 21 pages so this is wayyy shorter then that and I may have left some things out to shorten the TLdr. Another thing to note when i copied this from my word processor it kinda messed up the formatting its been a while since i have been on the forums so idk how i could fix it sorry D: TLDR:add a in game tutorial such as a mini operations, allow torpedoes the ability to sink and create deep water torps during the torps trajectory encouraging players do drop torps farther out if they want more damage. Allow players to control squadron altitude I give a more detailed description to squadron and CV controls below, give a accuracy penalty to bomb drops while aiming at or through smoke. Give players the ability to control the CV itself and to allow the player to set “return to ship waypoints” and a staging point to set aircraft that are not going into the attack run to avoid AA damage. Make setting up attack runs be linked to what type of formation the squadron is in giving some tactical options to the player and deepening the gameplay a bit. There is a potential to add or split the CV lines later. National flavor can be linked to aircraft performance, types of consumables, how the squadrons execute attack runs, types of formations available, fire and flood chances. Add new consumables that the CV can use through the squadron itself. Give surface ships the ability to direct and focus AA firepower in a particular direction to maximize AA in that direction Add more ship modules, create modules for the aircraft themselves make camouflages and insignia’s giving more customization options Completely rework the skill tree for all types of skills and how progression through the tiers should look like I go into more detail below should you wish to find out. Contents. CV General gameplay stuff CV/squadron controls UI/graphics Potential line split or new class (CVLs) National flavors AA AA in general Squadron formations 3 plane attack wing formations 4 plane attack wing formations Consumables CV consumables AA consumables Captain skills CV based skills AA based skills Misc. skills Reworked skill tree Ship modules Aircraft modules Progression through the tiers CV. General gameplay stuff: Tutorial - One big thing I think you need is a in game tutorial showing you how to play CVs in a (in game) tutorial like a small operations mission (should have been done from the start). I would also like to extend this to the other classes of ships because even at T10 there are people that don’t know about deep water torps or using islands or angling among other tactics, weapon systems etc etc. Depth of torpedoes - I would like to see after the torps have been dropped about 60% of their trajectory they begin to sink and turn into deep water torps and will hit everything but DDs. Then when they reach to the 90% of their run they sink more and become the Deeper ? water torps (like the ones on Asashio) and only hit BBs and CVs. So drop point shallow torps > about 60% deep water torps > 90% deeper water torps (Asashio type). I believe this will encourage the use of dropping torps farther out to get more damage but allow surface ships time to maneuver. Aircraft altitude - max altitude should be around the peek of where the DBs fly to to make their attack run. Min altitude should be above where the TBs do their attack run. Im not sure whether wg would want to split the altitudes in layers or to be free and open. It should be harder for the planes to climb and easier to descend cause you know physics. The altitude by layers will be simple just tap the altitude key and the squadron will go up or down to a predetermined altitude. The free and open type will be like any flight game where you press and hold to go up or down. Min altitude where TB drop will be around 30m Min altitude where the player can actively fly while not doing a TB run 40m ? Max altitude both where the player can fly and where DBs begin their dive 3500m ? I’m not sure how the scaling will go since(I believe) the game is not scaled 1:1 but you get the idea. Aircraft spotting capabilities - I think that when (or if they decide to add altitudes) aircraft abilities to spot, ships and torps and other aircraft should be tied to altitude. Like if a squadron is at the highest altitude they will be out of range to most AA except the large caliber AA but will suffer in spotting capabilities only being able to spot large ships (CVs and BBs) and as they drop altitude then they can spot CV BB and CA/CL. lower they will be able to spot every type of ship. Pilot panic to AA flak - when hit with flak planes lose a small amount of accuracy like a small amount of % (doesn’t lose accuracy to close range AA) Pilot panic to fighters - same as it is now planes lose all accuracy and if the player drops RNG ramps up and drop patterns are not uniform. Variation in aircraft animations - for each plane desynchronize the animations between each plane so they don’t look too robotic. And you can add a bit of RNG so that planes don’t exactly drop their payload exactly at the same time they should have like 0.5 to 1 second variance. Fire/Flood chance - Overall since you can attack so many times I think the fire and flood chances should be moderate because it wouldn’t really change the massive amount of damage a CV can do if you can set a fire/flood every 15 - 20 seconds Squadron rearming time - so I think that the usual rearm time to get planes back to the CV and lift off again takes (x) seconds per plane in the squadron (so for example say the seconds per plane is 10 seconds squadron of 12 planes should take 120 seconds to fully rearm). Depending on how far the CV is to the planes will add a bit of time and which nation or modules and captain skills equipped can reduce or increase the time. special reload times should be put on T4 planes (see progression through tiers section below) and put the reload time to 8 seconds per squadron see the aforementioned section for the reason. Squadron destroyed cooldown - so if the squadron is destroyed I believe that the player should be penalized a bit for flying recklessly (as it is now) with about a 50% increase on squadron cooldown timer which if my math is right would put it at 15 seconds per plane if say the seconds per plane is 10 as an example. The player could just switch to another squadron type while they wait for the cooldown to finish. Conditions to sortie again - While rearming or pulling up new planes when lost the full squadron wont be available until the entire squadron is ready. So for example your on your last planes and the rest of your squadron is almost ready to go back at the CV the rearm timer won’t start until the last planes are either land back at the CV or get destroyed, I think this will reduce the reliance on just 1 bomber type. Smoke effect on targeting - while a squadron is making an attack on a ship in smoke it should have a negative effect on accuracy. As in if your target reticule is aiming at or through a smoke cloud receives like 15 - 25% accuracy debuff (im not sure how much the accuracy penalty will actually be its just an example). Armor piercing dive bombers (APDB) - penetration values will be determined by bomb size, speed of aircraft, and altitude from where they are dropped and must drop from a higher altitude keeping them in AA for a bit longer for balance reasons. Or alternatively reduce the amount of attacking planes for APDBs. Another thing I want to add have each plane carry only 1 AP bomb (unlike HEDBs which from the video carry 2 per wing) CV/squadron controls CV control - player should be able to control the ship itself use how it is now with “1” on the keyboard it will then switch to the CV with regular ship controls. To switch back the CV need only to hit any of the squadron keys “2”, “3”, and “4” 2 = high explosive dive bombers (HEDBs) 3 = torpedo bombers (TBs) 4 = Rocket attack fighters (RKs) 5 = armor piercing dive bombers (APDBs) And the usual ship controls for when your under attack (WSAD etc etc) CV camera - (when the CV its self is selected) should be either the regular ship camera (just like any other ship) and or the way it is now where its the birds eye view. I know alot of other CV players use the map (M key) but I almost never use it because I can see more details from the birds eye that I cant with the map. aircraft controls - it seems as if wg is having us control with WSAD, I would suggest that we be able to control altitude with Q and E. W = altitude down S = altitude up A = turn left D = turn right Q = throttle down E = throttle up X = set staging point F = return to CV or cancel bombing run Left click on MB = change formation (more on that later) Right click on MB = ready bombing run and drop bombs R = repair fire on ship T = Fighter consumable Y = consumable 1 U = consumable 2 I = consumable 3 O = consumable 4 (not sure if we would need more slots) Changing formation - one quick click cycles through available formation, click and hold will bring up a wheel with all the available formations on it just put your cursor over the one you would like and release the mouse button to select. In the center of the wheel will show your current formation. Staging point - have the player be able to break off the 3 or 4 planes that they are going to use to attack so that their squadron doesn’t get wiped out while following the ones that are doing the attacking. The planes back at the staging point fly in a circular pattern around the point set by the player. Not sure if you would want them to fly high as not to get attacked or have them wait at a lower altitude so that the CV player has to keep track of them. The UI will warn the CV player if they are under attack. Im also not sure which key to put it on (V maybe idk what do u think?) Switching squadron types - using keys 2,3,4,5 to switch between types will cause your current squadron to begin flying back to the CV either going directly or following your Return course waypoints. Then your new squadron of planes that you selected will begin take off procedures. if you decide not to go with your new squadron selection and return back to the one that you where using they will continue to lift off but the camera will pan back to your old squadron. The squadron that lifted off will circle the CV for 1 minute before returning to land. Return to ship waypoints - give the player the ability to set a path for planes on return for strategy and to not give away their position. Using like shift + M brings up the map to put up a path that will be highlighted in green. UI/Graphics Squadron speed indicator - should have a red line area near the max speed to show the planes engines will overheat and stall out temporally reduce speed near minimum for 20 or 30 seconds. If in a dive and the planes red line they will crash into the water player will be penelized with extra rearming time for those planes. If flying in a TBs planes must slow down to drop torps and speed indicator will show an area where it is ok to drop marked in yellow. Aircraft detection range UI - planes should have their detection range displayed on the mini map (similar to how ships have their ranges displayed), and a detected icon appears when your squadron is spotted (should be different than ship being spotted so that the player can tell the difference). Plane camouflage/insignia - allow the player to set camo’s for each type of plane and also allow us to put insignia’s on them as well Short range AA hit flash effect - short range AA will occasionally do a flash on the plane to indicate its being hit. Players able to analyse formation - when a player ctrl + left clicks on a squadron it will display the formation of the squadron, distance, and average HP of the squadron (shown as a color). Potential Line Split or new class: CV - focused on strike with DB,TB, and the new rocket attackers (RKs), CVL - focused on fighters and DBs. Should be a separate class so match making (MM) will match the 2 with the same class of CV. If wg is unwilling to allow the player to control fighters then alternatively make CVLs consumable/support based allowing them to have a large quantity and variety of consumables to support team mates with faster cooldowns than the larger CVs, but smaller squadrons. Nation Flavors: USN - RK focused with higher damage with a reduced fire chance, for aircraft themselves armor focused with reduced speeds. Slightly more RNG for torpedo drops And less RNG for rocket attacks IJN - focused on TBs high flood chance, aircraft speed focused but with reduced armor. Slightly less RNG for torpedo drops KM (germans) - weapon damage focused with average aircraft stats. Average drop accuracy RN (UK) - focused on consumables such as faster refresh or a higher quantity, most maneuverable aircraft. Slightly less RNG for dive bomber drops National flavor can also be based on the types of formations or how they execute their attacks, maybe based on how they did airstrikes during the war? (more on formations a little later). Maybe types of consumables Anti Air in general. AA direction priority - I’m sure you guys (wg) know of my idea(the last time I made one of these idea posts) for AA’s power mostly being concentrated on its port and starboard sides while making it weaker from Bow Stern. I would like to add a toggle switch for surface ships that tells your AA to focus on forward/rear or port starboard (edit: it seems like you guys are implementing this already) will be a toggle switch rather than a consumable. You can have buttons placed on the ship compass thingy split it into quarters (bow, stern, port, and starboard) and if you click in the middle it resets it to default. AA accuracy over time/zeroing in - I would like to see accuracy of the long medium range AA increase over time while your inside of their AA range and in order to reset this accuracy increase you would have to fly out of the range and stay out of range for 10 seconds. The accuracy increase would put the flak cloud closer in front of the of the squadron and faster adjustments for altitude changes making it harder and harder to dodge. eventually if you do not leave the AA range bubble the flak will hit either right on or directly in front of the planes to simulate the range finder/gunners are zeroing in on you. I would say the amount of time till full accuracy should be somewhere around 90 seconds or 120 seconds(so one cannot perma spot without consequence). Accuracy should cap at around 90% - 95% (or maybe in the 70s or 80s % idk ?) This would also help with perma spotting so even with a DD eventually the squadron is going to have to pull away or risk losing everything. Squadron Formations. Allow the player to change the position the planes fly in for different drop patterns of ordinance and to have differing effects. 3 plane attack wing Delta - will have a lead plane while 2 others trail slightly behind to the left and right of the lead should be the default formation Effects: large increase in acceleration DB drop pattern: 3 circles in a triangle pattern. TB drop pattern: it will mimic the formation so 1 torp in front while other 2 behind and to the left and right of the 1st one. RK spread pattern: rounded triangle Best for approaching a ship from the front (bow) so if a ship turns either left or right they may get hit with a bomb or a rocket spread. V - will have 2 planes up front while 1 behind and center Effects: minor increase in acceleration and maneuverability DB drop pattern: upside down rounded triangle TB drop pattern: mimics the formation RK spread: upside down rounded triangle pattern Best for approaching from behind (stern) similar to delta formations results. Single file - planes will fly in a single file line Effects: best accuracy but greatly decreases AA defence, speed, and acceleration DB drop pattern: similar to what we have now with the AP DBs thin vertical oval TB drop pattern: single line of torps RK spread: circular pattern but planes shoot the rockets one at a time Best for approaching from any direction will be vulnerable to AA but most drops will be accurate. Wide wing tip to tip - planes fly in a horizontal line spaced pretty wide Effects: increased defence and maneuverability against AA reduced defense against fighters. DB drop pattern: wide horizontal oval TB drop pattern: when player tells the planes to attack they will take a bit longer then usual but begin converging and then drop then torps will land in the water lined up together horizontally but begin converging much like how IJN TBs are now. RK spread very wide horizontal and thin spread of rockets. Best used when approaching from the flanks of the ship (port or starboard) and best used on BBs or CVs (to light fires/cause floods in a wide of a space as possible) Narrow wing tip to tip - planes fly in a horizontal line space close to one another Effects decrease in defense and greatly decreased in maneuverability increase AA defense against fighters DB drop pattern: narrow horizontal oval TB drop pattern: same as wide tip to tip formation but instead of converging the torps diverge. RK spread - horizontal oval Best used approaching from the flanks (port or starboard) good for any size of ship Small Echelon - short wedge formation starting from the left and staggering backwards to the right or visa versa. Effects: slight denser DB drop and RK spread patterns DB drop pattern: diagonal drop pattern mimics formation TB drop pattern: mimics formation RK spread: planes follow each other and hit the same spot 4 plane attack wing Formations accessible with the capt skill “count me in”: adding an additional plane to the attack. (it will replace the 3 attack wing formations) Finger Four - replaces the Delta formation becomes new default formation if you have the “count me in” capt skill. Similar to delta but with one plane in the rear to the left (or right) Effects: increased acceleration and top speed DB drop pattern: standard drop pattern (somewhat wide vertical oval) TB drop pattern: mimics formation pattern RK spread: cone shape (starts small then gets wider) example \ / Best used when traversing the map, average bombing patterns Line abreast - similar to the wide tip to tip formation just with 1 extra plane Effects: increased defense vs AA decreased defense against fighters DB drop pattern: wide horizontal oval TB drop pattern: wide horizontal line of torps RK spread: very wide drop cone Best used when there is a cluster of ships and you want to break it up a little Element abreast - 2 planes are side by side with both planes having a plane trailing behind and to the side on the outer sides of the two in front. Effects: increased defense against fighters decreased against AA DB drop pattern: an X pattern TB drop pattern: A pair of planes attack from 2 different 45 degree angles creating a inverted V pattern, will take a slight amount of time to drop torps as the planes have to sweep wide a bit. RK spread: wide vertical box A good formation to cross drop but not as good as the old way or if u need to drop in a wide area for multiple ships. Echelon - long one sided wedge formation either starting left and going right or visa verse or can switch between the two patterns. Effects: increased DB and RK attack density decreases fire/flood chance DB drop pattern: planes just mimic the formation pattern it allows the player to approach from a diagonal angle. TB drop pattern: mimic formation RK spread: planes follow one another and attack at the same angle Best for a small point drop for ships that are not moving and you want to hammer one spot on that ship example would be for a ship camping near an island and you want them to move bombs and rockets will more or less hit in the same area. For the TB drop pattern great for large ships moving into your torps as they try to slow most of the time will hit in the same area. Diamond - planes fly with 1 plane forward and back and left and right must have captain skill “count me in” Effects: increased rear gunner coverage increased defense against fighters DB drop pattern: cross pattern TB drop pattern: mimics the formation pattern RK spread: 4 circles in a diamond pattern with a space in the middle Best used when approching from the front or sides and the enemy doesnt appear to maneuver Box - planes fly with 2 planes side by side and front to back must have captain skill “count me in” Effects: increases rear gunner coverage increasing defense against fighters DB drop pattern: 2 overlapping vertical ovals TB drop pattern: mimics formation pattern RK spread: takes a bit longer but planes diverge and one at a time attack in a x pattern Similar to the Diamond formation but best when approaching from an 45 degree angle. Horizontal zig zag - planes fly in a checker pattern (starting from left in a line) one behind, one forward, another behind, then the last forward must have capt skill “count me in. Effects: faster Acceleration DB drop pattern: horizontal oval a bit more circular then oval TB drop pattern: mimics formation RK spread: 2 wave attack horizontal ovals Vertical zig zag - planes fly in a checker pattern similar to the horizontal version but instead of going left to right goes front to rear. Must have capt skill “Count me in” Effects: better Maneuverability. DB drop pattern: vertical oval a bit more circular then oval TB drop pattern: mimics formation RK spread: 2 wave attack vertical ovals Consumables: CV consumables some consumables will require you to drop something or do an action in when that is the case you will press the corresponding consumable button/key it will bring up a targeting area and you will have to right click to confirm, and if you wish to cancel just press the consumable key again/left click to change formation/one of the squadron keys/select CV key/or the F key. Fighters - (since wg already put it) summons 4 fighters to patrol the area for 45 seconds the quantity of uses should be unlimited with a cooldown of 60 seconds. Have also the ability to select a ship to be patrolled. Type: defensive Aircraft Engine turbo boost - 30 second boost to top speed and acceleration but reduces bombing run accuracy. Type: utility Smoke canisters - drops 2 canisters that deploy smoke over a small area (2 puffs worth of smoke in a line) deploys as soon as it hits the water will last for 30 - 40 sec. Type: support Smoke screen - deploys smoke from the rear of 3 active planes while they fly on the deck (very low altitude about 30m - 40m) gives 5 puffs worth of smoke will last for 30 - 40 sec. Smoke diameter is small. Type: support Sonar buoys - drops a buoy into the water that activates sonar that detects only things underwater such as torpedoes, range and time can vary depending nation, should be shorter than ship hydro (for balance reasons it shouldn’t detect ships such as DDs and CLs as they already have to deal with radar). area of effect is shown either as a circle in the water and/or on the mini map also squadron speed must be at TB drop speeds. Type: support, example of a sonar buoy Air to Air radar - detects any planes in the air within a certain radius (depending on national flavor maybe? I was thinking 10km - 20km) around the planes for 15 - 30 seconds and improves evasion from enemy fighters (reduces enemy fighter dps ?). Only detects what is in front of the planes. Type: utility Air to surface radar - detects any ships below and to the front of the squadron in a 0.5km range for 5 - 10 seconds. Player being detected with have a different icon then the regular radar icon, also if your target is in smoke the accuracy penalty still applies. Type: utility Resupply crate - drops a crate the restores 1 random consumable on the target ship (ally only cant be used on self or enemy)(I know its not historical but could be good for the game). UI will notify player that received the crate “your (consumable x) was resupplied by (player name or ship name)”. limited uses maybe 2 charges Type: support Heal crate - heals x% of allies dmg received by HE, Fire or Flood (ally only cant be used on self or enemy). the % of damage should be different by ship type. UI will notify player that received the crate “your ship was healed by (player name or ship name)”. limited uses maybe 2 charges Type: support Contour flying - planes will fly extremely low to the water or terrain decreasing detection range to about 1km but but reduces max speed. Will last for 2 minutes it will be canceled if player moves to attack or sets a staging point or changes altitude. Type: utility Survey - planes fly very high and spot ships based on their speed (detects wakes from the ships stern) detects when ships go 3/4 speed or full. Stays out of range of short and medium range AA. Will be canceled if player chooses to attack. Will last for 30 sec maybe ? Type: support Chaff - drops a small cloud of aluminum to create a dark zone that radar cannot see into, duration will be like 10 seconds maybe(?). On the UI in the mini map there will be a static like circle in the zone of use and the area on the surface of the water will show a green ring much like the smoke cloud border indicator. AA consumables Mutual AA fire control - increases AA accuracy over time speed (basically it cuts the time it takes to full accuracy by 25%-50%) when 2 or more ships that have their AA turned on are within 2km. Accuracy gained during the consumables use will stay with the ships for that particular squadron until either they down all planes or the squadron leaves the AA range for 10 sec. UI should show to all friendly nearby players that the skill is active. UI for the squadron the edge of the screen will turn (green or blue?) to warn the CV player that they are being tracked Both players will receive aircraft kill ribbons for each kill done by both players.(or maybe a new ribbon for AA support kill) Type: support Defensive fire AA - greatly increases medium and long range AA ROF and increases short range DPS. The UI will show to the squadron on the edge of the screen will turn red Type: support If both skills are active at the same time and the CV flies their squadron the UI will either show red or purple. Captain Skills. I will suggest alot of new skills as well as rework old ones im not sure if WG should rework the amount of points per skill and leave it the same old tier for tier. I was thinking they would unlock based on the rank the captain has achieved (example: commodore, rear admiral, admiral etc etc…). Another thing was every skill to cost 1 point and have multiple levels with a max lvl of 4, and the captain’s level can go higher not sure how high tho. The lowest level would have the least benefits with more detriments and the higher you go it will increase the benefits while reducing detriments.(idk just a thought) I was thinking that we add more detriments to skills so it balances them out a little the detriments will most of the time have a smaller % value then the benefits of the skill. I also try give vague values to the skills so that wg could set them at what ever they find balanced. CV skills. Efficient Aircraft Ordinance Logistics: slightly faster plane resupply but increases the destroyed squadron repair penalty. Type: Utility Expert Aircraft maintenance:Reduces destroyed squadron repair penalty (by like 10%??) but increases squadron resupply time Type: Utility Torpedo Depth control: torps will drop to become deep water torps sooner increases torp speed but reduces overall torp range and increases torp arming time. Type: Offence Skimming the surface: torpedoes will stay as shallow torps longer before dropping to deep water torps at 80% of the torpedo running time will NOT drop any farther (to asahio type torps) before disappearing. The detriment will be slower torps Formation exercises: increases the speed in which planes can change formation and a minor increases maneuverability Type: utility Iron nerves: pilots don’t lose as much accuracy when hit with AA flak but lose a slight bit of defense to short range AA. Type: utility Bombardier concentration: faster accuracy(tightening of targeting reticle) when on a bombing approach but if hit with flak loses more accuracy then normal slight reduction in maneuverability during the bombing targeting phase.(not effected by short range AA) Type: offensive Friendly skies: slightly increases effects of support consumables for planes and slightly increases detrimental effects. Type: utility Rear gunner training: improved rear gunner DPS with a slight decrease to squadron maneuverability Type: endurance Count me in: has 1 extra plane follow in bombing attack run, also switches the available formations for the squadron. Type:utility Awareness of the air: show on the ui information such as when DFAA is running and how long is left, shows approximate time left till enemy ship has the squadron fully tracked (accuracy over time), and shows if the nearby ships are using Mutual AA triangulation and how much time is left. Type: utility Inverted dive bomb: DBs invert upside down as they attack so they can return the same way they approached, also increases planes defense when returning to the CV. Type: utility Vigilant spotter: can spot torps from the sky while not in a bombing run (I was thinking wg was going to take away the ability to see torps from planes so I put it as a skill that you have to weigh vs other skills) Type: support Air supremacy: 1 extra plane in squadron (but will add extra rearming time due to 1 extra plane in squadron *see Progression through the tiers below*) Type: offensive Fighter escort: when fighter consumable is used they will follow your squadron, and if you use “staging point” then the fighters will guard that while you make your attack run. Type: endurance Emergency take off/landing: while CV is on fire planes are able to take off and with a increase of 50% speed but reduces amount of planes in the squadron by 3 while on fire. Type: utility Dogfight expert: increase in ammo and DPS for fighters at a reduction in speed Type:support Scramble aircraft: will allow player to scramble all aircraft and they will not land after 30 seconds, and will instead just patrol around the CV when not being controlled. Type utility Advanced smoke canister: increases smoke canister consumable radius by 50% Type: support Carrier Master: Decrease aircraft rearm time increases aircraft HP but increases detection range and reduces AA DPS(small AA) and ROF(medium and large AA) *see special skills below* Type: special (will need support and utility to unlock) AA skills. Advanced Firing Training: increases the range of all AA but slightly reduces DPS for small caliber AA and ROF for medium and large caliber AA Type: utility Small caliber AA training: increase short range DPS but slightly reduces range Type: utility Medium caliber AA ammo logistics: increase ROF of medium range AA but reduces range Type: support (reason for being support and not utility is that medium and long range AA can and are often used for covering other allies and short range AA is mainly self defense) Large caliber AA ammo logistics: increase ROF of long range AA but reduces range Type: support (reason for being support and not utility is medium and long range AA can and often are used for covering other allies and short range AA is mainly self defense) Long range AA explosive boost: increase blast radius and damage of large caliber AA reduces ROF Type: utility Lingering cloud: flak clouds linger for 3 more seconds but with a slight reduction of medium and large AA ROF Type utility AA range finder training: decreases time it takes to reach full lead accuracy (distance flak detonates in front of squadron) Type: utility AA altitude FCS training: decreases time it takes to reach full altitude accuracy (y axis) (the tracking of altitude changes) Type: utility Anti Air Master: adds an extra 150% damage to DFAA consumable and a increase in AA ROF but greatly reduces fire/flood chance caused by a shell or torpedo. Type: special (will need to invest in support and utility) *see special type skills below* Misc skills. Aircraft Trajectory tracking: shows flight path on the UI of incoming planes that are within your AA range (visual drawn from the squadron and/or mini map from the squadron icon) Type: utility Vigilant fighter: increased fighter plane action/ time for CVs and surface ships Type: support Vigorous interceptor: increase the flight speed of fighters for both CVs and surface ships Type: support AA radar: when radar is in use it also detects planes at a range of 15km -25km, and does not effect surface to surface radar range. Type: support Vigilant eye on the skies: increases spotting range against aircraft but with a slight reduction in torpedo acquisition range Type: utility Captain skills reworked I figured if I would add new skills to the tree might as well add more for other ships or in general or tweak the current ones. Skills will be sorted by Endurance, Offensive, Support, Utility, and Special. Endurance captain skills Preventative Maintenance: reduces the risk of ship modules being incapacitated High Alert: reduces cooldown time for damage control party consumable with a slight increase in other consumables cooldown times. Basics of Survivability: accelerates repairs to modules and fire/flood recovery but increases fire flood chance slightly Survivability Expert: extra 350HP per tier Fire Prevention: Reduces risk of fire and the max fires that can be set to 3 but greatly reduces fire chance caused by your own shells. Last Stand: when engine or steering gears are damaged can still operate but with a penalty Flood Preparation Drills: reduces flooding damage and flood time but increases firefighting time Fire Suppression System: reduces fire damage and fire time but increases flood damage Module Repair Workshop Expert: increases the modules repaired up to 2 per minute (only if module repair workshop is equipped to the ship *see ship module section below*) Hull Stability Maintenance: every time damage control party is used 500HP is healed but reduces survivability of modules, guns and torpedo tubes Offensive Captain Skills Expert Loader: accelerates loading time for main guns if you have all of them loaded Manual Fire Control for Secondaries: secondaries open fire on any targets designated by the player increase in accuracy by a slight amount. Expert Marksman: increase in turret rotation speed but with a reduction in ROF Torpedo Acceleration: increase speed of torpedoes but with reduced range and increased arming time(will only work with surface ship launched torps) Torpedo Longevity: increases the range of torpedoes but reduces speed(will only work with surface ship launched torps) Efficient Torpedo Fuel: increase range of torpedoes but at a reduced speed and decreased arming time Torpedo Reload Expert: decrease in Reload time for surface ship based torpedoes increase reload time for main guns. Inertia Fuse HE Shells: increase HE penetration for main and secondary guns but with a reduced fire chance. Adrenaline Rush: All types of armaments ROF increase for every 1% HP damaged but increases detonation chance. Demolitions Expert: increase fire chance but makes ship more susceptible to fire by a slight amount Long Range Firing Training: increases firing range of both the main guns as well as secondaries but with a slight reduction in turret rotation Stationary Target Training: increases accuracy to main guns when your target is moving at speeds of 8 knots or less but decreases secondary accuracy Support Captain Skills Direction Center for Catapult Aircraft: 1 extra catapult aircraft at a reduction in speed Smoke Screen Overdrive: increase in smoke screen radius at a slight reduction of ship speed. Light Smoke Screen: increases smoke screen consumable action time and lays smoke in a long narrow path but decreases smoke time by 40% Superintendent: 1 additional consumable charge for all consumables increases cooldown timers very slightly (something like 3-5%). Eye on The Horizon: increases sight range Hydro Acoustic Expert: increases range of hydro but reduces duration and slightly increases ship detection range while hydro is being used. Radar Expert: increases duration of radar but reduces range and slightly increases ship surface detection range while radar is being used. Destroyer Screen: if DD is 3km from an allied BB CA/CL or CV increases torpedo acquisition range to 2km (can only be used with DDs) Cruiser Escort: if CA/CL is 2km from an allied BB or CV reduces detection range by x% (can only be used with CA/CLs) Battleship Escort: if a CA/CL or DD is within 2km reduces fire and flood chance by x% (can only be used with BBs) Keeping up with the Fleet: if a BB or CV is 10 km or more from the nearest DD, CA/CL the BB will gain an additional 5 knots of top speed, so long as there is DDs and CA/CLs still alive.(can only be used with BBs and CVs) Assault Capture: increases speed in which you capture a point so long as your within 1km from a friendly ship but increases main gun bloom time. Defensive Capture: siphons capture progress from the enemy if they are capturing a area you already own and are within 3km from an ally but increases main gun bloom time. Utility Captain Skills Priority Target: shows how many players are targeting you Incoming Fire Alert: warns you of incoming shells (when shells flight time is more then 6 sec) Jack of all Trades: slight reduction in all consumable reload times Vigilant Eye on the Water: increase in torpedo acquisition range but reduces AA spotting range Radio Location: shows general location of nearest enemy ship enemy will be alerted to your tracking of their ship. Radar Receiver: shows general location of ships using the radar consumable enemy will be alerted to you tracking their ship (operates the same way radio location does but only while the enemy has their radar active). Concealment Expert: reduces ship’s detection range (amount of detection reduction based on ship type) but with a great increase in air detection (puts air detection at base surface detection range) Mussel Blast Expert: reduces main gun bloom time but increases detection range (amount based on ship type, similar to the concealment expert skill) Special Captains Skills All these skills will require you to have invested 60% of points into the specified field of skills to unlock these listed in the ( ), and just to clarify 60% in the total number in that type(endurance, offensive, support, utility). So for example say you want endurance master there will be 12 skills you will need to invest 7 skill points into the endurance skill tree to unlock it. Endurance Master:(type: Endurance) greatly reduces amount of time it takes to repair modules, recover from fire/floods greatly increases the amount that can be healed from repair party, but greatly increases likelihood of of said module/fire/flood chance. Damage Control Master:(type: Endurance) greatly reduces the damage control consumable’s cooldown timer but greatly increases damage taken from fire/floods. Long Range Gunnery Master:(type: Offensive) increases main gun accuracy but greatly reduces ROF and turret rotation. Secondary Master :(type: Offensive) greatly increases ROF, accuracy, and secondary module HP of secondaries but greatly reduces main gun turret rotation and ROF and AA ROF AA Master: see above in AA skill section Smoke Screen Master:(type: Support) smoke clouds give a slight healing effect (I would say like 10 to 25HP per second for the duration of the smoke screen) so long as you don’t shoot your guns or launch torps healing effect starts 10 seconds after you enter the cloud or after you shoot your guns/torps. Consumable Master:(type: Utility) decreases consumable cooldown time increases consumables by 1(stacks with superintendent) but increases the Damage Control cooldown timer by double Concealment Master:(type: Utility) decreases the amount of time it takes for main gun bloom to return to normal concealment greatly increases the size of your main gun bloom by double. Destroyer Master:(type: Offensive and Utility) increases ship and torpedo speed but increases rudder shift time and turret rotation (skill only activates when using a DD) Cruiser Master:(type: offensive and utility) increases main gun ROF, reduces rudder shift time, and reduces consumable cooldown but greatly increases detonation chance, main gun bloom time is increased by 50% reduces ship acceleration. (Skill only activates when using a CA or CL) Battleship Master:(type: endurance and Utility) increases maximum ship HP by 25% but decreases main turret rotation and ship top speed (skill only activates when using a BB) Carrier Master: see above in CV skill section Ship modules New Ship Modules Ordinance storage space on deck - Faster plane resupply but at the cost of a large detonation chance increase (by maybe 150%) Spare aircraft parts - reduces aircraft repair time (for when your squadron is destroyed) Module repair workshop - every minute repairs 1 random module such as AA mounts or secondaries (does not include main guns or torpedo tubes) Aircraft Modules Advanced bombardier optics - improved reticle (shrink?) speed Aileron maintenance - improved maneuverability Engine upgrade - improved top speed and acceleration Extra aircraft armor - increases defense against AA dmg and increases max HP for aircraft (including fighters) but reduces max speed, acceleration and maneuverability. Reduced aircraft armor - decreased defense against AA dmg but increases max speed and acceleration for aircraft (including fighters). Aerial Fire extinguisher - if plane HP is below 10% this will restore HP up to 20%(of planes max HP) must not be taking fire from AA or fighters. Improved binoculars - increases sight range Larger caliber rear gun - increases rear gunner DPS Improved torpedo - slight increase in dmg and flood chance for torpedoes Improved HE bombs - slight increase in dmg and fire chance for HE bombs Large RKs - slight increase in dmg and penetration for rockets but reduced fire chance Progression through the tiers Here is how I think that progression should look like through the tiers. Note: squadrons can have 1 extra plane in squadron if “air supremacy” capt skill is used, and 1 extra plane on attack run if “count me in” skill is used. Long reload times will encourage the use of the other squadron types and be a way to reduce the over reliance on one type, also can be adjusted if WG believes its too long. Another thing to note (before im able to test to see how long it takes a player to expend all ammo and return) planes attacks can last somewhere around 1 -3 minutes depending how much airstrikes they can do so reload times may not be an issue if it goes the way I set their reload times. Types of planes/armaments HE DB = dive bombers with high explosive bombs TB = Torpedo bombers RK = Rocket attack aircraft AP DB = dive bombers with Armor Piercing bombs Squadron size: amount of planes in a squadron Types: types of aircraft CV can carry is also the number of squadrons (1 each type) Rearm time: time required to rearm aircraft total time based on how many planes in a squadron. Squadron Repair Time: time required to repair a squadron that has been completely destroyed time is based on rearm time with +50% this is the penalty for losing the whole squadron Equation used to calculate rearm times: Rearm time in seconds = squadron size x seconds per aircraft in squadron Equation used to calculate squadron repair times: Repair time in seconds = squadron size (seconds per aircraft in squadron +50%) T4: Squadron size of 6 ( 3 attack runs) Types: HE DB Base Rearm time: 42 second total rearm time (7 seconds per aircraft) Base Squadron Repair Time: 63 second rearm time, (10.5 seconds per aircraft) Note: T4 will have 2 different squadrons of HE DBs, but the amount of planes that can strike will be limited to 2. My reasoning on having T4 with only HE DBs is to help the player get used to DBs in general while also not being too over powered at this tier, also so the player can get used to the controls and not be overwhelmed with all the different ordinance types. T5: Squadron size of 9 ( 3 attack runs) Types: HE DB and TB Base Rearm Time: 54 seconds (6 sec per plane) Base Squadron Repair time: 81 seconds (9 sec per plane) Adding TBs at this tier will give the players practice on handling them as well as surface ships exposure to the new TBs T6: Squadron size of 11 (3 attack runs and 1 partial run) Types: HE DB and TB Rearm Time: 77 sec (7 sec per plane) Squadron Repair Time: 115.5 seconds (10.5 sec per plane) Gives players more practice with HE DBs and TBs with more AA and larger squadrons. T7: Squadron size of 12 (4 attack runs) Types: HE DB, and TB (not sure if RKs should be available at this tier) Base Rearm time: 84 sec (7 sec per plane) Base Squadron Repair Time: 126 sec (10.5 sec per plane) Now im not sure if we should add RKs to this tier or T8 because T5 ships can run into T7s if WG decides to put them in give them a small amount of rockets per plane (like 2-4 rockets maybe) just to introduce them to the players. T8: Squadron size of 13 (4 attack runs and 1 partial run) Types: HE DB, TB, and RK Base Rearm Time: 91 sec (7 sec per plane) Base Squadron Repair Time: 136 sec (10.5 sec per plane) Whether WG decides to give RK at T7 or not this tier and onward should get them either introduces player to them or gives them more rockets per plane. T9: Squadron size of 15 (5 attack runs) Types: HE DB, AP DB, TB, and RK Base Rearm Time: 120 sec (8 sec per plane) Base Squadron Repair Time: 180 (12 sec per plane) Introduces AP DBs with 500 - 1000 lbs bombs to players also increases squadron size T10: Squadron size of 18 (6 attack runs and) Types: HE DB, AP DB, TB, and RK Base Rearm Time: 144 sec (8 sec per plane) Base Squadron Repair Time: 216 sec (12 sec per plane) Pinnacle of CVs every type of plane unlocked and maximum loadout, AP DBs get 1000 - 2000 lbs bombs (I cant remember what the T10 size AP bombs are now) After I finished this WG released the 2nd CV video showing co op gameplay and Halloween teaser showing us subs as I don’t want to make this any longer then it already is I will just say, I am aware of it and didn’t think I had enough time to add them to this post. I may have more ideas later but this is what I came up with I would like the hear what you all think thanks for reading this very long wall of text :P
  23. Admiral_Bingo

    RN CL Dido Premium Proposal

    Hello everyone, This is my first post. :) I would like to suggest this ship as a new premium and like to discuss what would it be like if it was actually added to the game. HMS Dido The reason why I chose this ship is because I would like to entertain the thought of having a RN Atlanta. Having similar armament, it would have a reload time around 5 seconds and just like the Atlanta, have unlimited charges of the DFAA consumable because of its AA build. Some difference would be the shell type. Being a RN cruiser, it can only fire AP shells with the special RN ballistics while Atlanta could fire both types. While the Atlanta has HE and Radar, Dido trades these off for heal and smoke, making it different in terms of handling from Atlanta and Flint. However, because of its armament, it would have similar range like the Atlanta requiring the player to adapt to a similar game play of Atlanta. So what specs, consumables, or other stuff should the ship have while keeping it relatively balanced?
  24. How do the game mechanics work for ships with dual purpose main guns (used for AA). Do you have to manually target planes? Do you have to load AA ammunition? I haven't got any yet but am wondering.