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  1. Here is a technical paper I wrote on my feedback for the SUBMARINE TESTING BETA PHASE. 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. SUBMARINE TESTING BETA PHASE FEEDBACK BY BIGS GENERAL BUGS ENCOUNTERED: 1) SUBMARINE “PING” STOPPED BY INVISIBLE BARRIERS: The PING width appears to be wider than visually represented to the player. This results in many cases where the submarine Ping mechanic is “stopped” by an invisible barrier (I.E. sinking ships or islands) when it visually appears to be able to pass over them or by them. This results in the Ping mechanic appearing to hit “invisible” barriers. 2) SUBMARINE PING WIDTH WIDER THAN VISUALLY REPRESENTED: The PING width needs to either be reduced or visually widened to match the actual PING area when “fired”. 3) SUBMARINES HITTING INVISIBLE BARRIERS WHEN CLOSE TO ISLANDS: Parts of the islands aren’t matching up with their “visual barriers” resulting in submarines getting stuck on invisible barriers when submerged. 4) DEPTH CHARGE EXPLOSION LARGER THAN VISUALLY REPRESENTED: When a submarine is being attacked by Depth Charges, the explosion appears to be MASSIVE compared to the visual represented explosion. In some cases, I was “hit” for 2-3k damage even when 1km away. 5) SUBMARINE WINDOWS FLOATING ABOVE SURFACE WHEN IN PERISCOPE MODE: The windows of a submarine are still being drawn in place as if the submarine never submerged resulting in “ghost windows” floating above the surface. 6) HORN BUG WHEN SUNK: Sometimes the submarine horn would sound when sinking and doesn’t stop resulting in an annoying constant horn bug. 7) TORPEDOES PASSING THROUGH SINKING SHIPS: Sometimes a torpedo would pass through a sinking ship when it is fully submerged. 8) GHOST BUBBLES: Sometimes when you submerge, the bubble trail won’t match up with Submarines resulting in a funny “ghost bubble trail” that doesn’t line up with the propulsion screws of the Submarine. 9) SUBMARINE PERISCOPE DETACHES VISUALLY WHEN SPAMMING “PERISCOPE DEPTH AND DIVE” RAPIDLY: If you spam the periscope depth “G” button by default, and “C” by default, the periscope would detach itself visually and look as if its floating above the submarine. 10) SOMETIMES GAME WON’T LOAD ENTIRELY LEAVING YOU WITH A MAP SCREEN ONLY: Weird bug where the game is technically “loaded” but you can’t get past the team roster/map so you can control your ship. Instead you can only watch the map icons start moving as other people begin playing. Fix seems to be to exit the game and re-enter the game. 11) AUDIO OF FIRED TORPEDOES OCCASIONALLY DOESN’T OCCUR: When you launch your torpedoes from a Submarine, sometimes you get no audio clue when in periscope mode that they have fired. 12) RARE OCCURRENCE OF DEPTH CHARGE BEING SHOT INTO ORBIT: Weird visual glitch that rarely occurred (only did it 2x for me out of 30x games) where a depth charge would be flung into the sky box from the ship. Looks as if its being fired into Earth’s orbit. Explosion occurs as normal and damage deals as normal, just a funny visual glitch. 13) VISUAL GLITCH IF SUBMARINE SURFACES INTO A SURFACE SHIP: This results in a “ram” as expected, but the submarine visually merges with the surface ship clipping through it. This just looks weird but doesn’t affect game play. CAPTAIN SKILLS: 1) RADIO LOCATION: You can take this skill on submarines allowing a submarine to radio locate enemies through islands when submerged giving them a very accurate location of where the enemy is. I personally feel this is “cheating”. By taking the skill, it allows you to gain a high amount of intelligence data when you should otherwise be “blind” and have to rely on your passive sonar when in “submerge” mode. In short, this skill trumps the reason to have passive sonar. GAME PLAY: SUBMARINE 1) THOUGHTS ON GAME PLAY EXPERIENCE: a. I really enjoyed my time as a submarine captain. It feels like a mini game of cat and mouse, something I hoped WG would achieve. If you are cautious and take your time to be as stealthy as possible and try to get 2x pings on every target, you can rack up a large amount of damage to stay competitive. However, if you play recklessly, get spotted constantly, and attack at dangerously close ranges, you get sent back to port quickly. I did feel that submarine is very fragile, which at first alarmed me, but after learning how to become stealthy and avoid detection, the submarine really starts to shine. This class is really going to separate out those that love a more methodical and tactical approach rather than guns a blazing. b. I did not feel Submarines are overpowered or under powered during any time of play. Either you stayed stealthy, allowed yourself to get two pings on a target to maximize damage dealing lethal blows to an enemy, or you get detected and destroyed. As a submarine and a surface ship, I feel the relationship is really good so far. 2) SUGGESTIONS: a. SUBMARINE VS SUBMARINE ISN’T FUN: Submarines really need a better way to combat other submarines when in “submerge” mode. Currently there is little you can do to an enemy submarine since it turns into a game of “submerge” chicken where you can only ram each other or see whoever doesn’t submerge fast enough to avoid the other’s torpedoes. This is the biggest downside I found in my entire time testing submarines. b. PINGING STOPS ON INVISIBLE BARRIERS: As stated previously, submarine pings appear to get stopped on invisible parts of sinking ships and islands. This is incredibly annoying as “visually” they should go over or by these barriers. This needs to be fixed asap. c. PASSIVE SONAR: I really like the passive sonar that occurs when submerged allowing you to see any surface ships direction from your position without knowing what it is. You are blind, but not entirely. My only suggestion is that Sonar should be able to ascertain a friendly or an enemy for you. Currently it doesn’t so you can get confused as to what ship it picks up. However, if it stays in its current state, its still very useful, but if someone takes Radio location, this makes this interesting ability completely obsolete (I don’t think Radio location should work on Submarines). d. DECK GUNS NEED TO EITHER BE MANUALLY USED OR AUTOMATED SECONDARIES: I was very disappointed that deck guns were not able to be used, even in a secondary capacity. I understand that this would yield minimal damage to enemy targets though. I would like to see deck guns get a higher chance to incapacity ships or some utilitarian purpose if they are activated in either case. GAME PLAY: DESTROYER 1) THOUGHTS ON GAME PLAY EXPERIENCE: a. I really enjoyed the relationship between a Destroyer and a Submarine. As a Destroyer, you feel very powerful against them allowing you to either gun them down relatively quickly, or depth charge them if they are submerged. However, in many cases, I felt too powerful, a thought echoed by other testers when I prompted the question. If you detect a submarine and run it down, it’s almost a guaranteed kill for a DD without much effort involved since its automatically done. 2) SUGGESTIONS: a. DEPTH CHARGES NEED TO BE CHANGED: I liked the automated process of the depth charges (at first, I was skeptical but came to like it since I could focus on other tasks). That said, they feel WAY too powerful against Submarines in their current state. Either the explosion radius needs to be reduced, or the damage needs to be reduced. As a submarine, I could be chunked for a scary amount of damage even when 1km away from a depth charge. I get that Depth Charges are strong counters to submarines, but in current state, its just unfair. GAME PLAY: CRUISER 1) THOUGHTS ON GAME PLAY EXPERIENCE: a. As a Cruiser, submarines were not a great concern for me if I was aware of their location, but when undetected, they posed as much threat as a concealed destroyer does. I could dodge torpedoes relatively well, but if not paying attention, I could eat serious damage. If I spotted a Submarine, my HE shells could quickly remove it from play at a rate I feel is balanced so far. The balance between the two is really on the submarine player. If he’s able to remain undetected, I must chase him and hope to find him before I get torpedoed, but if he’s spotted, I could wreck him quickly. 2) SUGGESTIONS: a. ADD DEPTH CHARGES IN LIMITED CAPACITY TO CRUISERS: The only annoying situations occurred when a submarine submerged near me which kept me from using my guns against him (as it should be). However, then I must wait for the submarine to surface again…I do feel that Cruisers should get Depth Charges, but they shouldn’t drop as frequently giving you SOME ability to counter them when submerged, but not be as good as a Destroyer. GAME PLAY: BATTLESHIP 1) THOUGHTS ON GAME PLAY EXPERIENCE: a. When I first played a Battleship, I was very skeptical about how it would handle submarines. In the end, I was pleasantly surprised. This scenario is very similar to combating a concealed destroyer. If you let the submarine take time to get two pings on you, you are in trouble. However, if you close the gap between you and a submarine, the submarine essentially becomes weaker. This is especially so if you can keep the submarine from getting that 2x ping on you by pointing your bow or stern to it minimizing its torpedo damage by blocking that second ping location. If you do spot a submarine in periscope depth or on the surface, your HE shells make VERY quick work of it, faster than against a Destroyer. Something I think should stay as is if a submarine is able to yield such massive damage to you with the double ping system. My only wanting as a Battleship is a way to alert myself or others to a submarine’s approximate location. 2) SUGGESTIONS: a. PASSIVE SONAR ON BATTLESHIPS(?): I really want a way for a Battleship to be warned about a submarine whether by giving you a general direction, or a “circle” approximate location. Maybe a battleship should get a general direction from where a PING originated? b. SCOUT PLANES TO SPOT SUBMARINES(?): Maybe Scout Planes should be able to detect a submarine’s location when airborne? GAME PLAY: CARRIER 1) THOUGHTS ON GAME PLAY EXPERIENCE: a. Carriers were still fun to play in the submarine beta. You still maintained the role of “spotter” or “seek and destroy” with submarines, like how you can hunt down Destroyers roaming the ocean. Your rocket planes from all nations work well at incapacitating submarines that are at periscope depth or surfaced. HE bombs on Langley and Furious were especially effective, however AP bombs from Ryujo weren’t, leaving IJN to be handicapped against submarines. If a submarine spots you, you get warned just like you would against any ship. It then turns into a race, who can destroy who first. 2) SUGGESTIONS: a. IJN REALLY NEEDS ANOTHER WAY TO ATTACK SUBMARINES: Ryujo felt very handicapped against Submarines since you could only rely on rocket planes to deal with them where USN and RN gets both rocket and bombers. CLOSING THOUGHTS 1) DO I FEEL SUBMARINES ARE A GOOD FIT? a. Based upon my time during the Submarine Beta Testing, I feel that the concept for Submarines is there. They add a whole new element to the game, unique perspective and play style while at the same time, not detracting from any other ship classes role or game play. While there needs to be some balances between certain classes, I do feel that War Gaming has set an excellent foundation to build off from in this Beta test. Will submarines be for everyone? Probably not, I believe that you will have a core group of players that love submarines and will exclusively play them, others that will just occasionally pick up the class, and a group that won’t touch them at all. The one big difference between submarines and carriers though is that I get the sense from other testers that players combating submarines feel as if they can do something against submarines where they feel handicapped against carriers. In short, it feels good to sink a sub and as any class you feel you got tools to eradicate them. Ultimately, I think submarines can fit very well within the World of Warships game play. ------------------------------------------------------COMPILING ALL OF MY ADDITIONAL FINDINGS INTO THE ORIGINAL POST FOR EASE OF READING------------------------------------------------ In regards to captain skills, I only had a 10pt captain, so I could not load up on skills. That said, I did reset my captain multiple times and tried several builds out with the 10 points, mainly to test skills that could be applied to a submarine captain. Here is what I settled on after several builds: https://worldofwarships.com/en/content/captains-skills/?skills=4,5,18,20,23&ship=Destroyer Preventative Maintenance: When you DO get hit, and you will at some point, its gonna hurt. You mainly get a lot of incapacitations, such as knocked out engine, rudder, etc. This skill helped a lot whenever I was hit. Last Stand: This was a life saver in many cases as any hits you take have a high chance to incapacitate your engine/rudder. Torpedo Armament Expertise: Torpedoes reload very slowly in submarines, with this skill I was reloading at a blazing 1min 30secs, approximately in the American Cachalot. Without it, much longer. Since Torpedoes are your bread and butter weapon system, you want these to churn out fast. Adrenaline Rush: As you take damage, this will help with reloading torpedoes faster. It can help in a pinch, but you REALLY don't want to be caught in the first place. Most ships can devastating strike you, so this is a "incase you happen to survive" skill. High Alert: You reload at 40s with this skill already, making it faster helped me out, especially when I got hit by HE shells or depth charges. Its mainly to help you escape by quickly getting rid of any engine/rudder shift incapacitations. Skills I initially took but later swapped out: Survivability Expert: I did not take Survivability Expert, the reason is that when I ran it, I found it to be very underwhelming for what you get. Sure, you can survive a tiny bit longer from Depth Charges, or take 1 or 2x extra shell hits, but in general I found that if you get caught by any surface ship, you die so quickly that it never really mattered if I had this skill or not. I passed on it, but someone else might like it. Jack of All Trades: JOAT might be useful to couple with High Alert, but that's a lot of points for 5% extra Damage Control Reload speed... Torpedo Acceleration: This was another skill that I initially took, but quickly swapped it out. It makes your torpedoes faster, sure, but the distance reduction is kind of scary for a submarine. Example, I went from 8km to 6.4km in the Cachalot American Submarine. It did help hit targets more often than I had without the skill...but it puts you in a uncomfortably close position to any target you come across considering your concealment range is 5.0km in it. In short, that range made me uncomfy and I wound up being unable to plan a successful escape route should my torpedoes miss. Radio Location: This is the bees knees, super good to have skill just from the point of being able to know where the closest enemy is. That said, I felt this skill is so good on a submarine its mandatory. I took it off my last build though since I think this skill needs to not work on Submarines. It trumps any reason at all to have passive sonar on a submerged submarine. It also doesn't make a ton of sense since Submarines were required to surface to send and receive radio signals. I personally feel its "cheating" the system to run it, but that's up to WG to decide. Concealment: Concealment isn't recommended really...you have 5km detection in the Cachalot for example..that's insane. It only really helps when you surface yourself to replenish oxygen. I guess you could take it to try and ambush other submarines, but whenever most players were detected and they couldn't see me, they just dove out of precaution I was sending torpedoes (and I would send torpedoes each time). In short, its kind of a waste of 4pts when other, more useful skills are available. Priority Target: I didn't take it, if you surface in a sub and get detected, prepare to get bombarded by anything that can reach you. Incoming Fire Alert: This could be useful, but again, if you are detected, you're gonna be shot at by anything that can reach you. Basics of Survivability: This skill did come in handy when escaping depth charges since they have a crazy high chance to cause you to flood. That said, this is more of a "if you survive" skill. 90% of the time I was being actively depth charged, I died. Seldom do you live through that to make this skill worth the points. Vigilance: Could be handy later on if torpedoes change to be used while submerged, but this skill didn't really help in any way that I felt I must have it, or even considered it to be of use. Fire Prevention: Again, not really recommended. If you are being shot at, you're gonna die too quickly to be set on fire. (seems to be a pattern here ;) ) ------------------------------------------------------COMPILING ALL OF MY ADDITIONAL FINDINGS INTO THE ORIGINAL POST FOR EASE OF READING----------------------------------------------- SURFACING NEXT TO TARGET TEST: I've also attempted to surface right up next to a target and fire in a attempt to "blap" destroyers or cruisers point blank. In theory you can do this, but its insanely risky, but with radio location, it makes this cheeky maneuver possible. Hence why I suggest to WG that it not work on subs for fear of stunts like this, and because it trumps the reason to have passive sonar. CURVE BALL TORPEDOES TEST: You CAN "curve ball" torpedoes as I call it. Throw one set far right of a bow on target, then ping to have it home in, then fire another set far left and ping to have it home in. The result is the two sets of torpedoes will curve towards the target resulting in semi-broadside hits. I don't really find this unfair though since it does take some skill and good prediction on the sub player's part to pull it off. From the perspective of the surface ship, it looks like torpedoes are coming from two different directions which does two things. 1) makes it semi difficult to ascertain the location of origin (aka where is the sub launching from) and 2) you gotta wiggle hard to avoid it, but not impossible to dodge. SURFACING INTO A TARGET TEST: Other things I found was surfacing under a target. This results in a ram, which you always die, but does decent damage and flooding to a target. SURFACING TO AVOID DEPTH CHARGE DAMAGE TEST: Surfacing while being depth charged DOES help you evade damage from them, however you then have to worry about being shot. So you need to dive quickly. Currently this results in death for the sub still, but can save you in very rare instances. SPOTTING SHIPS IN SMOKE WHILE SUBMERGED EXPLOIT(?): You can spot ships in smoke if you dive under them. Granted you as the sub can't attack them, but you can spot them with with abusing the "target aquisition" passive mechanic. Aka, you are within 2km of the target; so close you can spot them no matter what. This only really works on cruisers, battleships, and carriers in smoke. Destroyers immediately start dropping depth charges. SUBMERGED RAMMING EXPLOIT(?): Lastly, "submerged chicken" is a issue, which is just ramming a sub while both are submerged. This isn't really a exploit though, but it is annoying that its the only real tactic to deal with submerged enemy subs at the moment. CURVING TORPEDOES AROUND AN ISLAND TEST: With homing torpedoes, one big concern I had was curving them from behind an island. You can "kind of " do this, but with the ping mechanic stopping on islands and ship wrecks, and the curve rate of torpedoes being poor, its not really a reliable tactic or exploit. CURVING TORPEDOES AROUND TEAM MATES TO A TARGET TEST: Accidentally hit "post" before I finished. You CAN curve torpedoes around a friendly teammate to a target using the "curve ball" method. This can result in some hilarious ambush torps on the charging target who is gunning for your teammate. This is super risky though since you can hit your teammate if done poorly, or if your teammate is not aware of your torpedoes. Communication is key here to pull it off. I achieved this last one by being left or right of my friendly teammate to ensure my ping had a clear line of sight to the target. I did not check if teammates block pings. (UPDATE: YES, TEAMMATES BLOCK PINGS) AS A SURFACE SHIP, SUBMARINE DEPTH IS DIFFICULT TO UNDERSTAND (PLAYERS REPORT HAVING TROUBLE KNOWING WHEN A SUBMARINE IS AT PERISCOPE DEPTH) Many players I encounter are having difficulty understanding when a submarine is at periscope depth, or to deep to hit with main guns. Currently this information is displayed with two different sets of numbers underneath the submarines name, and player name. The first number is the distance from you to the enemy submarine. The second number below it is the depth at which the sub is currently sitting. It took me a hot minute to understand that I cannot hit submarines below 8m underwater (8m is periscope depth) with my main guns, even though the target is clearly able to be locked onto. This is just a convenience of play issue. If you target a submarine with your main guns, that is "submerged" the player should get a "Target impossible to hit" notification similar to how asashio gets a "Target Impossible to Hit" notification when targeting a Destroyer or Cruiser with its special Deep Water torpedoes. Unless this is made clear, I think there will be a lot of confusion among the player base as to why they can target the enemy submarine but cannot hit it. HE BOMBS FROM USN CARRIERS ARE INCREDIBLE POWERFUL; UP TO WG TO DECIDE IF THIS SHOULD CHANGE HE bombers launched from the USN carriers specifically, are incredibly powerful against Submarines. I'd even go so far as to say that the USN carrier tree line is THE sub hunting line. It takes about two passes from the Ranger's HE Bombers to nuke a surfaced or periscope depth submarine if the submarine is at full health; only one pass if the submarine has taken moderate damage (I.E. 1/4 of its health is gone). While this is a powerful counter, the submarine that is aware of bombers, can quickly submerge before bombers get a chance to complete their dive run; The only exception is if a submarine just happens to surface right as a squadron of HE bombers flies over them and just happen to be within dive bombing distance (I.E. the sub surfaces right in front of or in the center of the bombing reticle). I can see some players frustrated by this, but given that the submarines are difficult to detect from the air, and can quickly dive to avoid all damage. Given this experience first hand, I think the relationship between aircraft and submarines is on a good path to being balanced. This is especially so if a submarine is able to sneak through your front lines and get within torpedo range of a Carrier as this almost always leads to death for a parked carrier. HE LEVEL BOMBERS FROM RN CARRIERS DO A DECENT JOB OF ERADICATING SUBMARINES I was asked specifically how the HE Level Bombers of the Royal Navy line fair at destroying submarines. They aren't as good as american dive bombers, but they are definitely better than IJN's. So I would say they do a good job, just not the best in the BETA. IJN AP BOMBS DO NEXT TO NOTHING TO SUBMARINES Again, I was asked specifically about how IJN carriers fair against enemy submarines. They currently only have rocket planes and torpedo bombers to deal with submarines. Torpedoes are easily avoided, and difficult to land on such a tiny target, so I don't really consider this a "GOOD" option at all for anti-torpedo warfare. Their AP bombs don't do much at all unless they hit the target, which is very hard to do. When they do, it does poor damage at best. Again, not really a option I would consider when dealing with a submarine. This puts us back to Rocket Planes, which do fair against enemy submarines quite well. I would say that IJN carriers are the worst at hunting down and destroying enemy submarines. DOES THIS PROMOTE BATTLESHIPS TO SOLO CAMP IN THE BACKFIELD BY THEMSELVES, "ISLAND CAMPING", OR PROMOTE ANTI-OBJECTIVE PUSHING PLAY? One big issue raised by many Community Contributors and the community at large is that by adding in submarines, it will "keep battleships from wanting to push objectives, or push fronts and promote a more stand-off game play." The short answer to this from my first hand experience in the BETA testing is, No. At any rate, it PROMOTES MOVING with teammates more than ever, something people have been trying to get other players to do for years. This is because of a couple reasons, 1) Submarines can sneak past surface ships AND aircraft, 2) Since you are by yourself and no teammates to threaten a submarine, they can take their time getting two pings on you leading to MASSIVE damaging torpedo strikes. What sets submarines apart from Destroyers trying to hunt down solo battleships way in the backfield or hiding carriers is that while yes, they can get to locations to do surprise strikes, submarines just fill the role of "Backfield ambusher" or "Carrier hunter" better because of their extreme stealth capabilities. The difference lying in that submarines can hide from aircraft very easily. This creates a very interesting counter play to carriers who like to hide behind islands by themselves, and battleships that like to solo roam by themselves deep behind your own lines and never push. They now have to worry about putting themselves in danger of a surprise torpedo attack from a submarine. While you can still backfield/island camp in a cruiser or battleships or carrier, with a enemy submarine in the area, especially one that hasn't been seen for a while, its best to be on your guard and stay near a friendly destroyer or cruiser in hopes they spot the torpedoes or submarine, or the enemy submarine taking aim at them instead of you. However, once the enemy submarine(s) are eradicated, solo roaming/island camping play generally resumes. This last part further proves from observation that no, the introduction of submarines does not promote stand-off game play. CARRIER SECONDARIES ERADICATE SUBMARINES AT A SURPRISINGLY GOOD RATE Here's a fun fact I found. I had three(3) instances where a submarine managed to ambush my carrier and got WAY too close. Taking control of my carrier personally, You can guide yourself around torpedoes pretty well. In all three of these cases where I was paying attention and had ample time to react, I survived as a carrier. (only times I didn't was when I either wasn't paying attention at all, or the enemy sub player was incredibly sneaky). What I found, to my surprise in these three cases, is that carrier secondaries deal with submarines at a VERY good rate. Due to their low health pools, submarines that wander too close to a carrier and into their range get destroyed quickly. To test this even further, I dropped my third upgrade slot which contained the upgrade for longer torpedo attack runs, to "secondary range upgrade". I then proceeded to actively CHASE submarines in my carrier in a couple games by taking control of the carrier directly, and I got to say, the secondaries work very well at anti-submarine warfare and are a plausible last ditch effort to get rid of them in a pinch. Not saying you should do what I did and CHARGE TORPEDO THROWING SUBMARINES WITH YOUR CARRIER :P But, if you DO get into a situation where a sub is in your face, you do have a weapon system on the carrier that can deal with them reliably. So, secondaries on Carriers now have a good purpose other than looking cool, and creating lots of smoke and fire while you wait to get blapped by a destroyer, cruiser, or battleship. DOES RADIO LOCATION WORK SUB TO SUB/ SHIP TO SUB? Yes. Radio Location Captain Skill does detect submerged submarines, and submarines that have the perfect can locate other submerged submarines. This of course is up to WG if this skill will continue to work in this manner. However my feedback on this is that, I feel its cheating since it negates any reason to have passive sonar, and submarines have next to no chance to "hide" or "escape" from a destroyer actively hunting them with this captain skill.
  2. 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%.
  3. Bigs_Destroyer_of_Worlds

    Hot Fix 8.0.1 Feedback by Bigs

    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".