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Found 5 results

  1. StevebDancer

    CV Rework needed.

    I will break this down in to B# for bugs, P# for problems, S# for possible solutions.. These are all for CVs, here we go. -B1 CVs and planes do not reduce viability in cyclones. they stay the same.. (you know how to fix this). -B2 CVs can not tell when a ship hits AA consumable.. we just loose our planes.. -S1 a green area shows up for the ships AA range when they hit their AA consumable. -P1 CVs are dropping fighters everywhere, let me explain I had a CV drop a fighter squadron inside my CV's detection but out side my AA just to spot me, they do that for BBs too, and DDs.. 2nd they drop fighters right in front of my squadron or just out side my fighter squadron to kill my fighters or planes I am flying. This is very annoying.. -S1 when a CV player fly's with in 2-3km of a ally ship and is pointed at the ally. they press fighter squadron key and those fighters act like a catapult fighter for that ship. no dropping out side of that. so they can only be dropped on ally ships. If key is pressed outside of that a error message in chat shows up "must be with in 3 km and pointing at ally to use fighter squadron" -S2 fighter squadron can not spot ships.. -P2 CV being up tiered.. as you can tell by your data those CV run out of planes quick and don't do much damage at all. this must be balanced out some how.. -P3 What is the % of ships that are AA spec'ed. this means you do not have good skills that are used instead of AA skills.. please replace give good skills at tier 3 and 4. -P4 What is the purpose of giving a CV better maneuverability for hall upgrade, it is useless. give it something it can use. -S1 when hall is upgraded make CVs detection drop a bit instead of rudder shift. -S2 give CVs 1 extra plane for each type of squadron instead of rudder shift. -S3 slightly faster replenish of planes of each type of squadron, instead of rudder shift. -B3 Sling shot attacks that by pass most of the damage of ships AA.. where they time when to drop 1 set of bomb then use the invalienability to get close to a ship with good AA to drop on them with out loosing planes. -S1 increase time before ship can go back into a attack run after dropping ordinance would fix this.. -S2 take away the Invalienabiiity after the drop.. -P5 Flack clouds do tons of damage to all planes.. and makes complete walls of flack Which you can't avoid.. Flack clouds either land in front or on your planes.. -S1 all flack clouds explode randomly with in their range.. NOT JUST IN FRONT. -S2 shrink flack clouds so they are smaller then they could be easier to dodge and randomly in range of shell.
  2. Ok, WG I see you are trying to balance CVs but I feel you are not doing a good job.. I think you have to be more extreme. Here are a few ideas and will make a poll on it.. - 1st fighter squadrons dropped off of planes in flight have to be on ships and they follow that ship for their duration. (fixes issue of planes dropping on enemy DDs like radar.) - 2nd take that old skill you had about planes HP changes per tier of enemy CV. this is how it works: - Option 1 - Takes average tier of ships in match and if it is .75 to 1.24 tier more then CV's tier, the planes get a 10% bonus to health. if more then 1.25 higher then CV's tier it get a 18-22% boost to health. for slower speed and higher AA damages by ships. - Option 2 - Takes average tier of all ships in match and take # - CV tier then multiply it by .165. That number would be bonus health to all planes on CV.. if average is below CV's teir no change. - Option 3 - CV planes or ships in game DPS changes to what planes it is shooting at.. so a T7 ship shoot at a T6 would shoot at a penalty. and a T5 ship shooting at a T6 CV would get a boost.. the farther the tiers away from CV the more penalty or boost. this balances the planes and the ships.. - 3rd reduce number of attacks per squadron to 2 from 3 and take 3rd squardon of HP and add it to the planes of the 1st and 2nd.. - 4th reduce spotting distance of DDs by another 20-30% and no fighter spotting except by ship fighter (meaning no dropping fighters on a spot to continue spotting) - 5th This should be a given if planes are over a person concealed in smoke then the undetected planes can still be heard over the smoke. so they know the planes are waiting for the DD.... - 6th when AA consumable it hit the circle that where the drop will happen will double. this is a benefit for ships with AA and also tells CV driver AA was hit and need to back off or not do as much damage and loose more planes... Because we can not tell when AA is hit or not. also the ship should be green as if the ship dropped a fighter.. - 7th when a plane is shot down in a run to drop bombs/ missles/ torps. That plane is NOT replaced... it is a bonus to the ship for shooting down the plane.. so it might be 1 less bomb/ torp/ rocket or more but for someone who put in the captain skill and/or consumable. it would pay off. - 8th when a plane drops its load then view point slides right up to planes flying over head and that fixes slight shot of invulnerability. - 9th AA Flack puffs are shot in the sectors you have it but they need to explode at different ranges NOT ALWAYS IN FRONT.. as they fly through that zone they explode randomly in the front/ middle/ and far part of zone.. so flack clouds will have depth.. including direct hits on planes(like ships have detonations). will make it easier but detonations of planes can happen.. if you have ideas please type them down and work this out..
  3. So, one of the complaints of the community is that the re-work removed the CV vs CV feature, I as a CV main of old and new can also see that because CVs have too much AA and any attack on them is just a waste, before the rework we could deplane and bait DFAA to make deadly strikes, where right now the only way to damage one would be USN Midway Tiny Tims and RN perfect carpet bombs, while for deplaning the enemy you need to count on your teammates' AA and your ambushes with fighter planes (such as deploying them behind a mountain to hide them from the enemy...yes, this is a thing). So, here is a suggestion to fix at least one of the CV vs CV problems. A new consumable for your attacker planes, "Engage Air to Air Combat", where the attacker drops all the payload and proceeds to hunt down the enemy plane on a bigger area, prioritizing: Fighters engaging your squad (If the enemy pops their fighter consumable while yours is chasing the enemy, it'll target the fighters instead). Enemy bombers Enemy fighters Enemy Scouts If no enemy present, return to the CV This way we can add to the AA defense of our teammate's, increasing our support to repel air attacks while at the same time, easily deplaning the enemy CV since an attack squad has more planes than the usual consumable fighters so it'll usually mean a total wipe. This consumable would: Lock into your attackers that will make a climb for 3 seconds after dropping the payload and proceed to engage an enemy, if no enemy present at the end of the climb, return to the CV and re-enable the option to launch another squad. If the attackers lock onto an enemy, the player will be locked for the whole duration of the engagement until the target or your attackers get removed from play. When activated, the attackers will climb towards higher altitude but will receive 300% more damage from AA during the 3 seconds climb, after that they'll be unable to spot ships but will also be invulnerable to AA and able to spot enemy planes within their action range. The increase in damage received is to kill any possibility of exploiting this consumable to return the planes to the CV faster since returning them normally would take 4 seconds. When locked on an enemy, engages at full boost speed + 10% for the whole duration of the chase. The enemy will only receive a warning that he's being chased by attackers at the detection range detailed in the consumable. The attackers WILL BE DETECTED and receive AA damage at 50% effectiveness if they're detected by ship's radar until it reaches the target, when reaching the target they'll be treated as "not detected by radar". The attackers that aren't detected by radar will only become detected and receive 300% AA damage when reaching the detection range detailed in the consumable to their target. It's this way so that if a player fears that he's being targetted but doesn't know yet, he can fly closer to friendly ships, if the attackers appear they'll take a lot of damage and will be disposed of quickly but at the same time there is no way to know unless a radar ship detects it first. The data of the consumable will vary for nation to nation but with those as base: Charges: 3 (increased with commander skill) Charges here are limited in order to not have matches where one CV can do nothing because the other is spamming this consumable without risking much. Cooldown: No cooldown Payload drop time: 2 seconds. Action range: 8km Detection range for the enemy: 3km Attack range: 0.500m (or the usual fighter attack range). Damage: 1 for 1 Each nation will then receive the following changes with their attacker consumable: USN: Charges changed to 4. (Featuring USN air supremacy over the course of the war). IJN: Damage changed to 2 planes per attacker. (Featuring IJN deadly fighters before USN took over the air). RN: Payload drop time changed to 0 second. (Featuring...pilots readiness? Sorry, I don't have an explanation here). German: Action range increased to 12km. Detection range for the enemy decreased to 1.5km. (Featuring...engines? And ambushes from high altitude) ----------------- This suggestion would bring one more variable to AA defense on the table, another role for attacker planes, one of the weakest attack types of every nation, while at the same time providing somewhat like the return of the CV to CV combat of the pre-rework, just to a lesser degree. Do you think this suggestion would help out with the current situation with CVs? If this was implemented, would you remove "Reworked CV lacks CV-to-CV engagements" from the arguments against CVs? Do you think it would actually help the game?
  4. OK, so this has bothered me for a while since I am a student of history. So I did some research on cruise speed, top speed of the fighters listed for Japan and the U.S. What I found confirmed my suspicion. The U.S. fighters are given a 28% boost in speed, while the Japanese were given a 13% penalty. This results in a whopping 41% difference from reality. I know it's just a game and maybe it's compensated on the damage and HP. But when one pass from the 5 American fighters can down 18 Japanese fighters, something is off.
  5. Sir_Pengu1n

    The Great Gorgon

    So I recently got a 5 star match on the second Halloween mission and got the really awesome Great Gorgon camo. I already have an almost max upgraded Shokaku and read somewhere that the Gorgon camo equipped all the planes with the bat skin. However, when I went to put on the camo, the planes did not have the bat camo. Is this right? Or am I wrong that the planes get the bat camo?
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