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pyantoryng

6.0 Adrenaline rush and carriers

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The description on adrenaline rush in 6.0 test says that it works with all types of armaments...which brings up the question: Does that include carrier planes?

 

So without further ado...

 

Test subject: Independence, with Aircraft Servicing expert (10% increase), Torpedo Armaments Expert (20% increase for torpedo planes), and Servicing mod (15% increase).

 

This is the rate at full health, note that the reload has already progressed a bit:

 

 zAIjLiH.jpg

 

I bombed and burnt myself down to 20k HP, extinguished fire, then let the dive bombers return. Note the 21 second while gauge at bottommost level.

 

 aloauZy.jpg

 

Launched and return torpedo planes: 17 seconds with gauge at bottommost

 

 2Gpg4LN.jpg

 

The effects is noticeable due to the buff to 0.2% reload for each percent of HP lost.

 

Either this will go back to the drawing board, or it will be so gimmicky and impractical (perhaps dumb, even) that it will be left as is.

 

...this battle was won, however, so all was well and dandy.

 

  • Cool 2

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Doesnt the reload time also vary depending on if the planes used their ordnance or not?

 

Don't think so as far as I can remember...on quite a few occasions I had to order my strike planes early returns to shelter from enemy fighters and the reload time was the same as if I had already dropped the ordnance.

 

Pretty hard to find chance to test because I can't seem to enable training room on test by the preference editing method.

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This would be interesting if the enemy fails a snipe on you, now you can rearm faster.

 

I think that the issue is that carriers can now damage themselves to make themselves reload faster, and I was actually wondering this myself last night, but pyantoryg beat me to it.

 

The tactic makes sense: once a carrier starts taking fire, more health usually means that its death is just that much more slow and torturous. Why sit there on full health and full reload when you can just take yourself to half health and have a much better re-arming time?

 

It sounds like an exploit that will either be re-worked by not making it applicable to carrier aircraft, or carriers will be prevented from dealing damage to themselves.

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Does AD also work for secondaries? (BBs and CAs)?

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The same is true for divisions - you can shoot each other to damage them.  So I'm not sure what the big deal is.  It's a high risk/reward thing.  Would you damage your cv on purpose so you can in one or two more strikes?  I certainly wouldn't - it's not worth the increased risk of being spotted/deleted in one salvo instead of several...

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I think that the issue is that carriers can now damage themselves to make themselves reload faster, and I was actually wondering this myself last night, but pyantoryg beat me to it.

 

The tactic makes sense: once a carrier starts taking fire, more health usually means that its death is just that much more slow and torturous. Why sit there on full health and full reload when you can just take yourself to half health and have a much better re-arming time?

 

It sounds like an exploit that will either be re-worked by not making it applicable to carrier aircraft, or carriers will be prevented from dealing damage to themselves.

 

However at the same time if you do damage yourself, you can now be sniped very easily.

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I think that the issue is that carriers can now damage themselves to make themselves reload faster, and I was actually wondering this myself last night, but pyantoryg beat me to it.

 

The tactic makes sense: once a carrier starts taking fire, more health usually means that its death is just that much more slow and torturous. Why sit there on full health and full reload when you can just take yourself to half health and have a much better re-arming time?

 

It sounds like an exploit that will either be re-worked by not making it applicable to carrier aircraft, or carriers will be prevented from dealing damage to themselves.

 

It does carry a risk that you'll get killed by something that detects you if you take the self-hurt route, especially with US carriers and their huge detection range, and being on fire increases detection range if you go that way. Apparently self-harm can eventually lead to pinkness (with suicide by your own aircrafts a straight pink), but I've never pushed the envelope that far myself.

 

There is this (old) story of a division'd Shimakaze getting shot up by his division member to the point of full saturation on one part and used that part to tank all incoming damage to great effect before...

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You guys are appear to be discussing a disgusting exploit that I hope WoWS will correct immediately.

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There is this (old) story of a division'd Shimakaze getting shot up by his division member to the point of full saturation on one part and used that part to tank all incoming damage to great effect before...

... Wow, that's... impressive thinking. A truly blatant exploit of the saturation mechanic, but hilarious.

 

You guys are appear to be discussing a disgusting exploit that I hope WoWS will correct immediately.

 

Which is why I've made a comment expressing the two easiest ways to solve the problem.

I think that the prevention of self-harm on CVs is the best way to solve it. CVs are the only class, aside from certain fast destroyers in certain scenarios, which can effectively and consistently damage themselves, so CVs are the only ones that we would have to worry about. Just make it so the CV can't deal damage to itself, and you solve two problems at once: self-destruction in a losing scenario (also known as Artillery Syndrome) AND the Adrenaline Rush exploit.

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However at the same time if you do damage yourself, you can now be sniped very easily.

 

Not if you're T8+. At T8 and higher, CVs get the Defensive Fire consumable, which makes "sniping" them a nightmare. And, you only have to go down to 50% health to get a substantial bonus to rearming time (as the pictures show), and a 50% health Lexington is still very difficult to snipe, arguably as-difficult as a full-health Lexington.

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This would be interesting if the enemy fails a snipe on you, now you can rearm faster.

 

This is hilarious because it would dissuade taking out the enemy CV.  And WG doesn't like "CV Truces" but adding Defensive Fire for Tier VIII+ CVs and gameplay tweaks like this upcoming trait certainly forces that.

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I dunno... I think it is looking too much into it.  Yeah, you have a faster rearm, but majority of time is flight time anyways.  So you save a couple seconds every couple minutes?  I don't see the gain vs reward.  Plus there is also the issue of if you over damage yourself, under damage and such.  Or I would laugh.... mayhaps detonate yourself???  XD  I never pondered that before, but if this does become a silly meta tactic, I long for the day when red CV spontaneously has a magazine explosion.

 

And my usual debate, how does that compare vs other potential uses for that bit of commander skill?

Edited by Vaporisor

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Seconds off a plane's prep time is useless at high tiers with all the squadrons you field, especially Hiryu and up.

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Only provide noticeable benefits at medium range which you don't want to be found with low hp.

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