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sulghunter331

Various Ideas for CV gameplay and AA

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  • Have the distance from enemy ships measured from the selected squadron to the enemy ship, instead of from CV to enemy ship. If multiple squadrons selected, measure from the squadron with the lowest number( if squads 1, 2, and 3 are selected, measure the distance from squad 1).
  • Indicate whether or not the squadron is spotted by enemy ships. A simple ! on the upper left corner of each squadron icon would be suitable.
  • Make torpedo drops subject to RNG, such that they are no longer dropped in perfectly parallel waves. Some areas would have more torpedoes, while some gaps may appear.
  • For strike squads, have them need time to set up a attack run, and also allow the CV player to cycle how long the strike planes will spend setting up their attack run (a la how a DD selects their torpedo spread). Three modes, short set up, medium set up, and a long set up. The short set up uses the least amount of time in setting up the attack, but has the widest/most RNG prone spreads. The long set up will be the opposite of the short set up, narrowest/least RNG prone spreads. Medium set up attacks will serve as the base line (read: same as auto drops now), being in between the long and short set ups. Works with AA suggestion that follows.
  •  For AA, have the damage ramp up over time when they begin firing at enemy planes. Example: when enemy planes enter the AA aura, the AA guns only deal a fraction of their full potential DPS. After a period of time, the AA guns will then output their full potential DPS. Can be modified by modules, skills, and/or national quirks. Defensive fire could be retooled to be less of a DPS multiplier, and more for shortening the ramp up time to nill. The differing set-up times would play a factor in how long the AA has to ramp up.
Edited by sulghunter331

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38 minutes ago, sulghunter331 said:
  • Have the distance from enemy ships measured from the selected squadron to the enemy ship, instead of from CV to enemy ship. If multiple squadrons selected, measure from the squadron with the lowest number( if squads 1, 2, and 3 are selected, measure the distance from squad 1).
  • Indicate whether or not the squadron is spotted by enemy ships. A simple ! on the upper left corner of each squadron icon would be suitable.
  • Make torpedo drops subject to RNG, such that they are no longer dropped in perfectly parallel waves. Some areas would have more torpedoes, while some gaps may appear.
  • For strike squads, have them need time to set up a attack run, and also allow the CV player to cycle how long the strike planes will spend setting up their attack run (a la how a DD selects their torpedo spread). Three modes, short set up, medium set up, and a long set up. The short set up uses the least amount of time in setting up the attack, but has the widest/most RNG prone spreads. The long set up will be the opposite of the short set up, narrowest/least RNG prone spreads. Medium set up attacks will serve as the base line (read: same as auto drops now), being in between the long and short set ups. Works with AA suggestion that follows.
  •  For AA, have the damage ramp up over time when they begin firing at enemy planes. Example: when enemy planes enter the AA aura, the AA guns only deal a fraction of their full potential DPS. After a period of time, the AA guns will then output their full potential DPS. Can be modified by modules, skills, and/or national quirks. Defensive fire could be retooled to be less of a DPS multiplier, and more for shortening the ramp up time to nill. The differing set-up times would play a factor in how long the AA has to ramp up.

-Probably a non-factor

-Is 8km too hard to guesstimate?

-More RNG is not the answer. But making manual drops arrow-shaped or otherwise harder to dodge would be acceptable, provided AA is buffed or nerfed to reasonably guard against that (assuming AA build and same-tier planes)

-What we have currently works.

-Can see a lot of people whining about their AA being nerfed.

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I have said this before but every AA aura planes cross into should decrease accuracy of the bombers by a % like

1st long range AA gives a -10% accuracy

2nd med range AA gives a -15% accuracy stacks with 1st

3rd close range AA gives a -22% accuracy stacks with 1st and 2nd 

with a total of -50% accuracy decrease.

Defensive Fire (DF) gives a -100% accuracy decrease which stacks with the other debuffs (along with its other benefits).

 

I would also like to add that long range AA should get a splash dmg so it can hit stacked squadrons and by default players should be able to take control of which ever AA is their highest caliber (if they wish to).

 

Defensive fire should be toggle instead of consumable which gives the benefits of DF but reduces secondary and main gun reload by -100%, and the premium DF should get the same but with -40% reload. also DF toggle will get a cooldown before you can change between the modes say like a 40 sec coodown.

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10 minutes ago, Reymu said:

-Probably a non-factor

Would help in determining how close my planes are to a ship, and it's various AA envelopes.

-Is 8km too hard to guesstimate?

*see spoiler*

-More RNG is not the answer. But making manual drops arrow-shaped or otherwise harder to dodge would be acceptable, provided AA is buffed or nerfed to reasonably guard against that (assuming AA build and same-tier planes)

This one was meant to at least cut back on air dropped torpedo power, by some measure. IJN torpedo drops already converge.

-What we have currently works.

Thought of how to do away with manual drops across the entire board with out making CVs nearly irrelevant.

-Can see a lot of people whining about their AA being nerfed.

The AA change was supposed to go hand in hand with the change in auto drop. If a CV player wanted a more concentrated attack, he would have to keep his planes in the AA envelope(s) for longer, giving the AA guns the time necessary to ramp up to full power.

Spoiler

aAJ9J.png

C is your CV, A is the enemy ship, and B is your planes. You know b and a, you want to know what c is. You do not know angles A, B, or C, and you need to find out what c is in the next 10 seconds.

 

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The first two ideas are good, I have suggested them several times in the past. For AA there is a link in my sig to my idea for redoing AA that I suggested a while back that was extremely liked by the community. 

 

I have a written down a pretty comprehensive rework to CVs that would improve many aspects for both CVs and surface ships but I have not posted it yet because of what generally happens to CV discussions. 

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1 hour ago, sulghunter331 said:
  • Have the distance from enemy ships measured from the selected squadron to the enemy ship, instead of from CV to enemy ship. If multiple squadrons selected, measure from the squadron with the lowest number( if squads 1, 2, and 3 are selected, measure the distance from squad 1).
  • Indicate whether or not the squadron is spotted by enemy ships. A simple ! on the upper left corner of each squadron icon would be suitable.
  • Make torpedo drops subject to RNG, such that they are no longer dropped in perfectly parallel waves. Some areas would have more torpedoes, while some gaps may appear.
  • For strike squads, have them need time to set up a attack run, and also allow the CV player to cycle how long the strike planes will spend setting up their attack run (a la how a DD selects their torpedo spread). Three modes, short set up, medium set up, and a long set up. The short set up uses the least amount of time in setting up the attack, but has the widest/most RNG prone spreads. The long set up will be the opposite of the short set up, narrowest/least RNG prone spreads. Medium set up attacks will serve as the base line (read: same as auto drops now), being in between the long and short set ups. Works with AA suggestion that follows.
  •  For AA, have the damage ramp up over time when they begin firing at enemy planes. Example: when enemy planes enter the AA aura, the AA guns only deal a fraction of their full potential DPS. After a period of time, the AA guns will then output their full potential DPS. Can be modified by modules, skills, and/or national quirks. Defensive fire could be retooled to be less of a DPS multiplier, and more for shortening the ramp up time to nill. The differing set-up times would play a factor in how long the AA has to ramp up.

 

- Agree, but the issue is it'd make manual drops even easier

- 8km is now the base spotting range, or fixed, all aircraft, so given that maps range from 32x32 - 40x40 typically speaking your planes are spotted if they are within 2 grid squares of any ship. Only thing that will stealth spot them is DD's. And you add that so you know a DD is withing 2-3 grid squares those guys will throw a fit, admittedly a little well deserved on that one.

- Already implemented actually, no two drops are exactly the same the thing is that manual drops are so close that it's hard to tell that fact. Remove auto drop or drop further away you can see that over a distance there is a gap that varies, especially in USN where you can get two right next to each other leaving a gap for a DD or narrow cruiser to dodge into.

-Again, already actually implemented to an extent. There's a gap between when you an no longer give commands and when they drop that is setting up the run and at times, weird angles can extend it's time to launch. And CV's do not need another damned thing taking up time when the minimum of we'll estimate 90 seconds, for a USN CV to arm, launch, strike ad recover a single DB group against a DD inside of 5km. 70 for IJN.

- Just no. It creates issues with CV sniping, which still needs to be addressed below tier 8, and will more than likely cause more harm than good. AA flat out needs a nerf namely above tier 7, certain ships, Hood, Cleveland, below 8 likely need targeted nerfs, and the defensive fire consumable I'll meet them halfway in that it can keep a multiplier - but halve the current multiplier. Or they need to find a better way for out tiered CV's to go against tier 8+ AA.

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