Carrier_Junyo

WIP USN CV flight control changes

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33 posts in this topic

2 hours ago, YamatoA150 said:

 

That goes against what WG is aiming for with their planned CV overhaul (the total overhaul; not the USN CV changes). Which is to improve auto-drops some to be generally decent for casual/newbie players, and render manual drops only mildly better for the seasoned players (tighter drops or reverse pattern drops etc; exemplified by Enterprise's DB drops as well as IJN reverse spread drops), and leaving strafe as the main balancebreaker.

 

Of course, within that, to balance the 2 (eventually 3) CV lines, they plan for differences in loadout availability, drop patterns (exemplified by Enterprise's TB drops as well as Kaga's TB drops), plane tiering (see Enterprise/Kaga/Incoming USN CV rebalance), reserve setups (Enterprpise being Fighter/DB oriented and fewer TBs), and focus (USN = DBs, IJN = TBs, RN = ???).

 

It just so happens that the USN CV line will have to choose between APDBs or HEDBs for choice, while TBs are relegated to a lethal distraction role (lethal if ignored, lethal if overly prioritized when those APDBs come bombing).

Actually, you're wrong and clearly misunderstood what I meant.  Even with the planned CV overhaul (which I support), it will still be about the skill of the players and not the loadout lotto.  Even if the overhaul narrows the gap between the better and the weaker players, you can't get around the fact that it will still be about the skill in battle.  It's just that the idea of the overhaul will (I assume) be to reduce the ways in which CVs leverage player skill so that the effective skill gap in battle won't be so wide.


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14 minutes ago, Crucis said:

Actually, you're wrong and clearly misunderstood what I meant.  Even with the planned CV overhaul (which I support), it will still be about the skill of the players and not the loadout lotto.  Even if the overhaul narrows the gap between the better and the weaker players, you can't get around the fact that it will still be about the skill in battle.  It's just that the idea of the overhaul will (I assume) be to reduce the ways in which CVs leverage player skill so that the effective skill gap in battle won't be so wide.

SO basically no different than every other ship class; more skilled = win.

 

As to the person you quoted: if the USN gets enterprise's ap drop pattern uses more bombers while retaining some tb they should be fine. Especially the ones that get the 1600 lbs bombs. 

 

The lesser issue with usn vs IJN torpedo drops is the converging IJN drop lets them up tier better. Long dropping vs high AA targets is definitely an advantage.  The USN drop is better against smoke or targeting multiple targets close to each other.


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3 minutes ago, StoneRhino said:

SO basically no different than every other ship class; more skilled = win.

 

As to the person you quoted: if the USN gets enterprise's ap drop pattern uses more bombers while retaining some tb they should be fine. Especially the ones that get the 1600 lbs bombs. 

 

The lesser issue with usn vs IJN torpedo drops is the converging IJN drop lets them up tier better. Long dropping vs high AA targets is definitely an advantage.  The USN drop is better against smoke or targeting multiple targets close to each other.

First para, agreed (except that it's ship TYPE, FFS).  However, the point of the overhaul is to reduce the ability of carriers to leverage player skill to as great a degree as it currently does.  No other ship type leverages player skill as much as carriers, which is frankly one big reason why so few players play carriers.


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Tier VIII planes for a Tier VIII CV did not work on Tier X AA unless that Tier X was an absolute idiot.

 

So what does WG do?  They put Tier VIII planes on Tier X CVs that only see Tier X AA.

 

Brilliant.

 

And bravo WG for taking away Essex's Tier IX Corsairs.  As if taking on Taiho isn't a big problem already.

 

When Ranked rolls around, the IJN CV can also simply adopt AS spec and absolutely murder the USN CV who has no way to fight such a spec.

Edited by HazeGrayUnderway

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On 11/11/2017 at 6:33 PM, Carrier_Junyo said:

b) We are back to Midway 2/2/2. Those double TBs is what caused Midway to have highest damage average in the game and the resulting complaining and nerfing of carriers in the first place. So hows this 2/2/2 going to be any different? In fact this is even more powerful, as the old setup was 1/2/2, and now it will get a 2/2/2! Unless they nerf the TBs somehow.

His TB gonna be T8 (same as lex).

midway gonna have 12 torpedos again, but planes are weak and slow

hak still gonna have 12 torpedos

looks ok to me. Bombers are too much rng to have a consistent dmg.


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Wish they would just get rid of fighters altogether and have a slider where you can devote between 25 and 50 percent of your planes to a CAP which increases the AA of your fleet by 10-25% depending how many you select. Then they can balance around the strike packages. 

 

The fighters disparity will will always render one line OP and it IMO the biggest factor in the skill gap between good and average players. 


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14 minutes ago, Pope_Shizzle said:

Wish they would just get rid of fighters altogether and have a slider where you can devote between 25 and 50 percent of your planes to a CAP which increases the AA of your fleet by 10-25% depending how many you select. Then they can balance around the strike packages. 

 

This is actually...brilliant.  A little bit of refinement needed, obviously, but the core idea here is genuinely clever.


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The problem is these changes won't fix anything.

 

WG needs to admit that the asymmetrical loadouts are garbage and equalize squadron sizes. They've proven over the past 2-3 years that they're incapable of asymmetrical balance.


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