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Battleship_Mutsu

Public Test 0.7.6 And Operation Cherry Blossom

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I just finished playing the new operation Cherry Blossom 3 times..

1. 4 Star (Baltimore)

2. 3 Star (AA Cleveland)

3. 3 Star (AA Cleveland)

The operation is fun and challenging , i am sure there are those out there who have completed this operation with 5 stars and when it is released many probably will 5 star it. But i feel like some things can be changed. 

1. The 2 T7 Myoko Heavy Cruisers shelling the beach front. 

Issue/ : Probably where the Charlie comes into play , But it is rather hard to make it over to them in a decent time to save the Marines. I don't think in my matches were we ever able to save 1 or both of the landings.

Fix: To me if they spawned a little closer , That could make it a tad easier to take them out.

2. Being limited to T8 only.

Note: This is most likely in place due to Operational Rewards , or Trying to be close to "Historically accurate".

Issue : Being limited to T8 only allows 6 unique ships at most to be in the operation. (Cleveland , Baltimore , Edinburgh , Kutuzov , Chapayev, and Charles Martel. I am afraid this will stale the repetition. Also for players who don't have these T8 ships. I understand it give people the kick to earn them. But For those on their first lines are getting cut out. And won't be able to play with their friends.

Fix : I think Allowing DDs to join in would be rather awesome. Of course i am not asking for BBs and CVs , but it would add more variety to the operation. That would add  Benson , Kidd , Kiev , and Ognevoi. 

It would allow a rather limited ship class in operations a little more play time. Playing DDs in other operations , Yes is a pain , but it would be fun to play as a DD and could help with other situations in the operation. Other then that , i haven't really found anything else i dislike about the operation "Cherry Blossom" Everything else is rather fun. 

These are just my opinions , and other may have different ones , would love to hear what ya'll have to say below , please keep it civil :3 

Good Luck Captains , Remember Keep your guns hot and powder dry.

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For the two Myoko cruisers: you  only need to distract them. After they lose about 1/3 of the hit points they turn and attack the ships.

I see no reason for DD since the cruisers are more versantile.

The last part is a bit too hard:

- too many ships are spawning

- the own team CVs have only AP bombs which makes them useless against the DDs

- the CVs don't attack the air bases

- the air bases are on a position where you have to sail too close to attack them

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4 hours ago, Erebthoron said:

For the two Myoko cruisers: you  only need to distract them. After they lose about 1/3 of the hit points they turn and attack the ships.

I see no reason for DD since the cruisers are more versantile.

The last part is a bit too hard:

- too many ships are spawning

- the own team CVs have only AP bombs which makes them useless against the DDs

- the CVs don't attack the air bases

- the air bases are on a position where you have to sail too close to attack them

That also reminds me , Look into the terrain there are points that registers with the Terrain  Hit Indicator. Kind stupid if you as me while you are meant to shoot at an island. What i am meaning , even if you are like 5 KM from the island shooting the base , your shells impact on the beach front. Even if i was aiming at the HUGE non-physical office building / Barracks. Also , i do like the fact you can't you AP against it , Really good touch War Gaming.

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I'm more in favor of allowing up to 1 BB for the team, and giving the enemy additional ships. 

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Over 15 time trying with it, never my team have a success ( plying all ships, most tested Cleveland and Charles Martel was the best)
If anyone finished it because have so lucky, this mission is impossible

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 13 - L

2 - 2star Chapayev

2 - 4stars Chapayev - Charles Martel

2- 5star Chapayev - Cleveland

Edited by cecill611

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23 hours ago, Battleship_Mutsu said:

Fix : I think Allowing DDs to join in would be rather awesome.

This operation is hard enough to win with Cruisers, throwing in DDs and their low DPM/HP and it will be even harder to win. I don't want another Ultimate Frontier where when you see a 2-3 DD team you can kiss all hope of a good game goodbye.

What this operation needs is 1-2 T8 BB on the player's team to 1 volley the Myokos shelling the beaches and bombard the airfield while parking next to the Carriers.  The Airfield part is where Charlie/Chapy/Kutuzov will really shine as you can kill them at a safe distance.

p.s AFAIK you can't damage the airfield with Edinburgh AP, so if you only have that on your team you will auto-lose.

 

My experience

1x 5 star(Cleveland)

2x 4 star(Martel, Chapy)

1x 3 star (Cleveland)

2x Fail (Balty, Edinburgh)

Edited by 400lbHacker_TheCybers

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Hi,

     I tried the operation several times, after total losses with every attempt with different ships and styles finally, I just gave up. Have pretty much stopped trying in the real game also for the same reasons. 

     Don't even think about CLAN battles I M one of the largest contributors to my Clan and we have never been able to play a single battle together...ever. You can respond with all of the usual talk but, not everyone is connected or social and able to participate. I quit trying.

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8 Battles,   All losses.  I know I am not a great player but this is one damn hard mission.  Also when losing you get no exp no credit nothing.  kind of turns a person off from wanting to play

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I don't think I'll be trying this mission on the live server. To difficult, if you have won any stars than you and your team deserved them. Your team is vastly out numbered, once you defend the beach then you have to cross the map to get close to the aerodromes through the ships, planes and all those torps. Our CV's don't seem to be doing anything. I like the scenario but not the difficulty, and it's frustrating continually playing and not getting even 1 star....... Hopefully in this PT I'll get on a team that can get some stars.........  

Just my thoughts. 

Edited by DBovia
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to me spawning bunched up like that and then the DD's spawn straight ahead of you it is hard to fire torps with out team damage or someone turning into your secondary path. maybe its me being stupid lol

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Recommend WG make a few changes:

1- Move initial spawn location 5 km east - sailing time is too long to reach the Marines and fight off the attacking Japanese ships; too far to radar the southern Myoko killing the Marines until too late.

2 - Reduce the DD force at the Marines by 1 Kagero and 1 Akizuki.

3 - Move CV force spawn point 3-5 km east so that the cruiser force can rally to it sooner to provide air cover and gain healing.

4 - Keep Bunker Hill heal circle active the entire time that that CV is alive.

5 - Reduce fire chance on Japanese HE to standard percentages; seems to be WAY overdone.  Four fires in 2 salvos is too much and that happens frequently.

Never came close to earning a single star.  Twice failed to save the Marine positions.  All attempts were with random groups of players.

Edited by Aardvar

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Every time I've tried this operation in PTS, the others players have immediately started heading off north, going in circles, etc, and ignoring the actual objectives, leading to a quick loss of at least one transport, and the death of the marines on the island.  

 

Every... single... time.

 

Finally just gave up. 

 

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so, is the Grozovoi getting radar or is it just a teaser???

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1 hour ago, spook_1971 said:

so, is the Grozovoi getting radar or is it just a teaser???

It is getting a Heal consumable instead of Radar, this change will happen on PTS round 2.

Edited by 400lbHacker_TheCybers
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I didn't like the Op when it debuted last weekend on the PTS.  I thought it was ridiculously hard to win.  Today I played it twice in 0.7.6 part 2 on the PTS.  The first time we should have won it, but our team; including myself, made some mistakes which prevented the win.  The second time my team 5-star'd it.  The odd thing is that it wasn't a very enjoyable game.  I don't think the reason is that CB is now too easy to win; it's that it's too predictable.  For example, at the start of operation Hermes you don't know which side the attacks will come from.  The same is true with the first group of Japanese cruisers which attack you in Raptor Rescue.  Even operation Narai had attackers change which flank they attacked you from.  In Cherry Blossom the enemy destroyers will always be on your left flank.  The two Myoko's will be almost directly ahead of you when you spot them at long range firing at the beach.  They seem to make the same evasive moves every time you shoot at them.  Because you have the beach to your right the enemy reinforcements will always appear on your left, just farther away than the first group of destroyers.  As dawn breaks and we approach our friendly bot CV's, enemy torpedo bombers attack.  As long as you don't advance before your concentrated AA destroys the bombers, and your force hasn't already taken significant losses, you can handle the Atago and escorting destroyers with relative ease.  Their movements were the same both times I played today.  The Myoko's which appeared last were tougher, but perhaps that was because our squadron of ships was more disbursed, but they came out of the same side of the map in both games today and when I played last weekend.

I think this scenario needs some major changes to make it more fun and interesting.  Perhaps after destroying the first group of ships attacking the beach you have to provide fire support for the Marines against Japanese ground forces, but while your doing that, the enemy reinforcements arrive; sometimes on your right rear and sometimes from your left side rear side; and yes, I know that would mean you would have to change the map of the beach layout, but it would add a degree of unpredictability to the scenario.  Also, the morning action needs the same kind of tweaks to make it more fun.  Maybe have more than one wave of attacking planes to deal with.  Perhaps change the map to make enemy ships be able to appear on either side of you.  Again, I'm not saying the scenario is a guaranteed win every time you play it.  You can always tweak the bots accuracy or just add more or subtract some of them to adjust the difficulty level.  I'm saying I don't think Cherry Blossom  offers enough variety of play to keep players coming back again and again.        

Edited by Pigus_Drunkus_Maximus

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