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Slimeball91

Does anyone like the new AA "priority sector" mechanic?

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EDIT: I should make so corrections on the buff, time it takes to activate the reinforced sector.  Each ship type gets different percentage AA buff, and different times to activate.  BBs get the +15%/20 seconds, cruisers +50%/10 seconds, DDs +80%/5 seconds.  I think these numbers are correct.

Does anyone like the new AA "priority sector" mechanic in the rework?  It will replace the Ctrl+click on enemy aircraft.  For those of you that don't know what it is, it allows you to prioritize the AA on either the port or starboard side of your ship.  You get 115% AA on the prioritized side (15% buff) and reduced on the other side to 85% (15% debuff).  It takes 20 seconds before the bonus kicks in, and another 20 seconds if you switch sides or set the AA back to 100% on both sides. 

The problem to me is it takes too long before the increased AA kicks in or to switch sides.  A big issue to me is you are, generally speaking, best served trying to dodge incoming attacks and then the side of the ship with the priority AA is no longer in the right spot, and you can't make quick changes to correct it.  Also, the controls feel clumsy to me.

I think the priority sector mechanic is a straight downgrade to the Ctrl+click we have in the current system that stays with the planes and gives you a 30% DPM boost.  The Ctrl+click is intuitive and much easier to use.  I think we should keep the old Ctrl+click.  I'm curious to know what you guys, and gals think.    

Edited by Slimeball91
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Well, it's good for planning ahead (like if you know your right hand side is facing the enemy before the first strike, best bet is to reinforce the right sector, and visa versa). Once you are under attack, it's best to keep it balanced on both sides after the planes fly by, hopefully the little extra damage kills the planes fast enough to force the CV to wait or fly with smaller squads. Then reinforce once the attack ends. That's how I think it'll be best used.

I think over time it'll become a habit, just like ctrl+click, it just going to takes some time to get used to it.

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I hate, despise, and cannot abide it. At a minimum, we need to have fore and aft sectors, so we can actually manouver to avoid damage. In competitive play or with divisions, it's easy to create death bubbles that smash CV planes with no cooldown required, and it actively encourages players to skate on the map edges to exploit the mechanic

I've played every iteration of the CV test and the PTS, and I've made this point to WG in every survey and comment period they have allowed.

It will be a mess for everyone, CV's and surface ships alike.

 

Matt

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I would've preferred they gave ships different AA fire priorities that you toggle through (so its just one button you're using) rather than this.

For example,

Flak Priority - uses only flak bursts which deliver low but consistent damage to all planes in squadron and causes same accuracy reduction/spread increase that the old AA consumable did. AA guns gain 50% range but do not fire at targets at close range.

Direct Fire Priority - ship does not fire flak but focuses on machine gun/cannon fire. This focuses all damage output on 1/4th of the planes on the squadron and kills them faster. Equivalent to old Manual AA +damage effect. Direct Fire will only work vs one squadron targeted by alt-click (like old manual AA marking).

Standard Priority - Ship uses balanced flak/mg/cannon fire. Default setting.

Switching between AA priorities can be done every 8 seconds.

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Not really. 

The entire AA mechanics and captain skills part of the rework is probably where it fails the hardest. 

(And keep in mind my statements regarding the interface change, etc, when I say that.)

 

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This is going to be a flipping gong show when the carrier revamp goes live and people have no real way to combat the planes. I'm getting my flamesuit ready. It's going to be a hot one.

 

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To tell the truth, I had this  selected on my commanders training and found it to be a pain in the neck to manage. what I would like to see is training points given in containers. I have noticed that if certain training tabs are selected,  it gives a big boost to the ship's performance while others have very little effect, such as survivability only increases by 1 or 3 points. Seems to be valued to high for such a small amount of hp given.

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To be, or Not to be, that is how it was and that is how it should stay. Either you clicked on planes and concentrated fire or you didn't. I did, but now I will have to do it different than I have for 3 years. At least I might play CV's now though.

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2 minutes ago, brguy1 said:

To tell the truth, I had this  selected on my commanders training and found it to be a pain in the neck to manage. what I would like to see is training points given in containers. I have noticed that if certain training tabs are selected,  it gives a big boost to the ship's performance while others have very little effect, such as survivability only increases by 1 or 3 points. Seems to be valued to high for such a small amount of hp given.

"Would you please quit blowing holes in me boat! "  Quote from Captain Jack Sparrow, Pirates of the Caribbean. 

brguy1008-8-19-2018-3-3-27-329.jpg

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I don't like it for the debuff.  it should just be a priority for say defensive fire and thats it.    I think that should be the same for manual secondaries...   The target you select gets the accuracy bonus your opposite side should still be able to shoot without the captain perk.   All the gunners are not on vacation just a weird choice. 

the core issue is watching how fighter squadrons will erase a plane group in 5 seconds...   But a full AA build Des Moines is kinda of a nuisance once you drop 2-3 times.    Watch a Farazelleth (spelling) video and he can just fly around no issues.   AA ship wise needs re balance and this greatly concerns me.   the CV rework if you want to say is "fine" sure..  but AA balance, WG proposal to fix the damage control party mechanic still is not here.    These things should be done ALONG with the CV release.  Not after.   your just going to piss the player base off and it will end in a bad spot.   either OP CVs, or the same rare CV players like the current meta.    I know a majority of the community just wants CVs removed

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1 hour ago, Slimeball91 said:

he problem to me is it takes too long before the increased AA kicks in or to switch sides. 

1 hour ago, mobryan said:

. At a minimum, we need to have fore and aft sectors, so we can actually manouver to avoid damage

it needs improvements if its going to be added. currently i find it lacking.

 

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3 hours ago, Slimeball91 said:

Does anyone like the new AA "priority sector" mechanic in the rework?  It will replace the Ctrl+click on enemy aircraft.  

No. I have zero interest in making a simple thing more complicated. Another change Wargaming is making that no one has asked for. They are out of touch with their customers. 

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On 12/30/2018 at 4:00 AM, Slimeball91 said:

Does anyone like the new AA "priority sector" mechanic in the rework?  It will replace the Ctrl+click on enemy aircraft.  For those of you that don't know what it is, it allows you to prioritize the AA on either the port or starboard side of your ship.  You get 115% AA on the prioritized side (15% buff) and reduced on the other side to 85% (15% debuff).  It takes 20 seconds before the bonus kicks in, and another 20 seconds if you switch sides or set the AA back to 100% on both sides. 

The problem to me is it takes too long before the increased AA kicks in or to switch sides.  A big issue to me is you are, generally speaking, best served trying to dodge incoming attacks and then the side of the ship with the priority AA is no longer in the right spot, and you can't make quick changes to correct it.  Also, the controls feel clumsy to me.

I think the priority sector mechanic is a straight downgrade to the Ctrl+click we have in the current system that stays with the planes and gives you a 30% DPM boost.  The Ctrl+click is intuitive and much easier to use.  I think we should keep the old Ctrl+click.  I'm curious to know what you guys, and gals think.    

Unless in a flanking role, it does seem as though it is one of those things that, for 15% increase but such a long switch process, most will just keep it even on both sides.:Smile_honoring:

Apparently they have changed the values - I'm now not sure, but then again WG doesn't seem overly sure of what it's doing either. :Smile_smile:

Edited by _WaveRider_

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OP, I absolutely dislike this new AA mechanic.  Clicking on planes is better, faster and easier to manage in the midst of a battle.  Plus while you are maneuvering, you end up with no increase in your AA because of the time that it takes to become effective.  I am left wondering why WarGaming is "fixing" something that was not broken, and that no one was asking for.

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I can’t legit comment on the sector effectiveness, but it appears to be keyboard driven?  It already gets a thumbs up from me.  WGs mouse driver/control/whatever seems very weakly implemented and I despise relying on it for targeting squadrons. If any AAA FPS had WG-quality mouse responsiveness, there’d be a sh*tstorm.

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6 minutes ago, FrodoFraggin said:

I can’t legit comment on the sector effectiveness, but it appears to be keyboard driven?  It already gets a thumbs up from me.  WGs mouse driver/control/whatever seems very weakly implemented and I despise relying on it for targeting squadrons. If any AAA FPS had WG-quality mouse responsiveness, there’d be a sh*tstorm.

You seem to be deciding whether you like it or not based on if you use the keyboard or mouse.  Have you actually been on the test server to use this mechanic?  I would be much more concerned about the effectiveness of my AA.  Furthermore, it is faster and easier to click a plane than press a key to bring up the sector selector, and then STILL HAVE TO use my mouse to click the sector I wish to reinforce.  So, you are going to have to use BOTH your keyboard and mouse in this new mechanic.

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AFAIK, it doesn't even do anything, because the side change only works with the chip damage, instead of the flak puffs.

From what I saw and hear, the constant chip damage hardly does anything anyways.

or at least that's the last iteration I know of.

Edited by MrDeaf

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Haven’t played it, but think it’s stupid. This complete CV revamp is a Charlie Foxtrot in my opinion. They literally are throwing out the baby with the bath water. 

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On ‎12‎/‎29‎/‎2018 at 11:00 PM, Slimeball91 said:

Does anyone like the new AA "priority sector" mechanic in the rework?  It will replace the Ctrl+click on enemy aircraft.  For those of you that don't know what it is, it allows you to prioritize the AA on either the port or starboard side of your ship.  You get 115% AA on the prioritized side (15% buff) and reduced on the other side to 85% (15% debuff).  It takes 20 seconds before the bonus kicks in, and another 20 seconds if you switch sides or set the AA back to 100% on both sides. 

The problem to me is it takes too long before the increased AA kicks in or to switch sides.  A big issue to me is you are, generally speaking, best served trying to dodge incoming attacks and then the side of the ship with the priority AA is no longer in the right spot, and you can't make quick changes to correct it.  Also, the controls feel clumsy to me.

I think the priority sector mechanic is a straight downgrade to the Ctrl+click we have in the current system that stays with the planes and gives you a 30% DPM boost.  The Ctrl+click is intuitive and much easier to use.  I think we should keep the old Ctrl+click.  I'm curious to know what you guys, and gals think.    

Nope it is one of the things I intensely dislike about this whole rework of AA along with CV's. Frankly it is a distraction first and foremost. It is far easier and quicker to just CTRL+Click a squadron as we are used to with AA and secondary guns and that works so easily and well. Takes 1/2 a sec and then you can go back to what you should be focused on which is handling the ship. I don't like that it pops up in an overlay and that you have to take your eyes off the game for too long vs just a quick glance and click like we have now either. Also don't like how it takes quite some time to take effect (as reported - no actual experience but time is time and not subject to distortion). Makes me think a skilled CV player can exploit the delay in it taking effect very easy.

They never should have touched AA with this rework. If damage was too OP then buff plane HP or lower DPS for AA. Otherwise the current system should have been left alone. Rework CV's by all means but leave stuff that actually works and works well ALONE!

I do not see myself bothering to try and zone focus. What's the point of all that hassle and confusion for an extra 15% AA DPS when it will require constant adjustment and come with delays in starting to work? Will probably try to CTRL+Click out of habit for a while then eventually not bother and hope the AA does it's job by leaving it at 100% in all zones.

The new zone system might be the biggest single screw up/bad idea in this whole rework?

Edited by AdmiralThunder
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13 minutes ago, S842 said:

You seem to be deciding whether you like it or not based on if you use the keyboard or mouse.  Have you actually been on the test server to use this mechanic?  I would be much more concerned about the effectiveness of my AA.  Furthermore, it is faster and easier to click a plane than press a key to bring up the sector selector, and then STILL HAVE TO use my mouse to click the sector I wish to reinforce.  So, you are going to have to use BOTH your keyboard and mouse in this new mechanic.

Is the sector select a few dozen pixels moving across the screen?  Possibly moving off the screen requiring me to hunt it down?  All the while my turrets are now rotating where I don’t want them to be?

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I am on the fence about it. Can not really have a solid opinion until I use it a lot more than I have. When you predict correctly in an AA ship it is very effective. At first blush I will likely just stay neutral in most ships but if in an AA ship and escorting I will very likely use it.

Going to have to wait and see. 

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