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VaygrEmpire

Question about Radar nerf in 8.0.4

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As we all know by now, once you use radar in 8.0.4, enemy ship inside smoke won't be detected for 6 additional seconds but just give them notification that someone has used radar on them. It's all good but with last match I had, this came into my mind. 

 

DDs are capping our team's cap. They are inside smoke, and suppose all they need is 6 seconds more. With radar nerf, this means they are basically invulnerable to any damage beside blind fire for that 6 seconds they need to capture, right? Even with entire team's guns are pointed toward DDs inside smoke, they can't hit them. For. 6. Seconds. 

 

Is such thing...ok? Shouldn't radar work the same way it does now when in certain situations?

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The 6 additional seconds only apply to other allied ships. You as the radar user see them immediately. The ship also shows up immediately on the mini map for all allied ships.

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As Sumseaman has stated the ship that spots can fire immediately.

In the scenario you state, that means to be able to stop a DD who is trying/needs to stay in cap in order to capture, the radar ship will actually have to show itself, in line of fire, rather than hide behind an island; Belfast excluded. Or the radar ship times his use better so that there is longer than 6 seconds before capture, meaning the team can fire.

Haven't some radar distances also been increased a bit as well?

For me it seems to be a change like the OWSF, where if you are a ship able to do fast direct and repetitive damage to another, you have to risk being hit yourself.

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The new radar changes are far from a nerf considering they lengthened the time of Russian radar and other radars ships as well to allow for the 6 seconds, and they improved the range of radar to a lot of ships because for some reason people don't want to learn the different distances of particular  radar ships, so instead they dumb it down again for the masses.

So nerf NO, buff YES.

I mean why give a full 1km to ships at lower tiers to make it the same distance as teir 10, if anything radar distances should have been lowered to the same value, all usn and british, 9km and russian 11km

And no radar ships concealment should be less than their radar range.

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1 hour ago, CriMiNaL__ said:

The new radar changes are far from a nerf considering they lengthened the time of Russian radar and other radars ships as well to allow for the 6 seconds, and they improved the range of radar to a lot of ships because for some reason people don't want to learn the different distances of particular  radar ships, so instead they dumb it down again for the masses.

So nerf NO, buff YES.

I mean why give a full 1km to ships at lower tiers to make it the same distance as teir 10, if anything radar distances should have been lowered to the same value, all usn and british, 9km and russian 11km

And no radar ships concealment should be less than their radar range.

Well, it does give a DD 6 secs where hopefully only one ship can fire at it. If the DD has sorted his exit route he should get away with minimal damage.

Along with the AP 280+ change, I think they are both positive changes addressing the DD survival rate and for a change doesn't have a sledgehammer impact on overall results. Yes the DD will always on average be bottom for survival, has been for years, but any increase to the time a player can contribute to a game before being sent back to port has to be good(?) :Smile_honoring:

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3 hours ago, Sumseaman said:

The 6 additional seconds only apply to other allied ships. You as the radar user see them immediately. The ship also shows up immediately on the mini map for all allied ships.

Which kind of nullifies radar as a surveillance tool. It would have been better for WG to make radar LoS; at least at maximum range.

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1 hour ago, leehwongxing said:

That's of 0.8.1 patch coming tomorrow.

I don't see an announcement of  any patch drop tomorrow?

Where is it?

Edited by fbrrhd

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50 minutes ago, fbrrhd said:

I don't see an announcement of  any patch drop tomorrow?

Where is it?

It's 6AM on NA, people doesn't get to work yet. The update is scheduled for Wednesday, which is rather strange I must say.

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41 minutes ago, leehwongxing said:

It's 6AM on NA, people doesn't get to work yet. The update is scheduled for Wednesday, which is rather strange I must say.

Just just looked on a EU server no mention of any update Wednesday, and they normally get this information before we do.

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Captains,

Today we will talk about the improvement of the new gameplay of aircraft carriers. As already noted, with such a big change in the game, it has been necessary to apply some corrections over a few updates, and now we will share our plans for the foreseeable future – up to 0.8.4.

Please remember that plans sometimes change: the information below is preliminary, the timeframe may move, and following your feedback and suggestions, some points may well be added a little later.

Balance settings, general to specific. We are now at the stage of adjusting the balance between the classes and focusing on addressing specific issues (e.g. alternate torpedo   X Hakuryuto 0.8.0.1). The individual fine-tuning of the ships is out of the question for now. For example, first we need to find the optimal balance of air defense and aircraft losses at each tier, and then, if individual aircraft carriers lose too many aircraft, we can individually increase the survivability (or, if the air defense of individual ships is too weak, it can be strengthened). In addition, it should be understood that the gameplay has changed greatly, and players are still learning and adapting. Statistics of combat effectiveness of carriers and other ships on the part of air defense is changing literally every day and only after some time will it stabilize. Therefore, it should take at least a few days after each balance change before making preliminary conclusions.

Some changes will affect the mechanics of constant air defense damage. As we said earlier, the number of explosions that appear in the path of the squadron is limited, which on the one hand still leaves the flak bursts of ships strong enough but at the same time gives a chance to the planes to survive and not to see just a wall of "black" sky in front of them (read more here) Constant damage from a couple of ships is simply added up, resulting in excessive efficiency of any group of ships (given that flak now gives more air defense breaks). To solve this problem, we implemented a nonlinear addition of constant damage. Overlapping air defense zones will still be effective, but the squadron will have more chance to keep aircraft. If the squadron gets into the zone of action of the same two groups of guns with permanent damage 600, the total damage is equal to 960 and not 1200. Hit three zones, 1260, not 1800.

To solve the problem of "F-spam" (when the player, after an attack, could recall a squadron even under heavy air defense fire with impunity), we significantly increased the period of vulnerability of aircraft (climb) when returning. Now recalling a squadron to the aircraft carrier should be done only after leaving the zone of air defense, otherwise losses are inevitable. The same mechanics currently affect aircraft that have just carried out an attack - they need to gain the same altitude before they become invulnerable. Taken together, the problem of F-spam was solved, but, as many rightly noted, the loss of aircraft after attacking increased. To mitigate this, we will reduce the invulnerability ceiling for aircraft that have carried out an attack, but the squadron that a player returns using F-Key will still return via the higher altitude. This will soften the exit from the battle for the planes, but at the same time to avoid the return the "F-spam" exploit. Taking into account the new mechanics of calculating the damage of intersecting zones, significant changes in this area may not occur if other changes sufficiently affect the survival of aircraft.

We received proposals to take into account the damage to aircraft in the combat economy so that any contribution to the air defense team was evaluated. The plan is to add damage inflicted to aircraft on the battle results screen, and in the calculation of economic rewards, but it will be added a little later, when statistics have stabilized.

The priority air defense sector interface, as well as the information regarding plane readiness on the deck of the carrier will be reworked for more convenience and clarity.

We agree with the popular opinion that aircraft carriers have excessive capabilities to spot enemy ships, especially at the start of the battle. Work on a solution of the situation is already underway, and we will share information on progress in future publications. In addition, the action of the skill "Radio Location" will be disabled for aircraft by popular request.

The same can be said about the interaction of aircraft carriers and destroyers – the search for opportunities to mitigate the unpleasant scenario in which the aircraft carrier can effectively shut down a destroyer with exhaustive attacks are already underway. We're testing changes to the settings of the Attack Aircraft and other potential improvements. There are chances that radical solutions will not be required, since the problems with the scenario described above play a serious role in the confrontation of the "Destroyer – Aircraft Carrier".

After collecting your comments, we will try to modify the autopilot, so that its operation is more predictable and more convenient and reliable to use.

Once again, this is a preliminary and possibly incomplete list, and these changes are planned to be implemented by the 0.8.4 update. We will continue to inform you about our plans and future changes. Thank you for playing, your feedback, suggestions, and above all – for your concern.

Edited by Zeus_0311

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1 hour ago, Zeus_0311 said:

Just just looked on a EU server no mention of any update Wednesday, and they normally get this information before we do.

No, we did :)

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Yeah there's a delay except for the radar ship of 6 seconds but they're also buffing it to be on for 5 seconds more so really its a  1 second difference meanwhile the radar ship can get 5 extra seconds and extra range

 Buff barely, Truly it's more of an nerf again

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The DD Mafia was upset they had to use their brains so the rest of us got punished for it.

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