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CV Changes and Improvements!

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Commanders,

We continue to work on improving the game-play of aircraft carriers and today we would like to tell you about the changes that are being prepared for the next few updates.

Please remember that plans sometimes change.

The information below is preliminary, meaning deadlines may be moved and additional points may be added.

  1. Update 0.8.4 will add a period of time at the beginning of each battle during which aircraft carrier squadrons is unable to take off due to them having to go through some initial servicing. This change, takes into account the time it takes squadrons to reach the targets, will allow ships on both teams to start moving to the control points, and take advantageous positions before any squadrons are in the air.
     
  2. The Engine Cooling consumable has been standardized for all aircraft. Now the consumable will give the same increase in speed at all tiers - 35 knots (40 for Japanese aircraft and attack aircraft of all nations) and equally slow down the aircraft by 17.5 knots (20 for Japanese aircraft and attack aircraft of all nations). The change will reduce the effectiveness of squadrons as scouts and also the strike potential at the highest tiers.
     
  3. In Update 0.8.4 we plan to change the interaction between destroyers and dive bombers with HE bombs, while maintaining effectiveness of this type of aircraft against other ship classes. Due to the mechanics of aiming and scattering, it is relatively easy to hit a destroyer with a large number of high-explosive bombs. This in itself is normal, but evasive maneuvers from the destroyer don’t do enough to prevent it from being hit. To solve this problem, the required drop height of bombs will be increased, the shape of the aiming ellipse will be changed, and the scattering of the bombs adjusted. Now the ellipse will be elongated and narrow, with an increased chance of bombs falling closer to the edge of the ellipse and a reduced chance of them falling closer to the center. Thus, the squadron’s choices of timing and approach to a small target such as a destroyer will become more important, and destroyers will have more opportunities for counter-play against bombers. For example, hitting a destroyer that is perpendicular to the line of approach of the bombers will be much more difficult. In order to keep the interaction of bombers with the rest of the classes at the same level, we changed their aiming parameters. Aiming will now be faster and will begin in the preparation for the attack, and maneuvers of the flight will not influence the spread. This change can be tested on the Public Test for Update 0.8.4.
     
  4. In future updates, we plan to improve the ship autopilot function and "teach" it to avoid obstacles. This way you will be able to put one point on the map and the autopilot will plot a route to bypass the Islands. If a collision (for example, in a narrow strait) with an island still happens, the autopilot will bring the ship back to open water and send it further along the route.
     
  5. Some good news for fans of co-op and training room combat is the addition of aircraft carrier bots in these modes. However, bots will not yet be making an appearance in Scenario mode. The bots will first need to be “taught” how to execute the unique actions that occur in this game mode.
     
  6. The mechanics of the priority AA sectors will be completely redesigned. We decided to change not only the visual component, but also to significantly improve the interaction of the ship with squadrons. It is too early to talk about any details, but the main goal that we want to achieve is for the player to get more effective AA with the proper use of the priority AA sectors and the choice of appropriate skills and upgrades.
     
  7. In future updates credits and experience rewards currently earned from shooting down aircraft will be transferred to damage dealt to aircraft. In Update 0.8.4 we will add this indicator to the post-combat statistics, but in order to make this change to the economy, we want to sure of the stability. Therefore, changes to the economy will occur after the change to the priority AA sector in a couple of months (after the statistics become stable). Around the same dates, we plan to update the achievements related to airplanes.

Once again, we remind you that this is a preliminary and possibly incomplete list of changes that are planned to be implemented in the game. We will continue to inform you about plans and future changes.

Thank you for your honest and constructive feedback.

Good luck in Battle!

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As a US CV player, I feel that these changes are fair. Overall they feel like a buff, but they also allow extremely effective counterplay due to the narrowness. Incoming HE bombs? Go broadside! Unless you're a BB, high chance of a miss! The narrowness and lengthiness also allows more accuracy against a DD that allows you to attack them without going broadside potentially, depending on size of the recticle.

Overall, I feel that these changes will make US rockets more competitive with HE bombs.

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Bot CV's.  May RNGezus have mercy on our souls.

(Actually looking forward to this).

And AA changes.

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and maybe a short cool down between attacks?  ATM there basically feel like a shima with a 30s torp reload.

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33 minutes ago, Kami said:

Commanders,

We continue to work on improving the game-play of aircraft carriers and today we would like to tell you about the changes that are being prepared for the next few updates.

Please remember that plans sometimes change.

The information below is preliminary, meaning deadlines may be moved and additional points may be added.

  1. Update 0.8.4 will add a period of time at the beginning of each battle during which aircraft carrier squadrons is unable to take off due to them having to go through some initial servicing. This change, takes into account the time it takes squadrons to reach the targets, will allow ships on both teams to start moving to the control points, and take advantageous positions before any squadrons are in the air.
  2. The Engine Cooling consumable has been standardized for all aircraft. Now the consumable will give the same increase in speed at all tiers - 35 knots (40 for Japanese aircraft and attack aircraft of all nations) and equally slow down the aircraft by 17.5 knots (20 for Japanese aircraft and attack aircraft of all nations). The change will reduce the effectiveness of squadrons as scouts and also the strike potential at the highest tiers.
  3. In Update 0.8.4 we plan to change the interaction between destroyers and dive bombers with HE bombs, while maintaining effectiveness of this type of aircraft against other ship classes. Due to the mechanics of aiming and scattering, it is relatively easy to hit a destroyer with a large number of high-explosive bombs. This in itself is normal, but evasive maneuvers from the destroyer don’t do enough to prevent it from being hit. To solve this problem, the required drop height of bombs will be increased, the shape of the aiming ellipse will be changed, and the scattering of the bombs adjusted. Now the ellipse will be elongated and narrow, with an increased chance of bombs falling closer to the edge of the ellipse and a reduced chance of them falling closer to the center. Thus, the squadron’s choices of timing and approach to a small target such as a destroyer will become more important, and destroyers will have more opportunities for counter-play against bombers. For example, hitting a destroyer that is perpendicular to the line of approach of the bombers will be much more difficult. In order to keep the interaction of bombers with the rest of the classes at the same level, we changed their aiming parameters. Aiming will now be faster and will begin in the preparation for the attack, and maneuvers of the flight will not influence the spread. This change can be tested on the Public Test for Update 0.8.4.
  4. In future updates, we plan to improve the ship autopilot function and "teach" it to avoid obstacles. This way you will be able to put one point on the map and the autopilot will plot a route to bypass the Islands. If a collision (for example, in a narrow strait) with an island still happens, the autopilot will bring the ship back to open water and send it further along the route.
  5. Some good news for fans of co-op and training room combat is the addition of aircraft carrier bots in these modes. However, bots will not yet be making an appearance in Scenario mode. The bots will first need to be “taught” how to execute the unique actions that occur in this game mode.
  6. The mechanics of the priority AA sectors will be completely redesigned. We decided to change not only the visual component, but also to significantly improve the interaction of the ship with squadrons. It is too early to talk about any details, but the main goal that we want to achieve is for the player to get more effective AA with the proper use of the priority AA sectors and the choice of appropriate skills and upgrades.
  7. In future updates credits and experience rewards currently earned from shooting down aircraft will be transferred to damage dealt to aircraft. In Update 0.8.4 we will add this indicator to the post-combat statistics, but in order to make this change to the economy, we want to sure of the stability. Therefore, changes to the economy will occur after the change to the priority AA sector in a couple of months (after the statistics become stable). Around the same dates, we plan to update the achievements related to airplanes.

Once again, we remind you that this is a preliminary and possibly incomplete list of changes that are planned to be implemented in the game. We will continue to inform you about plans and future changes.

Thank you for your honest and constructive feedback.

Good luck in Battle!

Thanks for the update @Kami

Just a note that hopefully can be passed on. When CV's are finally added back to Co-op it sure would be nice if WG would give another free Capt respec and module swap period for Co-op players. It has been many, MANY, months since Co-op has had bot CV's and WG had no clue when they would be back. So Co-op players like myself changed Capt builds and modules taking into account AA was not needed anymore and there was no idea when it would be. I have 180+ ships in port and had 50+ that were AA build when the rework dropped. I have changed those ships to better play with no need for AA.

Now that CV's will be back AA builds will be needed again. To say respecing all those Capt's and ship at my cost would be prohibitive is an understatement. At some point, be it when CV's are added to Co-op, or with one of the following updates, we need one more respec period so every player of the game has the ability to appropriately adjust for the rework.

Thanks.

:Smile_honoring:

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9 minutes ago, AdmiralThunder said:

At some point, be it when CV's are added to Co-op, or with one of the following updates, we need one more respec period so every player of the game has the ability to appropriately adjust for the rework.

I second this absolutely, both in regard to the co-op play and eventually for those scenarios where anti-aircraft skills are essential.

Bear in mind, @AdmiralThunder, that this may mean your free re-spec gets delayed until they put the bot carriers back in scenarios; that way they only have to cater once to the whole of the PvE crowd (in the broadest sense of PvE).

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I notice no changes to spotting mechanics.  Does that mean WG is satisfied with the current power of CV's to neutralize concealment and flanking plays and prevent disengagement?

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Quote

Captains,

We continue to work on improving the gameplay of aircraft carriers and today we would like to tell you about the changes that are being prepared for the next few updates.

Please remember that plans sometimes change. The information below is preliminary: deadlines may be moved, and a little later new points may be added.

  1. Update 0.8.4 will bring a period of time at the beginning of each battle during which aircraft carrier squadrons will be unable to take off due to them having to go through some initial servicing. This change, taking into account the time it takes squadrons to reach the targets, will allow ships on both teams to start moving to the control points and take advantageous positions before any squadrons are in the air.
  2. The Engine Cooling consumable has been standardized for all aircraft. Now the consumable will give the same increase in speed at all tiers - 35 knots (40 for Japanese aircraft and attack aircraft of all nations) and equally slow down the aircraft by 17.5 knots (20 for Japanese aircraft and attack aircraft of all nations). The change will reduce the effectiveness of squadrons as scouts and also the strike potential at the highest tiers.
  3. In Update 0.8.4 we plan to change the interaction between destroyers and dive bombers with HE bombs, while maintaining the effectiveness of this type of aircraft against other ship classes. Now, due to the mechanics of aiming and scattering, it is relatively easy to hit a destroyer with a large number of high-explosive bombs. This in itself is normal, but there is a problem: evasive maneuvers on the part of the destroyer being attacked by bombers don’t do enough to prevent being hit. To solve this problem, the required drop height of bombs will be increased, the shape of the aiming ellipse will be changed, and the scattering of the bombs will be adjusted. Now the ellipse will be elongated and narrow, with an increased chance of bombs falling closer to the edge of the ellipse and a reduced chance of them falling closer to the center. Thus, the squadron’s choices of timing and approach to a small target such as a destroyer will be more important, and destroyers will have more opportunities for counter-play against bombers. For example, hitting a destroyer that is perpendicular to the line of approach of the bombers will be much more difficult. In order to keep the interaction of bombers with the rest of the classes at the same level, we changed their aiming parameters. Aiming will now be faster and will begin in the preparation for the attack, and maneuvers of the flight will not influence the spread. These changes can be tested on the Public Test for Update 0.8.4.
  4. In future updates, we plan to improve the ship autopilot function and "teach" it to avoid obstacles. This way you will be able to put one point on the map, and the autopilot will plot a route to bypass the Islands. If a collision (for example, in a narrow strait) with an island still happens, the autopilot will bring the ship back to open water and send it further along the route.
  5. Some good news for fans of co-op and training room combat will be the addition of aircraft carrier bots in these modes. However, bots will not yet be making an appearance in Scenario mode. The bots will first need to be “taught” how to execute the unique actions that occur in this game mode.
  6. The mechanics of the priority AA sectors will be completely redesigned. We decided to change not only the visual component, but also to significantly improve the interaction of the ship with squadrons. It is too early to talk about any details, but the main goal that we want to achieve is for the player to get more effective AA with the proper use of the priority AA sectors and the choice of appropriate skills and upgrades.
  7. In future updates, credits and experience rewards currently earned from shooting down aircraft will be transferred to damage dealt to aircraft. In Update 0.8.4 we will add this indicator to the post-combat statistics, but in order to make this change to the economy, we want to sure of the stability. Therefore, changes to the economy will occur after the change to the priority AA sector in a couple of months (after the statistics become stable). Around the same dates, we plan to update the achievements related to airplanes.

SOURCE: https://worldofwarships.com/en/news/general-news/cv-changes/

 

 

1- This standby period is fine, It'll actually increase the chance of players going lone wolf or hard flank people because it'll be harder to spot the players out of their usual spawning location, I'm fine with this because this standby period is the time you'll have to get your CV in the frontline without risking being spotted by the enemy CV and detonated by a lucky BB spread, this will also ensure that DDs can spread out a little bit more, meaning that you'll have more HRHR( High risk, high rewards) situations where you can rush for the cap without being spotted but at the same time, you risk getting isolated from your team and targetted by the CV after the timer.

 

2- I didn't get this, does it mean that the consumable will now Increase/Decrease the speed of aircrafts instead of allowing more time to boost? If so, this is great...while also being bad for the "simulation" players out there since you'd have GZ with 290+ knts planes...yickes.

If not, it makes no sense, engine boost consumable didn't increase/decrease speed. Hope someone can explain this better for me.

 

3- This is a good change, this will make it so DDs only get targetted by attacker planes or spare bombers, this will help and reduce some problems of the class, specially because DBs were the only type of planes allowed to keep the spotting during and after the attack run for longer time, while still doing a lot of damage and module destruction.

This however won't be a good thing for BBs and island huggers because with this change, 2~3 fires will be more frequent due to the dispersion of the bombs.

Spoiler

Resultado de imagem para laughs in japanese memeResultado de imagem para laughs in japanese meme

IJN CVs know the pain to hit a perpedicular target

 

4- This is nice...but the part where it'll bring the ship back to open water if it detects a collision isn't...I mean, I'd rather get beached and make small maneuvers by reversing than doing a turning circle and staying in the open for longer periods of time.

 

5- NICE, no complaints here....but I'm pretty sure that the other CO-OP players will be somewhat mad at this change since they'll be "forced" to play against CVs.

 

6- Now now...this here will cause some hell, AA is strong enough for some ships, the problem isn't with the priority sectors but the AA of the other ships, if you increase it any further then you'll create the absolute NO FLY ZONE for most ships in the game, even some DDs speced for AA are a pain to deal with, if you increase it any further then it's the same as killing the bottom tier CV of a match.

If you do make this change, please also change some "minor stuffs" such as:

  • Decrease survivability of DP guns since those fire at ships and planes at the same time and most of the times are immortal assets for those ships.
  • Decrease other stats in ships like Des Moines, Worcester and Minotaur, since those ships excell in everything , USN Cruisers for example have one of the lowest fire rates, good shell damages, lower chance of autobounce with AP shells, various good consumables, AA and health pool...that's just everything you'd need for a ship to ship or ship to plane combat, this makes them borderline OP.
  • Increase the detection radious of cruisers or put an invulnerability time for planes engaging AA since most of the time, when you're flying at 200+ knts, you get inside the AA zones of those cruisers and take some time to get out, receiving at least 3 ticks of damage before going to safety, a Minotaur can achieve A LOT of damage in this short spam.

Again, the problem isn't the AA boost since it's working wonders (self experience with ships like Izumo/Bismarck against T10 planes), the problem is with the player that wants to have a godlike AA ship without specing for AA.

 

7- There is a resupply cost for planes (going as far as 1600 per plane shot down for T10 CVs), you could just reward the player based on the damage it did to planes of a certain tier, meaning that if a players is in a T10 match and does 40k damage to planes that have 2k health, that player would be rewarded by the amount of planes that would've been shot down (40000/2000 = 20 planes; 20*1600 = 32000 Silver).

This is a good thing because now players will be able to earn more by fighting against the enemy carrier instead of mobbing and running away.

 

 

Most of the players will be looking at it thinking it's a big nerf, it's so because of the impact that CVs have in the game (specially you, MIDWAY), I'm all for those updates but I'm totally against the further increase in AA effectiveness for some ships, instead of increasing the effectiveness of AA sector, which is available to everyone, why not increase the AA effectiveness of ships that aren't that strong while also reducing the effectiveness of ships that are WAY TOO STRONG? Some players don't understand that if I fly with 12 planes to attack someone, that someone will receive a drop even if he has DFAA up, but at the same time I'll lose all 12 planes, meaning a 10 minutes or more cooldown before I recover those 12 planes.

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15 minutes ago, Vaidency said:

I notice no changes to spotting mechanics.  Does that mean WG is satisfied with the current power of CV's to neutralize concealment and flanking plays and prevent disengagement?

Well, I don't play CVs, but if I'm reading item 2 correctly, it looks like the overall effect will be slightly slower planes.  I guess the idea is they can't run all over the map quite as fast, so they can't scout as much area as quickly.  Not sure how much of a nerf that really is, though.  Doesn't sound like much, but I could be wrong.

Also, CVs having to wait to launch at the beginning of a match should at least buy some time to get behind a rock or something before the planes rat you out.   I don't know if this will cause the same level of frustration for CV players as it does for DD players having to wait for torpedoes to load at the start of a match.  I was playing my Shima last night in clan battles, and I missed out on several good torpedo shots at the beginning of matches because the torpedoes took so long to load.  I knew where they were likely to go, and I could have had torps waiting to greet them if I started with loaded tubes.   I guess I could play my Z-52 instead since this is not an issue with that ship.

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32 minutes ago, Ensign_Cthulhu said:

I second this absolutely, both in regard to the co-op play and eventually for those scenarios where anti-aircraft skills are essential.

Bear in mind, @AdmiralThunder, that this may mean your free re-spec gets delayed until they put the bot carriers back in scenarios; that way they only have to cater once to the whole of the PvE crowd (in the broadest sense of PvE).

They may also wait until the AA rework they are looking at starts.

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3 minutes ago, zubalkabir said:

if I'm reading item 2 correctly, it looks like the overall effect will be slightly slower planes. 

At low tiers the speed increase makes more of a difference. The speed DECREASE makes a MARKED difference in relative terms, and may enhance the ability of these aircraft to turn around and make a second attack on the same target, especially with the reticle no longer blooming as you manoeuvre in bomb runs. 

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Not the changes I was hoping for, just revert back all CV changes to patch 0.8.0 and start over, WG its not so hard/complicated/difficult.

Instead WOWS doubles down *sigh* They still haven't learned anything from our "constructive" feedback....

More negativity and rejection ahead... The more WG insist on pushing forward and doubling down, the community will push back with equal amount of disdain.

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Not going to fix it. Sorry. Well, an extended (very extended) break from the game will do me some good. Maybe it will give this out-of-touch design team time to, you know, find themselves.

Godmode, exploitative carrier players (and yes, I blame the PLAYERS almost as much as Wargaming) will continue to ruin World of Warships until there are limits placed upon their range of actions. You cannot add a super-stealth, over-the-horizon, uncounterable platform to a game of this sort, and THEN provide them with infinite resources/very little consequence for failure (when even MINOR flubs on the part of everyone else ends the match for them) and expect people to put up with it. 

As things stand right this moment, carriers are basically missile ships with slow ordinance. The only people who think that's good for the game are either those who are taking advantage of it to victimize actually-skilled players, or the people at Wargaming who are obsessed with forcing CVs down our throats regardless of the cost to the product as a whole. Well, I for one am done being experimented upon by both camps. I'll be keeping my money from here on out.

Edited by Battleship_Elisabeth
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3 minutes ago, Navalpride33 said:

Not the changes I was hoping for, just revert back all CV changes to patch 0.8.0 and start over, WG its not so hard/complicated/difficult.

Instead WOWS doubles down *sigh* They still haven't learned anything from our "constructive" feedback....

More negativity and rejection ahead... The more WG insist on pushing forward and doubling down, the community will push back with equal amount of disdain.

RTS CV had a tiny playerbase with a skill floor that was way too high. CV have a healthier playerbase in this iteration, so of course they aren't going to bail on it because some people on the NA server are upset.

lol because our feedback was oh-so constructive. Yeah, about as constructive as our political system: nothing but mindless outrage and name-calling. No real solutions to speak of. Brainstorming some actual solutions would do more good. At least that has a chance of bringing about actual change.

Until such solutions come forth, I imagine they will take all the "negativity" and "disdain" with a hefty load of salt.

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Let me make this this clear the responsibility of fighting cv's should be friendly cv's  stop gutting the class with blanket nerfs and just give us fighters that work (the current fighters don not work well and are mostly used for spoting)or is that to hard. mabey if the fighters worked a cv player could stop his team from being spoted soon after the match started and the cv player could defend the DD on his team from getting bombed

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16 minutes ago, ALROCHA said:

I'm pretty sure that the other CO-OP players will be somewhat mad at this change since they'll be "forced" to play against CVs.

Don't be so sure. There are several points of view.

Some Co-op players don't like having useless CV's drag extra bot BB's into the match.

Some Co-op players welcome the opportunity to kill planes.

Some Co-op players remember the good old days when flanking and killing the bot CV was fun and easy.

It will be interesting to see how the upcoming bot CV AI behaves.

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there have been countless people begging to see bot CVs in coop.  Now the point is mute.  CVs won't be able to operate in coop anymore.  With the delay of launching aircraft, coop games will be over to soon to be able to get any damage.  It's bad enough the way it is in coop, the battles just end to soon for CVs to be able to be effective.  Now with the launch delay, it's just gonna be start battle, watch other ships, battle over.

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17 minutes ago, Navalpride33 said:

Not the changes I was hoping for, just revert back all CV changes to patch 0.8.0 and start over, WG its not so hard/complicated/difficult.

Instead WOWS doubles down *sigh* They still haven't learned anything from our "constructive" feedback....

More negativity and rejection ahead... The more WG insist on pushing forward and doubling down, the community will push back with equal amount of disdain.

Yeah, 0.8.0 was fun. CVs Routinely hitting 300k games was so much fun for everyone else. 

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10 minutes ago, Halonut24 said:

RTS CV had a tiny playerbase with a skill floor that was way too high. CV have a healthier playerbase in this iteration, so of course they aren't going to bail on it because some people on the NA server are upset.

I wasn't talking about RTS... Please refer back to patch 0.8.0 notes.

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34 minutes ago, ALROCHA said:

The Engine Cooling consumable has been standardized for all aircraft. Now the consumable will give the same increase in speed at all tiers - 35 knots (40 for Japanese aircraft and attack aircraft of all nations) and equally slow down the aircraft by 17.5 knots (20 for Japanese aircraft and attack aircraft of all nations). The change will reduce the effectiveness of squadrons as scouts and also the strike potential at the highest tiers.

once again, the most severely nerfed CV, will be German. Such hate for Zeppelin since 0.8.0, feels totally irational/

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1 hour ago, Kami said:
  1. In future updates, we plan to improve the ship autopilot function and "teach" it to avoid obstacles. This way you will be able to put one point on the map and the autopilot will plot a route to bypass the Islands. If a collision (for example, in a narrow strait) with an island still happens, the autopilot will bring the ship back to open water and send it further along the route.

Will we be required to have "Collision Avoidance" turned on in our settings?

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they better increase health and alpha damage for carrier planes in order to compensate for the extra delay time.

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3 minutes ago, Navalpride33 said:

I wasn't talking about RTS... Please refer back to patch 0.8.0 notes.

... so you want the Flying Shimakaze back? Really? Cuz that's what was in 0.8.0. 500k dmg games?

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1 hour ago, Kami said:
  1. The mechanics of the priority AA sectors will be completely redesigned. We decided to change not only the visual component, but also to significantly improve the interaction of the ship with squadrons. It is too early to talk about any details, but the main goal that we want to achieve is for the player to get more effective AA with the proper use of the priority AA sectors and the choice of appropriate skills and upgrades.

@Kami

Sounds good.  Looking forward to it.

Please keep us brawling BB players in mind when changing the AA interactions.   We've got a lot to do just maneuvering and shooting, and controlling secondary targets.  Frequently that doesn't leave a lot of time for AA work.

Back when you designated a primary target for AA the way you did secondaries, that was fine and fun. . . but much more intensive than that might be a problem for us.

 

Thanks!

 
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