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Jamesalot_ET

AA model 1 change.

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I do like that wargaming is adding and changing things. But I do think adding new mods is better then changing current ones. Great example is the proposed change.

"AA guns Modification 1 (slot #3):

  • Bonus to the number of explosions produced by salvos from AA defenses replaced by a -20% reduction to Priority AA Sector preparation time."

Myself on a dd I prefer the extra flak because it increases the chance a cv will to dodge a flak throwing off thier aim. Why can't we have both options available.

As a cruiser both are very good choices. If you have crappy continuous aa damage more flak would be better. But if your continuous aa is better then the reduced prep time it's better.

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20 minutes ago, Jamesalot_ET said:

I do like that wargaming is adding and changing things. But I do think adding new mods is better then changing current ones. Great example is the proposed change.

"AA guns Modification 1 (slot #3):

  • Bonus to the number of explosions produced by salvos from AA defenses replaced by a -20% reduction to Priority AA Sector preparation time."

Myself on a dd I prefer the extra flak because it increases the chance a cv will to dodge a flak throwing off thier aim. Why can't we have both options available.

As a cruiser both are very good choices. If you have crappy continuous aa damage more flak would be better. But if your continuous aa is better then the reduced prep time it's better.

I think that they moved the number of explosions bonus up to the new slot 6 combined AA+Secondaries upgrade.

Also, long range flak on DDs really isn't that useful because usually the range for long range AA on higher tier DDs exceeds the DD's concealment by nearly double.  So it's usually best to keep your AA off while CV planes are in the long range AA band to avoid being detected.  At least until they've detected you and they start circling around to make attack runs.  I think that strong AA DDs probably get more value from flak bursts because they might want to act as AA escorts from time to time and use their full AA in that role.

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36 minutes ago, Jamesalot_ET said:

I do like that wargaming is adding and changing things. But I do think adding new mods is better then changing current ones. Great example is the proposed change.

"AA guns Modification 1 (slot #3):

  • Bonus to the number of explosions produced by salvos from AA defenses replaced by a -20% reduction to Priority AA Sector preparation time."

Myself on a dd I prefer the extra flak because it increases the chance a cv will to dodge a flak throwing off thier aim. Why can't we have both options available.

As a cruiser both are very good choices. If you have crappy continuous aa damage more flak would be better. But if your continuous aa is better then the reduced prep time it's better.

I also use AA mod 1 on ships as the default if it has long range AA and I don't need another mod instead, like turret traverse.

 

The new version appears to affect the cooldown time. So this is the change.

 

DD, CL, & CA cooldown on sector reinforcement goes from 10 to 8 seconds.

 

BB & CV cooldown on sector reinforcement goes from 15 to 12 seconds.

 

That does not seem worth it to me to mount that module if those changes stick.

 

11 minutes ago, Ahskance said:

I believe the +2 Flak was being added to the +15% AA Damage Upgrade in slot 6.

Yeah, that only helps the T9 & T10 ships, if you don't take something more important.

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40 minutes ago, Ahskance said:

I believe the +2 Flak was being added to the +15% AA Damage Upgrade in slot 6.

That is only if DFAA is active. Which would be good to keep as well. Then you could build a truly AA support ship. But taking away a mod that is not op to replace it with a weaker one for most ships it's kind of wrong.

Good example is like the furutaka. You have 1 flak and medium strength continous AA. if you were to want to enhance your AA in reducing the cooldown on sector reinforcement would not help as much as more flak to force planes to dodge. 

The way I think of how AA works is like armor vs ap shells. The kremlin has thick armor to bounce shells. Where as high continous AA can shoot down planes before they reach you. A cruiser has strong enough armor and maneuverability to midigate some damage like how flak makes a cv have to maneuver planes ruining the aim of planes. Which midigates some damage.

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10 hours ago, Jamesalot_ET said:

That is only if DFAA is active. Which would be good to keep as well. Then you could build a truly AA support ship. But taking away a mod that is not op to replace it with a weaker one for most ships it's kind of wrong.

Good example is like the furutaka. You have 1 flak and medium strength continous AA. if you were to want to enhance your AA in reducing the cooldown on sector reinforcement would not help as much as more flak to force planes to dodge. 

The way I think of how AA works is like armor vs ap shells. The kremlin has thick armor to bounce shells. Where as high continous AA can shoot down planes before they reach you. A cruiser has strong enough armor and maneuverability to midigate some damage like how flak makes a cv have to maneuver planes ruining the aim of planes. Which midigates some damage.

Firstly, be sure to remember that no AA ship in the game will be outright successful if solo.  AA is meant to be overlapped.

Secondly, I believe they are trying to...

A) Make it so you can Priority Sector a second time should you be alone and the planes curl around for another pass.  With current timing, skilled CVs can swing around and hit/almost strike a second time before the Priorty Sector had cycled after its first use.

B) Attempt to make the Massive AA command skill more usable.  When the 10 second time gets changed to 15 with the skill, it might feel too long to see much benefit at all from the talent.  Dropping the base timing to 8, so it goes to 12 with the commander skill is a change that might slow a third use during an attack window instead of only twice.

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17 minutes ago, Ahskance said:

Firstly, be sure to remember that no AA ship in the game will be outright successful if solo.  AA is meant to be overlapped.

Secondly, I believe they are trying to...

A) Make it so you can Priority Sector a second time should you be alone and the planes curl around for another pass.  With current timing, skilled CVs can swing around and hit/almost strike a second time before the Priorty Sector had cycled after its first use.

B) Attempt to make the Massive AA command skill more usable.  When the 10 second time gets changed to 15 with the skill, it might feel too long to see much benefit at all from the talent.  Dropping the base timing to 8, so it goes to 12 with the commander skill is a change that might slow a third use during an attack window instead of only twice.

If you build for it currently and play right you can be successful vs planes.

download.png

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1 hour ago, Jamesalot_ET said:

If you build for it currently and play right you can be successful vs planes.

download.png

Please don't misunderstand.  Ships can absolutely annihilate planes.

The devs did a live stream showing off the reworked CVs at Tier 10 and found how miserable dealing with a pre-8.7 Minotaur was (1200 -> 1800 Continuous and about 16 Flak puffs), so they literally rebalanced AA with the Priority Sector patch. 

They introduced a direct damage component in response to forum requests for Manual Control of AA as a form of compromise.  With that upfront damage in place, they halved all the flak/continuous numbers and sort of balanced from there.  Hence I say, AA is now meant to be overlapped. 

2 ships is all that's recommended, and 3 is kinda overkill (assuming decent cruiser-level AA per ship).  Your guns still work while alone, but CVs are tuned to penetrate even strong AA (although there's a cost in planes to do it)

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