Jump to content
Sign in to follow this  
You need to play a total of 20 battles to post in this section.
Dmal

Flak Mechanics Change

6 comments in this topic

Recommended Posts

35
[APES]
Members
67 posts
9,650 battles

I had a little bit of an idea for flak. What if we allowed players to manually aim their flak guns at aircraft by using 4 (or 5 if depth charges become a thing). 

This mechanic would work like this: Before 4 is pressed Flak behaves like it always has, its auto-targeting but it's not that accurate (For balance, sector reinforcement will not affect flak).  However, once 4 is pressed and the player switches to flak, they can fire their flak batteries at the incoming planes. Although, like the main battery, they will have to lead the planes and account for shell flight time. Regular continuous AA damage will revert to a non-sector reinforcement state. Defensive Fire will have 2 effects, it will increase continuous damage by 50% for the duration of the consumable. The second effect is that for half the consumable duration time flak reload speed is reduced by 50% (like the main battery reload booster).

For CVs, when their planes are within flak range and ship switches to manual control of flak, their attack reticle will no longer be affected by any maneuvers the planes make while under manual flak fire. However, if the Flak batteries are under auto-targeting the reticle for the attack squadron will behave like it always has.

Some changes to AA modules and the captain skills will need to be made. I think giving it changes like 7% less dispersion on manual flak for the 3rd module slot and a choice between an upgrade to manual flak range or reload for the 6th slot would be appropriate. AFT and BFT will affect the range and reload respectively. Edit: instead of reload or range either BFT or AFT could effect the size of the flak burst

The advantage to this setup it doesn't force players to use it so if they are in a tough spot between surface ships and planes come in, they can still have a little defense from planes while they engage the surface ships. However, the players now have a way to put their own skill into air defense outside of just choosing which 2 sectors to pick. They can put their own skill at aiming into it and predicting what the planes might do. Meanwhile, the CV can counter that aim by changing aircraft speed and direction without the worry of having horrible accuracy from dodging. It also keeps all the hard work Wargaming has already put into the AA mechanics

This also puts the mechanics of planes into a similar setting as every ship in the game when they come under fire. They have to try and throw off the aim of whoever is targetting them. I would love if Wargaming would implement this as it gives players better ways to interact with air attacks and for CVs to figure out ways to counter player skill. 

Anyway, what are your thoughts on this idea?

Edit: Another advantage is while planes have relatively low detectability a ship with a lot of flak mounts can now support longer flak ranges that they can use to defend a group of ships.

Edited by Dmal
  • Cool 2

Share this post


Link to post
Share on other sites
4,898
[RLGN]
Members
16,178 posts
28,072 battles

That it’s a good idea; but that players will complain about having to even bother.

Some of the most anti-cv crowd would only be happy, and maybe not even then, with 100% immunity AA they didn’t have to do anything to get to work.

  • Cool 1

Share this post


Link to post
Share on other sites
35
[APES]
Members
67 posts
9,650 battles

See that's why I left the ability to just rely on the current mechanics so that if people don't want to be bothered with it, they can just do everything they do now. 

Share this post


Link to post
Share on other sites
4,231
[BONKS]
Members
2,844 posts
52 battles

Generally speaking yes, manual skill based control of AA is practically the only way to make direct control over aircraft work as it puts player skill vs player skill instead of player skill vs automated mechanic.

And the reason why this would be a great change is exactly why this will never be considered. The skill level of the average playerbase, CV or not, does not allow this kind of implementation as they are unable to multitask.

  • Cool 1

Share this post


Link to post
Share on other sites
2,630
[PVE]
Members
8,500 posts
24,554 battles
3 hours ago, Dmal said:

I had a little bit of an idea for flak. What if we allowed players to manually aim their flak guns at aircraft by using 4 (or 5 if depth charges become a thing). 

This mechanic would work like this: Before 4 is pressed Flak behaves like it always has, its auto-targeting but it's not that accurate (For balance, sector reinforcement will not affect flak).  However, once 4 is pressed and the player switches to flak, they can fire their flak batteries at the incoming planes. Although, like the main battery, they will have to lead the planes and account for shell flight time. Regular continuous AA damage will revert to a non-sector reinforcement state. Defensive Fire will have 2 effects, it will increase continuous damage by 50% for the duration of the consumable. The second effect is that for half the consumable duration time flak reload speed is reduced by 50% (like the main battery reload booster).

For CVs, when their planes are within flak range and ship switches to manual control of flak, their attack reticle will no longer be affected by any maneuvers the planes make while under manual flak fire. However, if the Flak batteries are under auto-targeting the reticle for the attack squadron will behave like it always has.

Some changes to AA modules and the captain skills will need to be made. I think giving it changes like 7% less dispersion on manual flak for the 3rd module slot and a choice between an upgrade to manual flak range or reload for the 6th slot would be appropriate. AFT and BFT will affect the range and reload respectively. Edit: instead of reload or range either BFT or AFT could effect the size of the flak burst

The advantage to this setup it doesn't force players to use it so if they are in a tough spot between surface ships and planes come in, they can still have a little defense from planes while they engage the surface ships. However, the players now have a way to put their own skill into air defense outside of just choosing which 2 sectors to pick. They can put their own skill at aiming into it and predicting what the planes might do. Meanwhile, the CV can counter that aim by changing aircraft speed and direction without the worry of having horrible accuracy from dodging. It also keeps all the hard work Wargaming has already put into the AA mechanics

This also puts the mechanics of planes into a similar setting as every ship in the game when they come under fire. They have to try and throw off the aim of whoever is targetting them. I would love if Wargaming would implement this as it gives players better ways to interact with air attacks and for CVs to figure out ways to counter player skill. 

Anyway, what are your thoughts on this idea?

Edit: Another advantage is while planes have relatively low detectability a ship with a lot of flak mounts can now support longer flak ranges that they can use to defend a group of ships.

The only problem I can figure is planes w/difficult aiming reticles would have a hard time getting back on target if players have the ability to wait until the last second to fire their flak.

Not an unsolvable problem (do some balancing to the aiming reticles...maybe keep it how it is unless somebody is locked on the planes & give them a better aiming reticles when they are locked on...or make the flak only be long range to give them time to reposition after dodging) & planes would need to have a Priority Target indicator of how many people are presently targeting them w/flak just like ships get that advantage.

To keep it simple don't give CVs that option as the game is already balanced around CVs not being able to snipe each other pretty good already. Just keep the CV vs CV interaction as it is.

But all in all not a bad concept :-)

Edited by IfYouSeeKhaos
  • Cool 1

Share this post


Link to post
Share on other sites
35
[APES]
Members
67 posts
9,650 battles
On 8/7/2020 at 5:19 PM, El2aZeR said:

Generally speaking yes, manual skill based control of AA is practically the only way to make direct control over aircraft work as it puts player skill vs player skill instead of player skill vs automated mechanic.

And the reason why this would be a great change is exactly why this will never be considered. The skill level of the average playerbase, CV or not, does not allow this kind of implementation as they are unable to multitask.

It is why I left the option in to leave it automatic. It's a trade off the player will have to make. Do they focus on AA defense or do they let the AI take control so they can focus on surface targets? It creates trade offs that the average player will have to make a decision on. Kinda of along the decision a player makes when facing multiple ships. Which ship is the largest threat to angle against?

Edited by Dmal

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×