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Masher_of_Potatoes

CV Gameplay Suggestion

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Carriers, love them IRL. In WoWS, oof... Love em or hate em, CVs are here to stay so this post is intended to figure out ways to balans.

Two things.

  1. I don't know if the idea I am sharing has been suggested before
  2. I am not a CV main though I do think these ideas are worth sharing anyhow

So what CV challenges are these ideas are Intended to address?

  • CVs risk little to strike unlike all other classes
  • CVs can strike anywhere on the map regardless of CV position
  • CVs create instant crossfires
  • CVs seem too strong a counter to the stealth mechanic 

++++++++++++++++++++++++++++++++++++++++++++
The Big Reveal (Mitigation Ideas)
++++++++++++++++++++++++++++++++++++++++++++

New Mechanic: Plane flight Levels

The idea is to address increase CV choice risk reward and mitigate cross fire / stealth mechanic impacts.

  • Add a mechanic to plans similar to the sub mechanic of diving & surfacing.
  • Keep it simple: 3 levels: high, mid, lows

High Level (lower risk, lower spotting)

  • Reduced ship AA effectiveness (say -25%) (similar effect as current AA versus pre-nerf)
  • Reduced plane strike accuracy (say -25%)
  • Spotting for other players: BBs on mini-map only

Mid Level (standard risk) 

  • Normal ship AA effectiveness (pre-nerf)
  • Normal plane strike accuracy
  • Spotting for other players:
    • Full spot BBs 
    • Cruisers on mini-map only  (if no other ships are spotting)

Low Level (higher risk / reward) so a CV has a higher chance to land a strike but loses planes faster (may result in no strike)

  • Increased ship AA effectiveness 
  • Increased plane strike accuracy
  • Spotting for other players: 
    • Full spot for BBs and cruisers
    • DDs on mini-map only (if no other ships are spotting)

New Mechanic: CVs manage plane fuel consumption

The idea is mitigate CVs from having full map control and encourage them to chose positions more carefully to be more effective, like other ships.

  • Concept: Planes can reasonably spot 50% of the map before requiring refuel OR can risk having to ditch
    • Captain skill for increased range but lighter loads / less armor
  • Concept: changing flight levels increases fuel consumption
  • Concept: Add in a kamikaze mechanic if having to ditch
  • Concept: Damaged planes can crash on the deck, damaging the CV

Over to the forum trolls! ;)

 

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2 minutes ago, Masher_of_Potatoes said:

CV Gameplay Suggestion

By Masher_of_Potatoes

Carriers, love them IRL. In WoWS, oof... Love em or hate em, CVs are here to stay so this post is intended to figure out ways to balans.

Edited for brevity

 

One suggestion:  Learn to play CV's from Tier-4 through Tier-6.  
Then come back and revisit this discussion.

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38 minutes ago, Masher_of_Potatoes said:

Carriers, love them IRL. In WoWS, oof... Love em or hate em, CVs are here to stay 

Edit

 

 

Why do they have to stay?

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1 hour ago, Laser_Beam said:

 

Why do they have to stay?

They been here forever, 

This is world of warships not world of surface gun ships,

The effort WG has done to balance them makes it immensely harder to throw away that work.

 

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2 hours ago, Masher_of_Potatoes said:

Carriers, love them IRL. In WoWS, oof... Love em or hate em, CVs are here to stay so this post is intended to figure out ways to balans.

Two things.

  1. I don't know if the idea I am sharing has been suggested before
  2. I am not a CV main though I do think these ideas are worth sharing anyhow

So what CV challenges are these ideas are Intended to address?

  • CVs risk little to strike unlike all other classes
  • CVs can strike anywhere on the map regardless of CV position
  • CVs create instant crossfires
  • CVs seem too strong a counter to the stealth mechanic 

++++++++++++++++++++++++++++++++++++++++++++
The Big Reveal (Mitigation Ideas)
++++++++++++++++++++++++++++++++++++++++++++

New Mechanic: Plane flight Levels

The idea is to address increase CV choice risk reward and mitigate cross fire / stealth mechanic impacts.

  • Add a mechanic to plans similar to the sub mechanic of diving & surfacing.
  • Keep it simple: 3 levels: high, mid, lows

High Level (lower risk, lower spotting)

  • Reduced ship AA effectiveness (say -25%) (similar effect as current AA versus pre-nerf)
  • Reduced plane strike accuracy (say -25%)
  • Spotting for other players: BBs on mini-map only

Mid Level (standard risk) 

  • Normal ship AA effectiveness (pre-nerf)
  • Normal plane strike accuracy
  • Spotting for other players:
    • Full spot BBs 
    • Cruisers on mini-map only  (if no other ships are spotting)

Low Level (higher risk / reward) so a CV has a higher chance to land a strike but loses planes faster (may result in no strike)

  • Increased ship AA effectiveness 
  • Increased plane strike accuracy
  • Spotting for other players: 
    • Full spot for BBs and cruisers
    • DDs on mini-map only (if no other ships are spotting)

New Mechanic: CVs manage plane fuel consumption

The idea is mitigate CVs from having full map control and encourage them to chose positions more carefully to be more effective, like other ships.

  • Concept: Planes can reasonably spot 50% of the map before requiring refuel OR can risk having to ditch
    • Captain skill for increased range but lighter loads / less armor
  • Concept: changing flight levels increases fuel consumption
  • Concept: Add in a kamikaze mechanic if having to ditch
  • Concept: Damaged planes can crash on the deck, damaging the CV

Over to the forum trolls! ;)

 

Fine with most of that minus the kamikaze thing. That will never be in the game.

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8 hours ago, Merc_R_Us said:

They been here forever, 

This is world of warships not world of surface gun ships,

The effort WG has done to balance them makes it immensely harder to throw away that work.

 

Well, there was/is a world of Warplanes.  So the effort won't be wasted. 

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On 2/6/2021 at 4:29 PM, Masher_of_Potatoes said:
  • CVs risk little to strike unlike all other classes

False:  CVs risk more than all other classes in a strike.  When planes die, your attack power dies too.

Imagine if a DD progressives loses torpedoes tubes as it takes damage.  A shima starts with 15, loses half HP to radar, and now only has 7 tubes gaining 1 tube back every 2 minutes.  Thats what CV play is like.

When planes die, you must wait for them to come back.  Varies based on teir and nation.  FDR as an example has the tankiest of planes and the longest of load times.  1 plane = 2 minute.  Sure they are tanky...but they can and do die.

You do the math.  You lose 10 torp planes, each take 2 minutes to reload.  The match lasts 20 minutes, will you get them back?
No.  Guess you better take half a squad.

CVs are the ONLY class that are 100% guaranteed to become less combat effective after every attempt to deal damage, successful or not, every single time.
You sir do not know anything about CVs.

And it seems like your suggestions are nothing more than CV nerfs.
Seriously.  Damaged planes crash to the deck and hurt the carrier's HP?  You are PUNISHED for successful flying instead of a squad getting wiped?  Come on.

 

Edited by Digital_Wind
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On 2/11/2021 at 4:31 PM, Digital_Wind said:

CVs are the ONLY class that are 100% guaranteed to become less combat effective after every attempt to deal damage, successful or not, every single time.

This suggests that AA is a) effective (note: it is no longer) b) equally distributed among all ships (note: it is not,  it varies based on tier and nation...) and c) that a CV strike costs the same amount of planes per strike which is false. 

The other classes risk trading health, turrets and torpedo tubes, AA, etc. to strike do they not? Better yet, many ships risk being struck without being able to strike back when spotted which CVs are able to disproportionately do no?

Sure planes can be lost, which you mitigate by

  • Pre drops (be nice if other ships could leave 50% health in port for later..)
  • Choosing engagements, AA baiting, flak dodging, etc. (which is significantly more difficult for all other classes)
  • Instant recalls (not even smoke is this effective)
  • Reloading planes (ship's take permanent damage that doesn't recover)
On 2/11/2021 at 4:31 PM, Digital_Wind said:

And it seems like your suggestions are nothing more than CV nerfs.

Nerf? No sir just BALANS comrade. BALANS. 

We'll agree to disagree that CVs in their current state don't require tweaking to mitigate the impact they have on the game.
 

On 2/11/2021 at 4:31 PM, Digital_Wind said:

Seriously.  Damaged planes crash to the deck and hurt the carrier's HP?  You are PUNISHED for successful flying instead of a squad getting wiped?  Come on.

So tell me then when was the last time you were detonated in a CV? I'll wait...

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