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Edgecase

QueNA on CVs (7/29)

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Do we have an ETA on any more CV changes? I would like to see the CV interface fixed (I know that it has been promised) as well as CVs in general.

Sorry no big updates on CVs reworks since last QueNA but to reiterate there are two major changes we are trying to squeeze in this year that will dramatically affect CVs.

First, including more bonuses for teamwork like spotting and second, reworking the UI so it's more responsive. Our goal is a quickness and responsiveness something similair to a fast paced RTS like starcraft.

 

 

Currently I'm grinding CV so my questions will be focused on this class.

 

  • Why wasn't the +1 MM for t6/7/8 CV implemented on live ? I was actually surprised to see this on PT and thought it was an extremely good change as CV are affected by MM more than other classes.
  • Does WG development team pay attention to CV captain skills and experiment changes actively ? 90% of CV players all have a similar build these days. Air Superiority is too strong and players with no AS cannot compete with AS owners at all in terms of fighter vs fighter. I thought WG approach of captain skill is to put more important/game-changing skills at lower tier while make t5 skills more attractive/diversified rather than a straight auto-win skill.

  • Ultimately it didn't improve matchmaking in the ways we wanted it to. We found creating games for CVs players that give a better opportunity to be effective is more complex than just restricting the tier spread and we are going back to work on CV matchmaker improvements for a future release
  • Commander skills CVs but in general need to be reworked with that philosophy more in mind. That is our goal, these skills should enable more interesting gameplay options and not be a one size fits all and I'm better than anyone else no matter what they have. It's something we are working on for future patches so stay tuned

 

 

  1. Some captain skills like (5pt) Last Chance and (3pt) Dogfighting Expert are almost never taken due to their limited effects and superior alternatives. Is there any plans to rework these skills?
  2. Is there any plans to rework dive bombers? I posted a video yesterday in which I failed to damage a enemy destroyer despite 3 perfect drops.
  3. Is there any plans to allow side-by-side ship comparison while in port? I would like to view the ship stats simultaneously without having to jump around the tech tree. Ship model comparison would also be nice.

Thank you

  1. We are actively looking at how often skills are picked and how effective they are compared to others. In the future, we will rework skills to increase the number of viable options for all classes including CVs.
  2. Dive bombers right now have very unsatisfying gameplay compared to Torpedo bombers. Torp Bombers can reduce their RNG with skillful placement while Dive Bombers really don't have much options. It's something we are busy discussing the best way to resolve.
  3. It's been a repeated request recently so I'll pass this along to the dev team as a bigger priority. You can compare modules in port and ships while loading into a battle but not in port which sucks.

 

(from Q during Reddit event)

 

Personally, I think the upcoming changes will go a long way toward helping, though I hope they also re-examine other CV issues at the same time.

 

Edited by Edgecase
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Yay!

I literally work with cancer, yet my job is better than playing with 1000lb dive bombers. I hope they can fix that much.

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Yeah, even in lower tiers, seeing a destroyer coming towards your CV with plenty of time to launch multiple dive bomber strikes, and then getting sunk anyway because of all the useless incapacitations and ZERO real damage caused is frustrating in the extreme.

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RNG should be removed from the coding of Dive Bombers. Hitting targets should be skill based, not random. Only exception should be panic if bombers are under Defensive Fire or fighter attack. That makes sense. But missing a perfectly still 800+ ft ship is not "because of RNG" is not.

 

In other games, CV Dive Bombers are not subject to RNG, but they have other mechanics. For example, the higher you drop, the less accurate the bomb drop, but the more likely your DBs are to survive the AA fire. The lower the altitude at which DBs drop, the higher the guarantee of a direct hit, but more than likely the bombers will be shot out of the sky from AA due to being that close to the gunners. That, is a more realistic mechanic, and less random. Under player control. 

 

 

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My proposal will be to delete the patch 0.5.7 (or 8) whe they increased the bomd dispersion rate. With newer AA DBs are only a decoy for the TB drop

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I'm looking forward to what they come up with but I do have to ask how many of the Devs play CV. I know Gunlion and maybe Ard do or did but those are the only two I can think of. Someone send a message to Q and ask him.

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