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  1. Almost everyone, or at least CV players, knows that continuous AA works in a way that it only targets the last plane in the squadron (seen as the rightmost plane in carrier player's POV) until that plane is shot down. This process is then repeated on the next last plane and so on. This ensures the survivability of the group of planes that are carrying whatever armament they have to attack the target. Even DFAA-boosted continuous AA damage works in this way. A very competent CV player can easily dodge the DFAA-boosted flaks then go through the strengthened continuous AA while losing 4 planes at most and eventually manage to deal at least one strike on an enemy ship. This wasn't the case before the CV rework where DFAA caused the drop pattern to enlarge due to the panic effect on the pilots when facing the insane AA bullets or whatever you call them. Most surface ships with DFAA had a better chance to avoid the CV attack due to the enlarged drop pattern while being able to annihilate the entire plane squadron given that the CV player derped and took a long time to linger in the DFAA bloom areas. Therefore, I would like to suggest a way how DFAA can prevent CV strikes again. When DFAA is activated, the continuous AA damage should focus on the first plane in the squadron. This ensures that the group of planes that is going to conduct the attack is focused first. When an attacking group is focused and losing plane one by one, the drop reticle/pattern/path will be changed, causing inaccuracy when a CV player is forcing an attack through a continuous AA enforced with DFAA. A few months after the CV rework, I remember when fighters used to cause the attack inaccuracy because they killed the planes in the attacking group first. My suggested change on DFAA is for the AA to work in that same way too. I really hope that you as the developers would consider my suggestion and implement it shortly to make WoWs a better game. Mahalo, CTUJackBauer
  2. WarGaming is still balancing aircraft carriers (CV) and anti-aircraft (AA) in this game so that players who play CV and those who counter them would be satisfied without ruining each other’s gameplays and enjoyment. Therefore, I would humbly contribute a few of my own suggestions with some comprehensive explanations for CV and AA to be considered by the developers. 1. Reversion to 0.8.4 continuous AA with some tweaks Update 0.8.5 is a massive change to how continuous AA behaves. Starting from this update, continuous AA damage focuses only on a single plane instead of spreading out the damage on several random planes. This causes one plane to take continuous AA damage until it is taken down. Consequently, it is much easier to take down planes as long as the hostile plane squadrons are in AA range. This is good for those who are playing against CV but bad for the CV players especially those who unfortunately get dumped as bottom tier such as Shokaku in a tier 10 match. This also causes CV with little initial plane capacity such as Saipan and RN CVs to get deplaned before the match ends. Hence, it would be wise to revert back to 0.8.4 AA system of which continuous AA damage is spread out on three or more planes. Of course this should come with some improvements. First of all, medium and long AA ranges should be overlapped. This is to ensure higher chance to shoot planes down. Since the AA ranges are overlapped, flaks could be removed from long range AA because overlapped AA should be enough to deal damage on planes thus taking them down. Last but not least, continuous AA damage on a single plane should only be possible by the usage of AA priority sector reinforcement. The AA guns on a ship will focus damage on multiple planes instead if the player does not reinforce AA priority sector. 2. Limitation to plane capacity and removal of plane regeneration ability Yes, you are reading this right. Each CV should have limited plane capacity just like in the RTS era based on this table. For that reason, CV hull should no longer be able to regenerate planes. This change is so that CV players would be more careful in delivering their attack instead of deliberately wasting their planes on grouped ships with combined AA. This change should reward CV players who plan their attacks excellently and punish those who play badly by wasting their planes. Players should consider pre-dropping their payloads on water or land masses to prevent from being deplaned (run out of planes) early. With this change, the old AA Defense Expert achievement should be reintroduced when any type of ship manages to shoot down at least 80% of total hostile aircrafts in a single battle. It is undeniably disastrous if a CV is deplaned. If such case happened, the CV hull should get extra +10% surface and air concealment so that the player can hide until the end of the battle. To prevent from being deplaned early, the Air Supremacy captain skill should give 2 extra planes for each plane type. For example, Hosho with initial 24 planes capacity can have up to 30 planes with this skill. This skill should be the first one to be chosen by players. 3. Repair party consumable for all types of planes regardless of tiers All types of planes should be given Repair party consumable regardless of their tiers. Currently, only torpedo bombers of tier 8 and 10 CVs have this consumable. This consumable is useful to restore planes HP and to prevent excessive plane lost which may cause a CV to be deplaned easily. 4. More buff for Survivability Expert commander skill on planes As of update, Survivability Expert commander skill gives extra +25 HP on planes for each CV tier. This is not enough with the renewed single-plane-focus AA system. Therefore, it is suggested for this skill to give extra +50 HP on plane per CV tier to ensure the longer endurance of aircrafts especially if 0.8.5 AA mechanic is permanent. For example, one torpedo bomber of Graf Zeppelin has 1470 HP. With this proposed SE skill, it would have 1870 HP. This is a major improvement that should be considered to minimize aircraft losses. 5. Panic effect of fighter planes & DFAA while taking down planes Currently, fighter planes (ship-borne catapult fighters and patrol fighters) shoot down hostile planes with the 1:1 trade-off. For example, a ship that launches 3 fighter planes is able to shoot down 3 hostile planes. Meanwhile, Defensive Fire Anti-Aircraft (DFAA) increases the continuous AA damage for limited period of time. Since the CV rework, fighter planes and DFAA do not cause panic effect on plane attack despite being able to shoot down or at least damage the planes. When a ship uses DFAA, the flaks that it produces are dark orange-reddish compared to bright orange-yellowish flaks without DFAA. Therefore, I would suggest the reintroduction of panic effect on attack just like during the pre-rework era. If a squadron is doing attack run within an AA range of a ship currently using DFAA or while being engaged by fighter planes, the drop reticle should be widened. For instance, rocket and bomb reticle should be enlarged to 3 or 4 times of its minimum size. Meanwhile, torpedo drop path could be widened to an extreme 70-80° angle so that the enemy ship could try to dodge the torpedoes thus increasing its survivability chance. 6. Ability of planes to spot torpedoes Before the rework, planes were able to spot hostile torpedoes thus saving the life of ships by giving them enough time to react and torpedobeat. However, this splendid feature was removed once 0.8.0 update hit the live server. Currently, the only way to be aware of incoming torpedoes early is by taking Vigilance commander skill or having a teammate to spot them for you. Therefore, this feature of all types of planes being able to spot torpedoes should be re-implemented. This is to diversify the usefulness of planes. For example, catapult spotter is only able to extend the firing range for a few percentages. With the reintroduction of this ability, it can spot torpedoes once it flies right on top of them. CV-borne aircrafts also should be able to spot torpedoes coming from hostile ship hiding in smoke. 7. Planes take off delay During the RTS era, all CV-based planes had preparation time at the start of the game. The duration of preparation time varied with CV tiers and number of planes in a squadron. In the current reworked CV gameplay, there is literally no preparation time for aircrafts. An aircraft carrier is able to instantly launch aircraft squadron right at the moment when a match starts. Planes are able to spot enemy ships and the direction of their movements in less than 1 minute. This somehow disrupts the ships from moving stealthily to capture points or strategic areas especially for destroyers (DD). WG actually experimented with plane preparation time in the Public Test Server. However, this feature was cancelled when it was supposed to be implemented in 0.8.4 patch. Therefore, the developers should re-implement this feature with some balancing. The aircrafts preparation time for CV is suggested as in Table 2. With this feature, ships of both teams can go to their strategic areas without being spotted too early. A new Upgrade to reduce the plane preparation time by 5 seconds should be provided for CVs of tier 8 and above. Table 2: Suggestion for plane preparation time CV tier Plane preparation time in seconds 4 10 5 15 6 20 7 25 8 30 9 35 10 40 8. Ability to turn off automated consumable usage on CV hull in settings Currently, consumables usage for CV hull is automated. When CV hull is detected by enemy aircraft or ship, escort fighters will be automatically launched and fly around the hull for six minute. Other than that, the Damage Control Party (DCP) will be automatically used when the CV hull is on fire/flooding or when any module on CV hull is incapacitated. This automation is so that CV players can keep controlling their plane squadron without going back to their hull control mode in order to use consumable. Moreover, the developers stated that this is for not spreading the player’s attention too thin in battle and reducing the overload of micromanagement. This automation has its own detriments and can be easily exploited by enemy CV. There is a slight cooldown time of fighters consumable for about 40 seconds once the six-minute patrol has ended. An enemy CV who intends to CV snipe can wait for the patrolling catapult fighters to land and attack the CV during the cooldown period, provided that the enemy CV can avoid the flaks. It is quite bad when the DCP activates only because the rudder/engine is incapacitated or the hull is on fire which will automatically extinguish in just 5 seconds. It is absolutely head tilting when the CV hull is flooding during the DCP cooldown period because it has been wasted just to repair incapacitated module or 5-second fire. Hence, there should be an option to turn off automated consumable usage in Settings just like how the collision avoidance system can be turned on and off. When this option is turned off, a CV player can decide whether to use the consumable or not by cancelling their plane control and going back to the CV hull control mode. Another alternative and much better option is to allow CV hull consumable to be used manually while being in planes control mode. The developers just simply need to adjust the UI of planes control mode by allocating a space for the consumable buttons. An example is shown in the figure below. When a CV player is controlling their planes, they can decide to use the hull consumable by pressing the button assigned to the desired consumable. 9. Zoomable tactical map for precise waypoints setting Currently, CV players rely on waypoints to set their course while piloting their planes. Sometimes, the waypoints fail to navigate the CV hull in the correct direction, causing the hull to be stranded on island or ram friendly ship. This failure often puts CV in dangerous and awkward positions thus making them vulnerable to enemy attacks once detected. This is always caused by complex waypoints being set through islands with small gaps between them even with the collision avoidance system enabled. Therefore, I suggest a tactical map that can be zoomed exactly to 4 horizontal grids so that CV player can set more precise waypoints through islands thus slightly reducing the chance to run aground. A CV player can use the default M button to go to tactical map view and use the mouse wheel to control the zoom level. They can go back to normal view by pressing M again or Esc. This feature should be limited for CV only because it is the only type of ship that uses waypoints for navigation. 10. Reintroduction of odd tier CVs with special planes Odd tier CVs such as Bogue, Hiryu and Essex existed during the glorious RTS CV era. Once update 0.8.0 is released, odd tier CVs are completely removed from the research trees whereas tier 7 Saipan and Kaga are uptiered to 8. There was once a plan to re-implement those old odd tier CVs in alternate CV line but until today, there has been no news about it. Therefore, I would like to suggest the odd tier CVs reintroduction with planes of special functions which emphasis on team support that vary for each nation. The special planes should replace or be optional with the rocket planes. For example, odd tier IJN CVs should have planes that can lay off smokes. The squadron should be set in 2×1 configuration. Once a player starts smoking run, the plane will fly as low as torpedo bombers in attacking phase while generating smokes that can last for about 1 minute. The smoke should be able to cover the whole flank thus blocking enemy’s line of sight. Secondly, odd tier RN CVs should have planes that can extinguish fire on friendly ships. The squadron should be set in 3×1 configuration. The cruising speed of the planes should be 95 knots. The fire extinguishing mechanism should be the same as the RN carpet bombs dropping mechanism. When doing fire extinguishing run, the plane will sprinkle water on friendly ship. This is really helpful for ships especially BB with long fire duration. When a ship is on fire and their DCP is in cooldown period or when all the DCPs have been used up for RU BB, the player should ask the CV with the water sprinklers to help them extinguish the fire. Next, odd tier USN CVs should be provided with seaplane that can land on capture points thus capturing them. Only one seaplane can be launched at a time. During the capturing process, the CV player cannot launch another plane or the capture will stop. Of course the capture seaplane is susceptible to hostile AA and fighters. Therefore, it is only sensible to capture the points together with the presence of allied ships when there is no hostile ship in the vicinity. This is also a novel way for CV to get Capture or Assisted in Capture ribbons without using their own hull to cap. Odd tier IJN and USN CVs should be given different type of bomb from their even tier nation counterparts. HE bombs should be provided to odd tier IJN CVs meanwhile AP bombs are for their USN counterpart. The tables above show the suggested plane capacity of the odd tier CVs and their plane preparation time respectively. Since I am not familiar with Royal Navy ships, I will leave that to WG to decide which odd tier RN CVs to be added. 11. Restriction of one CV per team for tier 8+ CVs Before the CV rework, CVs of tier 8 and above were not accompanied by another CV of same or different tier in a team. Therefore, there was only one CV per team given that the CV tier is 8 and above. This restriction should be implemented once again because tier 8+ CVs are quite impactful in high tier matches despite having lower alpha damage output. This is also to ensure that two queuing CVs get into a match faster without having to wait for the 3rd CV in the queue. 12. ±1 tier matchmaking limitation for CV The matchmaking for CV should be limited to ±1 tier which means that CV should always be midtiered. Currently, CV has ±2 tier matchmaking except for tier 4 CVs of which they are restricted to ±1 unless if they are in failed division. If a CV is the top tier ship in a ±2 tier match, surely the bottom tier ships will be the easy targets for the CV especially if the bottom tier ship is alone or having bad AA. For example, Normandie in a double tier 8 CV match against Lexington and Saipan. In addition, CV being the bottom tier ship in a ±2 tier match is detrimental for the CV player too. As an instance, Shokaku being placed in a tier 10 match against Minotaur and Worcester with overpowered AA. Despite having regenerable planes, bottom-tiered CVs can always be deplaned by ships with AA two tiers higher. Therefore, a matchmaking limitation of ±1 tier for CV must be implemented. 13. Repair Party consumable for destroyers regardless of tier DD is the type of ship with the least amount of HP. Even with the reduction of attack time for rocket aircrafts and the change of HE bomb reticle, DD is always being an easy target for CV especially those with weak AA. Smoke is used by DDs to temporary hide themselves from CV attack but once it has ended, they are vulnerable to CV attack again during the smoke cooldown period. The usage of radar also renders smoke useless for DD, giving chance for CV and other ship types to attack them. Therefore, all DDs should be provided with catapult fighters Repair Party consumable regardless of their tier and nation. Currently, tier 9+ Russian destroyers and Kidd are the only DDs with this consumable. With the provision of Repair Party for DD, their survivability is improved and they can live a bit longer despite being attacked by CV or any other ship types. Even in a match without CV, Repair Party could be useful for them to restore their HP after being hit by shells or torpedoes. If the developers can provide Repair Party for all ships in WoWs Blitz, then they should do the same for at least all DDs in WoWs PC. 14. Improvements to Graf Zeppelin’s bombs and torpedoes Currently, the damage of AP bombs and torpedoes carried by the planes of Graf Zeppelin (GZ) are pretty anemic. The AP bombs often ricochet, do not penetrate or overpenetrate even with the normalization improvement by 5° in the 0.8.5 update. Usually, the bombs do not even hit their targets at all due to the large scatter of bomb drops. The torpedoes still deal little damage even after its alpha damage has been increased to 5333 in the 0.8.5 update. The existence of torpedo bulge on ships makes GZ’s torpedoes less impactful. Therefore, I would suggest a few balancing parameters for bombs and torpedoes of GZ. 14.1 AP bomb improvements The AP bombs could be improved by the following means. The first alternative is to add two more bombers in an attack run. A good loadout would be 3×4 bombers which means that there are 3 attack flights with 4 planes per flight. This should be able to increase the probability of bomb hits on ships especially BB. The second alternative is that a plane should carry 2 AP bombs just like how Midway and Lexington can bring 2 HE bombs per plane. The loadout should be kept as 4×2 bombers with two AP bombs per plane to increase the chance of bomb hitting target ship. With 4 successful hits to citadel, the bomb could deal up to 28k damage. The bomb normalization angle should be improved by 5° more to reduce ricochet and overpen. 14.2 Torpedo improvements There should be two modules of torpedo bombers that can be chosen by players. The first module is the default 3×3 loadout with tier 8 Ta-152C-1/R14 planes. One torpedo deals up to 5333 damage with 6.7 km range. The torpedo damage for this default module is pretty weak thus I suggest for another alternative. The second alternative module has 4×2 loadout with tier 7 planes that should have 200 less HP and 30 knots slower than the default tier 8 torpedo bombers. However, one torpedo should be able to deal up to 9500 damage given that the planes survive in AA auras. The torpedo range should be shortened to 5.3 km too for balancing. In conclusion, the alternative module has torpedoes that can deal more damage which is balanced by weaker and slower planes. Careful and planned attack will reward players with more impactful damage. This concludes my suggestions for CV and AA tweaks for this game. Thank you for taking your time reading this lengthy post. Lastly, I hope that WG takes at least one of the ideas for their consideration.
  3. The conqueror's AAA is amazing early game with 659 dps for mid range. however after 5mins of being shelled, that dropped quite fast. Should WG look for a different way to balance its AA? Or is it not an issue since CV(if there's any) wouldn't want to risk their planes?