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HuginnKR

Feedback thread for CV rework test round 2

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WG Staff
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Hello Captains,

 

We are running 2 round of CV rework test. Please send us your feedback if you have any.

 

Known-issue

  • The camera may “break” at the end of the battle, when player watches the planes after death
  • The ship, which is in the smoke, does not see the flight of aircraft shells
  • The effects of air defense explosions are not display close to the camera
  • Airplanes are not detecting all torpedoes
  • Rockets are “frozen” in the air before detonation
  • Sometimes the “fisheye” camera effect does not turn off after the squadron death or dropping all bombs
  • Air defense starts firing the ward fighter only after some time
  • The camera during takeoff flies through the aircraft carrier
  • Sometimes the sound of using the “Hydroacoustic Search” consumable will sound for a long time in battle independent of ship’s type used by player

 

Action Sataions!

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[AMPOL]
Beta Tester
187 posts
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There doesn't appear to be a way for me to turn of CV's and not have to play with them, could you please add this feature. 

While I'm glad you and a small minority enjoy CV's I don't and would like to see them continue in the game but ALSO have the choice to not have them in MY games.

I play this game for Ship to Ship combat not Plane V Ship combat.

If there was a counter to CV's other then another CV I wouldn't mind them but there isn't, I shot down almost 50 planes in a game the other day and their CV still dominated because ours suc... I mean ours wasn't as skilled, how much more of a counter can I be??

Please all ow choice or is this Soviet Russia or something? 

Thanks. 

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I have a suggestion:

Update the UI to show how many fighter consumables each plane type has remaining when you are controlling the CV (no planes are flying).

Sometimes I send up a squadron intending to drop fighters over my allies to provide cover, only to realise that squadron has run out of fighters.

Alternatively don't tie the fighter consumable to a particular squadron. So instead of having each squadron have 2 fighter consumables for a total of 6, just make all squadrons share the 6 fighters.

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when you attack enemy with aircraft and when in interval to drop Torpedos or Bombers and all of your units has shooting down after that you click left once with mouse, and then you automatic use new aircraft from ship but can't control it, you just can click F to send it back, thanks

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The second round of CV testing mainly saw some UI changes and some tweaking. Nothing major, except we can now see how CVs perform when both top tier and bottom tier. Now that this round of testing is over, here are my thoughts.

I have to say this second round of testing is very, very badly managed. We only had about 3 days worth of testing as the first day was basically worthless due to the late implementation of the credit missions, which meant you would quickly run out of credits and therefore can't even test the CVs. And even then the missions were removed a few hours early before the server was taken down. I didn't have time to test the Midway. I understand if this round of testing was ended earlier than planned due to all the performance issues, but it just felt too early.

Also there is still no swapping to CV control when planes are in the air. Please add in direct CV control WG.

General observations:

Tier 8 CVs seem to fare pretty badly when uptiered. I would try to attack a Montana in my Shoukaku or Lexington, and would sometimes lose almost my entire squadron before even getting to attack because the Montana's AA threw up a wall of flak which was impossible to dodge, and those planes couldn't take the hit. Likewise, the Tier 10 CVs have almost no issues with Tier 8 AA. My Hakuryu could divebomb an Amagi or Cleveland and only have a few planes shot down. In that sense, not much has changed from the current CV gameplay to the reworked gameplay. AA is still RNG and tier dependent.

Good changes:

There are plenty of good changes in this round of testing. Attack runs now have timer indicated on the reticle so you know how much time you have left to attack without having to take your eyes off the target. Dive bombers are a lot easier to use as the target now stays on camera when attacking instead of drifting out of the screen. Fighter patrol radius is a lot more obvious and therefore easier to use or avoid.

Balance wise, there are also some good changes. It is a lot faster to switch AA sectors and you can now equalise AA sectors instead of always having to choose a single sector to reinforce. I like this, it makes AA a bit more involved, though AA in general is still very much RNG. Fighter consumables also summon more fighter planes to shoot down more stuff, so that is good.

Bugs observed:

Most of the bugs I found have already been mentioned, but did notice that when using the rocket planes, the rockets tend to go a higher than what the aiming circle actually indicates. I can launch rockets at a relatively immobile BB with the BB dead centre in the circle, but the rockets will sometimes land too high up.

Suggestions:

Fighters

As I suggested earlier, direct CV control should be introduced. This ties into my next suggestion, which is about fighters. In the current rework, having fighters appear out of thin air wherever your squadrons are still feels very awkward and disconnected. I suggested earlier in this thread that the fighter consumable should not be tied to each particular squadron. A further suggestion would be to instead tie the fighter consumables to the CV. When controlling the CV, you can select the consumable and indicate where you want the fighters to be deployed. The fighters will then take off from your CV and fly to the designated area, attacking any planes on the way. Once it arrives, it patrols the area like what we have currently in this rework. This allows the CV player to both attack the enemy and defend the team simultaneously. You would be flying your strike squadrons, notice that your team is under attack, switch to the CV, launch the fighters, then switch back to your squadron to continue the attack. Whereas now you would have to either divert your squadron or launch a fresh squadron, fly to your allies, deploy the fighters, then fly back to your target.

AA

Personally I still find AA to be very a RNG dependent affair with little player involvement. If it were up to me, I would make long range AA player controlled like in Battlestations: Pacific. In that game, ships could manually target their AA, or leave it to the AI if they were busy. Manually controlled AA would have increased effectiveness compared to the AI. This would make AA more interactive, and CVs can try to outwit surface ships by timing their attacks to coincide with that of friendly surface ships, when the enemy would be distracted.

CV damage notifications

Currently there is very little indication when your CV is under attack. I can be flying my planes and not even realise my CV has been attacked and is on fire. There should be more or louder hit sounds or flame/flooding effects to indicate damage, just like what we have in the current RTS CV system. Yet another reason why direct CV control should be given.

Edited by Thyaliad
CV damage notifcation suggestion

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[KONYA]
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About Japan aircraft carrier. It is sad that Tier 8 throws only two torpedoes while playing.
I would like to use three torpedoes even when the number of iterations decreases.
I would like to use three torpedoes from Tier 7.
9, 10 should have 4 or more.We can not be satisfied with less than these.


The aim of the rocket cannon is shifted.
It's a fake marker. There is a true center above one radius.
I want to know the penetrating power of the rocket cannon. I want you to write it at the port.


Midway and HAKURYU also need anti-aircraft items. They can kill yourself very easily.

I want to operate an aircraft carrier. There is a shift button. I want to switch between the aircraft carrier and the mother ship.

I want to set the route of the mother ship with a mini map click

AI is coop. Make it Ai for the last test.

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Quote

 AA

 Personally I still find AA to be very a RNG dependent affair with little player involvement. If it were up to me, I would make long range AA player controlled like in Battlestations: Pacific. In that game, ships could manually target their AA, or leave it to the AI if they were busy. Manually controlled AA would have increased effectiveness compared to the AI. This would make AA more interactive, and CVs can try to outwit surface ships by timing their attacks to coincide with that of friendly surface ships, when the enemy would be distracted.

This in spades. It feels like AA is a bit too "automatic" right now. While I would argue that secondaries also need to be like this, that comes with its own slew of problems and is best discussed on another topic. That way, we do not need manual fire control for secondaries/AA, and we can utilize skillpoints otherwise invested to these skills in other skills.

 

 

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I don't know about other, but i find it harder to control the air group. I think mouse control will be more better to control the group, like up and down, left and right. 

Thanks

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Improvements I like in this version:

1. The camera issues in dive bomber has fixe

2. Count down during aircraft attack mode is nice

3. Fighters/Interceptors indicator

4. Longer engine boosting time for DB and TB, since they are slow

However, there are several technical issues in this version.

1. I crashed quite often in this version, it can happen during login or at the end of battle

2. I got a FPS drop during 3CVs VS 3CVs matches, no matter which type of ships I was playing

3. I can't change the key bindings for planes control, I changed R and T buttons to my gaming mouse additional buttons and it did not work. (still remain R & T, but above the icons it shows Mouse 5 and Mouse 6)

Suggestions:

1. Same as the previous version, I think it is quite important to add more control to the carrier itself when players are flying their aircraft. Just able to change direction by clicking minimap is not enough. I found it quite annoying when I want to change the speed of the carrier, use damage control or defensive AA while I am flying aircraft, and I may have to return the planes after just takeoff for a while, especially when the enemy CV was trying to snipe me (I actually just want to activate defensive AA). 

2. The patrol area of fighters/Interceptors should be larger since enemy's planes can just easily avoid and get pass

3. Should add an option to cancel attack for aircraft attack mode. Sometimes it is too late to start a torpedo bombers attack and I found it frustrating to wait those 10 seconds (sometime more) to past.

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TBH, I found this round of testing far less enjoyable than the first round.

Hard to pin point exactly why, but some of the things I really didn't like:

AA fire - I just kept getting wiped out. And this was reinforced when I was playing as a DD - in one battle with (I think) a T8, I completely destroyed two flights of torpedo aircraft in just a few seconds. On my own - in a destroyer.

And as previously mentioned, with the Japanese CV, after lining up my torpedo aircraft on a battleship, while getting massacred, only two of my planes actually launched torpedoes???? So around I went again, lost more planes, launched two more, rinse and repeat.

And even after scoring a number of hits I had maybe taken half his HP - probably not even that.

I'm afraid it was hard to find improvements - the negatives just made me sad. Especially since you still can't manually control your CV while you have aircraft up. 

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I strongly hope to add a button that can switch control between the aircraft carrier and the aircraft., instead of the (F button) fleet return control, because I encountered the destroyer entering our aircraft carrier hidden circle, which made me discovered. I can't operate the aircraft carrier to avoid enemy attacks, and also I can't use the aircraft to fight back.

I think if there is no, this button for switching between the aircraft carrier and the aircraft,It’s like playing a ordinary World of Warplanes

There is also a second test, the perspective of the dive bomber, feeling more uncomfortable than the perspective of the first test. And the battle screen and interface sounds of the second test are a bit too much and too messy, which includes the illustration of the escort fighter and the range of the escort fighter.

As for the battle of the surface ship, I think the mechanism is not bad. There is not much discomfort in the gameplay. Instead, it simplifies the air-to-air mechanism and feels quite fresh. and I like the anti-aircraft gun shooting screen.

Edited by Gerald_Puckett

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Two of the things I feel need to be addressed:

-AA is still the old "hit by HE, knocked out" model, not a good thing when there's unlimited amounts of planes coming at you. I would recommend that AA that is knocked out be fixable after a certain amount of time, because otherwise, there would be a point where the ship's guns are all knocked out and nothing stops the planes.

-We still cannot return to controlling the carrier after launching a squad, which is bad news if there's a ship nearby (or if there's torpedoes/bombs/rockets from a carrier snipe attempt). Keep in mind, I meant direct control, not the strategic map one you get by pressing M.

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2 hours ago, TD1 said:

AA is still the old "hit by HE, knocked out" model, not a good thing when there's unlimited amounts of planes coming at you. I would recommend that AA that is knocked out be fixable after a certain amount of time, because otherwise, there would be a point where the ship's guns are all knocked out and nothing stops the planes.

It could be made similar to main guns where they can be temporarily disabled but repair themselves after some time.

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37 minutes ago, Thyaliad said:

It could be made similar to main guns where they can be temporarily disabled but repair themselves after some time.

That was what I wanted to say.

 

If we don't have any limit to the number of planes we throw at the enemy, the enemy should also not have any "limit" on how many AA guns, large/medium/small caliber, that he loses. Otherwise (theoretically) I can keep spamming planes with rockets/HE bombs until I knock out all his AA guns, or have some HE spamming ship (British battleships in particular) knock out all his AA guns, and he will be defenseless throughout the match against air attacks.

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