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AA changes in update 0.8.2

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In this post we want to show how the non-linear addition of continuous AA damage from several ships will work in update 0.8.2.

The reason for the change was the fact that in update 0.8.0.1 the AA damage was redistributed: explosion damage was reduced and continuous damage was increased. Before the release of 0.8.0.1 if the player skillfully dodged the explosions, the squadron took almost no losses. Strengthening of the continuous damage balanced the interaction of 1 ship and a squadron, but the total damage from several ships was too effective: planes often could not make even one attack run being in the AA zones of 3-4 ships.

At the same time we can't just reduce the AA damage of several ships, because then ships that are distant from the allies will become extremely vulnerable. To solve this problem, we implemented a non-linear addition of continuous AA damage.

Now continuous damage from several ships will be less than the sum of their damage, but still more than damage of any one of them.

Damage is always calculated the same way;

  1. The damage of the AA zones firing on squadron is determined;
  2. A reduction factor is calculated for each individual AA zone depending on the number of ships firing and their damage;
  3. Damage is summed up taking the reduction factor in consideration.

The most notable damage reduction is for ships with the same AA damage (0.89 for 2 ships, 0.83 for 3, 0.79 for 4). The more difference in damage, the less will be the reduction.

Let's have an example: a squadron flies into the mid-range zone of Minotaur and simultaneously into the short-range zone of Shimakaze (signals, upgrades or Commander skills are not considered in this example). The continuous damage values for these zones are 1281 and 203, 1484 in total. For 2 ships with these damage values the reduction factor is 0.94. The resulting damage is 1397.

The factor may differ for each situation. Let's have another example with smaller difference in damage: long-range zone of Henri IV (169) and mid-range zone of Khabarovsk (140). The reduction factor will be 0.89 and the total damage will be 275 instead of 309.

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I must say,  The AA damage reduction was not the primary problem caused CV not been comfortable in high tiers,  The Matchmaking for High tier is...  (Tier 6 CV was useless against Tier 8 ship's AATier 8 CV was useless against Tier 10 ship's AA),  Because now, The carrier's tech tree has only even number tier,  You cannot continue using pre - 0.7.12  Matchmaking mechanism to compare the carriers today... (CV's matchmaking was a ckya blyat now...)

Furthermore,  Tier 10 AA is WAY too strong, A Worcester and a Minotaur can easily wipe out an entire squadron in just few second,  They do not need to have other ships AA zone to helping shot down enemy's squadron,  Because the Flak explosions was way too intensive in these shipsAt the high tier, The Flak explosions just like a wall of explosions blocking direct at the front of your squadron's position, You have no chance to turn or slow down to dodge or avoiding been attackedAnd the explosion's damage was too high too One explosion can blown up three planes,  These was not included the continuous AA damage, After your squadron just been busted by the unavoidable Flak explosions wall, Half of your squadron was blown into pieces and the result plane was severely damaged,  And them will easily been shot down by the continuous AA damage....

Edited by V_Wyvern
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[INDIA]
[INDIA]
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3,173 battles

With 2CVs joining the game certain times, it is very difficult for a Shimakaze to fight of both the Aircraft and the fire from enemy Ships.

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