Jump to content
Sign in to follow this  
You need to play a total of 10 battles to post in this section.
IJN_Katori

Patrol Fighters and Bering sea change

14 comments in this topic

Recommended Posts

717
[LBAS]
Member
3,032 posts
14,467 battles

 (Recent Blog)

ST, Patrol Fighters consumable, Loop and Bering Sea maps

There will be a closed test session for aircraft carriers in the Clan Battles format. The 'Patrol Fighters' consumable available to carrier-based plane squadrons will have the following changes applied to it:

- Spotting range lowered from 20 to 5 km;
- Time until the fighters begin chasing an enemy plane squadron reduced from 5 to 1 second;
- Action radius increased from 3.5 to 6 km;
- Time for fighters to appear after the consumable is activated increased from 6 to 15 seconds;
- Fighters' detectability range was increased from 7.5 to 12 km;
- Action time of the consumable was increased from 60 to 90 s;
- The consumable's number of charges was increased from 3 to 6.

These settings will create a more intense interaction between aircraft carriers of opposing teams and will improve the cooperation between the aircraft carrier and its allied ships. Also the Patrol Fighters' ability to perform reconnaissance will be lowered due to a reduced spotting range. 

Testing will let us collect the necessary data to evaluate and determine our next steps. 

Besides that, the maps Bering Sea and Loop have been updated after the last test and will be tested again.

Please note that the information in the Development Blog is preliminary and subject to change.

 

 

 

 

:Smile_hiding:

  • Cool 2

Share this post


Link to post
Share on other sites
886
[LBAS]
Member
1,787 posts
3,485 battles

Nah, this could be nice change but a semi borderline of RTS CV counter deplaned.

 

The action time could be just 70 sec 

Otherwise i am afraid this thing can become Bane for noob CV and unicum CV skill gap.

 

the time to fighter to appear should be 10 sec for faster response. The longer the time require more prediction.... This widening the skill difference between noob and unicum. Unicum that have king Crimson ability could peek to the future, smacking enemy....

 

 

The change itself is GOOD, now CV can atleast help its team

 

________________

Is this just me or Enterprise have bigger area of fighter patrol?

Share this post


Link to post
Share on other sites
1,187
[FORCE]
Member
2,326 posts
12,150 battles

The fighters look more promising with those stats. Especially with doubled amount of fighter, because now 9 charges are too few for a lengthy battle.

The change on Loop map is a good news because this map has grossly unbalanced flanks.

Share this post


Link to post
Share on other sites
47
[HIT]
Member
145 posts
4,989 battles
1 hour ago, dejiko_nyo said:

The Return of Skill Gap.

^ This

Share this post


Link to post
Share on other sites
2,694
[TLS]
Member
4,069 posts
20,266 battles

The way things are going, a name change is in order: world of farmships. 

 

  • Cool 1

Share this post


Link to post
Share on other sites
211
[KAMI]
Member
429 posts
5,781 battles

You know what fighters are gonna be used for, now that they can't spot large ships?

 

Sure they might see slightly more use in protecting a lone flanking ship, but you know else?

They're gonna be dropped on top of DDs and capture points. Especially now that rocketplanes have plenty of spare fighters to drop of DDs for every encounter.

 

Can't wait to see silly people that talk about CVs ruining DD gameplay, but calling this a good change.

  • Cool 1

Share this post


Link to post
Share on other sites
2,458
Member
4,690 posts
8,752 battles

One year after removing usable fighters from the game, WG are considering bringing them back.

Slowly they will revert the rework itself... :Smile_playing:

Share this post


Link to post
Share on other sites
2,694
[TLS]
Member
4,069 posts
20,266 battles
19 minutes ago, Verytis said:

You know what fighters are gonna be used for, now that they can't spot large ships?

 

Sure they might see slightly more use in protecting a lone flanking ship, but you know else?

They're gonna be dropped on top of DDs and capture points. Especially now that rocketplanes have plenty of spare fighters to drop of DDs for every encounter.

 

Can't wait to see silly people that talk about CVs ruining DD gameplay, but calling this a good change.

In effect, wasted more than a year developing a useless new playstyle, only for the old problems to return. All we wanted in RTS CV was just a tweak here and there *cough*removefigherstrafing*cough*. 

The primary, number 1, prime issue that has not been addressed is MatchMaker which is the core of all the problems. That is the one thing that should be addressed to make the game 'fun and enjoyable' but no, go create new problems instead.

Share this post


Link to post
Share on other sites
886
[LBAS]
Member
1,787 posts
3,485 battles
57 minutes ago, Verytis said:

You know what fighters are gonna be used for, now that they can't spot large ships?

 

Sure they might see slightly more use in protecting a lone flanking ship, but you know else?

They're gonna be dropped on top of DDs and capture points. Especially now that rocketplanes have plenty of spare fighters to drop of DDs for every encounter.

 

Can't wait to see silly people that talk about CVs ruining DD gameplay, but calling this a good change.

People said CV rework is going to solve our problem back then....

 

Now look

Share this post


Link to post
Share on other sites
1,187
[FORCE]
Member
2,326 posts
12,150 battles
1 hour ago, dejiko_nyo said:

In effect, wasted more than a year developing a useless new playstyle, only for the old problems to return. All we wanted in RTS CV was just a tweak here and there *cough*removefigherstrafing*cough*. 

I think this change won't be as problematic as the old fighter strafing. CV players won't still be able to get full control of their fighters, and of course CVs cannot be completely disarmed like they used to. The only skill gap that exists from this change would be between those who have good reflex (to dodge the less merciful fighters), and those potatoes who send their planes blindly into the fighter zone.

Share this post


Link to post
Share on other sites
2,093
[MRI]
Member
3,523 posts
15,217 battles
11 hours ago, BIGCOREMKP0I said:

There will be a closed test session for aircraft carriers in the Clan Battles format. The 'Patrol Fighters' consumable available to carrier-based plane squadrons will have the following changes applied to it:

- Spotting range lowered from 20 to 5 km;
- Time until the fighters begin chasing an enemy plane squadron reduced from 5 to 1 second;
- Action radius increased from 3.5 to 6 km;
- Time for fighters to appear after the consumable is activated increased from 6 to 15 seconds;
- Fighters' detectability range was increased from 7.5 to 12 km;
- Action time of the consumable was increased from 60 to 90 s;
- The consumable's number of charges was increased from 3 to 6.

These settings will create a more intense interaction between aircraft carriers of opposing teams and will improve the cooperation between the aircraft carrier and its allied ships. Also the Patrol Fighters' ability to perform reconnaissance will be lowered due to a reduced spotting range. 

A lot of things to unpack here. First off though, This is for the Clan Battles format only for now. Whether it will be extended to Randoms or even at all remains to be seen.

Spotting range lowered - Fighters can't spot anything except DDs now. Get ready for CVs to drop them on the caps and on enemy DDs more often.

Action radius increased from 3.5km to 6km - this is a huge radius, on par with Enterprise I think? Great for zoning the enemy CV, but this means DDs will be even more easily spotted, though it also means it is easier for the fighters to stray into and get shot down by enemy AA.

Increasing the time for fighters to appear 6 to 15 - this is a very, very big change. It means fighters will have to be used preemptively to zone enemy CVs instead of a reactionary measure. You can't use it to revenge kill planes that attack allies now, because 15s is more than enough time for the enemy CV to conduct a strike and either fly out or hit F. In other words, if an enemy CV is aiming to strike a ship and you don't already have fighters in place, it is too late. At least with 6s you can revenge kill the planes as they complete the strike.

Consumable charges increase from 3 to 6 - I am hoping Indomitable will get buffed too?

 

Overall, these are very big changes. Let's see if it makes it into public testing and/or if it will get rolled out to Randoms too. I would hesitate to call these changes bad or good as of yet.

More importantly though, this change does nothing about the issue of T4 CVs, at all. They don't even get the fighter consumable.  I mean it is good that WG is looking at Clan Battles and all, but imo fixing the lower tier CVs and the general lack of AA is is more important than Clan Battles.

Edited by Thyaliad
  • Cool 1

Share this post


Link to post
Share on other sites
1,007
[AUSNZ]
Beta Tester
1,311 posts
11,037 battles

I see a few problems with this.

It won't help DD's - they will still have fighters dropped on their heads for the same effect.

It won't help cruisers - their AA range is the same as their spotting range, so they won't be spotted without being able to rapidly shoot down the fighters.

It will help BB's - the one ship type that doesn't need any buffs, and who has one a primary weakness of poor concealment.

It will be bad for CV's - this will be the reintroduction of no-fly zones, the removal of which was a large benefit of the CV rework.  It also removes the ability for skilled CV players to get a first attack off while baiting off the fighters. 

Overall I'm not a fan.

  • Cool 1

Share this post


Link to post
Share on other sites
211
[KAMI]
Member
429 posts
5,781 battles
55 minutes ago, Moggytwo said:

I see a few problems with this.

It won't help DD's - they will still have fighters dropped on their heads for the same effect.

It won't help cruisers - their AA range is the same as their spotting range, so they won't be spotted without being able to rapidly shoot down the fighters.

It will help BB's - the one ship type that doesn't need any buffs, and who has one a primary weakness of poor concealment.

It will be bad for CV's - this will be the reintroduction of no-fly zones, the removal of which was a large benefit of the CV rework.  It also removes the ability for skilled CV players to get a first attack off while baiting off the fighters. 

Overall I'm not a fan.

Oh it helps cruisers and battleships a lot, you should see how the good players use fighters.

A common usage involves dropping fighters behind the enemy fleet. Whenever any ship fires their guns, the gun bloom extends their detection. So any nearby ship will always remain perma spotted as long as they're firing their guns.

 

By gutting the ability for fighters to spot larger ships, their usage would be mainly limited to protecting allies, spotting DDs and blocking caps.

With 6 consumables per plane type, you got 27mins worth of fighters, letting you have fighters active at all times.

The 6 consumables on rocket planes is particularly notable since it means you'll always have spare charges to drop on DDs. This effectively removes any ability for the DD to play mind games.

 

From a DD perspective, this change deserves more concern than something like "Torpdo Protection System mod." But as expected, the level of reaction was far less.

 

Edited by Verytis

Share this post


Link to post
Share on other sites
Sign in to follow this  

×