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Tagnbag

A CV/AA balance thought

8 comments in this topic

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274
[ANZAX]
Beta Tester
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no its not another hate rant.

What if I told you we could balance by making a choice that had an upside and a downside?

What if there was a keybind (like turning AA on and off) that you could select and unselect whenever during gameplay that doubled AA but at the cost of [insert idea] for instance main gun reload (pretend the crew jump up and focus on planes for a second. So you see planes coming you hit the button and get better AA but have to wait a few extra seconds for your main guns to reload -so you have to choose AA or finishing that pesky enemy ship off in a timely manner. Maybe the AA button halts the main reload until its switched back?

What if the CV guy gets to hit a keybind that makes his torpedoes have a longer range so he can drop further from an  AA aura, but at the expense of the enemy having more warning to WASD-dance? So if the ship has no AA you proceed as normal, if it has nasty AA you can choose (I said CHOOSE) to launch them at a longer range?

Also why can't a CV choose bomb type (AP/HE) on plane launch depending on intended target? If the target changes in flight well tough luck, but surely a CV carries different munitions and the flight crew could be trained to load either..right? Also because the target may change it is still a gamble on the CV players part. 

If WG can balance the special modules in this manner surely they can do this? Gives players a choice - unless that makes gameplay too hard?  Poke a key for enhanced AA and poke again to resume normal sniping meta .. or ignore aircraft .. 

 

 

 

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3,739
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4 minutes ago, Tagnbag said:

unless that makes gameplay too hard?

do you know why WG gave CVs auto DCP?

 

they stated, in the new portal that 

they dont trust the average CV player to be able to do more than one thing at a time

 

so yes, WG thinks it will make CVs too hard

 

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4,066
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20 minutes ago, CV_NMSL said:

so yes, WG thinks it will make CVs too hard  

Only real men play hard CV.

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4 hours ago, Reinhard_of_Avercland said:

Those suggestions are actually good. But we all know who would against those improvements...

Many of people protest this 

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561
[KAMI]
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I'd like being able to switch dual-purpose guns between AA mode and surfave mode.

 

Right now DP turrets tend to have a lot of 'questionably useful' flak. Ships like DDs, do not fire at surface targets constantly. They would enjoy being able to switch to an AA mode that does extra damage to aircraft as a means of self-protection or escort.

 

Like how my Minotaur is being gimped by its oversized long range aura that compromises its position, with questionable efficency against planes.

 

Could maybe apply to secondary DP guns too, but probs with much lower bonus since most BBs rarely get to use them against surface targets.

Edited by Verytis

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16 hours ago, CV_NMSL said:

do you know why WG gave CVs auto DCP?

 

they stated, in the new portal that 

they dont trust the average CV player to be able to do more than one thing at a time

 

so yes, WG thinks it will make CVs too hard

 

And yet they trust DD players to memorise all radar ranges and DD concealment values, keep constant eye on minimap, turn off AA, read team lineup and determine threats, spot, cap, avoid detection, shoot, torpedo, hunt subs (soon) and get paltry rewards over it. 😛

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1 hour ago, Grygus_Triss said:

And yet they trust DD players to memorise all radar ranges and DD concealment values, keep constant eye on minimap, turn off AA, read team lineup and determine threats, spot, cap, avoid detection, shoot, torpedo, hunt subs (soon) and get paltry rewards over it. 😛

to be fair to CVs, they also have to do the following

memorize AA range on all ship (harder than just remembering a few radar ranges)
mindgame the enemy DDs to spot them
keep a eye on both the enemy team and your own team on the mini map
read team lineups

determine threats and deal with them according to the situation across the whole map

 

  • Cool 1

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