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Shaman Tank Spec
Dec 26, 2003

*blep*



toadee posted:

I would not go out of your way for Defence. It's really not that crazy. I has very good guns, a very mediocre hull, and no AA. It has low carry potential in any game where you need to start trading HP to make plays. It's fun but not essential. Don't break your whole bank on it is my advice.

Yeah that's probably also accurate. Honestly the steel is the only one of my resources I really care about, because I have the coal boats I want, and none of the RB boats I don't have feel that interesting or in danger of leaving the selection.

But yeah, I'll definitely keep an eye out on how the perception of the bote changes, there's time until the start of February anyway.

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Shaman Tank Spec
Dec 26, 2003

*blep*



These proposed carrier and submarine changes sound like a convoluted loving mess which is just going to make the game a turbo shitshow for a year.

Just leaving these here:

quote:

OUR NEW PROTOTYPE
The core aspect of our prototype is that aircraft carrier planes will have two different modes: travel mode and attack mode. The differences between the two modes are outlined below.

TRAVEL MODE
We don't want aircraft carrier planes to spot enemy ships while traveling—only when they’re attacking. This will reduce the majority of random spotting that aircraft carriers provide while scouting for targets to strike.
Planes will be able to travel at maximum speed in this mode.
While traveling, the aircraft carrier will only have the information provided by the spotting of allied ships.
Surface ships will be able to spot enemy aircraft carriers’ planes during this period if in range, but their AA guns will not be able to engage them.
However, the Defensive AA Fire and Fighter consumables can be used against planes in the traveling phase.
Additionally, we are working on adding a new consumable for aircraft carriers which will work in a similar way as Hydrophone, but with limitations. The consumable will only provide brief information on enemy ship positioning, without the ability to track targets over a period of time.

WHILE ATTACKING
When launching an attack, the planes will be able to spot enemy ships.
At the same time, the AA from surface ships will be able to fire at the planes.
In case the aircraft carrier keeps attacking the same ship repeatedly, the ship’s AA strength will get significantly stronger for a period of time–making it counterproductive for aircraft carriers to keep focusing on the same target.
We also want to provide a new counter-play mechanic for surface ships that amounts to "blinding the carrier"–surface ships will be able to restrict the spotting ability of an aircraft carrier for a period of time, resulting in the inability to see and strike ships effectively that would otherwise not be spotted by allies. This mechanic will, however, not be effective against proxy-spotting.
Additionally, this prototype allows us to experiment with the concept of adding another layer of depth in gameplay and control for aircraft carrier players–taking manual control of some their guns, similar to Main Battery guns on surface ships, when not controlling a squadron. These will be the largest-caliber secondary guns available on the carrier. This should provide a new way to deal with close-range targets.

quote:

As another step in solving the "shotgunning" problem, we will test torpedoes with a gradual speed and damage increase over range. If this solution is effective enough and is a good fit for our game, some more submarines torpedoes may be rebalanced to be less dangerous in close proximity, but more powerful at longer range.
Dynamic torpedo speed: The torpedoes will be very slow when first launched until a certain range (for example, the first 3km), and then their speed will gradually increase. This should give surface ships more opportunities to evade "shotgun" attacks.
Dynamic torpedo damage: Similarly, the damage from the torpedoes will be very low within close proximity, and after traveling some distance, their potential damage will increase.
Some submarine upgrades will also be updated.
We’re planning to update submarine Commander skills, most likely in the first half of the year. Quite some time has passed since their introduction, which has allowed us to gather enough data and feedback to revamp them. There is quite a wide scope of changes, and we can't share an exact date yet as a result, but we will keep you updated.

https://worldofwarships.eu/en/news/general-news/upcoming-changes-to-aircraft-carriers-and-submarines/

Shaman Tank Spec
Dec 26, 2003

*blep*



toadee posted:

What is so complicated? Planes at travel altitudes can't spot anything, can only get his by fighters and DFAA. Planes at attack altitude are slower, can get hit by everything, but now also can spot. Planes that loiter around a single target face increasing AA damage. All of this adds welcome depth and actual counterplay to the CV/Surface skip experience and eliminates 'accidental spotting'

Well, there's also the "we're adding a hydrophone like consumable to planes so they can kinda see where enemies are when flying fast but not really", and the "surface ships have a consumable they can use to blind the CV", which brings back some of the old RTS CV feel of your whole team being turbo hosed if the enemy has a competent CV and you don't, and the "surface ships' AA gets stronger if the CV attacks them repeatedly", and the "to compensate for all this the CV player can now manually shoot their secondaries".

I am all for adding depth and counterplay to the CV/surface ship relationship, because the lack of it has always been the problem. But this feels like it will just make 95% of CV players just ignore spotting and scouting completely because "they no longer can do it", and the "repeated attacks against ships buffs their AA" is a massive nerf to every CV, except of course Soviet CVs.

I mean we'll see how it all shakes out in the end, but right now it just feels like a bit of a mess.

Pontius Pilate posted:

Hi, I started playing this cursed game again and quick question—one of my ships has been in battle for ages now, and it was right before a presumed upgrade on the ship tree. Are they testing my patience so that I’ll spend some global xp or whatever? Bug? Feature I don’t understand?

I don't get it. They changed it so that even if your ship is in battle, you can still just play with it, so if the game is saying your ship is in battle and you can't play it, that feels like you've found a pretty big bug.

Shaman Tank Spec fucked around with this message at 12:10 on Dec 17, 2023

Shaman Tank Spec
Dec 26, 2003

*blep*



Well, that's the Yamato grind done. Wasn't too bad with Asymmetric Battles.



Now I need to decided if I want the legendary upgrade or not. Basically do I want to trade 12% reload speed for 7% accuracy.

Shaman Tank Spec
Dec 26, 2003

*blep*



Gwaihir posted:

It's one of the best in the game, and yamato is one of the few BBs where the turret traverse penalty on the reload mod is actually keenly loving felt.

That said, it's fine both ways.

Yeah that's a good point: the DPM mod also has the turret traverse penalty. And it's not like you're machine gunning in a Yamato anyway.

E: Good lord, the UU is 19200 RP.

Shaman Tank Spec fucked around with this message at 17:35 on Dec 18, 2023

Shaman Tank Spec
Dec 26, 2003

*blep*



Lol, I took another look at the Defence purchase, because last time I left it with the impression that I could get it with just a few more points. And sure enough, if I pump my stuff in the converter, the bar is very close to the Defence!

But then I looked down to see what the actual progress in stages was: 25/40.

That's just loving misleading UI design, and knowing WG, 100% intentionally. In any case I took myself out of the running by buying the Yamato legendary mod and zeroing out my RP.

Shaman Tank Spec
Dec 26, 2003

*blep*



kaesarsosei posted:

I think I and a lot of long-time players can justify going as far as the Defense pretty easily (Kitakami is another story).

Yeah absolutely, I'm not shaming anyone for getting it. If I hadn't just used a lot of my steel before this event kicked off, I would've gotten it too because it seems a lot more interesting than any of the coal and steel ships I didn't have yet. I just realized that my coal reserves + the remains of steel and RB I had left weren't enough to get me anywhere CLOSE to the Defence after all, and I'm not gonna drop 15 months' worth of premium time to get it. And also I'm not going to be able to get ~10 levels' worth of RB and steel in a month and a half, unless I just poopsock all night every night.

I'll wait until it comes around for steel in a year and get it then if people haven't discovered the one weird trick to making it blow up. And if it doesn't come back, well... I already have the Marseille and can probably make do.

Shaman Tank Spec fucked around with this message at 11:14 on Dec 19, 2023

Shaman Tank Spec
Dec 26, 2003

*blep*



I haven't bought any boxes since I'm not going to spend money on this game very easily, but I've opened something like 30 of different sizes from all sources, and the only bote I got was some T6 English DD.

Not much point in buying any boxes when there's several dog poo poo T6s and T7s I don't have yet, and I would 100% get all of those before a single usable higher tier bote.

Shaman Tank Spec
Dec 26, 2003

*blep*



Has anyone played the Bungo? Is it any good? I've grinded up to the Adatara in asymmetric, and the thing sure as gently caress doesn't feel great. It's decently accurate with the spotter plane up, but catastrophically bad without it. Also, despite claiming to be 457mm guns, the main guns sure as gently caress don't hit like it. They don't feel like they can citadel BBs reliably at any range, and mostly just overpen cruisers from any angle and any distance.

I've already got a Vermont for accurate 457mm shenanigans, and also a Yamato (and a Musashi) so I'm kinda starting to question if I want to even prioritize the Bungo. I guess I can unlock it at some point because why not, but unless it's a lot better than the Adatara I don't see much point in the thing. It has a very high average winrate and damage on wows-numbers.com (the highest of all T10 battleships, in fact), but it also has a very small amount of games so those numbers might not be very accurate.

E: I also have an Ohio.

Shaman Tank Spec
Dec 26, 2003

*blep*



Yep, that sounds about right, the vertical dispersion is what kills the boat. With the Adatara you can't reliably hit a static broadside on BB from 5 km out.

Shaman Tank Spec
Dec 26, 2003

*blep*



masterpine posted:

I've only played a few Bungo games, it's a lot more comfortable to play than the Adatara mainly because you've got more guns. I'm not sure about it yet, I found it interesting that a few CC's like PQ initially hated the thing but now love it so maybe it'll click with me.

Yeah, I've been expecting the same thing to happen to me with the Adatara but I'm about 20k short of the Bungo and still constantly thinking the Izumo felt a lot better to play.

Then again I didn't bother buying the spotting plane equipment for this thing, and I guess that (and maybe speccing for spotting planes?) makes the Bungo a lot better since you can get more than two shots out of each spotter plane.

But the armour is awful, the guns are unreliable and the thing isn't as fast or maneuverable as other BCs so it's kinda all or nothing on the guns. And at least on the Adatara the guns aren't nearly good enough.

Shaman Tank Spec
Dec 26, 2003

*blep*



Oh wow I got a ship from a santa box! I got a ship!



Well... poo poo.

Shaman Tank Spec
Dec 26, 2003

*blep*



Imagine how loving dog poo poo you have to be to get 124 xp in a loving SUBMARINE. Considering the insane XP modifiers they get.



Motherfucker was the last to die too, so it's not like he got unlucky and was deleted 30 seconds in.

Shaman Tank Spec
Dec 26, 2003

*blep*



Burt posted:

Did my monthly log in, checked armoury and got the Rhode Island as first reward in that chain.

Nice one, that ship is loaded with every possible gimmick in the book.

Shaman Tank Spec
Dec 26, 2003

*blep*



Figured I'd try Randoms again after a while. Jumped in my Tromp, first game enemy team had a U-2501/U-4501/Nakhimov division.

There was literally absolutely nothing I could do. The Nakhimov just kept me spotted, and the two sub shitheads could just swarm me with pings and torpedoes.

Wonder why the game's dying?

Shaman Tank Spec
Dec 26, 2003

*blep*



Mandatory Assembly posted:

Thinking about reinstalling (I know, I know) after a couple of years away from the game. Are there any bonuses for returning players of anything?

Yeah they periodically do return campaigns. I think they recently gave lapsed players a free Yamato, but I'm not sure if you had to log in during a specific period.

Shaman Tank Spec
Dec 26, 2003

*blep*



Same. I occasionally log in and play a few rounds, but the game as it is these days is just not enjoyable. Constant CV and sub spam, pubbies more awful than humanly thought possible and the games are passive camp fests. The only fun I've had in a few years was with the Halloween event and the asynchronous mode they put in for one patch.

Oh, and the blimp escort mode. That was kinda fun!

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Shaman Tank Spec
Dec 26, 2003

*blep*



So hey remember how people have been suggesting fixing CVs by making them minimap spotting only, but WG refused because "it was too confusing for players"?

Well here's their elegant and easily understandable solution to CVs.

quote:



Greetings, Captains! Back in December we announced our plans to implement significant changes to Aircraft Carriers. We hope you're ready for more news, because we have a boatload of info to share! As a reminder, we'll be conducting our first major closed test on April 16th to try out these updates, so certain details can and will change as we move through the testing process.

With that out of the way, let's get down to business!

CHANGES TO AIRCRAFT CARRIERS

First, some key details. As announced previously, the core of the new concept boils down to significantly changing the way that carrier aircraft operate while traveling and attacking.

TRAVELING

Similar to the current implementation, traveling (also now known as "high altitude"), is the state that aircraft will spend the most time in as they traverse the map. What will be different? While traveling, aircraft:

Will not spot enemy ships.*

Will not be targetable by regular AA fire.*

Will not deplete their boost.

Can be spotted by enemy ships.

Cannot attack enemy ships or drop ordnance in any way.

*Exceptions apply. See section "Defensive AA Fire"

This means that Aircraft Carriers must rely on spotting from teammates in order to identify targets. Carrier squadrons will also have access to a new consumable called Active Reconnaissance. While active, this consumable will provide an indicator if/when aircraft are within range of enemy AA (similar in appearance to the "Spotted" indicator) and will also show if an enemy has used their updated Priority Sector (see details further down). Note that this consumable will not provide actual spotting or minimap indicators and will not work if the enemy ship has its AA turned off.

ATTACK RUNS

We've talked about traveling, but how do you actually interact with enemy ships now? Similar to the current implementation, Aircraft Carriers must start an attack run. While conducting an attack run, aircraft:

Will spot enemy ships.

Become targetable by AA fire.

Take significantly reduced damage from AA for the first few seconds of the attack run.

Will deplete their boost as usual.

Can attack enemy ships.

Compared to the current implementation, there are some additional key differences: preparation time for attack runs has been increased, to prevent them from simply starting an attack run right above the ship and avoiding most of the AA. Planes will, however, not have reduced maneuverability during the attack preparation time, which will make it a bit easier for the carrier to strike when there are no allies nearby to spot the target. Additionally, attack runs will only consist of one attacking flight, while the rest of the squadron will remain at high altitude and will not receive AA fire (more on this later). Any planes that are destroyed in the attack run will not be replaced, meaning that shooting down planes will directly reduce the damage dealt by the attack. If the entire attack flight is destroyed, the run is aborted.

SECONDARIES

While not controlling aircraft, Carriers will now be able to manually control their secondary battery. In the case of carriers with mixed secondary armaments, they will control the largest caliber guns. They'll become the Main caliber ones. While operating aircraft, all guns will be aimed & fired automatically as usual.

CHANGES TO SURFACE SHIPS

So those are the key changes for how Aircraft Carriers will operate! What about surface ships? We also have some substantial changes coming to the way that surface ships interact with aircraft through their anti-air batteries. First up...

DEFENSIVE AA FIRE

We mentioned earlier that aircraft in travel mode will be un-targetable by AA. Well, here's the exception! While Defensive AA Fire is active, your AA batteries will be able to target enemy planes even while they are flying over you at high altitude; however, while active, planes at high altitude which are under fire will be able to spot you in return. With these changes, we're also renaming this consumable to "Barrage Fire."

PRIORITY SECTOR

Priority sector is receiving some major changes and will be renamed to "Active Concealment." Similar to the current priority sector, Active Concealment can be activated with the press of a button and takes effect within your anti-air range. When activated, it will instantly deal a certain % of the squadron's health in damage when it enters the AA fire. Additionally, Active Concealment will cause enemy aircraft within range to become unable to spot, making aircraft reliant on teammate spotting. The effect will also negate the damage reduction that planes receive in the first seconds of their attack run. However, it is important to note that this should be used preemptively and not reactively, as the effect will only trigger on enemy planes if they enter your AA while the effect is active. If the planes are already in the AA zone, and the effect is activated, it will not block their ability to spot, will not negate the AA damage reduction, and will not apply the % damage to the squadron; good timing will be critical to effective use of this ability.

PASSIVE INCREASE TO AA

We're not done just yet! All surface ships will receive a new passive way to deal with enemy planes targeting you while there are planes in your AA zone. Passive increase is a meter that will charge up while your AA is shooting enemy aircraft. Your progress is not time-limited, meaning that even if your AA does not shoot enemy aircraft for a certain period of time, progress will stay the same and not decay. But once your progress reaches 100%, the passive increase will be automatically activated and you will receive the following perks for a period of time:

A bonus to AA damage.

A bonus to the damage caused by Active Concealment (formerly Priority Sector)

A reduction in Active Concealment cooldown.

Additionally, this passive increase:

Will not reset if you disable your AA.

Will last for several minutes.

We decided to go with an automatic activation of this feature due to the extended length of the action time as this is supposed to serve as a defensive tool. The effects of this passive mechanic should strongly disincentivize aircraft carriers from relentlessly focusing a single target. We've already introduced several other active changes for players and we want to avoid a scenario where, for example, all players in an attack path activate this simultaneously and almost instantly destroy the attack flight, as it is supposed to serve only to disincentivize constant attacks from the Aircraft Carrier over a longer period of time, not as a general deterrent.

That's all for now! We hope you're as excited as we are to see these changes enter testing and look forward to updating you as we continue to work on and test the concept.

You can also find this devblog on our website: https://blog.worldofwarships.com/blog/528

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

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