almost 2 years ago - Boggzy - Direct link

Captains!

Join us on the NA stream for a first-look at a huge 11.7 devblog! New mechanics and details on the Puerto Rico Dockyard as well as Season 18 of Clan Battles!

Wednesday July 6th, 5pm - 7pm Central US Time!

https://www.twitch.tv/worldofwarships

almost 2 years ago - Boggzy - Direct link

Yep! We'll have a lot of details on the PR event so you can decide early how you'd like to approach it.

almost 2 years ago - Boggzy - Direct link

Can I ask what kinds of stuff you find cringeworthy?
Not trying to trap you or anything - I'm genuinely curious

almost 2 years ago - Boggzy - Direct link

Thank you very much for the elaboration.
Please do note that we are more than capable of separating submarine performance data based on general skill-level of the accounts. It's important for us to know how veteran players can utilize submarines as well as new players. I understand your frustration here, but do know that balancing a new class is difficult and requires a lot of facets.

almost 2 years ago - Ahskance - Direct link

Splitting the Hydrophone consumable into two parts would actually help Sub vs Sub combat.

If a Sub uses Hydro phone now to see Surface Ships above them it can be down during a time that a sub has appeared nearby or is using its own Hydrophone aggressively.


In the future, a Sub can

Use the Surface Ship consumable when interacting with Surface Ships


Use the Sub Detection consumable when interacting with Subs

almost 2 years ago - Ahskance - Direct link

I can understand the concern of "There's one less way to spot an enemy sub", but that proxy detect would involve being under the water at a range close enough that it's hard to land torps into an enemy sub anyway.

The biggest advantage to proxi-spotting an enemy sub is if you have more ASW assistance nearby then the other sub does. It's a gamble that your healthpool outlasts their healthpool, which works but is an indirect means of engagement when you have both teams ASW plane spamming both Subs.

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Also, the splitting of the consumable into Surface Version and Sub Version really does mean you should expect to have the Anti-Sub consumable available when you need it. That should translate into more direct threat in terms of Sub vs Sub combat.

Because committing to kill an enemy CV takes time and we have an abbreviated game which lasts 10-15 minutes on average. Spending 5-7 minutes flying across the map is a late-game play in that you're sacrificing early-game CV pressure for your team so that you can deny late-game CV assistance to the enemy team. It's not a guaranteed situation.

almost 2 years ago - Ahskance - Direct link

CV sniping is already a thing that can and does happen. Some Carriers have large enough squadrons that they can heal through the CAP fighter and deal extreme damage to a CV in a few passes (see Kaga + Hakuryu). Others have methods of attack which evade CAP Fighter interaction (Immelmann).

Making CVs weaker to planes just makes it further incentivized for one CV to kill the other CV, then the team with the living CV to play the match having won the air game. At the moment, there is a real decision of "Early Game Frontline Pressure" vs "Late Game Investment". Some external factors can influence that decision like long-range Battleships which can take health off the CV and speed up the kill, or the enemy CV playing forward in a way that it can't protect itself well from strikes.

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Note: In little to no cases is the CV hull's AA the reason why CV sniping is discouraged. It is completely CAP Fighter related as the CAP Fighter reduces the expected attacks per flight to 1. That means multiple trips which translates to a lot of time. Further, the base hull AA rarely benefits from Priority Sector's additional damage due to the CV player using planes and not manual piloting the hull.