World of Warships

World of Warships Dev Tracker




04 Jan

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Welcome back! Just in time for the New Year's Night event if that interests you.
Strong winds and fair seas!

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    Ahskance on Forums - Thread - Direct

I don't have a way to describe this to you other than the video I linked that I don't believe you watched. I don't currently have access to recording tools, so I can't create something for you.

As you are only hearing me say that ships don't have to group up and are ignoring everything else, I will not continue to talk about this to you at this time.

As I was referring to an actual 1v1, the Surface Ship has no restrictions on movement patterns and can advance in any way they see fit. While the CV can expect to lose less planes per strike, they can also expect to do less damage without any team assistance to restrain their target's movement.

What you feel is important had nothing to do with what you said earlier. Adding it now doesn't change anything.

I invite you to play 10 games in a CV and submit every match where the enemy team saw a CV on the other side and decided to stay in their s...

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    Ahskance on Forums - Thread - Direct

Honestly, plane health is fairly consistent from one tier of CV to the next. The biggest difference is Squadron size and Speed.

Tier 4 AA is very weak to allow for a learning environment. Tier 6 isn't powerful, but the CVs are also restrained compared to their Tier 8 and 10 counterparts.

The issue of AA not making good transitions from Tier 6 to 8 and 8 to 10 is more in terms of the pacing of the gameplay. Tier 10 gameplay tends to be the fastest, biggest experience.

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    Ahskance on Forums - Thread - Direct

Please don't waste my time with this. There was a significant amount of discussion about 1v1 Brawls back when it happened. I do not have links to provide you and have no interest in trying to "prove" this to you.

I am not lying when I say there were experienced players that killed every CV they came across and bragged about doing so. Other experienced CV players said they never lost, so it went both ways.

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    Ahskance on Forums - Thread - Direct

This is why AA skills are rarely taken. You are already aware of this.

A Battleship has 10-12 enemies that aren't a CV, and players plan accordingly. A 10% buff to AA, or the more useful increase to Priority Sector are very expensive at 2 and 3 points repsectively.

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    Ahskance on Forums - Thread - Direct

Your experiences are YOUR experiences. Understand that the game is designed across a wide playerbase and what you are able to do does not account for what all players are able to do.

Other players have reported being in situations where they never once lost to a CV in said 1v1. It's going to come down to the skill and execution that actually happens instead of theory-crafting.

You're saying it's easier to strike closer targets? Sure. They're closer. But your ability to strike something doesn't mean a win or satisfactory outcome.

Matches move and evolve on the play of the multitude of players in the game, not a single CV's actions.

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Before you move to "But a CV's actions matter a lot", sure. But so do the actions of any skilled or influential player. Again, the reality of the situation will dictate the actual result instead of theory-crafting artificial power levels onto hypothetical e...

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    Ahskance on Forums - Thread - Direct

As I believe you are primarily a Battleship player, I can agree that Battleship AA skills are often not a choice you would make. Battleship AA is often sufficient to matter enough for its purpose outside of Battleships that have a specific AA weakness. While you might not feel killing 1-3 planes per attack is enough retribution for the damage you've taken, I assure you there are levels a CV can sustain and levels they cannot. What feels like only a few plane kills does matter and alter the CV player's decision making.

There is no reasonable expectation of ships all sailing in a hardened formation. In general, AA is designed around having a single other ship mattering. The term I use is an AA buddy.

As players rarely push flanks solo (typically 5-7 go to one side of the map and the rest go to the other), there are usually ships around that a player can simply move closer to.

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Note: With more advanced kn...

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    Ahskance on Forums - Thread - Direct

That was a personal concern during the last 1v1 Brawl, and yet surface ships killed CVs repeatedly. Turns out it was unfounded concern on my part.

The reason I refer to this as a team game, is because it IS a team game. Random Battles have 12 players on both sides short of a Queue Dump, and to imagine that the game is always going to boil down to a 1v1 is incorrect. It's not the reality of the situation.

The common refrain of people cowering and fleeing to hide in the back of the map isn't reality. Why do I know this? Because I've played thousands of CV games where people moved up, claimed space, took objectives, broke flanks, pushed flanks, and a variety of other encounters that were not fleeing in fear of planes.

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    Ahskance on Forums - Thread - Direct

Unfortunately, as AA can combine together, if you design the game to be around the 1v1 than anytime two ships are remotely in proximity there is no interaction consistently possible.

AA values were nearly double what they are now in Patch 8.5 when they changed Plane Damage to be taken by only the last plane instead of randomly distributed across all of the planes in the squadron. The Patch caused an extreme amount of plane loss because of the now "focused damage" mechanic, though it was still a playable situation for high-end players. The AA damage was altered in 8.7, though Instantaneous Damage was added to offset some of the loss.

I don't have a way to convey to you what it was like, but I could loosely offer you think of something like... If ships are close together, they gain half-again as much armor and have half the chance of being set on fire. While the game would continue to function under such overlapping mechanical rules, it would be VER...

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    Ahskance on Forums - Thread - Direct

You use your position, islands, and teammates to see what a CV can and cannot do. Then you play off that. There is no reason to expect that your only option is to run, it's simply not the reality of what happens in the game as there are more players than just you and more things happening at any given time.

If this isn't something that I can convey through abstraction, then you should just provide replays for analysis and I can give you specifics in regards to actual situations.

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    Ahskance on Forums - Thread - Direct

If the game is designed to kill 2-3 planes on approach to a ship with automated AA, why would a manual version be expected to kill more than that? The balancing was set at a plane loss per attack amount already.

Having manually controlled guns would mean not being able to use other weapons on the ship whenever planes appeared. While that could be fun in a multiplayer-style game where multiple players can man different sections of a ship, that is not a facet of our game.

Priority Sector is a "Manual AA" in itself, and even it is too taxing to use consistently for players that are under duress. It's just looking in a direction and hitting a key once every 20 to 30 seconds.

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    Ahskance on Forums - Thread - Direct

The CV driver doesn't not sail your ship for you. You are the one who decides where your ship is at any given time. That is 100% your choice.

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    Ahskance on Forums - Thread - Direct

Some discussion regarding island play discussed islands blocking AA lines. You use the island to block attack lines, like to protect from skip bombs, torpedoes, or broadside rockets if the island is high enough to cause aiming issues.

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    Ahskance on Forums - Thread - Direct

You have absolute control over your AA. You decide where you are to use it, and you decide how much to bring when you choose your ship.

You don't need to man the AA Batteries yourself for your AA positioning choices to be impactful.

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    Ahskance on Forums - Thread - Direct

CV Players learn how to attack ships. Ships learned how to deal with CVs.

The idea that AA must kill all the planes to teach the dangers of assaulting an enemy position and getting hurt for doing so isn't a necessary correlation. Ships will shoot other ships, and planes will attack ships too. The is a combat game, and part of the game is surviving to take positions and make things happen for your team.

I do know that some players will dislike being taken out of a battle by planes, but it takes a team to move mountains and some folks are going to fall in that effort. That's the nature of an attrition-style game.

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To a separate point, Tier 4 CVs were nerfed a while back and rather considerably. There may be a large number of new players trying out the CVs, but their threat is very non-threatening compared to their higher-tier family members.

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    Ahskance on Forums - Thread - Direct

I've had this discussion with Pulicat previously, and while I respect his opinions on the matter I still disagree.

My actively pew'ing with guns against planes or the AI hammering away and doing the same amount of damage is all the same to me.

I'm much more of a tabletop gamer in the sense that I don't play the ship as my avatar. I use a piece on the board with respect to other pieces. It's just a mentality difference between us.

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    Ahskance on Forums - Thread - Direct

In a raw math sense, grouping increases Continuous Damage and Flak Grouping. However, more advanced positioning is available by examining islands and teammate positioning to find where you can limit/buffer attack lines.

I haven't made a specific video on this topic, but I have addressed the idea of Attack Lines in a "Countering RU CV" video I did.

It's more in the latter half of the video. Remember I talk slow, so 2x speed is fine for easier listening.



Direct Video Link: https://www.youtube.com/watch?v=sGZpEBEl6gI

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    Ahskance on Forums - Thread - Direct

Others have and will disagree the CV/Surface interactions have an inherent skill dual. For my part, I believe they do, and I enjoy the matchup.

While I'm certainly an oddball on that front, I know others that feel the same, so at least I'm not alone in my insanity <3

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    Ahskance on Forums - Thread - Direct

This game is world-wide. There are 5 server clusters. CIS, NA, EU, APAC, and China.

US may not have the biggest playerbase, but we do well enough~

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Obviously we'd always love to grow more, but it's not something where you wave a magic wand and invent the next decade of MUST HAVE content. It's a process and our game is a great one, so we have a solid foundation to build on <3

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    Ahskance on Forums - Thread - Direct

New Players have 200 Battles in Protected Matchmaker for Tiers 1-4. If they step outside of that zone, they'll be in normal Matchmaker, but they can also return to it when they'd like during their first 200 Battles.

That's a fair onboarding experience as there are new players and bots to work on the basics with. It's not a directed Tutorial, but it is a learning ground.