If you can pull examples, it would be helpful actually. I don't recall any off the top of my head, so it'd be good to have a reminder of anything that's slipping my memory.
As for the "4-5 times is too many", you should realize that we responded to a request from Co-Op Mains to make absolutely sure that the mode is included in main/side missions. Previously, we made events as we saw fit and the modes were reflective of the idea or theme that mission creator was making. We did have an internal push prior to my joining the team to be more inclusive, but the Co-Op Compatibility review was a process to make sure Co-Op saw more entrenched compatibility. Co-Op and Randoms are very different and Randoms is the core gamemode for us, but Co-Op is a viable play experience and the requests for greater inclusion were understandable and doable, so we adjusted our processes for that.
Our game doesn't "target lock" for planes. You place the reticle and there is an attack delay as the bombs are dropped and take time to reach the water.
This is a video which is slightly outdated (the Rockets fire differently now and the torpedo damage was reduced on the Langley) but covers how Carriers work and How Planes Attack. This will probably answer many of your questions as the Hybrid ships use Carrier Plane mechanics when attacking.
If you need more specific information, he is a "Compendium" which holds video lessons about specific CV/Plane-related topics:
I don't believe the "occurs on fairly regular basis" is correct. There are times where we add additional modes by community request or concern, but overall that is rather rare. I think it's needed to happen maybe 4 or 5 times in the past year, and I'm not sure it's needed to happen at all across the past several months?
One of the more recurring issues last year was the lack of Co-Op Compatibility. That means a mission chain might require Achievements and be a hard blocker for a Co-Op Only player, or may not even have the mode listed at all which would also be exclusionary. As a response for our large Co-Op main population on NA, I personally check each update prior to release with a Co-Op Compatibility Review. Basically, "Can this be done in Co-Op?". Main and Side Events need to have a path to completion which is typically a grind path for an achievable reward as Co-Op is more conducive to grinds as opposed to "one-shots"/"challenges" ("In a single battle, do ...
Read moreTenemos algunas sorpresas para ustedes: mecánicas completamente nuevas, un asistente animado y un mapa reelaborado. Leer en el portal
We have some surprises for you: brand-new mechanics, an animated assistant, and a reworked map. Read it on the portal
Temos algumas surpresas para vocês: novas mecânicas, um assistente animado e um mapa reformulado. Leia no portal
Please post your replay and a description of issue in this thread: https://forum.worldofwarships.com/topic/262346-feedback-unsporting-conduct-penalty-system/
It was restricted because of the combination of Early Access with the unique plane capability. Hybrids are quite different in what they bring to the table from other ships, so we felt it would be best to leave it restricted until most players could get their hands on her.
Thanks for the feedback - I take it seriously and we are actively working to make the restrictions/bans for Clan Battles more responsive. Unobtainable ships, or early access ships, or premiums, that are too strong (ex. Smaland this season, Musashi/Georgia in T9) can and will receive restrictions/bans; regarding Petro, it had received a few nerfs and it took some time for the data to show that it was still quite effective (duh in hindsight). I'm sorry you feel this way about Loui being unrestricted with early access ending, but the ship does have significant tradeoffs compared to other battleships and we feel it's worth seeing what kind of impact it will have on the CB meta. Hope you'll come back to give it another try sometime.
Clan Battles and KotS are not the same. This DevBlog is about including the Lousiana in the remainder of the current Clan Battle season.
Not a joke! Louisana has been out for some time now so we have more data on how she plays.
Also, part of her restriction was around Early Access concerns as she was a significant investment due to being a Tier 10. We wanted to avoid "pay-to-win style concerns" because she provides unique gameplay for the Tier but was behind a paywall at the time.
We'll be able to see how much she shakes up the situation for the remaining several days of the current season.
Update:
Not including Operations on the 42k FreeXP section was indeed a mistake. They were included on the earlier 27k FreeXP section and should have been extended to the other.
We are now 20+ days into the event, so we aren't going to be able to change the coding. Many players have interacted with the event and there is always a risk when altering something on live server. Previous "mode additions" were caught fairly early after the event went live, so participation was much lower/less-invested at time of coding-interaction.
Green FreeXP Bonuses are fairly common and are great to use for this task. Blue bonuses are less common, but the rewards for the event are quite cool (19 point commander with voiceover or a Tier 10 Ship) so that does make use of them more worthwhile if you value the offerings at the end of the chain.
Brawls Matchmaker does have a basic form of Skill-Based Matchmaker in that it matches off a "# of Wins" in the current Brawl. IE: Someone with 10 Wins and 0 Losses could be matched against someone with 10 Win and 10 Losses because the number of Wins are the same.
As players play more and win more, they can expect to see other players who have put more time into the mode as well.