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It seems there were a fair amount of questions regarding the recent DevBlog, so I made a video to go through it.
I do talk slow, so feel free to kick it up to x1.5 or x2 speed <3 I also added chapters for reference~
DevBlog 424: Long-Form Explainer Video:
The Barnies have concluded and the Winners are off celebrating~
Did you miss it? You can catch it here!
There does seem to be an amount of confusion on this stuff, so I will likely record a video that explains the concepts.
If you'd like to see the first annual "Golden Barnacles", feel free to head over to https://www.twitch.tv/clydeplayslive now!
Guest appearances by many known faces include Ahskance and Boggzy <3
Giveaways, Barnacles and More!
This is a Concept Test, so there is no information on specifics like that. If the Concept shows promise, tuning would happen during further development.
The Test introduces an alternate fire option for the ASW Airstrike. It can place a Fighter which does little damage, but removes plane-spotting from the planes it latches to for the duration of the latch. It also increases the likelihood of planes that the direct planes which are attacking to receive AA damage and reduce damage output from the attacking.
You are referencing a previous DevBlog. Currently players can "pre-drop" to send home the attacking flight of planes. Holding down the F key would provide a similar function.
The prior Devblog mentioned shooting down planes that were not at the "end" of the squadron. Those holes would remain unfilled and could affect attacks by making an attack which is less-then-whole. If a player had multiple attacks worth of planes, but wanted to send back a section that was not whole, they could hold the F key to do so (rather than attacking the water as is currently normal when "pre-dropping").
If the attacking planes are latched and lose vision, the target could go dark if there is no other ship providing team-spotting.
This is just a function test and final values are not set. Part of the testing process is seeing if the concept is viable before looking to address balancing/tweaking.
Priority Sector changed in 0.8.7. It was either in that update or in the one prior. LWM and Lert tested it and found the 2/7th of a second values and reported on it which is where I got my information from. (I was a normal player until joining WarGaming in November 2021)
Just go into a training room and watch your AA shoot at a plane. You deal damage every 2/7ths of a second.
This is only a Closed Test. Testing is required to see if more development time is warranted.
This is the norm even in non-CV games. Focus-fire is correct for removing threats from the board.
We are testing the mechanic. If the mechanic moves forward, we can evaluate cruisers which do not have access to the function.
It's not a "multiplier" in an "increased overall damage" sense. It increases the likelihood that one of the planes in the front of the squadron will be targeted for AA which would reduce incoming damage from the first attack.
AA is always loaded. There was a time after Update 0.8.0 where literal reload times were factored, but that was removed in place of a straight DPS system. AA damage is delivered every 2/7ths of a sec regardless of AA mount used.
I am super excited!
Players have requested more of a back-and-forth feel vs planes, and this could provide that. It might also address plane-spotting in a good-placement=reward style which could be cool, as well.