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  • A simple, but necessary proposition.

    04. 20. 2014 10:02

Recommend : 10

tunned

I propose that each CV player carries at least 2 fighter pilots as requirement to enter the battle rooms... We're sick and tired of blind CVs.

 

  • Re : A simple, but necessary proposition.

    04. 20. 2014 20:10


ros_ua

Originally Posted by Piombo

@SDE Plz return the 9th Pilot for CVs this will help elimenate the issues of sight because then a BW CV can stay dedicated to BW or TBW and carry an extra pilot for sight such as a scout lvl 120 since scouts are rly great for a BW CV role and still harder to kill with Ftrs



You better plant sonar 9 slot on CV, and then later complain that submarines use cheat ))))

  • Re : A simple, but necessary proposition.

    04. 20. 2014 20:27


valor09
you know what TUNNED you just a noob and selfish player, i see you played this game blaming cv because you only blind for a moment, Command buddy mind your own business, that's why you don't have enough members to your fleet because of your character in game.Just enjoy the game win or loss accept it period.

  • Re : A simple, but necessary proposition.

    04. 20. 2014 23:04


tunned

Originally Posted by valor09
you know what TUNNED you just a noob and selfish player, i see you played this game blaming cv because you only blind for a moment, Command buddy mind your own business, that's why you don't have enough members to your fleet because of your character in game.Just enjoy the game win or loss accept it period.


I remember you. The problem is that you calling noob everybody, and you hate everyone reply back when you calling noob to others. I seen you too bad performance on CV, so look yourself first before talk about others.

  • Re : A simple, but necessary proposition.

    04. 21. 2014 01:57


SylverXI

Meh, Just...

  • Learn to use a scout.
  • Learn to dodge bombers.
  • Put 0.2 belt.
  • Learn to use AA against DB/TBs.

Problem solved.

The best way to solve the problem would be to put a scout requirement for the BBs. I mean it's freaking easy to scout for yourself now with the faster scouts. It's sad to see that people still complain about vision.

I played matches where the enemy team has no CVs(because the CV bombers killed them) and the BBs are still blind the whole time. Pathetic.

Some people only send scout when they become blind instead of keeping their scout up as much as possible to help their own team with vision when their scouts are shot down. Then complain about vision...

  • Re : A simple, but necessary proposition.

    04. 21. 2014 05:15


W1SH

moved to "suggestions" section

  • Re : A simple, but necessary proposition.

    04. 21. 2014 07:18


tunned

Originally Posted by SylverXI

Meh, Just...

  • Learn to use a scout.
  • Learn to dodge bombers.
  • Put 0.2 belt.
  • Learn to use AA against DB/TBs.

Problem solved.

The best way to solve the problem would be to put a scout requirement for the BBs. I mean it's freaking easy to scout for yourself now with the faster scouts. It's sad to see that people still complain about vision.

I played matches where the enemy team has no CVs(because the CV bombers killed them) and the BBs are still blind the whole time. Pathetic.

Some people only send scout when they become blind instead of keeping their scout up as much as possible to help their own team with vision when their scouts are shot down. Then complain about vision...



Good.

  • Re : A simple, but necessary proposition.

    05. 09. 2014 13:44


Ultra_Dog

Unfortunately, even if your team had three FWs and provided all the "vision" possible, you still lose the game because the other side has a pro BB6 that wastes your wimpy BBs before you have a chance.   Or maybe all those FWs spewing T4s and T5s just happen to be in the wrong position when that bomber formation cuts you in half.....who ya gonna blame?  Did you call out that incoming bomber formation?  Did you demand vision for your guns; or pleas for help to intercept those bombers?

Do you have any comprehension of how long it takes to load up fighters?  Do you comprehend that some CVs (especially low level) are trying to bring up their pilots on low level planes that can't do much of anything?  Do you understand that high-level planes can absolutely eat and destroy low level planes without much problem?  Even if you had those three FWs on your team; are they sending up T5s?  Can they stop the waves of bombers and provide "vision" for you?  My UK TBs can shoot down T1s and T2s, even after launching their torps.  Do you comprehend the value of an AA ship on your team?  Do you realize that games have been won and lost by the strength of good AA ships?  Do you realize that games have been won and lost by the strength of the opposing SS and ASW also?  

If someone wants to run BW; I consider that a minor issue.  I would like for them to expend their used bombers in scouting duty (something I routinely do) after they drop their bombs...but most CV players just let them return to their CVs.  

I run an RM PCV and a UK CV6.  I ALWAYS carry FPs, more so than any TBs or DBs.  But I really don't care if my team mate in another CV is running BW only....if so, I can coordinate pathway clearance and he can devastate the enemy.  A well co-ordinated CV setup with a FW and a BW can wreak destruction pretty quickly.  If the BW is on the opposing side; I search for it and fighter camp it, intercept all its bombers and make him, in so many words, miserable and frustrated.  Maybe then, he'll shift gears and add a few Fighters to ward off the fighter camping.  But I don't see much tactical coordination; mostly because players are more concerned with upleveling sailors than just playing the game as a team mate...that goes for BB players also.

And if you're frustrated because a dozen US T5s are circling overhead and you can't launch your scout...there's not much another CV can do about that for you anyway, so just wait them out until they run out of fuel, then you can launch your scout.



 

  • Re : A simple, but necessary proposition.

    08. 07. 2014 02:46


MaskdBandit

So that origonal topic of the thread there. 
Try it out by applying it somewhere harmless. A place like Skirmish.
We've come to see how this room fits into long term events, as it's the only time they really get to run through. Most often as one of various roomtype bonus events.  As such, presuming everyone is playing it for the sake of extra exp most of the time anyways, they witness the extra advantage of fighters and extra exp/creds to go with it. Experience can be rebalanced at the same time, to make it a more significant change, especially (at least, seeming) for using fighters.
Lots of people previously brought up the necessity of post-blitz education, and routine fighter use would be a good part of that for this game mode. It would assure us that anyone who wants the boost has to experience more than just bombing at some point or another.
The only people I imagine wouldn't agree to this would be:

-People who don't have fighters who now have to get them. Small complaint, as we rarely ever play Skirmish anyways. At least, it's rarely ever required to play Skirmish to get 100% of an event's worth.
-BWs who are more particularly focused on themselves vs teamwork, a particularly critical part of Skirmish gameplay having smaller numbers. BWs could still be BWs, but more balanced across all teams.  
-People who hate puppies. 

There you have it. 
Adversely you could apply this to GB2s also for similar reasons, but I feel that would be less middle ground. Skirmish level is still low enough to merrit starting/buying low crews/ftrs. 

This has been, yet another idea nobody asked for but might be good anyways.  

  • Re : A simple, but necessary proposition.

    08. 07. 2014 23:40


normpearii

First off, don't just quote this post unless you really want your reply to be broken. The square bracket's I used break the quote tags.


No, the solution to CVs has always been making planes count as attack using a ratio to make it reasonable instead of Shared EXP.


Torpedo Damage would be have to changed to earned as well. 

Also a source of "Recon" EXP would need to be added. I think I have a reasonable system thought up for it that would be easier to program than LJ's from a few years ago.

Using the trigger used to make the "Enemy ship in sight" message, keep track of total time player's plane have an enemy ship in sight versus total time the player is active in the room (Point from start of battle to when player dies or room ends), ship sight could be added to this as well to make scouting with a frigate or destroyer a good way to level cap for an extra level or two.

(Time enemy in sight by plane) divided by (Total game time) equals (Recon Multiplier)

(Recond Modifier) is the maximum percentage of EXP added for 100% scouting time. (Hint to a fix to a issue complained about by some over the years). This percentage I suggest be in the 5-15% range. Base EXP would need to be nerfed by 33% of this percent. This means you would HAVE to scout to get more EXP that previously. Not scouting would result in a single digit percentage nerf in EXP over current.

[(Recon Multiplier) times (Recon Modifier) plus (1)] equals (Recon EXP Boost)

Each sailors EXP would be:

|{[((Earned EXP) plus (Shared EXP)) times (base nerf)] times (Recon EXP Boost)} times (EXP Boost, Premium Boost and event boost: In whichever order they presently take effect in game)| plus 1000 EXP if using Premium beyond the timer.


For Example: Game time is 5:14, Scouting time is 3:38, Recon Modifier is 7%, Earned plus Shared EXP is 38514

Recon Multiplier=(158s/314s)= ~0.503

Recon EXP Boost = ((0.503 * 0.07) + 1) = 1.03521

[1 - (0.07 * 0.33)] = [(1) - (0.0231)] = 0.9769

Base Sailor EXP = {[(Earned EXP) + (Shared EXP)] * 0.9769}

{[(Base Sailor EXP) * (1.03521)] * [(ITEM and EVENT BOOSTS IN CURRENT ORDER)]}


38514 * 0.9769 = ~37624

37624 * 1.03521 = ~38949 (EXP isn't rounded up)

Control (No Boosting Items or added features): 38514 
No Premium, No 30% EXP Item, No Scout: 37624
No Premium, No 30% EXP Item: 38949

Difference: 1325


30% EXP Item, No Scout: 37624 * 1.3 = ~48911
30% EXP Item: 38949 * 1.3 = ~50633

Difference: 1722


Premium, No Scout: [(37624 * 1.4) + 1000] = [~52673 + 1000] = 53673
Premium = [(38949 * 1.4) + 1000] = [~54528 + 1000] = 55528

Difference: 1855


Premium + 30% EXP Item, No Scout: [(37624 * 1.4 * 1.3) + 1000) = [~68475 + 1000] = 69475
Premium + 30% EXP Item: [(38949 * 1.4 * 1.3) + 1000] = [(38949 * 1.4 * 1.3) + 1000] = [~70887 + 1000] = 71887

Difference: 2412

As you see, barely a difference. However it does make earning the most EXP only possible by having a plane over the enemy team.

(Ships unable to carry planes, CLs and below would be exempt from that small base EXP nerf.)

Of course the modifier % could be changed higher to make it more significant of a difference. Also changable for use in some kind of event for people who use planes.


Once all 4 methods CVs can be played are earned EXP. We can manipulate the rates to make it worth while to use fighters, bombers, both, scout, ect. In a way where there is enough variety to make so everyone isn't doing the same job, but not exactly the same so what you choose to do doesn't matter.


Presently, because of how EXP works, killing planes kills your earned EXP and puts you on Shared EXP, completely negating any bombing. Shared EXP for FWing does not scale well compared to the effort put into it to top it off. You essentially hit a certain range in plane credits, and your EXP reaches a plateau (Approaches a limit). Making having to kill significant more planes for insignificant increases in EXP earned. FW CVs hit this plateau way to easily compared to bomb, shell and torpedo damage; where you can easily go into the 500k+ attack range and still have a reasonable scaling increase of EXP with more attack.

  • Re : A simple, but necessary proposition.

    08. 08. 2014 01:23


EricIdle

This is a very good way forward, norm. Thanks for this.

As you said in your post, I would actually agree to push for making the difference larger between exp with scout and exp without a scout. The maths at the moment might lead to many of the usual suspects thinking "better 5% less exp, but for one support sailor more..."

The incentive to mount a scout and use it should be bigger IMHO. 

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