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  • 5/1/13 Patch Notice

    05. 01. 2013 12:09


TeamNF_MK2

Hey guys,

The following are the changes scheduled for tonight's patch update:


1. A number of Ship Tuning items will be added.

 

A. The following items will be added:

 

Turning Force +1

AAW +5%

Structural Strength +5%

Sight Range +10%

R Mount Ammo Per Bind +15%

T Mount Ammo Per Bind +15%

Torpedo Capacity Decrease -10%

R Mount Reload Time -3%

T Mount Reload Time -3%

Torpedo Reload Time -3%

Ammo Damage +3%

AP Increase +1

Gun Accuracy +1

Auto FCS Accuracy +5%

Air Tank +10s

Available Aircraft Space +10%

Aircraft Fuel +10%

Aircraft Launch Time -5%

Fighter Attack Damage +10

Fighter Rate of Fire +10%

Aircraft Defense +1


Ship Tuning Item notes:

B. The item is active for 3 days from the time of activation. 

C. BB6 and Rental ships cannot equip the ship tuning items.

D. A 10% EXP bonus will be gained if a player attacks a tuned ship. 

E. Ship tuning system will not be working during HA. 

F. There will be no ability cap for using these items. 

 

2. The Following ships' specs will be adjusted:

 

A. RN Lion II

-Displacement (Normal) : 20424 -> 31122

-Displacement (Max) : 57000 -> 67500

-Base Speed : +2 Knot

-HE Defence : 1580 -> 1586

 

B. RN Valiant

-Base Speed : -1 Knot

 

C. RM Argo

-OverHeatRatio : 50 -> 60

 

3. The following Rental Ships' required tech point will be changed:

 

IJN

-Ise (1937)

1000 -> 2000

- Fuso

2000 -> 3000

 

KM

-Scharnhorst

250 -> 500

-Gneisenau

500 -> 2000

 

MN

-Normandie

1500 -> 2000

 

SN

-Izmail

1000 -> 2000

-Imperatritsa Mariya

2000 -> 3000

 

RM

-Dante Alighieri

1000 -> 2000

-Caio Duilio (1915)

2000 -> 3000

 

4. The following engines will be adjusted:


RM

-RM SS Engine II

Power : 3400 -> 3900

-RM SS Engine II (Light)

Power : 3060 -> 3510

-RM SS Engine II (Heavy)

Power : 3740 -> 4290

-RM SS Engine III

Power : 3600 -> 4420

-RM SS Engine III (Light)

Power : 3240 -> 3978

-RM SS Engine III (Heavy)

Power : 3960 -> 4862

 

5. The following Aircrafts will be adjusted:


USN

-P-51H Mustang

Speed : 700 -> 680

Fuel : 400 -> 300

 

RN

-Tempest MK II

Speed : 690 -> 677

Fuel : 400 -> 300



IJN

-Ki-84-M Hayate

Speed : 700 -> 680

Fuel : 438 -> 338

 

KM

-TA152E-1

Speed : 690 -> 677

Fuel : 400 -> 300

 

MN

-MB 411

Speed : 515 -> 527

Fuel : 347 -> 185

-GL-832HY

Speed : 505 -> 517

Fuel : 385 -> 205

-LeO H43

Speed : 535 -> 547

Fuel : 347 -> 205

-HD 730

Speed : 525 -> 537

Fuel : 385 -> 205

-VB-10A

Speed : 695 -> 677

Fuel : 410 -> 310

 

RM

-Ba 25

Fuel : 216 -> 190

-Ro 43

Fuel : 240 -> 210

-SAIMAN 202

Fuel : 252 -> 230

-Ro 63

Fuel : 239 -> 210

-MC 205N

Speed : 664 -> 675

Fuel : 418 -> 318

 

SN

-Yak-9PD

Speed : 695 -> 675

Fuel : 407 -> 307

 

6. The following FCS will be adjusted:


Neutral

-FF FCS I (Auto)

AccuracyBonus : 55 -> 52

-FF FCS II (Auto)

AccuracyBonus : 58 -> 55

-DD FCS I (Auto)

AccuracyBonus : 60 -> 57

-DD FCS II (Auto)

AccuracyBonus : 62 -> 59

 

USN

-DD FCS I (Auto)

AccuracyBonus : 58 -> 55

-DD FCS II (Auto)

AccuracyBonus : 61 -> 58

-CL FCS I (Auto)

AccuracyBonus : 65 -> 61

-CL FCS II (Auto)

AccuracyBonus : 67 -> 63

-CA FCS I (

 

  • Re : 5/1/13 Patch Notice

    05. 02. 2013 14:20


Mouth
Originally Posted by JohnnyQuick

Originally Posted by Mouth
......


Auto fcs got a "nerf" because of the auto fcs tuning component.



Oh, so tuning does not work with manual aim? Hmmm... did not consider that.

Language comprehension? LOL!

Originally Posted by Mouth
......
The RM SS was too hard to speed cap.


What in hell are people like you influencing programming for then?  Type a number and SAVE. {Wait a minute - this joker may not know what programming is or how it works :( }

Originally Posted by Mouth
......
T5 scout speed "nerf" was probably because they are going to introduce new T4 fighters and the current T4 fighters will be T5 and only useable on CV6s. You need to take a chill pill and if you had the language comprehension and deductive reasoning skills of someone older than 12, you would see that this entire patch is good.


"...probably.." , so you dont really know? Uh, I am currently out of Chill Pills but will get some soon as I can in order to not have a stroke.

Originally Posted by Mouth
......

Edit: the scout speed wasn't changed because of AA. It was changed because they shouldn't be uncatchable by fighters. Seriously dude, do you even attempt to think before you post something?


Scout speed for the highest level scouts SHOULD be faster than fighters. Decades ago the U-2 program (which was built on German technology) provided the essence of a superior scouting and surveillance capability. So in current NF essence the highest level scout should be nerfed to barely above a lvl 65 scout? That is simply outstanding!

Yes, I do consider that what I post can result in a ban or termination of my account here. However the stupidity of certain people and their obviously fouled sense of reasoning places me in the position to where I almost dont care if I get banned or lose my account.

SHORT ANSWER: You people NERF too damn much. The application as currently used known as Balance is a damn joke. Actions taken by individuals with administrative access is upsetting the player base with knee-jerk reactions to "special" items used for pay to win strategy.

Adding more nerfs will be inevitable it seems...... dammit you people cant just leave well enough alone. Maybe someday you will understand the concept of "Chain Reaction".

Enjoy your game.




Reading comprehension dude. The auto fcs has a specific item that boosts auto fcs accuracy. If they wouldn't have "nerfed" it, auto fcs would have a higher accuracy than manual. I have no idea what your problem is with the RM speed buff is yet. Yes I THINK because I'm not on the test team, but fara said that next patch will be all things flying.

  • Re : 5/1/13 Patch Notice

    05. 02. 2013 17:57


Benser33

Originally Posted by JohnnyQuick

Scout speed for the highest level scouts SHOULD be faster than fighters. Decades ago the U-2 program (which was built on German technology) provided the essence of a superior scouting and surveillance capability. So in current NF essence the highest level scout should be nerfed to barely above a lvl 65 scout? That is simply outstanding!

Real life has no real influence on how the game is balanced, how things work has been adapated to fit the game environment.

 

You raise a fair point about scout ability relative to scout level though, however there are a great deal of aircraft changes in the upcoming aircraft patch being worked on.

Originally Posted by JohnnyQuick


Yes, I do consider that what I post can result in a ban or termination of my account here. However the stupidity of certain people and their obviously fouled sense of reasoning places me in the position to where I almost dont care if I get banned or lose my account.

You should take more care in considering the reasoning being such actions before judging them, before you are judged yourself.

Originally Posted by JohnnyQuick


SHORT ANSWER: You people NERF too damn much. The application as currently used known as Balance is a damn joke. Actions taken by individuals with administrative access is upsetting the player base with knee-jerk reactions to "special" items used for pay to win strategy.

Mouth did well to outline the necessities of some of these changes due to the influences of the new ship tuning feature, if you haven't already I suggest you read through the first page post of the test team overview of changes, to better understand the reasoning behind the majority of these 'nerfs'.

The Valiant speed nerf was result of improvements to the 2x 15" guns done a while back.

Nerfs to smaller class Auto FCSs have had no effect on Aiming FCSs and can be countered with the new Auto FCS Accuracy component, without causing them to be stronger than Aiming FCSs. The end result for a tuned Auto FCS is exactly the same for the majority of them.

Many RM and MN fuel values were fixes, not nerfs. A short invesigation of scout fuel reveals that MN fuel times were over twice that of any other scout within the same tiers (Up to 200 seconds longer fuel time). And RM ones were slightly above average aswell. These are fixes, not nerfs.

Explanations for all the changes and more is in the link I provided, so please read that and see that a lot of these changes were thought out and not infact 'knee-jerk reactions'.

Originally Posted by JohnnyQuick


Adding more nerfs will be inevitable it seems...... dammit you people cant just leave well enough alone. Maybe someday you will understand the concept of "Chain Reaction".

And perhaps one day you will understand every aspect of the game well enough to see where some numbers are anomalous, to understand when a feature is broken but still consdered normal and the way everything in the game interacts to see where balancing what influences something else.

Even the Auto FCS nerfs were done to continue to show that players should endeavour to advance from Auto to Aiming, to allow Auto to be superior at something as important as it's influence on spread (which is vital when the FCS provides roughly 70% of the actual accuracy used to calculate spread) would be misleading, I'm sure you can atleast understand that.

  • Re : 5/1/13 Patch Notice

    05. 02. 2013 19:44


JohnnyQuick

Originally Posted by Benser33

..........


Even the Auto FCS nerfs were done to continue to show that players should endeavour to advance from Auto to Aiming, to allow Auto to be superior at something as important as it's influence on spread (which is vital when the FCS provides roughly 70% of the actual accuracy used to calculate spread) would be misleading, I'm sure you can atleast understand that.



I have a problem with the line of reasoning in this specific part regarding auto-aim.

You see, if all I was going to do would be to float around and fire at surface vessels, I would use manual aim - hands down.

However, NavyField's auto-aim is not a simple point and click issue. The auto aim is handicapped with straightline firing,... the guns DO NOT point at the spot clicked on the map. That is the first handicap.
The second one is range - I just cant get the range with auto-aim like I can with manual.

Auto-Aim already has two strikes against it right out of the starting gate.

The auto-aim function, although already handicapped, is handy for multitasking such as flying scout and aiming my guns in the general direction while scanning for enemy vessels and filling in other support functions at the same time.

Further reducing the accuracy of auto-aim is quite frankly - too much.

Why is it that people have such a hard time using scouts? Maybe it is because they are soooo busy dodging enemy fire and trying to aim manually that they cant keep scouts in the air? 

Benser, you are right about the fact this game has nothing to do with actual advantages or disadvantages military equipment of WWII entailed. I picked the particular nation I will stay with due to my understanding of historical craftsmanship that went into the military equipment that nation produced. NavyField IN NO WAY reflects this. 

I do use manual aim for range but for me it hinders support functions that I usually end up getting tasked with.

Nerfing auto-aim under the assumption to keep it less functional when equipped with a tuning device than manual aim defeats the whole purpose of ANY enhancement in my book. I mean why spend real money if it is not going to be any better? Kinda elementary really.

This is your people's game. No one is forced to play NavyField, it comes down to a simple choice. We can visit here and enjoy your game or spend our time somewhere else. The "Balance" is off-kilter and getting worse by nerfing pre-patch values.

Look, I know I am not Mr. Popular and I sure ain't trying to win a beauty contest. However, your guys are taking "Balance" too far in the wrong direction when your people should have just left things be concerning flying time/speed of scouts or auto-aim functionality.

If any more adjustments are made to auto-aim, maybe they could include aiming both fore and aft guns at same point where clicked on the map instead of pointing straight ahead? 

By the way - auto-aim does not work with AA gunnery. (Unless on an escort of course)

Yet for me to function in any support postion I require auto-aim in order to tend to other tasks that demand attention that other players are unable or unwilling to fulfill.

Excessive nerfing just weakens NavyField's appeal as well as further handicapping playability. If that is what you seek, I assure you that you will succeed. 

  • Re : 5/1/13 Patch Notice

    05. 02. 2013 21:53


playing

Originally Posted by Benser33

Originally Posted by playing

......................................


 Structural Strength +5%
 R Mount Reload Time -3%
 T Mount Reload Time -3%
  
 Ammo Damage +3%
 AP Increase +1 
 Gun Accuracy +1

Oh... Cmon, you need to make exception! Ex : 
-               RN ships are already strong, has good accuracy, and great damage, then they use Structural Strength +5%, Gun  Accuracy +1?? =              MONSTER
-               RM ships have realy great ammo damage and reload time, and if they use R Mount Reload Time  -3% and Ammo Damage +3%?? =    MONSTER
-               IJN?? Use everything maybe useless, and will be healty fast food.
 

 

 

You should take a few minutes to read through the first page of this, if only to understand the changes to the L2 before complaining that it has been buffed when it hasn't.


Well, finish with the L2. You can try using IJN and fight RN/RM. 45, weak, that's IJN. RM? well, soft but it's shoots makes me mad, 25degree, super fast, small (bb3). And, I think hiding the tuning medal will be better, cuz the user will be mobbed. But, if the tuning medal is hided, player will play normaly (not focusing attack on the tuned ship). And worst, I hope you have ever play this game. Tell the other ****** if it's realy laggy and "crashy". That will be your homework! One week fix isn't a problem with me.

  • Re : 5/1/13 Patch Notice

    05. 03. 2013 10:23


Benser33

Originally Posted by JohnnyQuick


However, NavyField's auto-aim is not a simple point and click issue. The auto aim is handicapped with straightline firing,... the guns DO NOT point at the spot clicked on the map. That is the first handicap.
The second one is range - I just cant get the range with auto-aim like I can with manual.

Don't forget the 20% exp penalty.

Originally Posted by JohnnyQuick

The auto-aim function, although already handicapped, is handy for multitasking such as flying scout and aiming my guns in the general direction while scanning for enemy vessels and filling in other support functions at the same time.

Further reducing the accuracy of auto-aim is quite frankly - too much.

I don't really understand how what you described is an example of Auto usefulness. I primarly use auto on smaller ships where I'm not so great at quickly adjusting angles manually with such frequent rate of fire, mostly FFs and DDs, although I'll use manual over auto if gun placement is bad. Using it so you can... scout and aim at the same place quickly? I really don't understand your example, sorry.

Originally Posted by JohnnyQuick

Why is it that people have such a hard time using scouts? Maybe it is because they are soooo busy dodging enemy fire and trying to aim manually that they cant keep scouts in the air? 

I think most people just can't actually be bothered, or they stop trying when then counter any fighters or too many AA boats. As for actually microing a scout, yeah, that isnt easy when you're line fighting or slingshotting at the same time. But, if youre doing that then you're probably in a BB, and there you should be using Aiming regardless (because Auto on classes above CA was already considerably worse than Aiming) and there were no changes made to capital FCSs anyway...

Besides, the 1 key isnt so far from manual controls, with enough practise I'm sure most skilled players can manual fire, maneuver and part-micro their scout at the same time. Even I can just about manage and I suck pretty bad at this game.

Originally Posted by JohnnyQuick


I do use manual aim for range but for me it hinders support functions that I usually end up getting tasked with.

Nerfing auto-aim under the assumption to keep it less functional when equipped with a tuning device than manual aim defeats the whole purpose of ANY enhancement in my book. I mean why spend real money if it is not going to be any better? Kinda elementary really.

The advantages of Aiming FCS are not always very apparent, the manual controls can be daunting at first, the exp penalty of Auto is not actually represented anywhere, actual tactical advantages of such precise control are not necessarily apparent straight away either. It can be easy to just choose Auto over Aiming when Aiming doesn't actually look better. The nerfs weren't so much to give Auto another disadvantage compared to Aiming, but to prevent them from having any advantage over aiming, we need to maintain the natural progression from Auto to Aiming and not allow Auto to look or be superior to Aiming all the way up to someone first BB, cos that isn't really the best time to start using Aiming.

And, just don't spend any money? They drop for free anyway. No nerfs were made to capital FCSs, so if you do get an auto buff item for those you'll get improved performance from before this patch.

Originally Posted by JohnnyQuick

This is your people's game. No one is forced to play NavyField, it comes down to a simple choice. We can visit here and enjoy your game or spend our time somewhere else. The "Balance" is off-kilter and getting worse by nerfing pre-patch values.

I dunno, don't mistake rebalancing overpowered content for across the board nerfs. Distinguishing between buffs, nerfs and fixs is important.

Originally Posted by JohnnyQuick


Look, I know I am not Mr. Popular and I sure ain't trying to win a beauty contest. However, your guys are taking "Balance" too far in the wrong direction when your people should have just left things be concerning flying time/speed of scouts or auto-aim functionality.

8 of the 13 fuel changes were fixes, not nerfs or buffs.

The remaining 7 were nerfs to the T5 scouts which have been considered for years to be too powerful. Reducing their fuel time from almost 7 minutes to 5 (which is still 100 seconds more than the previous tier of scout) is hardly going in the wrong direction.

As for the changes to speed, T5 scouts have been faster than T4 fighters for a long time. But this part is especially important in that it is a part of the large aircraft balancing patch that is coming.

Originally Posted by JohnnyQuick

If any more adjustments are made to auto-aim, maybe they could include aiming both fore and aft guns at same point where clicked on the map instead of pointing straight ahead? 

By the way - auto-aim does not work with AA gunnery. (Unless on an escort of course)

Yet for me to function in any support postion I require auto-aim in order to tend to other tasks that demand attention that other players are unable or unwilling to fulfill.

You're probably better thinking of Auto like this; if it wasn't for the fact too many players would give up early and the accessibility it provides to handicapped players, it probably wouldn't even be in the game. It exists as a stepping stone to manual, it has little or no advantages against Aiming overall and it will always have some distinct inherent disadvantage to make it obvious that players should progress from Auto to Aiming.

Honestly, not really sure what support stuff you are refering to that you think you need Auto for. Hundreds of players can do everything just fine with Aiming, the most supportive things I can think of are AA, which as you noted requires Manual, and scouting, which doesn't rely on FCS in any way and isn't so difficult to do that you need Auto to stay in the fight at the same time.

And excessive nerfing does lower appeal, especially when people don't actually understand what is being changed and why. Excessive rebalancing of the game so the end result is something better to play is not a bad thing however. Whether it looks like unnecessary nerfs or essential rebalancing though is a matter of perspective.

  • Re : 5/1/13 Patch Notice

    05. 07. 2013 21:05


mattd3

Originally Posted by Plazmadj

Only thing that I disagree with is the T5 Scouts speed being nerfed WITHOUT All Fighter plane's sight range and engagement range being nerfed on the same patch. They should both be changed together.

It was always stupid that T5 scouts could outrun everything else.

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