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  • Getting CV Drivers back flying again - Discussion

    05. 15. 2010 09:21

NZRogue
Hi All,

While im feeling all proactive.

Calmly and rationally - What keeps you out of your CV?

How do we get you back in your CV playing again?

Again - Please keep this clear of speculation, insults. Everyone has their right to a
viewpoint or reason, debate it but do so with reason and back it up.

If not or you cant, then leave it

Yes no doubt this has been discussed to death, but is also a major issue in NF today
resulting in games taking too long to load etc. Yes I also know there is the CV wish list
thread.

This is a temporary quick fire solution suggestion thread - Keep it short and concise

Heres a couple for you

1) Crew death
2) Player abuse (bullying and insults)
3) TB's DB's shortened range
4) Locals need resolving (?)

Added (by community)
1) Torp/DB Damage review
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  • Re : Getting CV Drivers back flying again - Discussion

    05. 15. 2010 09:39

Eradicator1
While I think that cvs need something that would make people play them, I think that
increasing credits or exp (As often suggested) is not the answer. I feel that it is
already too high, and that
if you play well you can get more exp than a bb (on average), as bbs fluctuate more based
on attack, getting anywhere from 5k exp all the way to 200k. CV's are more shared exp
reliant, and thus get more constant exp rates, unless you do something extraordinary, like
200k atk or such.

Another thing, exp for fighter whore is not broken, it just requires the skill of keeping
your bbs alive while ensuring that the enemy bbs are scouted. Yesterday I was laughing at
the insane amounts of exp my pcv was providing to me on average, which was something like
60-70k exp a game, while my bb required me to work more in order to hit those exp amounts,
requiring either a bb6 sink or 150-200k atk. An average attack of about (idk) 50-70kish
would net 30k exp.

tl;dr, exp is not broken for cvs, they just do not have the large range that bbs have
because they rely on shared exp for most of the game. This is why bomber whore is not as
effective (Unless you can effectively scout with your bombers), because the attack will
not amount to much anyway unless you can get massive amounts of attack, which almost never
happens due to the great prevalence of aa boats and the like.

On the issue of locals, I think that because locals give low level players something that
can fight on an equal level (if not higher) than our t3s, which take a long time to earn,
especially given the addition of pcvs, the struggles which have taken us to get past t1/t2
stage kind of dull the idea that you have finally achieved something in the game, thus
detracting players. In effect, they are like "the submarines of the sky"

I suggest decreasing their attack power to match t3s, in order to make a system of:

T3 = Locals > T2 > T1

Or slightly above, where the t3 players would be able to compensate by the higher fighter
skills that they have. I fully appreciate the effort to toss things up for new players,
however it seems to have taken a turn like subs.

Looking at the stats, locals have approximately 2.5 times more attack power of the t3s of
their respective nations. It has been said that the defensive power has been decreased to
compensate, however I do not think that this is a good compensation because if our planes
are dying too quickly to land hits on the locals, then there is a null disadvantage.
Similarly, aa is useless because of their insane speeds and low fuel rates, another point
rendering the defense point null. To rectify this, if locals were to get a firepower nerf,
make their defense power similar or just slightly lower than the other fighters.

-Lower firepower to approx. T3 level
-Increased defensive power
-In other words, make them perform like lower level t3s which should in theory be able to
stand up to t3s and with proper micro (This is important), beat them.

This in turn teaches new cv players to micro their planes in order to beat others, without
the spamming planes into enemy planes with either no hope (t1s) or knowing with confidence
that their planes will win (Locals).

Thanks if you read this far

  • Re : Getting CV Drivers back flying again - Discussion

    05. 15. 2010 09:37

AdmSamuel
I agree, it's too hard to get any attack in a CV with all the FW's around. you could fix
this by giving all Bombers more fuel so they could avoid enemy fighter patrols and still
have enough fuel to Bomb their target and return, also make the User Interface easier by
adding some things from the CV wish list like formations, better fuel indicators. and
things like that.
Sincerely AdmSamuel

Edit: 5/16/2010
I totally agree with V2C.

And plz don't add T4 as a fix to Locals, it will only make the problem worse, if you want
air superiority have more planes in the air then the other guy, works with T2 vs T3. but I
do agree the locals need to be fixed but not by adding T4's

Edit: 6/5/2010
you could help CV out also by adding a turn radius for each plane so Fighter could actual
out turn a scout with in a few passes. The fact that if your Fighters go after a Scout and
it's able to turn just as well as a Fighter is crazy.

Edit: 7/27/2010
Make all commands to aircraft instant, meaning if I have TB's and I press the "." button
they drop the Torps immediately. I know there's a delay for Ships but with aircraft going
5X faster timing is VERY important!

Thank You
Sincerely AdmSamuel

  • Re : Getting CV Drivers back flying again - Discussion

    05. 15. 2010 09:28

RSX1
Another reason why some people dont play CV(besides the reasons you stated) is
becuase there unhappy with being the support class so maybe making them more
active by maybe increaseing DB/TB damage to that of those on the KR server
would make more people willing to play.


*Edit* Somone reminded me return experts back to missions, if I can shoot down
planes in a mission I should be entitled to the same chance of getting experts as if it
where a human players. That would help CV palyers to top up there vets.