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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
  Index

  • Re : Getting CV Drivers back flying again - Discussion

    08. 25. 2010 04:52

RedNemo
I suggest to keep planes alive untill fuel end even if the ship is sunk. I know NF=/= RL
but is really annoying when your CV is sunk and your planes were right on their way to
bomb the ennemy. IDK what you think about.

  • Re : Getting CV Drivers back flying again - Discussion

    08. 25. 2010 02:18

elves
Can I just say that in WW2 the german fighters flew across the english channel and
back again. In GB2 they can't even fly across the map and back again. Can you increase
the amount of fuel each fighter can hold?

  • Re : Getting CV Drivers back flying again - Discussion

    08. 23. 2010 13:18

miname
I rarely play CV after I got my PCV.
There are some reasons.

1. Too many noob BBs blame CV.
Even I provided they full sight, they can't hit anything and blame "CV fail". That
make me very uncomfortable. They never pay me a single credit, but they call me
likes calling their dog! Guys who said XX fail should be banned for 1 week.
2. Too many AA ship
As we know, playing AA ship is the most efficient way to get vets and experts. So,
there are many AA ship with incredible fire rate. I always send 10 fighters with my lv
103 BVE fp at the beginning of battle and then see 4~5 AA ship eat all my fighters.
Sometimes, our AA ship also TK our plane. Those AA ship should be punished. I
suggest three ways to solve this problem. a. decrease AA fire rate b. decrease the
vet&expert gain rate of AA ship c. if if AA ship TK plane, they should get negative exp
& credits
3. GB2 flag is CV
Since no one plays CV, I have 1/2~1/3 chance to be the flag. If you are flag, all
their CV puts their fp on you, all their SS is rushing to you, and you are doomed. I
can't enjoy the game if I am flag.
4. exp of CV is low
Base on my experiment, CV and BB play GB2 get almost same exp. But, BB only
needs play about 5~10 minutes in average because the got sunk very fast. CV
almost needs play the whole battle for 10~15 minutes. That makes CV get relative
low exp. So, I putted all my new CV crews(including bo) in EBB or PBB to get more
exp.

  • Re : Getting CV Drivers back flying again - Discussion

    08. 19. 2010 02:59

Thorgun
Ok, let's see...

1.) FIGHTER ABUSE
Things such as dragging, Locals on higher ships, ect...
This has been going on in one form or another, for as
long as I can remember.

People will do ANYTHING to gain ANY advantage they
can, EVEN if it's exploiting known bugs. For example,
Did you know that because of certain NF Physics, the
Tier 2 Fighters are ALSO more effective then T3's, at
higher levels?

This has been exploited, but no fix was issued for that,
because it's simply not as well known as the T1's being
just as exploitable.

2.) LOAD TIMES/METHODS
Real CV's from that era used massive waves- ONE carrier
at the battle of Midway, The Hiryu, Put a wave of 28 Val
dive bombers in the air AFTER all her other supporting
fleet CV's were destroyed.

REAL battleships had much more reload time then the
BB's in NF do, So Why should we suffer on our wave
sizes, just because we get the same type of reduced
load time?

Either increase the maximum loading capacity of aircraft,
on ALL tiers of CV's, OR, reduce the loading time even
further, so we can actually get decent sized waves of
fighters, and bombers, BEFORE they run out of fuel.

3.) NOT ENOUGH FUEL!
Planes could stay at sea for HOURS, during WWII, I see
no reason that ours shouldn't at the Very LEAST, have
enough to stay up for 4~ minutes- enough time to cross
the map, and come back once.

The main strike advantage of CV's was their RANGE.
They could hit anything, from ranges where they were
effectively immune to retaliation. There is no reason,
seeing as we currently do less damage, and have a
longer load time- that we should not be able to strike
from across the map- We still have to FIND the enemy
in the first place.

4.) YOU SUCK, SCOUT THIS, SCOUT THAT.
The player abuse needs to stop. Immediately. Day after
day, I am repeatedly surprised at how poorly people
behave. For example, prior to me recently setting my
account on sleep, the last game I played in my CV, I
did everything that my team had requested.

I scouted north, middle, and south, even though I was
neither carrying any scouts what so ever, nor the largest
CV on the team... And instead of thanks, or even silence,
I get berated in text, simply for my fighters running out of
fuel... As soon as they go down, it's "BLIND!" or "STUPID CV,
SCOUT!"

Personally, It's not just guns of 10" or larger that BB's
need to have, to be allowed in GB's... I honestly think
that they NEED to have both scout planes, and a scout
pilot on board, or be restricted from entering GB's. And,
before you start complaining about the Nelly, GIVE it
scouts. I see no reason why it should be the only BB in
the game without them- If it's a realism based decision,
since when has NF been true to reality?

4.) FLAK SPAM
As CV's have comparatively REDUCED capabilities from
their real counterparts, why do the FlaK boats have a
massively increased capacity for anti-aircraft usage?

For example, the FlugAbwehrKanone36 (3.46" FlaK)
had a rate of fire of 30-40 rounds per minute... The
10.5 cm FlaK 38 (4.1" FlaK) had a rate of about the
same. The FlaK 40 (5" FlaK) had a rate of only 20
rounds a minute... And yet in game, all of these guns
can accomplish a minute's worth of firing in about
8 seconds...

For the comparatively lowered capabilites of a Carrier
in NF, this is a completely unacceptable slap to the face
for all CV drivers. In my personal oppinion- If the CV's
do not get their capabilities respectively raised to
account for this massive discrepency, a DOUBLING, at
the very least, of ALL flak guns rates of fire is a NEEDED
addition.

For further examples: The 5/38 guns, which are one of
two main choices for US flak, had a rate of about 15-22
rounds per minute... For a single gun... So a rate of
30-44 would be expected for the dual mounts which
I refer to... THESE fall in at a rate of 80! rounds per
minute, in game... And that's WITHOUT reaching the
reload cap- or indeed, any modification to the base
reload time at all. So a rate of 160 rounds per minute
is QUITE guaranteed for the average BB3/4 leveled
crew...

The 3" guns which are mainly used, the 3/70 Duals,
have a massive rate of 240 rounds per minute, once
the gunners reach their reload cap... This is from a
single flak mount, please remember. So the average
US BB, with 4 of these per side, can quite easily put
up a wall of 960 rounds per minute... The so called
'poor' US AA, which also packs quite a strong punch.

In real life, these guns would only have a rate of
200 rounds a minute, BUT they were a POST WAR
gun type, and NEVER saw service in their intended
conflict, and even worse, were UNRELIABLE, and
had one of the SHORTEST service lives of ANY gun
in ANY military, due to their problematic nature...

Yet all of this is ignored, and guns which were 11
years late, and largely ineffective when used,
were turned into one of the most effective close
range flak guns in the game. ...Okay!

The UK's Crappy AA, The 4.5", and 5.25" guns which
are the only 'viable' guns for the UK, put rates of 100
and 104 rounds per mount, per minute, respectively.
These compared to their expected real life values of
24-28 and 14-16 rounds a minute, respectively, are
even for the WORST AA in the GAME, still massively
more effective then should be expected. Although I
will admit that the 4.5"ers would not need as MUCH
of a nerf as the 5.25"ers would, as their capabilities
are much less so askew, in comparison.

The IJN AA guns are also quite insanely overpowered.
An easy example of this would be the 4.7" guns... In
NF, a rate of 134~ rounds per minute is expectable,
with reload capped DP gunners... Where as in real life,
a rate of MAYBE 22 would be a dead maximum... I am
all for increased capabilities in the ships... So long as
it is still balanced out.

Let me also point out the massive inaccuracy of FlaK
at that point in time: 56,000 0.50cal rounds, 2,000 3"
rounds, and 3,200 5" rounds were used in the attack
on pearl harbor- by the USS Pennsylvania ALONE. And
during the attack- her own captain estimated only 60
planes were attacking the ships at harbor... Even for
an expenditure of 61,200 rounds of anti-aircraft fire,
NOT ALL of the planes were shot down. Infact, relatively
FEW aircraft were shot down.

Compare this to NF, where you can easily expect to fire
only two or three salvos of well aimed fire, to completely
destroy a wave of bombers, at the default altitude. The
reason for this is simple: A.) lack of management, so
increased casualties are expected... B.) TOO TIGHT of
an anti-aircraft spread... and C.) too SIMPLE of an aiming
system.

There is no 'Golden Angle' in real life. Flatten the AA
trajectories, and make them WORK for their kills, just a
little bit. This ALONE would decrease the effectiveness
of manual AA, Although, if Automatic FCS's accounted
for this, it would be a neglegible change, as AA boats
would simply switch to auto...

With the rates of fire that these flak guns have, which
are on average, 5~ times as effective as their real life
counterparts, I see no reason why, if their capabilities
aren't decreased, that CV's should not be able to, At
CV3 Level, launch 140~ Plane waves. Mind, this is from
the data on the Hiryu launching a 28 plane strike, at
midway, versus the Yorktown.

This would put CV6 leveled carriers launching 250~
plane waves... You're starting to see the problem
with balancing them out, and keeping the flak guns
the same as they are, aren't you? Doing that, at NF's
current playerbase skill, and game orientation, a
Single MN CV would, at around CV2 level, EASILY
decide the battle. Launch one wave of bombers, Kill
the entire enemy team, and never need to return for
fuel.

Fix the flak guns. seriously. Or give the CV's their
comparitively equal buff...


(All rates of fire were retrived from Trainworld.us's
reload times, and Navweps.com for their realistic
counterparts. Please note that the data may be
SLIGHTLY inaccurate, but from both sources it is
close enough to hold weight for comparison, and
a basis on which to give a relatively reasoned out
case against the current flak system.)

  • Re : Getting CV Drivers back flying again - Discussion

    08. 19. 2010 00:44

LordHelios
I use my CV alot As a matter of fact even tho im insulted and down spoken i love to
use my cv. My main concerns on this is that When im always FW i only get credits
and maybe 20k exp constant. Honestly if u can take out 10-15k in personal creds for
planes exp should be better.

2ndly . I pay for my pilots i pay for my experts i paid for my vets. Im tired of losing
vets / experts due to constant TK and enemy AA on my planes its rediculous...

3rdly . i understand the concept of AP ammo... but shooting a cv on purpose with AP
just to kill sailors is WRONG ive like lost 14 sailors in one hit from a ap round. Thats
rediculous

4th . More planes would be nice. More speed less firepower plane or a plane with
less speed and more firpower or a plane with balance i mean really...

  • Re : Getting CV Drivers back flying again - Discussion

    08. 18. 2010 16:40

bk5115545
for the record nerfing the guns only makes dds and cls that much less effective. i propose multiplying
aircraft stats by 3 or 4 so that they can withstand moderate AA fire. this way it will not make the
guns less effective for smaller ships but yet it will get rid of the mowing that most AA ships do.



im wondering if this thread is still being looked at because theres not near as much of a CV problem
with all the vets and experts given away.

  • Re : Getting CV Drivers back flying again - Discussion

    08. 18. 2010 14:47

vlad1446
BB's are absolutely voracious in making fun of CV's, CV job is hard because of how
game is designed. Real CV driver would just control the ship, so that SQ leaders
would control each SQ while in flight. in NF, a player has to control, ship, guns, and
Aircraft, usually multiple flights of aircraft. It is easier to run a BB cuz there is less to
worry about. A way to solve this is to create a multiple player ship system. Make it
so 5 players can get together on one ship, and one controls the ship, one controls
the guns, and 3 control flights operations. Say 5 members from the fleet or
something. This would be a massive update though, so juwst a suggestion for NF2

  • Re : Getting CV Drivers back flying again - Discussion

    08. 18. 2010 01:12

flamedexter
1.Torpedo Damage Increased
2. Better plane physics- IJN should be the fastest turn rate, US,KM,UK would be firepower
- Faster speed when lowering altitude and slower when gaining altitude
- More manual controls- (plane speedometer,altmeter, manual direct control of the
planes with arrow keys or numbkeys instead of spam clicking would be nice
3. the delay when releasing torpedo or bomb makes manual airstrike hard. So fix it to
make plane respond faster.
4. A new tier of fighter,divebomber and torpedo bomber with different types of payload
that can be equipped
5. Increase exp and credit gained. Give exp,creds or any reward for a CV scouting

  • Re : Getting CV Drivers back flying again - Discussion

    08. 13. 2010 09:19

HellMarch
1: 1st and foremost. AA, AA, AA, AA, AA I CANNOT say that enough. The number of AA ships
that float round these days (not to mention AA from BB's) Is rediculous. There rate of
fire and there firepower is FAR to much. They need a reduction in both. A decent AA ship
can fire 2 or 3, 10 to 14 round salvo per second. If they dont have such a rate of fire
they make up for that with either range (IJN type AA guns or MN) they more than make up
for that with range and firepower. You will often lose 1/2th to 2/3rd's your fighter
compliment very quickly. This problem can be fixed with a ROF, firepower, decrease and
possibily an increase in spread as well as a variation as to when AA shells explode.
Remember up untill 1945 nobody except the germans had proxemity sensing shells. And even
then they werent really used. They were all timed to go off by wicks!!!!!!!!!!!!


2: Increase torpedo bomber torpedo damage!. It should not take 20 or even 30 to kill a
bb. The ammount of buldge most BB's have is absolutely rediculous!!!! DB's stand a decent
chance before they depend more on a the Cannon damage system which after a few hits from a
friendly BB a single wave of DB can cripple or destroy most Hostile BB's. even if they
havent been touched you soften them up nicely to make them ripe targets for your BB's.
Increase the damage for TB's and you will see them become more usefull. You could also
look Decreasing the launch time necesary for bombers of both types as well as possibly
increasing there durability to AA and fighter damage.

Those 1 be my main 2 issues right there. next are a list a possibles. more or less
suggestions.

3: Varied turning radiuses for planes. As it stands now ALL planes turn at the exact same
right. Meaning a everything from a nimble and light scout turns just as fast/slowly as a
slow ju88 paratrooper plane. This really needs adjusted. Zero's for example should be 1 of
the most nimble fighters on the field.

4: Plane upgrades and changable loadouts! As it stands there is extreamly little in the
way of what you can actaully do as far as changing or upgrading aircraft. You have a
choice between 1 torp type and 2 bomb types (depending on what aircraft you use). and
NOTHING in the way of having a different load out for your fighters. Some fighters could
carry rockets which can be effective at peppering smaller ships and bb's. Also the bf109
had a 30mm nose cannon. Whle not to effective against other fighters due to the slower
rate of fire for and its trajectory ( meaning the round would drop rather quickly over
distance ) but it was HIGHLY effective against bombers and still deadly against other
fighters when they hit them.

Plane upgrades can be giving to planes say every 15 levels with a max of 4 upgrades.
Everything from percentage increases in speed, firepower, armor, manvaurability, climb
rate, and fuel usage/storage. Which could give ability increases of 12 percent for each
upgrade. There could also be stacking penalitys for such upgrades. Say if you try to do 4
of the same upgrades the usefull ness of each upgrade goes down 12% for the 1st 8% for the
second and 4% for the 3rd and 2.5% for the last. This could help suit different fighting
styles or help certain planes capalilize on there advantages. Example. german fighters
have more firepower as of current that any coresponding tier plane. A firepower upgrade
could really be used to exploit there advantage. Whereas a UK fighter has more armor and
they could use an armor upgrade to exploit there advantage.

5: Different models of each tier plane. There should be imo at least 3 different models of
each tier plane. Which each model can have differences in there overall firepower, speed,
fuel capacity, and armor. We can also have different planes available all together at
different tier. If we had different models of eachtier plane with different stats then it
could really help low level cv players against higher levels by giving them options to
have more firepower speed, armor and fuel capacity. Example. A lower lvl player could
chose a faster model of the same plane which would help them intercept bombers better and
avoid higher lvl fighters. Or \they could use a model with more firepower to help them
fight higher lvl fighters.

6: Fighter bomber class planes. We cant we have an introduction of such a class of
aircraft? I class that could drop a light to mid sized bomb load on hostile ships or
carry torpedo's while still have enough firepower to stay in a fight with other
fighters. they could also help in escorting other bombers to deliver a more deadly
payload while keeping the true bombers alive longer to get to the target. The versatility
of having a fighter bomber gives you many options in how they can play a role with either
your fighters or bombers.

7: fighter stances and bomber stances. How about an option To change planes stance. Like
going from a neutral stance (neutral meaning all abilities are unmodfifed) to having
agressive attack stances and evasive attack stances. Example An aggressive stance could
inscreas speed and firepower while lowering there defensive ability and manvaurability.
Whereas with a evasive stance they would have higher speed manvaurability with decreased
firepower and would be less likely to engage hostile fighters but rather avoid them.
This would provide more dynamic control over your planes.

8: special abilities. Not sure what oculd be done with this. i do know that bf109's had a
shot of niitrous which was a 1 time use thing. japanese plane could kamikaze. THough
japan lost alot of vetern elite pilots that way.


Number 1 and 2 are a MUST in needing changed to improve game play in general. 3 through 8
are suggestions which can be used to improve gameplay overall. Some can be easily
implamented whereas some would require a major overhaul of the airplane system in the
game. I think having varied fighters at each tier could EASILY be implamented and help out
the game alot. as well as changing turning radiuses for each plane to make it more dynamic.

Anyways I have said my piece.

Please do something about TB's and the insanely overpower AA

  • Re : Getting CV Drivers back flying again - Discussion

    08. 10. 2010 07:16

PartyB0y
more xp from only using ftrs

now i have to use a couple bombers just to get xp up a bit.

i get as good xp in my ad as in my europa for using ftrs...that cant be right and im not
the best bb player or the worst cv driver.
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