Thorgun
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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.)
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