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AA focusing one aircraft at a time has arrived, it seems. Should shake things up a little.Also, Yoshino has arrived for 248K coal. Salem is 240K - so a slight increase, but fairly reasonable, all told.And interesting - they're tweaking XP and credit coefficients. First I've seen something like that.
Don't worry though - no premiums were affected, so the Mighty Mo retains its credit printer.No-damage pens are gonna be a thing of the past - they have new ribbons for those cases.Ranked Sprint is from 27 June-9 July and then 11 July to 23 July, T7. No, if anything this is widening it. Which is a perfectly fine side effect, but it doesn’t really achieve anything besides that.Good target selection, flak avoidance, and proper plane management will no longer be optional tactics against same-tier ships, even those with only medium AA power (that is, ships with only 1 or 2 rather than 3 auras with good damage output), unless a CV player wants to have a negative casualty rate with each strike. Which will result in deplaning.Against higher-tier targets, especially two tiers higher, such practices become mandatory to deal any damage at all against anything with more AA than a destroyer. Instead of adapting, however, most CVs will just try to strike destroyers, and we’ll be right back at square one balance-wise but with a bigger skill gap. The fact that most DDs I see still refuse to stay in allied AA cover or smoke when planes go looking for them will only exacerbate the issue. On the flip side, players who have learned slingshotting and how to play around the AA system will now have more impact than before because the other guy is pulling less weight.
I expect a significant increase in skill gap. The increased loss rates will put weaker CV players on short squadrons quickly.Slingshot drops previously reduced your ability to spread damage across the planes, and reduced the number of possible drops for your squadron.
As a result, I rarely used them. My read on the situation now is that you are essentially never going to make all the drops anyway, and spreading doesn't exist. I therefore expect to use them a lot.I agree that CVs are going to dogpile DDs, and most DDs aren't going to hug AA. Whenever AA gets intense, DDs are the ones who suffer. It's an annoying quirk of the game design.I am facepalming pretty hard at the devs for declaring that premium CVs are balanced and ready for sale. This change wrecks the balance of those designs. Strong regen on Enterprise and strong reserves on Kaga are obviously too good in this environment.
The strong planes and weak regen on Saipan is obviously too weak in this environment. You use the temporary invulnerability mechanics of CV squadrons, and abuse it to make drops with little risk and mostly guaranteed strike power.Heres how it works:.When you start an attack run with a squadron the planes attacking get reduced incoming damage and the other planes in the squad become invulnerable. The reason is that during an attack you have limited control for the attacking wave, and even less for the rest of the squad.
It wouldn't be much fun for the squad to die when you can't control it. However this can be abused.Instead of one drop, you do two, and this only really works with dive bombers. The first drop activates the invulnerability status, which you can accelerate the rest of the squad through, so that instead they can land a second drop almost perfectly.Heres an example:.Worcester is annoying your team behind an island and needs to go away, but his AA is too good to drop normally.You take out a squad of dive bombers (probably AP bombers) and fly until the drop pattern is parallel to the Worcester and you are around 8-11km away (distance varies by nations or premium CV).You instantly drop your first attack run into open terrain or water and mash the boost button. This causes the rest of the squad to go invulnerable and accelerate drunkenly in the direction you wish to go.When the drop animation finishes your camera is slingshotted back to the rest of the squad and you are now inside the Worcesters AA with no damage taken, and your next drop is almost off cooldown.You make last minute adjustments and as soon as the cooldown and invulnerability ends you start the drop again. Now your planes have taken no damage, and the now incoming continuous AA damage is mitigated by the planes damage reduction while dropping.This ends with minimized planes losses, a full attack making it through AA, and a perfect drop for large amounts of damage. Its cheap and dirty, but its supported by the Devs because 'its to hard to pull off reliably', when in reality anyone can do it with 10 minutes of practice on bots in the training room.