Everyone knows CV rework is coming. The followings are mined from the test client and include “ ttaro_‘s speculation (Italic)”.
Here I share the new parameters, Feel free to post your guess.
Some values are added to AA guns:
Key | Near AA | Midium AA | Long AA | ttaro_‘s comment |
---|---|---|---|---|
bubbleDuration | null | 5 | 5 | Blast area can remain in the air for 5sec? |
bubbleRadius | null | 2 | 2 | Planes within this radius are damaged even if they dodge a “bullet”? |
explosionCount | null | 10 | 10 | I have no idea how this value works. |
enableBarrage | Flase | True | True | Related to DFAA? Previously, “enableDispersion” was used to decide whether DFAA works or not, but that key is deleted. |
hitChance | 0.5 | 0.75 | 0.75 | |
innerBubbleCount | null | 7 | 5 | |
outerBubbleCount | null | 7 | 5 | |
maxDistance | 60 | 130 | 200 | |
minDistance | 10 | 60 | 130 | *30 to convert to meter. minimal Distance is set, which means, if all of your Long range AAs are alive while mid/Near AAs are dead, once the enemy squadron reaches within 3.9km from your ship, you could never shoot down planes… ? |
shotTravelTime | null | 0.5 | 0.8 | |
shotDamage | Depends on ships, Examples: Zao 32.28, Yamato 24.09, Worcester 15.0, | 1355 | 1245 | Long and Mid AAs’ damage are fixed. Near AA damage could be the factor of balancing. |
shotsPerSecond | 1 | null | null | |
warningShotsDistance | 120 | 120 | 120 |
- Planes:
Midway | HP | Tier |
---|---|---|
FT | 2710 | 10 |
DB | 2490 | 10 |
TB | 2650 | 10 |
Plane Consumables:(I don’t know what these does.)
Key | Value |
---|---|
boostCoeff | 4 |
name | healForsage |
workTime | 15 |
reloadTIme | 80 |
Also DFAA gets additional changes:
Key | Value | |
---|---|---|
damageMultiplier | 1.5 | |
FireRateMultiplier | 2.5 | There is no exception for these, Carriers, DDs, Stalingrad etc…All the DFAA have the same setting. |
- According to these, DFAA will not “disperse” the attack but just kill planes faster.
- Every long/midium AAs have the same damage. (Even T1 ships have that damage, there must be a formula to determine the actual damage.)
- Close range AAs might be the new balancing factor.
- hitChance and shotDamages are quite high compared to planeHP.
- so… “healForsage” boosts planes’ HP?
Extra stuff:
Rocket | alphaDamage | HE penetration | Fire Chance | splashArmorCoeff | Outer Dispersion | Inner Dispersion(50% of rockets will land within this area) |
---|---|---|---|---|---|---|
Midway | 2400 | 27.9 (=can penetrate up to 27mm) | 69% | -0.1 (=Some cruisers suffer engine/rudder malfunction.) | 90*150m | 75*135m |
Independence | 2100 | 23.1 | 66% | -0.1 | 36*60m | 11.4*18m |