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.|
|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… ?|
|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.|
Plane Consumables:(I don’t know what these does.)
Also DFAA gets additional changes:
|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?
|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|