That must be satisfying. Was this like a T8 carrier? I'd be surprised if even a T10 Battleship could blow through a carrier from beyond detection range, when they are similar tiers. Not going to debate it, just curious, as I enjoy battleships even if their historical value in these scenarios was minimal.Anacronian wrote:To be fair, I have on numerous occasions one-shot a carrier from a huge distance in my tier 10 BB, A carrier who never saw me or had any chance of recourse.
Drop time and range adjustments would be good fixes. Aerial torpedoes for the USN in game have a range of 3.7 kilometers, but in reality a high and fast drop of torpedoes could go around 6 kilometers or so. The game balance problem created by short-range aerial torpedoes is obvious. If you make them short range, but want them to be dangerous, then the effective range on AA has to be low as well. This would be fine, sorta, but the player on the receiving end has so little time to dodge--which is their burden of skill in this player v player test--that it just feels (and is) pretty unfair most of the time... at least when compared to the amount of investment each combatant is making in the exchange.Anacronian wrote:That said I do think a tweaking on the drop time of torpedoes (like the planes actually have to go low and spend some time aiming the torpedoes instead of just zipping down and drop -maybe 7-10 seconds) would be in order.
If you extend AA range without extending torpedo drop distance you just make the torpedo bombers useless. Unlike real historical battles it is very hard to suppress an AA battery with fighters and such, since you cannot order a strafing run, so the torpedo bombers would have no recourse but to be blown away and die.
If you extend both of them then you push the "burden of skill" out a bit in the carrier's direction so they have to work harder to hit a single target with a huge spread of torpedoes. This is what IJN Destroyers do with their long range torpedo maneuvers. It makes it more fair for everyone.
One of the best things to do, along with this, is de-limiting a carrier from X number of squads of Y type at a time, and just making it X number of squads, or potentially just X squads per Z unit of deployment time. In that manner you might only be able to get a squadron of bombers out for 3 minutes or so at a time (unlike the 6 they can now, I think) but you can get out as many in that time as you want. So the early game becomes a scramble for air dominance as air wings are rapidly depleted and then at the end the winner of the air war gets rough dominance over the battlefield to deploy large numbers of torpedo bombers which they fire from around 5k towards whatever is left.