![]() ![]() The slingshot approach is one of the most complex mechanics but is so powerful it had to be virtually removed. You can dart into enemy fire range and duck out to provide a smaller window of opportunity when your planes are in danger. When your planes are in the air, pressing âFâ makes them fly up out of enemy ship weapon range. If you want to attack ships with AA weapons, use a modified slingshot approach and bait out enemy fire. And it is stuff like that in their spreadsheets that make them ignore the fact that planes interacting with ships is very PvE currently (always has been, but at least in RTS the allied carrier had a lot of responsibility to defend against strikes as well, and they don't now because defending also means not attacking which wasn't a concern in rts), and ships have very little control on their fate unless they dumpster their ships performance for an AA build or just come with aa that must be avoided already because wg said so.Powerful AA enemies will be the bane of your existence. WG isn't balancing carriers around the average player, but it's those players that make them think they already are balanced. ![]() This isn't even what my argument was originally about anyway. Their ability is mostly at fault when encountering such things, and it's exactly why you don't 'balance' over lacking ability to do something that is very possible. Radar bad, BB dev strike bad, concealment bad, torps bad yada yada. You could go on and on about all the things average players think are bad, and each one would be evidence on it's own as to why you would never make balancing decisions around them. For the enjoyment of the masses, balancing to their ability makes more sense. Yes I agree if we were solely balancing for competitive play however I'd bet the vast majority of player base is casual and of the average ability. Your superiority complex is showing a bit here. ![]()
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