I’m a new player and I’m curious to understand the reasoning behind the current carrier rework. The new three-flight modes seem overly complex compared to the previous systems like “RTS plane commander” or “first-person bomber pilot.” I’ve heard that the changes don’t really solve the existing problems with carriers, and in some ways, they could even make things worse. Also, the addition of the Strike Preparation consumable catches surface torpedoes, which doesn’t seem logical to me. Why is it designed that way? It raises the question—why are we making these changes at all? I’d love to hear from others, especially if I’m missing something!
3 Answers
The reason behind the carrier rework is a bit of a mixed bag. Carriers have been an issue for a long time, from on-demand spotting to crazy damage outputs, so WG is finally trying to adjust things after years of problematic design. But the tactical squadron decisions haven’t helped and can feel overly punishing for CV players. The Strike Preparation skill likely impacts both surface and aerial torpedoes because they seem to struggle with making the code work smoothly in their aging game engine.
True, but it does beg the question of how much they’re really willing to listen to player feedback. A rethink on CV design was due ages ago!
The new system isn’t that complicated once you get used to it! In a few games, you’ll see it’s actually more intuitive than it sounds. The default flight state is high and safe, then you have options to engage either in Recon mode (which allows spotting) or Attack mode. It’s designed to add variety and balance future gameplay. You can build carriers to be more scout-focused or offensive depending on how you want to go about it—definitely more variety than before!
I appreciate the breakdown! That makes it sound a lot easier than I thought.
Yeah, once you get into it, it might just add some interesting gameplay. Let’s hope it’s better than it seems!
You’re not alone in feeling confused! The complexity of the new flight modes can be a lot to wrap your head around. Honestly, the developers seem to love putting in more complicated systems instead of addressing the core issues with CVs, like their influence on gameplay. Players have been asking for better balance and counterplay options for years, but instead, we get more layers of complexity that might just make things worse.
Exactly! I get they want to innovate, but complicating things more doesn’t seem to be the solution we need.
Right? They need to focus on making CVs less frustrating rather than throwing out these complicated mechanics that just make players more confused.
Interesting point! It would make sense that their coding struggles play a role in these design choices.