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EasyEight

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About EasyEight

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  1. Any tips for playing CV ships?

    Well, here's a strategy I see a lot with CV players. 1. Find an island and run your CV around behind it. Whatever you do, don't move! Just run aground! 2. Keep your planes behind friendly ships as long as possible before darting out to kill a cripple just before the ships pounding on it get the kill 3. Do the strafey strafey dance, preferably near friendly AA ships 4. If you're a USN CV player, get used to getting stomped by IJN CVs at many tiers, but grit your teeth and carry on! Whatever you do, don't think the way CVs work is at all historical Cheers!
  2. Thanks for the comments. Kind of reluctant to push up tier with UK BBs since I don't like how they are HE spammers, when that's not borne out bu WW2 history.
  3. Howdy all, I've been kind of bouncing all over the place and have been trying to go up tier on each nation for BBs, but each new ship class one takes more effort to grind - thinking I should focus for bit. What are your favorites BBs to go for, and why should I focus on them? 1. Should I push the IJN BBs from Amagi (T8) up a tier to the Izumo? 2. Should I push the USN BBs from Iowa (T9) up a tier to the Montana? 3. Should I push the KM BBs from F Der Grosse (T9) up a tier to the G Kurfurst? 4. Should I push the UK BB from Queen Elizabeth (T6) tier to the KG 5th? 5. Should I push the French BBs up a tier from Lyon (T7) to the Richeliu? Cheers!
  4. Wyoming

    Fair enough, I did run down the USN line pretty fast. At the time I liked the Wyoming compared to other BBs, but then the New York was a let down and a real grind to get past. My top 3 favorite USN BBs are: North Carolina Iowa New Mexico I'm kind of bounce all over the place and have been trying to go up tier on each nation and each ship class, but abandoned the USN CV line at the Ranger, its such an uncompetitive carrier compared to IJN CVs. Re: BB's, what are your favorites? Each one takes more effort to get, here's where I am now: IJN: Amagi -T8 USN: Iowa -T9 KM: F Der Grosse -T9 UK: Queen Elizabeth -T7 France: Lyon - T7
  5. Wyoming

    Oh, braggart! LOL, you ain't all that ya now. Your record in the Wyoming is pretty much the same as mine. I'm an average player and spread my games out across a lot of different ships. For instance, you have zero CV experience and not much DD experience, you've focused on BBs. Good for you! And in checking other threads on this topic, Wyoming stacks up as one of the worst T4 BBs. So not just me. The ship was one of the first in the US line, hasn't been upgraded and hasn't aged well in comparison.
  6. Wyoming

    LOL, says the guy whose record in the Wyoming is about the same as mine... Psycodiver in the Wyoming: 142 75 794 EasyEight in the Wyoming: 147 75 693 Nah, it's just an inaccurate ship with horrible dispersion. It can be fun to brawl with against other slow moving BBs, but a CA with a good HE spam capability will torch it.
  7. Wyoming

    Decided to step back onto the bridge of the Wyoming to give it go -- sorry, seal clubber, this BB sucks. I remembered it more fondly than it plays, apparently. I got burned to death by a Kolberg which is a German T3 cruiser. The Kolberg started plinking at me at around 10km while I was shooting a Myogi a few klicks behind it. Well, that's cheeky!, I thought, I'll show that brute the penalty of annoying a Wyoming! By the time the engagement ended the Kolberg was only 4km away and I was a burnng wreck. I use AP shells, mostly full broadsides, got off 6 broadsides and some odds and ends before I died. *Fired 70-80 AP shells between 10km and 4km range *Only x11 hits *Only x14K damage *No Cit hits *No crit hits (guns out, etc.) As for the Secondaries, I know they nerf them in WOWs, but the Wyoming carries x5 127mm secondaries per side compared to x6 105mm guns on a Kolberg's broadside. So the Wyoming basically has x12 305mm main guns *and* a Kolberg strapped to its side. So, unless the seal you're clubbing is blind and chained down so it can't move -- the Wyoming is not a very good BB.
  8. CV Rework-- What do YOU want?

    Not while in flight. You should be able to decide what load you want to equip your planes when they are rearming on the deck, not after they have launched. If you decide to arm bombs and launch the planes, but change your mind after they are in the air you'd either have to re-arm them with torps after they made their attack, or land them and re-arm. So balance the squadrons and you can get rid of the cludgey strafe mechanism Again, seems like the AA mechanism is broken, why should you need to have your planes fly in circles until your BBs and CAs have knocked out so AA mounts on the laser-guided ack-ack ships before you can attack? That's silly, which is why at higher tiers you see planes "working the front line" by hanging back behind their own ships until its safe to attack. Cheers!
  9. strafing

    But not all nations and planes did, or were suited for "Boom and Zoom" -- that would mostly be US fighters. IJN fighters were more agile and would prefer to dogfight. Basically its just a game mechanic that, as someone pointed out, was designed to give lower tier CVs the chance to challenge higher tier CVs. I don't think works well or adds much to being a CV player.
  10. CV Rework-- What do YOU want?

    My two bits... 1. AA adjustment Yes- readjust it. The AA model is too powerful and leads to bizarre CV behavior. In many games I see the aircraft flying just *behind* their main line BBs and CAs to try and lure oponents in or to minimize the time spent under AA fire. In what naval battle did we ever see that behavior? But ingame it is valid since AA is too powerful, and burn your planes from the sky with ease. 2. Configuration Reworks Yes- The USN can't compete. US CVs are totally nerfed an uncompetitive vs IJN CVs. US CVs have fewer squadrons, longer reload times, put fewer planes in the air and their fighters/planes have less HP and do less DPS. All bass-ackwards. 3. Defensive Fire Rework Remove Defensive Fire from ALL DDs - DDs were *not* primary air defense, they were important secondary defense ships -- the CAs and BBs were primary air defense. They should not have Defensive Fire. 4. Manual Drops Keep all manual drops - no issues 5. Re-armament time Change re-armament time to make it reflect the CV ops of each nation. The US in game is much slower than IJN CVs, which is the opposite of RL. US CVs not only had more elevators, and bigger hangars, the planes all had folding wings which made it easier to maneuver them around on deck and in hangar, they had better ops practices that emphasized speed of turn around. US CVs should have faster re-arm times in early war than IJN, with late war IJN re-arm times catching up to US times. 6. Squadron size Give all nations the same squadron sizes and re-balance planes that way - most nation ran 6-12 plane squadrons, make it all x6 planes each 7. Dive Bombers Reduce Dive Bomber dispersion - this is what they did, they shouldn't have a huge area dispersion, make it tighter 8. Number of planes Make each CV have the number of planes they historically carried in battle 9. Dynamic re-armament. Early war CVs and many IJN planes were single role. As new planes were introduced many of them could be armed with either torps or bombs, particularly true of US planes in mid-late war. An Avenger could carry a torp or bombs. Also, some fighters (mainly US) were also multi-role and could be armed with HE or AP bombs. CVs should be able to toggle back and forth on their plane armaments during a battle much like a ship can select HE or AP shells during a battle. 10. Damage control US CVs (and British Cvs when they appear) were designed with more survivability than IJN CVs, so there should be some kind of fire reduction buff, or perhaps a Damage Control consumable they can load. 11. Armored flight decks. Most British and some US and IJN CVs had armored flight decks. They should take less damage from DBs (Midway, Taiho, Illustrious (UK), etc.) 12. Fly on survivors: CVs were able to recover planes from any ship that flew them - so if an allied CV sinks, surviving planes should be able to land on another CV that has hangar space. Perhaps in order to not have multiple types of one plane (both T5 and T6 TBs on the same ship, for example), the CV that takes the survivors gets a squadron healed, etc. 13. Get rid of strafing. Self explanatory, it's a stupid game mechanism to give CV players something more to do, not needed and leads to off behavior in game. You have enough to do managing multiple squadrons doing different things without strafing. I
  11. Grind US CV line or no?

    Oh heck, I forgot that US fighters were also multi-role and could be armed with a 500lb HE or AP bomb...so a US CV *should* be able to dynamically toggle most of its planes between bombs and torps during a game.
  12. Why American Carriers are so Bad

    Well that's one of the problems right there. WOWs has again skewed the game towards IJN fighters. 1. in RL the F4U-1 is faster: The top speed of the F4U-1 was 392mph vs the A7M1 top speed of 356mph. 2. In RL the DPS should be comparable, perhaps a slight edge to it vs the A7M1, while the A7M2 should have more DPS. The F4U-1 mounted x6 heavy .50cal machine guns vs x2 .52cal MGs and x2 20mm cannon on the A7M1. The A7M2 carried x4 20mm cannon 3. In RL the F4U-1 should have more HP. *All* of the Mitsubishi naval fighters were more fragile than USN fighters The A7M1 had no armor on the cockpit, did not have self-sealing fuel tanks and were made of lighter metals and materials than the F4U-1 By the time the A7M1 was introduced in mid 1944, US fighters generally outclassed IJN fighters in most performance areas except perhaps turning radius. And, unlike IJN fighters, USN fighters were *multi-role*. That means that in game the US player should be able to rearm fighters s Dive Bombers, just as a US player should be able to rearm both its DBs and Tb as either bomb load or torpedoes -- that's how they were designed.
  13. Grind US CV line or no?

    No. US CVs are outclassed in every facet in WOWs, I stopped at the Ranger and regretted all the spent grinding up the tech tree. Yes it' a game and all that, but in RL the US dominated the carrier war at and after the Battle of Midway. In RL: 1. The US could arm its strike planes with torps or bombs 2. US CVs usually had more planes in the hangar because of folding wings, and thus often more planes in the air 3. US CVs had really fast aircraft turn around times compared to IJN 4. After the mid point of the war US planes became better and better, until they outclassed IJN planes In WOWS none of this is true. IJN CVs have more squadron flexibility, they can put more planes in the air, they have a faster turn around. I found to my shock that the T6 Ryujo can put *15* fighters up against only *7* max for the USS Independence. I don't know why WOWS did it this way except they don't like US CVs at all...
  14. Pink - How you doin so far?

    I'm annoyed that the pink system is busted. Now you get pinked not for for intentional or accidental kills, but for damage of almost any kind, such as collisions with team mates, accidental damage from gunfire/torps, etc. And it's pretty draconian. In a recent battle x8 DDs were tangled up in a close range dogfight (x5 DDs per side, and 8 of us all ended up in the same part of the map), and one of my torps hits and damaged but did not kill a team mate. I did about 6K damage, and that alone sucked since he zigged when I thought he would zag, so I was at fault -- but the system literally detonated my Nicholas DD! It applied 16K in "disciplinary penalties" that killed my DD outright in the middle of the battle. So now instead of x3 DDs and a damaged DD we have x2 DDs and a damaged DD...then x2 DDs...then x1DD...then all dead. What the heck kinda system is that?? It's overkill, literally. Turn off team damage if you're so concerned about TKs that you pink so easily and apply stupid over reaction penalties.
  15. I'm annoyed that the pink system is busted. Now you get pinked not for for intentional or accidental kills, but for damage of almost any kind, such as collisions with team mates, accidental damage from gunfire/torps, etc. And it's pretty draconian. In a recent battle x8 DDs were tangled up in a close range dogfight (x5 DDs per side, and 8 of us all ended up in the same part of the map), and one of my torps hits and damaged but did not kill a team mate. I did about 6K damage, and that alone sucked since he zigged when I thought he would zag, so I was at fault -- but the system literally detonated my Nicholas DD! It applied 16K in "disciplinary penalties" that killed my DD outright in the middle of the battle. So now instead of x3 DDs and a damaged DD we have x2 DDs and a damaged DD...then x2 DDs...then x1DD...then all dead. What the heck kinda system is that?? It's overkill, literally. Turn off team damage if you're so concerned about TKs that you pink so easily and apply stupid over reaction penalties.
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