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About LeastWeasel

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  1. LeastWeasel

    My CV planes die fast - how can I change that?

    When you are forced to go in on a target (or group of ships with heavy AA) - remember to: 1) pre-drop so you’re only going in with one flight to attack, and one flight/single plane as a sacrificial buffer to make sure you get the attack off 2) look for targets that are under heavy HE fire - they are likely missing a few turrets. Watch for the orange tracers. Especially with HE bombers, it can pay to loiter a few seconds outside of AA to both identify these targets, and wait for signs they’ve used their DCP & run out its immunity period. Particularly with RN bombers. While you can excel at bullying a piecemeal flank & tormenting solo ships, being able to pile on damage to ensure your team’s momentum is important. 3) Really, really make sure you’re not coming out of an attack in to enemy fighters. There’s a good chance no matter how fast you mash F, they’re not getting home alive. Same with heavy AA - this is where the pre-drop is emphasized time and again. Go in with enough for that one quality run + a little buffer; no more. Double/triple/quad drops are for late game and lone targets if you’re lucky. 4) Experimenting with this myself on RN carriers - consider extra carpet/dive bomber health over torpedo health. At tier 6+ you get the torp bomber heal, and both torps and rockets can launch from a little further away. DBs, especially RN DB’s - need to spend time directly over the target, and in the case of RN, lose over 2/3rds their potential damage if you haven’t dropped along the length of the ship.
  2. Speaking from a tier 8 Implacable: I cannot regenerate planes faster than they can be shot down. If you get caught out & happen to suffer serious squadron losses, it drastically affects what your options are over the next few key moments. And that matters. Damage over time is the goal (and doing that through DoTs is its own separate thing) - but you need to make sure that damage lands in the right place, at the right time. And, in the case of RN carriers, you kind of want the right tools for the job at hand. Having regen’d torp bombers for the last few minutes of the match mean nothing if you needed them to blunt a push or break a flank heavy with BB’s (let’s assume solid deck plating) in the early-mid game. Sure, you can keep pumping out damage - but beyond capitalizing on misplays.and stubborn loners, my limited carrier success has ridden off the ability to apply key damage to a key location at a key time. If you can’t get it in when it counts, the DPM of CV’s becomes less relevant. So even though plane losses can be recouped over time, their absence at a key point can be potent & lead to a serious loss of momentum. Players CAN see this, in an awkward way - just like you can mark a BB in chat when you see your HE volley strip a handful of AA - if you pop most of a squadron of a given plane type - you now know that the CV has generally 2/3rds a full squadron of that type left... so they need to be very cautious with them over the next four to five minutes. Pay attention to what they have out, whether they are sending full flights, and call out when you think you’ve whittled a squadron down. As a DD, being able to read when they’ve run low on rocket planes has helped immensely, likewise when as a BB when I take out a chunk of torpedo planes and see them drop from rotation. Bombers seem to be the all-round option vs most ship types, but have to spend the longest time in active AA without the benefit of a torp heal - when the slingshot goes, this will be moreso. TLDR: heavy losses in one flight: manageable. Heavy losses in 2? Serious impacts. Use that Def AA; long-term regen is moot if you can get a snowball going. Call out when you feel a CV’s rocket/torp/bomber reserves are low or depleted. Thoughts from a new potato.
  3. Great guide, nice to see more talk on tactics. Been following much the same methodology - found you can still get in decent spotting/screening as DD positioned a little closer in to your fleet. It’s not always necessary to be 10km ahead of everyone else. Once the battle’s established and the CV has committed planes elsewhere, you can play a little bolder - had a trio of successful CV hunts in my Mutsuki last night, doing just this. It’s just a matter of patience & occasionally chipping in to deprive the CV of their two key resources: planes and TIME. I always pay attention to what the enemy CV has in the air, and what that means. Can’t say enough about the importance of chiming in with a well-timed priority sector, when a CV has committed to an attack run on a friendly. Your (heretofore unseen) cumulative fire can make the difference in downed planes & increase the time between potent outbound flights. Sure, I’ve broadcast my position to the CV - but if he sends out a flight of (lower health) rocket planes in response, I can do a lot of things to ensure he wastes valuable time trying to find me, or has to sacrifice too many for a single hit.
  4. Really only joined the game a few weeks ago. Started with DD’s and cruisers, experimented with RN carriers after a while. Play mostly between tiers 5-8. As a new player, I don’t see the sky scourge everyone else is speaking of; I actually kind of prefer 1 CV games. 2 is an interesting dynamic; but I will agree that 3 CVs per side at tier 4, when you have less than full teams, is a little much. Working up to the Implacable has given me an appreciation of how much you need to work to get in your damage at the right time in tier 6+ CVs. Cruiser/BB play sees me positioning to either protect or be protected with AA overlap; and DD play involves a judicious combination of running dark, identifying enemy flight patterns, and knowing when to spike your priority sectors. AA values are the one stat I have showing on the team lists; it shows me who I should protect, or hang near for protection. Also appreciating the dynamic wherein some low-rated AA ships actually offer better short-ranged burst damage vs a long range AA bubble (say, Mutsuki vs Gaede) - and how that influences how you can best use them in formations. It’s been said before, but I feel it should be emphasized - while it is hard to completely de-plane a CV, it can be relatively easy to start denying them their ideal tools for the job at hand. Formations remain the absolute bane of CV’s, and early-game attrition can leave them hurting for the right options later on. Honestly, if I am in a position early-game to allow 3 consecutive rockets strikes on my DD (or I am doing the rocket striking) with completely full squadrons, someone in that equation has made a serious mistake. CV’s do not do burst damage the way any other ship can; barring late-game scenarios where you can isolate a weakened ship, they apply pressure over time and are dependent on having the proper tool for the job available. Their pressure feels best applied either containing enemy flankers, or piling on a fight in progress - and playing against CV’s, it is often pretty easy to see their prioritization well in advance. You get to see that plane type and its flight path, and can get a pretty good idea what that CV is up to. If you can blunt that attack - or even better, wipe the flight - that CV basically has, at best, one more effective chance at that kind of run for the next quarter of the battle. Losing flights to well-timed defAA is costly. I like ‘em, and I like what they add to the game. Especially with slingshot maneuvers on the chopping block - there are a lot of tools to mitigate them.
  5. LeastWeasel

    CV torp flood how-to

    Chiming in with more of the same - just snapped off that RN mission pretty quick with an RN carrier - hits on the bow/stern (anywhere the torp protection isn’t, check armor viewer) generate pretty reliable floods; about half of those hits start flooding (before flags), it seems.
  6. LeastWeasel

    My Farragut is terrible, Gaede is grand... help?

    Thanks, monpetitloup - just running the standard 10-pointer right now: PT, LS, SE, CE. Would the other 5 points be BFT/AR to maximize RoF?
  7. LeastWeasel

    Who else enjoys being bottom tier?

    By and large, bottom tier life has been pretty satisfying, up until I landed in the Implacable - I’ve yet to fully upgrade all her planes, but the AA presence in high tier matches has gone from “alright, time to learn/hard mode engaged” to “I blinked and the Friesland blapped an entire squadron in under a second”. Pre-dropping and slingshots have gone from ideas you play with, to techniques I feel I need to spend much more time with. Implacable up against tier IX & X leaves me thinking I need to research the deck armor & AA of various ships and start making a list for bombing priority. Also, watching for fires/DCP becomes key whenever I’m on the bottom rung.
  8. Seeking advice - still new to this game, and relatively terribad. Trying to reconcile the differences between my Farragut/Gaede play; figured I’d fish for advice here in addition to perusing the best youtube has to offer... Really want to learn to love the USN gunboat play. So, running through my shortcomings & experience with each; the Gaede remains more comfortable in each scenario - looking for advice to improve, and specifically handle the Farragut better. 1) POSITIONING, DETECTION RANGE, AND INITIAL ENGAGEMENTS I routinely hang myself out to dry here, first and foremost above all - neither are tops for either speed or concealment; yet I still push for that early cap. The Gaede has been more comfortable for me, as the firing arcs/torp performance means it’s easier to strike from a little further out, and get in initial value. Vs other DD’s, the magical rainbow arc of the Farragut means that the moment the ranges extend to >7km, I’m largely just spray n’ praying. Here, I think the slightly better maneuverability of the Farragut is getting me in to trouble (and its reputation as a close-in fighter is adding to my incautious YOLO-ing). The one early-game situation I feel I end up playing the Farragut responsibly is in 2-3 CV matches... more on that later. 2) MID-GAME, AND AA RESPONSIBILITIES Here is where they kind of even out... once the initial skirmishes happen, and the map is a little more broken up - this is where I feel the smoke/hydro combo of the Gaede can be used a little more aggressively to clean up stray flankers without becoming everyone’s first target. Mid-game (if I make it there, RIP over enthusiastic Farragut). Weirdly enough, the AA capabilities of both kind inform my positioning, here. Feel it’s solid reasoning for games with a CV, but still feeling it out for those clear-sky games. The raw AA number is misleading. The Farragut does much less damage than the Gaede, but over a much longer range. So I tend to play it where I can overlap that bubble with other friendlies. This helps my survivability, but only when I play as a defensive screen - relying on the steady rain of arcing fire & only using torps vs people aggressively closing. Still feels as if it’s less effective vs destroyers here, more serving as fleet support. The Gaede’s lower-rated AA does much more damage, but entirely within the range of of its air detection - so between that, smoke/hydro, and flatter arcs - I play it more aggressively, as it feels like it needs/benefits a nearby division less. In both cases, I open up with priority sector if my spotting is guaranteed and/or the enemy CV has to work through multiple AA bubbles to get at me. After spending some time as a CV, I know that forcing CV to waste extra time to get at you can be on par with whittling down squadrons. Once more, the Farragut’s reputation has me wondering if I am missing something here. Even mid-game, getting the Farragut in under 6km range feels really dicey in most situations. 3) LATE-GAME The extra speed and maneuverability of the Farragut make it more comfortable here, but once more, it can be hard to get into that sub-6km killzone if I’m alone. The better torp spread kind of compensates for the shorter range/slower speed of USN torps - but it still feels far more about setting traps for incoming, than chasing anything down. Here’s also where I acknowledge I should be switching off HE more than I do - and the Gaede feels a more reliable firestarter if you have to stick to hit-and fade. So that’s it. In short, I am pretty certain that beyond those games where I run as an AA screen, I am being way too aggressive in my Farragut - and definitely considering Vigilance, given that working under 6km means those incoming torps are a guarantee. The Gaede feels flexible; how do I get my Farragut there? Am I on the right track thinking I should be far, far less independent with the Farragut?
  9. LeastWeasel

    please help CVs

    New to CV’s, more or less new to the game - but after running extensively in cruisers/DD’s, I decided to see what life was like on the other side... I’ve just stepped in to the tier 8 Implacable. Honestly, it seems fine. I have to lean heavily on DoT for damage, and being able to catch someone after they’ve used their DCP is always clutch. On a good game, fires and floods (clipping bow/stern seems to trigger them often) make up 30-50% of my damage. But now I also get to see how quickly you can run out of your plane of choice, and left flailing against late-game targets with less than optimal tools. Played well, I feel like my CV is a thumb on the scale, a dampening presences on the enemy front, and the scourge of the solo-yolo captain. Those AA bubbles though - even in low tier matches, now, I am making a point of playing more in formation when I’m in a non-CV. And while the flights of planes seem endless, I now at least know what’s happening behind the scenes. The enemy CV’s are forced to fly cautious, and use suboptimal attack craft later on. You won’t straight up deplane a CV any more than you are likely to stop a ship from firing off salvoes (the equivalent would be destroying all turrets) - but you are drastically hampering the potency and frequency of those attack runs. Sure, I can always get in a single solid attack on a cluster of 3 ships - but if they’re properly grouped & gods forbid using priority sector - I can’t make any follow-up attacks without starting to cut in to my reserves for the next run. And being able to double-drop after I force a DCP is where I feel the UK CV’s pull their weight. Now that I’m familiar with the gameplay, I’m starting to feel the difference between an enemy CV scraping their hangar bays for anything to throw in the air vs. a CV captain with all their options at full strength. The fleet is a herd of bison, trundling across the plains, and the CV’s squadrons (and late-game DD’s) are the wolves nipping at their heels. Stay together and trample the enemy in safety; the wolves don’t fare so well when they have to repeatedly dive into your midst to get at your sick and wounded, say nothing of stragglers. I’m sure I could have pushed for a more nautical metaphor here. Anyways, ramble: over. Them’s my newbie feels about playing against (or as RN CVs) at this point in time. AA has an appreciable effect, but it’s not accompanied by dramatic feedback. You can mitigate long-term damage; just like angling can reduce that precipitous lous of HP to a lesser, steady trickle. Likewise, CV’s feel like an effective thumb on the scale unless you insist on breaking away from the herd. It’s all about getting in as much damage as you can - at key points - within the duration of a match.
  10. Coming out of my Hermes experience (and ruminating on my own shortcomings in DD/BB/CL play) - I kinda feel like the biggest thing that made Hermes life a breeze was the sheer amount of solo/yolo play at tier 4, especially in the face of 3 CV’s per side. It seemed like no one would overlap AA bubbles, use sector reinforcement, or catapult fighters. I am a pretty scrub player still, but the amount of fighters I would chew up as any kind of DD if I played closer to the team as an AA screen in CV heavy matches was ridiculous.
  11. LeastWeasel

    Any advice?

    As someone else that just returned to the game, just picked up carriers for the first time ever, and just moved from tier 4 to 6 - shelve that premium, and grind a line up from 4. Sure, the skies are stupid crowded by comparison (how many times have I taken an AA oriented CL to tier 6 and seen only empty skies?) - but tier 4 carrier play is where you get to uses multiple flights out of your squadron, and your planes replenish fast enough to cover all but the most onerous of squadron wipes. At tier 6, my aircraft armament is much more potent, pound for pound, but like you said, you struggle to find openings. Playing a CV at tier 6 has changed my behaviour in other surface ships, for sure - I now announce in chat when I notice my HE volleys stripping AA from a target. There should be a hotkey specifically for that :p
  12. So what are the must-knows, beyond the slingshot? I know about the American’s “enlightened drop” - do we have anything similar? Tier 6 seems a markedly different beast from the oversaturated & low AA Hermes life - I am only now starting to think about the benefits of pre-dropping. And I’m also adjusting to a wider bomb spread, and my beloved bomber’s ideal prey seemingly shifting from DD/CL/CA to BB/CA/CL. Prompting some rethink on skills, as things like SS are starting to like like they might not be that extraneous (Hermes felt so accurate in all it did). Currently running AS, IE, AA - and was thinking about going DE next before anything else, as I love our bombers. SS is slowly entering consideration - do the aim times get longer as we move up tiers? Likewise, mulling over SE & currently wondering if the extra hp will make enough of a diff to warrant the points. Also pondering IEB as a quick pickup, now that mass flak is a thing. Still assuming greater tank & tight turns is a RN aircraft strength, and how to leverage that. Looking for your thoughts, as respecs aren’t free!
  13. Just finished with the Hermes - still have the Hosho and Langley at tier IV, but happy to move past the overcrowding issue at that tier & on to the challenge of how to deal with heavier AA and actually having to worry about losing/replacing planes... I was initially really disappointed with Hermes’ torp planes - but I found that vs BB’s, I could very quickly just loop back and forth over the target and and release my full payload much, much faster than with the other two carriers. I was doing a little less damage overall, but it allowed me flexibility in how much time I had to invest on a target - for when I was less pushing hard for kills, and more thinking about spreading the dampening effect of my CV presence across key points in the enemy line, as needed - or quickly herding an enemy into showing broadside to my fleet. Though I gotta say, BIG difference in the jump from Hermes to Furious... all your squadron loadouts are much more effective (although the RN bombers are nowhere near as reliable vs DD’s as they were on the Hermes), and you now get that versatile torp spread. But gone are the halcyon days of getting to use every one of your attack flights...
  14. LeastWeasel

    P button for shutting AA

    Oho, over theeeere... I bounced the AA shutoff to C and kept the alternate priority sec on tilde... So I suppose by “next to each other” I meant in proximity of my left hand :p I find the moment I want to get everything going is also the time at which I’ll also need to man the WASD.
  15. LeastWeasel

    P button for shutting AA

    Rebind to put your AA toggle & priority sector next to each other. If you’re suddenly opening up, you wanna get in as much as you can. Tangentially related: wish you could set keys specifically for priority port/starboard - too many times where I want to be focusing AA on the side opposite of my target.