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About Arri_Shi

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    Chief Petty Officer
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    Games, animals, and various types of war machinery.

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  1. Arri_Shi

    Help Against T8-10 AA

    Yea... slingshot drops getting patched out (or nerfed hard) sooner than you think, don't rely on it in the future. I can try and give you a few pointers. -If you aren't anticipating more than one run, such as attempting to target a heavy AA target or group, try dropping a squad or two of planes. The idea is, one does the run, the other absorbs AA fire, and you send the third back to the carrier. For example, you have 9 planes with 3 each, that's normally worth 3 runs but it's likely that you'll only have enough for one pass. You drop one set of planes, so you're down to 6, and you perform the run on the contested target, the 3 who did the run will likely Winchester in time, but even if you F out immediately, the other 3 might be chewed up. That's still more preferable than loosing 6 to AA fire attempting to do multiple passes. Experience will tell you if it's better to F out immediately and hope for the best, or attempt to get into the long range AA bubble (usually >4-4.5km) and escape there. -Flak bursts have a "percentage" to spawn directly in front of your squad every few seconds, usually the lighter the ship the more accurate the flak is. This does make it predictable as flak will always spawn in front of your plane, meaning that you can have time to break or swerve. Planes will have an immunity period when starting an attack run, so in addition to evasive maneuvers coming in, you can also start your run to dodge a line of flak and get into the mid-range AA bubble. -Your heal on your Torpedo planes can be used one of two ways: Recovering from skimming a flak cloud, or fighting DPM from enemy AA to try and preserve enough health to perform 2 runs. Usually, you'll do the later, but it can save single runs if you accidentally get flaked. -Carriers should prioritize open targets, as even two mediocre AA bubbles can make multiple runs tricky. That being said, don't neglect the front line. If you anticipate that you'll be sending planes into important situations where you'll expect heavy losses, drop down to partial squads to perform single runs, minimize casualties while still providing pressure. -Carriers, much like DDs, get stronger the longer the match goes on. Ships get more spread out, AA mounts get shot off, and second passes become more probable. -Remember, you don't have "infinite" planes, you have "regenerative" planes, and loosing an entire squad of dive bombers means that you'll be at half strength for most of the game while they regenerate (unless you're the Kaga and you can afford to go HAM all the time). -If you don't have any lone targets, priority targets, or are completely out-tiered, try ghosting some ships for spotting damage. -If you're up against a target with sufficient AA, try using your explosives (especially rockets) to soften up their AA mounts and start fires. Even on battleships, superstructure hits can cause quite a bit of damage. -Even if they don't hit, Torpedos are great at convincing ships to point in directions they normally wouldn't. Broadside to your BBs, for instance... Hopefully you'll find some advice here that you need, remember, experience is the best teacher!
  2. Arri_Shi

    Pan-Asian BB!

    I do wonder, does this mean a full or partial line isn't far off? The Bajie could have been anything and they made it a BB
  3. I'm not justifying WG's decision to put forth these objectives, I'm just saying that there's a loophole for anyone actually nuts enough to try and exploit the system out of spite that cuts out the worst portion of it. I can be critical of the event while also pointing out easier ways to do it.
  4. I'm fairly certain it's possible. Let's say that you start on Day one (of the event, not the construction), and complete the 20 objectives, that would take you 10 days and give you 200 tokens, they don't specify when to use these so let's assume that they're used immediately. If you continue to do dailies, you'll be effectively be overbudget. If you do them every day, by day 25, you'll have an additional 300 tokens over budget. The bullet list says that you need to spend the 300 tokens acquired by Directive 7 before day 31 of the event (last 24 hours), if you then spend the haul of tokens that you get from the daily missions, you will have no need to spend the tokens from Directive 7, meaning that that mission is effectively rendered optional.
  5. By the time that you acquire the 300 additional tokens, you'll be well within the time margins to spend them in place of doing the 7th directive. Although, you're certainly right about being terrible at math, the first premium booster should have been the default.
  6. If you'll stop your bellyaching for a moment, I did notice an interesting loophole. They ask you to get 20 daily objectives, which is 200 tokens, however there's a potential 64 dailies (640 daily tokens) in the event, which if you did them all, would put you 440 tokens over-budget. As such, if you do 30 dailies (15 extra days) of objectives, you can essentially circumvent the last directive entirely. If you use a booster, that means you don't have to do directive 6. Still tight (and frankly a bit bull), but much more doable. There could be more loopholes in the spreadsheets, but you'll have to look at them yourself.
  7. I do hear that as compensation for the gold boosters, you do get a mega Santa crate, so if you were planing on getting those boxes, you might just grab a booster instead.
  8. Arri_Shi

    RN Carriers get better after tier IV?

    I used to main the Imp, the level bombers on it are tricky and really only ideal for soft targets. That being said, nothing routs a camper faster than having one of them burn them out from behind the island, and as a bonus it also does great at blowing AA to bits.
  9. Arri_Shi

    Viribus Unitis

    Honestly? I play the VU a lot. The issues are mostly the fact that she's got low health, terribad AA, and US Standard speed. Sure, she's not great uptiered, but not a lot of ships are. The tradeoff for that is in the rudder and the guns, this thing can't run, but it sure as hell can turn, which is a good thing because you'll need that bow armor to take shots for you, and you'll be dodging torps as well. The guns on her, I find to be... well, honestly I love them. They're nice to turn, sure they're only 12-inchers but I swear that helps stops overpens, especially against the "all or nothing" armored ships. Landing a broadside with all 12 of them is usually lethal, and they seem to have great ballistics from the time I've been shooting them. I bought the ship, and I certainly don't regret it. Plus she's dam pretty.
  10. I think, one of the more important skills as a CV player to recognize is situational awareness. Know what opportunities arise, know when to relocate, and know when to sacrifice planes. I've been with CVs since 8.0, let me give you some tips. -Know your targets, especially where they do the most AA damage (short, mid, long range). This usually determines the kind of strike that you can do. For instance, the Texas has mid-short range DPS that can obliterate dive bombers, but has a slightly more forgiving opening for torpedo bombers. Take some time to thumb through the tech trees. -Know your openings. Even a good AA ship is vulnerable alone, and even bad AA ships can be exponentially more dangerous when paired up. CVs tend to punish anyone out of formation. -Ocean-dropping: If you need to press into a particularly nasty ship, have a damaged squad, or if you're attacking CVs that still have fighters, dropping ordinance to attack with less wings can save you planes in the long run. -Long-run torpping: Sometimes the delay to start the run puts you in more flack when you should. Idea is to start the run outside of AA range, boost through the bubble and drop, using the boost to exit the bubble on the other side. After which, you can go for another pass or head back to the carrier. It's recommended you get the torp time upgrade, although the GZ is so fast it doesn't really need it. -Know how fighters work. Basically fighters kill at a 1-1 ratio, five fighters will typically fire on an active wing until they've killed 5 planes. Keep this in mind if you need to press into fighter cover. -Manage your heals, using a heal during a torp run can be useful, as it tends to nullify the DoT effect of most AA suites for a short period. This can potentially save quite a few planes. -If you're being chased by fighters and they haven't fired yet, consider dropping ordinance so that they break off and the fighters have less targets to shoot. Alternatively, fly over friendly AA and see if they can get them off your tail. Finally, returning to the carrier might save some planes as well. -Fighters work in an aura, try to place them ahead of units so they can sail into them, or behind the line where you expect planes to fly after an attack on a unit. -The brake is useful, it slows down your run so you can get past the windup period, adjusts the rate at which dive bombers level out and move their attack reticle, and can be used to make tighter turns. I'm probably forgetting some, but experience is the best teacher.
  11. Arri_Shi

    How do I play a Tier VIII Aircraft Carrier?

    You have to be opportunistic, learn how and when to drop planes and attack with half or 2/3 squads, and punish anyone out of formation. CVs in the current meta are basically formation punishers, anyone out of line, on their own, or overextended becomes a valid target and you need to leap on that in order to deal damage. Also, keep an eye out for critically injured targets, it may be worth sacrificing a squad and a speed boost in order to wipe out a ship trying to limp out of a fight, as, for the most part, critically damaged ships hit just as hard as full health. That being said, know which ships to avoid unless you absolutely need to push into them. Anything with those nasty 3-inch guns (DM, Woster, Mino) is a usual no-go zone, and keep in mind that torp planes can be far more resilient than any other squad. DPS is a bigger killer than flak. Much like Destroyers, Carriers become more powerful the longer the match goes as ships dwindle and mounts are destroyed. Save your squad for the rest of the fight when formations break down and shots are traded.
  12. People are up in arms about the (let's be honest) nerfs coming to CVs. Again. Frankly, it's getting tough to be a player because they keep cutting back it's effectiveness each patch, which is why most people quit and leave it up to the most skilled and dedicated who, in turn, cause more damage which calls for more nerfs which further cuts the playerbase, ect. Of course, I'm not here to dwell on that. I'm here to explain what a change to the engine boost will entail, as many non-CV players (and maybe even WG itself) do not realize how important it is to proper play. So I will go over what aspects are effected by a nerf to the effectiveness of the boost. Let's go over what the engine boost does first, each plane has a cruising, minimum and a top speed, usually they're rather far from each other, and the engine boost is the ticket to each one of these speeds by using W and S to boost and brake. Attack planes get a big boost/brake while bombers of any description tend to have a much longer boost that can be used for cruising at top speed for longer, or for making rather long runs. In addition, the brake is also used to slow the squad down to a lower speed where their turning circle becomes tighter, and can affect the trajectory of attack runs. The 0.8.4 patch (as of writing) will proceed to give a nerf to most mid/high tier CVs by cutting their squads engine boost AND engine break to a standard that puts top and minimum speed at a lower spread than what they used to be. In something like a plane, speed is everything, and changing the control of speed that we have affects nearly every aspect of CV play: Scouting This claims to be the primary reason that WG is nerfing the engine boost, namely its top speed. It's to be expected that planes would be used as scouts, even with gimped spotting range, they're a lot faster than ships, not beholden to islands and can see past obstructions. The boost nerf will lower top speed and thus, naturally, any ability to spot ships from a position, but positioning is only half the battle. The range when spotting stops and AA fire begins can be a pretty small margin when dealing with certain stealth cruisers (I'm looking at you Minotaur) and DDs can only be spotted when they're right under you, assuming that they don't have their AA on. The ships are also moving, and when they're in a moderately sized cluster, spotting can be inconsistent compared to the eyes of a DD, and a CV's time is usually better spent punishing stragglers. Ironically, this will be the least effected part of CV play, as even with the nerfs to top speed and the launch delay at the start of the round, planes can and will, still position themselves in such a way to spot large convoys of enemy BBs and still have advantages of spotting over islands that surface ships will simply not have, and frankly that's alright as a DD scout and a plane scout have advantages and disadvantages each. Maneuverability In addition to the boost, the plane has a brake, which is of equal importance. A slower plane is more maneuverable, has a tighter turning circle and can thus change directions quicker. Considering that planes are bound to a mostly 2D plane, this is important for evasion, be it flak dodging or quick turning out of a practically nasty AA bubble. It's also important for maneuvers during attack runs as well. I will touch on all of these later. Reaction Time With a hit to the top speed, the reaction timing of a CV to the changing tides of battle is going to be slower, which means that the CV is going to spend more time just getting to a fight and switching engagements then they are going to do damage. This is especially troublesome, as the CV's job is to apply damage where a team is most vulnerable, namely on stragglers and openings in the battle line. Nerfs to top speed make reaction times plummet, and the CV becomes more inflexible in what roles it need to fulfill. Accuracy/Offense Because of how attack runs work, both windup time and stabilization are affected by time, rather than distance. Slowing a plane down to hit a ship within this windup or counter enemy maneuvers without throwing off your aim is critical to attacking. Ever since the rocket windup and stabilization nerf, the ability to trade time in an AA bubble for more leeway to maneuver is an important part of attacking faster or smaller ships, especially DDs as you normally have a very, very small window to anticipate their movement and hit them while you're right on top of them. This also affects the bombers greatly as well. While a good torp run requires anticipation, it's also partially required that one adjusts to the enemy maneuvers, as they'd usually bow in or out, or sometimes even play with the throttle, and the engine brake is a critical part of this while maintaining accuracy. This is also used for bomb drops as well, as the boost and brake are used to adjust how quickly the plane levels out at the bottom of a run, and thus get more or less distance out of a run. And of course, a nerf to top speed will result in a hampered ability to thrust into enemy AA fire to finish off any damaged ship, as a ship with 40 HP will hit just as hard as one with 40000 HP in most situations. Any nerf to the boost is a nerf to how efficiently a squad can attack a target, which in turn makes it much harder to efficiently do damage. Defense Any hit to the top speed is going to affect how the CV can (in its now more limited capacity) defend a team. Fighter drops are an important deterrence and are best placed before the start of an enemy run, and a certain amount of speed is required to react to enemy thrusts or calls for support. It also affects how a CV can respond to breaks in the line, and point contentions. A CV resetting a cap, or distracting a flanking BB can be an absolute godsend in a tense fight. Self defense will also take a turn for the worse, as it becomes even harder to scan and react to DDs entering your detection radius, and given your position on the back line, means that you are the only support you have. Gimped speed will result in a CV that's less effective for the team. Survivability This is a big one, two aspects are critical to a CV's survival, the DoT effects of AA and the flack bursts that pop in front of you. Both require the use of the boost to effectively minimize the threat of each to a squad. Flak damage is avoidable through careful maneuvering, usually done with the brake and use of the attack windup, while DoT effects can really only be sped through with all the speed you can muster, slingshoting notwithstanding. Of both of these, the DoT effects are the most dangerous to a squad, requiring the use of the engine boost to minimize the damage spent in the effects, mostly by boosting into and/or out of the attack. While flak is less of an issue, the cut in maneuverability makes dodging them much more of an issue, especially since now we're spending more time in DoT effects. In addition, less boost means it's tougher to react to AA ambushes by DDs kitted for picket and CL flakbarges. Any change to the overall top speed will require the squad to take more damage during an attack, and with how AA is normally stacked, this will require taking even more losses than normal in any situation. This is all the changes a change to the boost will provide. Keep in mind, this will likely work both ways, as a buff to the engine boost will make a CV more efficient as well. I just wanted to point out how critical the boost is to the squad, but what do you think? Did I miss anything? What are your thoughts on the potential boost changes?
  13. Arri_Shi

    Quick question about Lexingtons rocket planes.

    I think it's worth mentioning the spread pattern on each. HVARS spread horizontally while TTs spread vertically. You'll need to adjust your tactics, depending on if you tend to attack side-on (HVARs) or head-on (TT). Personally, I find side on attacks to be more available, but that may just be my game. Pay attention to what angle of attack tends to pop up during your games.
  14. Arri_Shi

    Report Your Local CV

    It's funny, every time you play a CV, you get attention, be it good or bad. I see myself as a CV main and despite all the changes everyone seems to have eyes on me as if I'm some kind of massive game-wining entity. Funny thing is, I'm just as capable of carrying in any other ship as I am in a CV, it's just that when you're in a CV, you get noticed. Honestly, I've come to expect the fact that even after 0.8.0, I'm just going to be hated no matter what I do, because CV's are built up to have a great amount of importance with how tightly they're regulated in the economy and in MM. They're still seen as sort of core unit with which all others gravitate around and victory or defeat is simply because of your CV, when that's simply not the case anymore.
  15. Arri_Shi

    French Carriers line?

    The original version of the GZ was kitted out with mostly biplanes, which could put it in early tier 6 as well.