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LittleWhiteMouse

WoWS Community Contributors
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About LittleWhiteMouse

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  • Birthday February 14
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    www.shipcomrade.com
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    APaintedOwl

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    Female
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    The Realm of Chaos
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    Hobbies: Reading, Writing (duh), Roleplay, Photography, Drawing, Painting, Sculpting, Animating
    Favourite Game IPs: Warcraft, Wildstar, Warhammer

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  1. LittleWhiteMouse

    Any CCs that do lower tier content

    Jingles and Zath both feature content of all tiers.
  2. Thank you for reviewing ships LittleWhiteMouse!

    Many hours of testing/playing and getting the stats - all to give us in depth reviews of ships that can help us captain chose our ships in accordance to our preferences.

    Thank you for looking out for your fellow captains!

    Thank you for your many sacrificed hours!

    Thank you, thank you, thank you!

     

    If you had a Patreon, I would gladly contribute

     

    Good sailing!!!!

     

     

    1. joel9507

      joel9507

      She has a Patreon.  :)

    2. ToadyJanker

      ToadyJanker

      From her "About Me" page

      Quote

      If you like the content I create, please consider supporting me through Patreon.  A single ship review takes upwards of 20+ hours of work to produce and it's not something I can sustain indefinitely.  Even a dollar a month makes all of the difference -- it allows me to eat real food and keep warm in the cold, Canadian winters.  I wish I was joking about either of those points...

  3. LittleWhiteMouse

    Graf Zeppelin vs. Enterprise

    Irrelevant for the reasons stated prior -- there just aren't as many Graf Zeppelins in circulation as the other premiums. People are more likely to have Saipan, Kaga or Enterprise in their port than they are Graf Zeppelin, thus there are more people with the potential to play the other CVs and thus there are more likely to be more games played compared to Graf Zeppelin.
  4. LittleWhiteMouse

    Graf Zeppelin vs. Enterprise

    Graf Zeppelin is all about maximizing the use of her torpedo bombers. Use that speed. You can start your attack runs from 8km out and step on your boost to minimize exposure to sustained AA DPS, put three torps into a target and be back home for tea and medals before Enterprise' torpedo bombers are 3/4 of the way to the target area. And that's really the summation of what makes her good. She puts out attacks faster than other carriers. Yes, your individual hits suck but you'll get more attack runs per game than other carriers because of that speed. That's why she overperformed and got hit with the nerf bat over and over and over again. In even semi-competent hands, Graf Zeppelin is easy to use and it's easy to stack damage to surprising totals and with surprising alacrity.
  5. LittleWhiteMouse

    How often do CVs die last, or at all.

    It is, though. Being functionally deplaned, unable to land strikes and limited only to spotting, is a very common occurrence with aircraft carriers, especially in the hands of a non-expert.
  6. LittleWhiteMouse

    How often do CVs die last, or at all.

    You'll sink most ships before you can fully disarm them in most combat situations. There are a few exceptions, such as the Richelieu-class (Richelieu, Gascogne, Jean Bart). Believe me, I've tested for it.
  7. LittleWhiteMouse

    How often do CVs die last, or at all.

    Don't be asinine. I clearly said base earning values along with expenses.
  8. LittleWhiteMouse

    How often do CVs die last, or at all.

    Largely irrelevant until base earning values can be ascertained. You can fuss about which ship performs better on average once you understand the base costs and earning coefficients.
  9. LittleWhiteMouse

    How often do CVs die last, or at all.

    I propose you do the legwork, come up with a detailed list of the costs for running a CV, including: The operating costs of all 17 aircraft carriers currently in the game (the default "repair" value). The cost of each bomb / torpedo / rocket fired for all 50+ different aircraft, as applicable. The cost of each lost attack plane / dive bomber / torpedo bomber per CV. Again this should be around 50+ different aircraft. The approximate base earnings (before repair costs / premium account, etc) for 20+ co-op games in all 17 aircraft carriers. Once you've done that, we can fairly compare it to the operating costs of surface ships and see if there's any need for an adjustment to CV earning.
  10. LittleWhiteMouse

    When will Slingshot Drop Exploit be fixed?

    They do know about it. It's been in the game since 0.8.0 and "good" CV players have been using and abusing attack runs, pre-dropping ordnance and slingshots for a while now. The immunity provided against flak explosions is chronic to the point of being a non-issue for any CV player with a fair bit of experience. Flak are little more than a celebratory firework at this point. The problem becomes how to fix it. Slingshotting itself is "easily" solved by reducing the immunity within reset-timer between attack runs where the aircraft are vulnerable. The immunity window is just shy of 4.5 seconds right now, lasting most of the recovery period for the majority of aircraft (most recovery time for air groups is 5 seconds with a few notable exceptions). To me, though, this is just symptomatic of a larger problem with AA at the moment. Advanced Fire Training (the 4pt commander skill) isn't worth investing in. Flak itself is a joke, avoided by nearly all aircraft by simply beginning an attack run (again, with a few notable exceptions). I'll be speaking with the devs at some point this week to address these concerns.
  11. The same miraculous way you can somehow expect a CV to have full strike packages still available in your made-up scenario. There's a whole slew of circumstances necessary to predicate it.
  12. I have heard of endgame scenarios. It's still not realistic to expect a CV to be within 10km of an enemy ship and cite that as the norm. It's like claiming that Farragut's short-ranged torpedoes are overpowered because "haven't you heard of island ambushing?" Your end game scenario also assumes that the CVs in question will have sufficient reserves to be able to mount full strikes against said ships which is by far from guaranteed. If said ships are still reasonably clustered and not running off by their onesies like potates, then the CVs are not going to be the decider in such matches. They may, but that's down to the skill of the respective players (with good surface ships providing mutual defense and bad players getting themselves picked off) which is exactly as it should be. I mean, go figure... Do I get to pick the ships in your hypothetical 1 vs 1 scenario (which is all kinds of unrealistic)? Cause I can stack the deck either way.
  13. Try again, that's a reckless exaggeration. It's like saying battleships can fire their guns every 10 seconds because under specific, extreme circumstances, Jean Bart and Bourgogne are capable of nearly pulling this off. Let's start by looking at aircraft speed, with torpedo bombers making up some of the fastest and slowest aircraft tier 8. This gives us the nominal travel times per kilometer of the following: Graf Zeppelin: 2.06 seconds. Shokaku: 2.72s seconds Kaga & Implacable: 2.80 seconds Saipan: 2.84 seconds Lexington: 2.98 seconds Enterprise: 3.10 seconds So for your hypothetical scenario of attacking every 10 to 20 seconds, you get the following distance from the carriers to the targets: Graf Zeppelin: 4.9km to 9.1km Shokaku: 3.7km to 7.4km Kaga & Implacable: 3.6km to 7.1km Saipan: 3.5km to 7km Lexington: 3.4km to 6.7km Enterprise: 3.2km to 6.5km Show me a carrier engaging enemy surface vessels inside of those ranges and I'll show you a carrier that's about to be torn apart by artillery fire and/or torpedoes. Most carriers are engaging targets within 15km to 20km from their position for safety's sake. Travel time aren't even the half of it. There's also setup and aim time on all attacks. Even assuming you didn't have to manoeuvre to line up your shot (which adds time), you have to include setup time of the attack which is another 3 to 4 seconds. Aim time to get the minimum dispersion possible can take over 6 seconds for some attack types. The reality is that a well played carrier, over 20 minutes, using high speed aircraft, is going to setup maybe 1 attack run per minute. Exemplary play might cut this down to an average of 1 attack every 50 to 55 seconds. This comes at the expense of doing no scouting and providing no fighter cover for their team.
  14. LittleWhiteMouse

    What is special about each of the Premium CVs?

    To understand what makes them special necessitates having an understanding of the tech tree ships. Here's a basic overview. LEXINGTON Generally speaking, American carriers specialize in their attack aircraft. While this doesn't make attack aircraft the best weapon to use on said platforms, it does mean that their rockets are hands-down better than those of other nations. Lexington holds true here, with her attack aircraft being excellent on both counts with even her swarm of small HVAR rockets having enough penetration to best the hulls of battleships (which is all kinds of stupid). Better still, she has access to the powerful Tiny Tim rockets which, while few in number, hit almost as hard as HE bombs off dive bombers. Speaking of dive bombers, Lexington's dive bombers dump a nice HE bomb. There's not much more to say about these other than her bombers are painfully slow which can result in high casualties. Up until recently, these were some of the best dive bombers at tier 8 but the patch which corrected their improved accuracy bug has nerfed them considerably, removing their "finger of god" ability to snuff out destroyers on a whim with some high-skill play. Finally, her torpedo planes are pretty meh. They're slow (though tough) and drop 3 slow torpedoes at a time. They do hit hard, though. On the whole, Lexington is a solid generalist with slow, tough aircraft and reasonable hitting power on all of her munition types. She is an easy aircraft carrier to use and scales well with player skill. SHOKAKU Japanese aircraft carriers specialize in their torpedo bombers, evidenced by their deeper reserves here relative to other carriers. Their torpedo planes are reasonably fast with surprisingly small detection range compared to all other aircraft types. Furthermore their torpedoes have a high top speed and are long ranged. These are the aircraft upon which most attacks are focused, limiting Japanese CV versatility and they tend to pick on larger ships because of this bias. This is in part due to Shokaku's general inability to stack damage over time effects any other way. She uses an AP bomb rather than an HE munition on her dive bombers, for example. Japanese rockets are also lackluster with a poor warhead. If this sounds like a poor trade compared to Lexington, you're not wrong. Shokaku's strength is the speed of her aircraft, allowing her to deliver more strikes on target in a shorter time than Lexington. She pays for this with a lack of versatility in munitions (as described above) and for having the most fragile aircraft of the tech tree ships. While focusing on making best use of her torpedo planes will yield the best results, myopic focus on their use to the exclusion of other munition types will hurt her gameplay overall. Shokaku is a challenging aircraft carrier to use but she scales well with player skill. IMPLACABLE British aircraft carriers specialize in their bombers. They have a unique drop pattern, entering a shallow dive rather than a steep one which greatly facilitates aim. This attack pattern shares a lot in common with rocket aircraft, and it's not wrong to treat them as oversized rocket planes. The individual bombs dropped are small -- half the size of those dropped by other nations, with poor damage, penetration and fire chance per hit by comparison. However, where most other dive bomber attack flights might drop between two and six bombers per run, Implacable's flight drops sixteen (!), effectively carpet bombing and saturating it's oblong target area with hits. Implacable's rockets are surprisingly good, if held back with only modest penetration levels. She fires more rockets per salvo than almost any other tier 8 carrier, launching 20 of them per attack. These are particularly good at starting fires on top of the usual mayhem these cause to more lightly armoured ships. By contrast her torpedo planes are only "okay". They drop only two torpedoes per attack run and their damage is on the low side. They do have good flooding chance though and a convergent torpedo drop pattern unique to British carriers. Implacable specializes in stacking damage over time effects, be it with bombs, rockets or torpedoes. All three attack types are viable. She doesn't deal as much immediate direct damage as the other carriers, but few carriers are as apt at taxing the Damage Control Party consumable of your opponents as Implacable is. Implacable is an easy aircraft carrier to use, but she doesn't scale as well with player skill as other carriers. There are fewer tricks to master here. THE PREMIUM CARRIERS The premium carriers are largely modifications of the above themes, exaggerating them to one degree or another. The exception is Graf Zeppelin, which is her own beast entirely, though she really could be treated like a Japanese carrier on the whole, having similar strengths and weaknesses. Here they are, in order of initial release: SAIPAN The design premise of Saipan was to stuff tier 10 aircraft onto a tier 6 carrier hull. Imagine taking Midway's planes and sticking them on a Ranger and you're not too far off. She has tiny, high-powered squadrons with ridiculous striking power per attack flight. However, as tough as her individual planes are, she has next to nothing for reserves. Saipan absolutely punishes her player for making mistakes and it's very easy to be deplaned in this carrier, especially in high tier games. Like Lexington, all three of her aircraft types are solid but they now boast high-speed on top of their versatility. There are few targets she can't handle. Saipan is a difficult aircraft carrier to use but she scales better with player skill than any other CV at tier 8 right now. Depending on the player, she's either a monstrous threat or a limp noodle. ENTERPRISE Enterprise takes Lexington and slaps on training wheels and foam padding. She's meant to be a beginner's aircraft carrier, providing deep reserves and fast aircraft regeneration. If there was ever an aircraft carrier in the game to espouse "unlimited hangar capacity", Enterprise is the ship that gets closest to the mark. She pays for this by taking a healthy hit to her striking power. This is epitomized with her rocket aircraft which use neither Lexington's Tiny Tims or HVAR rockets, but the downtiered version from Ranger's Wildcats. This is disappointing to say the least, and it's echoed with her other munition types. Her torpedo planes are the closest to Lexington's own, but slower and with less hit points per plane. Her dive bombers are the biggest disappointment, IMO, using AP bombs instead of HE. This doesn't make Enterprise bad per se, but she's definitely not hard hitting. She does have her fun quirks, however. Her aircraft are some of the most agile you'll find at their tier. Furthermore, she recovers aircraft half again as quickly as other carriers (and twice as fast as Saipan!). Lastly, she has enormous fighter squadrons which are capable of wiping out almost any aircraft flight they encounter, even Kaga's own monstrous sized squadrons. Enterprise is the easiest tier 8 aircraft carrier to use and she scales reasonably well with player skill. KAGA Kaga is almost a cartoonish exaggeration of Japanese flaws described above. Her rockets aren't just bad, they're the worst found at their tier. Her planes aren't just fragile, they're the weakest at their tier. These vulnerabilities are used as currency to purchase enormous squadron sizes and ridiculously deep reserves of her torpedo bomber and dive bomber groups. Her munitions ditto Shokaku's rocket aircraft but with less than half the number of rockets launched per attack run making them downright forgettable. She drops a weaker torpedo than that found on Shokaku -- on a per hit basis, they're the weakest torpedoes at her tier. However, she does drop four of them per attack run while maintaining Shokaku's long range and high speed of her torpedoes. These are easily Kaga's strongest attack. However, her dive bombers are no slouches. They eschew the use of an AP bomb and instead make use of an HE drop which allows her to stack fires / bloods between her two primary attack types. Kaga's shtick is to use her enormous squadrons to push attacks through air defenses other carriers couldn't contemplate risking, relying on her initial deep reserves to absorb the losses. Playing Kaga can be disheartening to see yourself shedding so many aircraft for only modest gains. Kaga is a moderately difficult aircraft carrier to use. She scales reasonably well with player skill. GRAF ZEPPELIN Graf Zeppelin shares some superficial similarities with Japanese carriers and operates closer to them than British or American CVs. Her gimmick is the speed of her dive bomber and torpedo bombers which are some of the fastest not only at tier 8 but in the game as a whole, greatly reducing exposure to flak and fighters but also accelerating the number of strikes these aircraft can deliver. Her torpedo bombers are particularly attractive with a long range torpedo like Japanese carriers, however they lack the improved speed of their Axis counterparts. The warhead is tiny, though, limiting the power of individual strikes. She makes use of an AP bomb like Shokaku and Enterprise. Her rocket aircraft are curious. They're slow, for one, but very agile. Furthemore, they make use of what some people call a "baby Tiny Tim" -- a large rocket with high damage and good fire setting chance, but she fires few of them. Graf Zeppelin tends to rely heavily on her torpedo bombers over her other strike craft, taking advantage of their speed to make drop after drop after drop. She's so fast that she can make 3 drops for ever 2 of Enterprise or Lexington, for example. However, the relative fragility of her aircraft necessitates managing her reserves carefully to maintain this pace. Graf Zeppelin is an easy aircraft carrier to use (so long as you stick to her torpedo planes). She scales very well with player skill. Conclusions Wargaming has done a good job balancing the tier 8 premium carriers. None of them are overpowered, with Saipan being arguably the strongest in the right hands, but Graf Zeppelin providing the simplest route to big numbers early on. They're each offering unique game play which is also nice to see, but I don't see any of them having universal appeal.
  15. LittleWhiteMouse

    Premium Carriers - More players than you think..

    Saipan is the most unforgiving of the premium carriers. While her planes are individually tougher, they still evapourate quickly when mishandled, making her feel no more durable than Kaga when you misstep.. She does not have the reserves to come back from mistakes. The pay-off for handling her aircraft well and managing her reserves is the best striking power of any of the tier 8 carriers. Her torpedoes are her best feature, but her rockets and dive bombers are not far behind, with great penetration and dealing sizeable chunks of damage per hit each. Saipan uses the large Tiny Tim rockets rather than a flurry of smaller munitions. Enterprise is the most forgiving. While her reserves aren't as deep as Kaga's, she regenerates aircraft much faster. She also has the best fighter groups, tier for tier, in the game. Her big drawback is the speed of planes which greatly limits her striking power. You'll spend a lot more time sending your aircraft to and from the target. Additionally, her individual attacks aren't as hard hitting as her contemporaries. This said, all three of her aircraft types are viable. Her dive bombers make use of AP bombs, though, which limits which targets they work well against. Kaga is strange. She has massive squadrons for her torpedo and dive bombers and ridiculous levels of reserves for all of her aircraft. The catch is that her planes are very fragile and they do not regenerate quickly. To play Kaga is to watch your squadrons continually hemorrhage planes in horrific numbers in order to push her strikes through. Kaga's best feature are her torpedo planes and her dive bombers are okay. Her rockets are terrible, however, and the worst you'll find at tier 8. Graf Zeppelin is also an odd duck. Her best feature, by far, are her torpedo planes. They are some of the fastest aircraft in the game and more than capable of outrunning most deployed fighters when she activates her boost. This allows her to cycle her torpedo planes faster than any other tier 8 carrier, taxing damage control parties and stacking damage. The down side is that her torpedoes don't hit too hard individually, so accuracy and target selection is paramount. Her rocket aircraft are decent but slow. She doesn't fire many rockets and they're mostly suited to large targets where their good penetration and decent fire chance can start some damage-over-time effects. Finally, her dive bombers use AP but they hit like trucks against the right targets.
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