CV phase 3 playing feedback
I felt that I lost the distinction of playing the CV because both nation playing the same style, send fighter to rocket damage, then dive bomb to soften up and lastly torp to "mop up". When playing IJN CV, there is a distinction that I have 2 squad of torp so I can cross drop, the USN have only 1 torp squad but more planes. Consequence the fighter also 1 squad but more planes. This forced me to learn about the CV game mechanic "back then". I have to research for tactic, learnt about aa defend and when to attach, when not to attach, when/where/how provide perm spot on enemy dd, prioritise my target, I learn to strafe and manual drop. I then learn to auto drop from t4 and t5, then strafe/manual drop from t6 and up. I learn about the AP bomb and deep water torp (looking at the GZ) and now the Enterprise and go back and revive my tactics used again Enterprise don't use deep water torp but have AP options. Then I learned about the Kaga distinction of have more planes and the Saipan less planes
What WoWs can make in the CV in the future that the DISTINCTION still around ?
Further example of distinction through out the game, the cruiser line of USN strong aa, CA heavy AP nice auto bounce, CL rapid HE thin armour and no torp comparing to the Russian with nasty HE % fire chance flat AP arc and 4.5km and other characteristic.
How can I defend and help my ally while I am on the attack run when I can only have the option of summon guarding planes at the moment I press the button and I continue on? they only appear for the moment.
But with the current play, I have the option if playing IJN CV, I can spare 1 fighter squad guarding my ally and 1 fighter to guard my strike group; aka engage the enemy fighter and make them busy while my strike group can go ahead or withdrawal (depending on the situation); if playing USN I have to be more cunning and taking the opportunity when it present or use the advantage of ally aa bubble (only 1 fighter squad). These micro management is what make playing every tier CV fun and engaging, as a player each cv tier is different in their own play style. The game make me to look into detail of ships characteristic at post battle screen, and having a spread sheet of their aa bubble, radar range, hydro range, and main gun range open. Each CV hangar capacity and how many planes, how many planes in reverse to make up a squad when replenish so that during the battle I can check if I have the air supreme or not, checking how many planes were shoot down and comparing the spread sheet. In doing so, I researching more into the game and learn game mechanic, if player don't need to research with the CV testing phase, players only need to learn to send planes on their attack run consecutively and lost the distinction of the CV characteristic, and it become boring.
The use of consumable and capt perk is great, testing playing CV is great, game style is what need to be looking at now. Please don't loose out each CV characteristic