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  1. A quote from the WOW post: However, in this historical period, "fire" could be bracketed out because the armaments carried by fighters of the opposing sides were comparable. So, only altitude, speed, and maneuvering remain. Interestingly, "speed" is mentioned in the other two parameters of Pokryshkin's formula. Altitude is the opposite side of speed. By exchanging the kinetic energy of an aircraft for potential energy, we can gain altitude as our speed increases, and vice versa. This "energy exchange" is where the lion's share of combat maneuvering—the third element of the formula— comes from. 1) A6M fighter had no decent weapon for shooting through the armor on a Wildcat, Hellcat, or Corsair armor. They had a light gun and a 20mm cannon with low ROF, velocity, and range. The Us planes carried .50 caliber guns that could rip through armor, pilot, and engine block. You've got to be kidding or fooling yourself about guns. 2) Early on is was found that the US fighters were all faster than the Japanese planes, especially in a climb, so we shot the Japanese planes down on one pass and sped away for altitude if we missed, then came back. US fighters did not get into "dogfights" with Japanese fighters. They also used the scissors maneuver to take advantage of the Zekes.. Hellcats had a 13:1 kill ratio on Zeroes. 3) USA was flying Bearcats and Mustangs from carriers by the end of the war (real airplanes). Not even the alleged A8M could keep up with that. To see 14 Corsairs go up against 15 Japanese fighters with no ships around, and the Corsairs shoot down 1 or 2 while losing all 14 Corsairs is beyond belief. On the wikipedia page for the wildcat: The Japanese ace Saburō Sakai described the Wildcat's capacity to absorb damage:
  2. Midway jets :(

    This is the first line I ever grinded and the only reason i started playing WoWS in the first place. So first they remove the tier X dive bombers, and nerf them to [edited] tier 8 levels. And then they got rid of the f8f bearcats and now theyve gotten rid of the f7f Starfires too. This practically isnt even a tier 10 carrier anymore like wth. Why? Why this overnerf. Im still at the ranger and I like it. I rarely fight hiryus or kagas but when I do they dont give me much trouble except for saipan which is much harder to deal with. Is this line even worth grinding anymore?
  3. So I finally achieved my dream of getting USS Midway and its... getting bullied by Hakuryu. Badly. I would probably attribute most of it to a disparity in skill, but I still don't feel equipped to fight 3x Tier X fighter squads in the first place. It feels like they're everywhere in one pack at all times. Spot them on left flank, shift to right, they're there too, waiting for me. And I'm not even stock. I waited to get enough Ship & Free EXP to get all the upgrades I needed (Tier IX F4U-4 and Tier X AP DB), plus the money and gold to retrain my commander and purchase upgrades (Air Group Mod. 1, 2, and 3, plus Concealment Mod) Also Worchester seems a little broken to me. This thing vaporizes full squads from what seems like 6-7 km out. Like erases them. Instantly. I'll keep at the grind, but during the meantime, what's the best way of going at it vs a Hakuryu? What's my strategy? Because what I'm trying now clearly isn't working.
  4. Granted CVs are a dying class in the upper tiers and I have been more then vocal advocate for change in the class. After a recent game in the US DM, I can not express my frustration to way people despise the current balance of CV to surface game interaction. Here are the carnage in the pics. Man after this game I hope that Midway driver took a shower sheesh. Again I am not mad at the guy, he did what ever WOWS allows him to do. Wiping out close to 42k in one pass is not only brutal but I think unrealistic even for arcade standards of WOWS. But here is my evidence to the Developers to get a kick laugh at untill the CV rework is done. Later everyone EDIT* We lost the game.
  5. Possible CV fix?

    There are many CV players regard their planes as their weapons and their lives. Without Planes, CVs are useless. So maybe planes HP should be counted towards CV total HP? For e.g. if a CV is deplaned, his HP should be lower compared to a CV that is full of planes and each plane kill is also counted towards the DMG number one received when shooting down the planes. There are too many matches where one side lost just because they can't kill the CV in time. This fix will both rewards more for shooting down planes, plus, make CV survivablity more on-par with other ships in the game. Thought?
  6. Midway's special upgrade: +30% attack plane HP, -5% plane cruise speed. Hakuryu's special upgrade: +15% fighter HP, +5% plane cruise speed. As someone who is insane enough to pick Evasive Maneuver as one of the skills for his 19-pointer (stuck on Lex)...it's no use. Even with +75% from EM the poor T8 torpedo planes won't easily survive tier 10 AA. What can 30% do along slowing the already downtiered fighters to boot? I can't say anything for the Kaiser Tier X bombers, but I doubt that 4000+ HP would save them from destruction on their return trip...or Hakuryu's enhanced fighters (the increased HP would make it harder for gunners to shoot down, and stands better chance to obliterate before running out of ammo)... This is not final though so all is not lost...not that it matters, because carrier rework is in the works, and who wants Midway outside of watching it in its full glory in the port? Just another day in a US carrier captain's life...
  7. AHLA: The Battle of Midway.

    Hi guys! So as the mission for the Midway flag is active right now, as well as it being the 76th anniversary of the battle, I am reposting my AHLA of the battle from last year for you all to enjoy. So sit back and relax and enjoy a good read (I hope ). Fair winds and following seas captains!
  8. CV change and Midway

    WG I know you doing away with the CV or at least changing it the point that current cv players will probably not play it. Please see Fara and others for advice. In the mean time nerf the ijn t10. Having 3 fighters at the same time makes Midway not interesting to play. You are always behind the 8 ball. At least give us a last hurry before you change it entirely.
  9. Apparently the new update, apart from reducing Midway's reserves to 166 planes, also buffs Hakuryu's strike loadout from 2-3-3 to 3-3-2. Midway may have needed a nerf in some areas (let's not pretend Midway's 2-2-2 with tier 10 fighters wasn't more powerful than Hakuryuu) or Hakuryu a buff, but I'd say this goes too far. Midway's hanger reduction already put Midway, who fields slower and more fragile fighters and bombers against Hakuryu, at a disadvantage that even USN fighter squadron numbers and strafing power cannot compensate for. Some players have suggested a return to tier 10 planes, but no mention of that has been made in the dev blogs so far. The final straw is this new Hakuryu buff, so that now not only does Hakuryuu have more and better bombers than Midway (dive bombers aside, but RNGsus is always at work there more for the USN than IJN) but now she also wields complete fighter superiority over Midway, with more squadrons, more planes, and better planes. This is, of course, not to mention Hakuryu's 4-2-2 loadout, which already Midway has trouble (if not being completely incapable of countering thanks to her singular loadout) countering, and which 3-3-2 Hakuryu completely obsoletes anyways. Now, I don't think Midway, even if she got tier 10 planes now, is capable of competing against Hakuryu. As a player (some say a madman) who has grinded up the USN CV all the way to Essex from the dark days before the USN CV rework and when strafing out and all those other mechanics were still being implemented, I ask WG, why? Why do you so hate the tech-tree USN CVs and their captains? Why make it so that the only CVs that can compete in the middle and upper tiers are premiums? Why make all USN CV players question the existence of the grind, suffer the pain of Rangers fighting Saipans and Kagas, Lexingtons fighting Enterprise, Shokaku, and Graf Zeppelin, Essex being constantly outnumbered and outmaneuvered by Taiho, only to find the pinnacle of suffering and anger at the very end of the line? Is it all the kantai players and weebs that whine and moan every time their waifu's defeat and death gets mentioned, or is it members of the CV-mafia elite that play nothing but IJN and protest every time they come across actual competition from a USN CV? Ahem...I did promise a eulogy, and here it is (based upon blood on the risers): He was just a rookie Midway and he surely shook with fright,He checked all his upgrades and his premium consumables;He had to sit and listen to that awful queuing noise,"You ain't gonna sail no more!"(CHORUS)Gory, gory, what a hell of a line to grind,Gory, gory, what a hell of a line to grind,Gory, gory, what a hell of a line to grind,He ain't gonna sail no more!"Is everything balanced?" asked Wargaming from their a**,The captain trembled out a "No," and then they matched him up;He entered into the freezing blue, his planes flying away,And he ain't gonna sail no more.(CHORUS)He scrolled around, he moused around, he waited for the gap,For the fighters, cruisers, defensive AA ships all to move outHe saw his target unaware and set his manual dropAnd he ain't gonna sail no more.(CHORUS)And suddenly came red fighters, swinging back aroundGrober Kurfurst's AA was already opening upHakuryu set the strafing run and his fighters charged right inAnd he ain't gonna sail no more.(CHORUS)The ships he'd sailed and loved and sang kept floating through his mind,He thought about his Enterprise, the one he'd left in port;He thought about the Saipans, and their tier 9 bombers,And he ain't gonna sail no more.(CHORUS)The fighters was already lost, locked in a vain dogfight,The teammates swore and screamed with rage, they right clicked and reported,For it had been expected that a USN CV would fail,And he ain't gonna sail no more.(CHORUS)Group 2, 3, 4, 5, 6, 7 destroyed was all that he could hear;The enemy CV and his AA-spec div-mates all said "git gud"He stopped there, watching all his planes slowly rearm and load,And he ain't gonna sail no more.(CHORUS)(slowly, solemnly; about half the speed of the other verses)There were wrecks upon the oceans, there were curses all in chat,Twenty three reports were hanging out from his place in port,His mouse right-clicked on Midway and moved over to "sell"And he ain't gonna sail no more.(CHORUS)
  10. alright, so I'm gonna break this down a bit, cause there's a lot I wanna cover. first thing's first, reading only the patch notes and not playing anything on the test server. I'm also an avid CV captain so these aren't being said because I hate fighting carriers, they're being said because as a CV, I think this needs to change for the sake of others. (TLDR version... "no games played = wAT?! WG y u do dis? I'm playing hello kitty island!!" "port and no games = well... I'm not happy, you could have at least tried to put some Neosporin on the knife wound..." "gameplay thoughts = do not reduce plane numbers/increase plane health but reduce their damage by 35% or more.") [reading only, no gameplay.] wow, I am not liking this upcoming patch AT ALL... 1.) Midway's losing 40 planes. there are no adjustments to correct the lost planes. we already have it hard enough finding a game, so you're discouraging people from playing even farther? already our numbers are super tiny as is, I'm willing to wait for a match as is, but with the amount of punishment you've been dishing out it's making me once again think I should stop wasting my time hoping you'll do something to help our numbers, mothball all of my carriers, and just load up on DD torps. they flood the waters with upwards of 30 torps from one ship that reaches out to 20km but you don't nerf them... no, you make their torps even harder to detect. 2.) the already difficult medal "Clear Skies" is being replaced by two nearly impossible medals to earn, requiring you to kill 40 or 55 aircraft, so you expect us to wipe out 55% of a Hakuryu's aircraft single-handedly for 10 flags? already the 30+ Clear Skies is silly because of how the game counting system works for this. I guess it doesn't really matter since those flags will be pointless with the death of carriers in this patch. 3.) we've done nothing to Hakuryu to try and balance her vs the now even weaker Midway... do I need to say anything more? I mean really, I was expecting you to bring the Japanese CV line into line with the American CV line with a one loadout option first. if you did that then make the two carriers both fun to play and let our numbers come up tweak their hanger numbers. but no, you decide to leave her alone to encourage us to all switch over to Haku, destroy ships with her, make the enemy whine about her, then you'll nerf Midway again, Haku will run rampant, and then you'll wallop her with the nerf bat and fully and finally kill of carriers... the reason I got into this game. 4.) to make carriers even less useful, we're making torps harder to spot from the air. why? I mean really, why? as I said before, a Shima can fling 30 torps into the water if she so chooses. so my Midway that can't risk her planes to hit a ship is forced into a more defensive role praying that someone will stray too far from the enemy fleet so I can get a few torp hits in, and then my team complains that I'm not spotting anything because my planes on the front lines to spot for them didn't see the torps Shima fired from the edge of my screen. thanks, wargaming for giving CVs some desperately needed "love" this patch, I really thought you were finally making things fun for us again. you even made Midway a little better by giving us a balanced loadout that's pretty good... I mean really wargaming?! what the f(ERRK!!), it's already hard enough to find a match as an aircraft carrier, so do you really feel you need to make it even harder? who's gonna wanna play a midway? "congrats on making it to tier 10, where your fighter's capped out at tier 9, and you're using the exact same bombers as Lexington! and best of all, you'll run out of planes before the match ends, so this T10 comes with a leisurely cruise nearly towards the end regardless of a win or a loss." if you're really going to do this to Midway, please at least tell me you're willing to give her back the F9F jet fighters she once had. I mean really please wargaming, don't take away those 40 planes? it's hard enough as is, and to get results because of all the AA buffs, some games it's a struggle to even have any survivors with 136 planes. or if you wanna take those planes away, at least give us some actual tier 10 planes like midway once had. if you're gonna proceed with this update to Midway, then how about you just remove her from the game, replace her with Essex as the new T10, and introduce the "Yorktown-class Aircraft Carrier." it just means Enterprise enters service as a non-premium carrier with some small tweaks to her aircraft. then you mostly get rid of the "OP Midways" and the few of us that have them still have them as "freeiums". [after updating and looking at ships in the harbor.] so naturally, the first thing I did after logging in was look at Midway, my heart sinks as there's no explanation on what happened to my hanger and why the same planes as before suddenly "take up more space" so we're down 40 planes. this is rather upsetting because one of my favorite things about midway is that I can be more reckless and push attacks. with the loss of 40 planes (that's a loss of about 29% of her current reserves), I'm predicting I'll be far more timid to engage. in other words, if an AA cruiser OR a single fighter team is in the area, bombers won't advance. so yeah... in a way, it's like a battleship in a game full of DDs, she's not gonna do anything cause those torps will punish her for trying to make a push. the next thing is that they're the exact same planes... why am I down 40 planes? WG, at least change the models of the planes so they're "bigger and take up more space in the hanger." bring back the old F9F jets and AD-1 Skysharks, those planes are bigger so they'd take up more space. if they were "buffed" or not doesn't really feel needed, I guess if the F9Fs were going to be redeployed, I'd just make them quicker but more fragile so you can pick your battles. additionally, I'd like to suggest that strafing runs should lose some of their power to help reduce losses, allowing CVs to enjoy the entire battle and not just 75% of the match duration. as, if this change went through, I'm not sure if I'd want to try and wait it out, I might just stop playing and find a new game. [after doing a few matches.] while doing the short climb back up to midway on the test server, I couldn't help but think about CVs and how they're not really fun for either person. because of the finite number of planes, it's not fun for us to try and strike a ship, the losses make it so we're unable to enjoy the game later on. for the targeted player, it's not very fun brawling for 7 minutes with an enemy warship, hear the "torpedoes off the port side!" warning and notice that your AA was crackling away while bombers raced in from 5km out only to drop 500m from you and there's your death. the first thing I thought is "what if air torps did 25~30% less damage, but all CVs got a few more planes to strike with?" or "what if air torps did 25~30% less damage, but the bombers had more health?" honestly, I'd be okay with either of these since I'd still get to enjoy the more aggressive manner I'm used to, I could do like a BB and just go "eh, good enough" and fire a volley off hap-hazardly since I have unlimited shells. would anyone play Yamato if it had ammo and you only got 10 volleys? probably not. so, in conclusion, I'd like to suggest a few options. 1.) change nothing. easily the worst option because nothing changes. 2.1) reduce air raid damage by 25~35% but CVs have larger reserves of planes to make up for the lost damage... or leave them as is with Haku having 100 and Midway having 136. 2.2) proceed with the reduced Midway payload, but give her more durable planes to compensate for the loss of 40 planes. for the fighters tho, I'd bring back the F9Fs, reduce their health, reduce their ammo, but greatly increase their speed allowing them to catch and engage any other aircraft. the TBS would be replaced by the AD-1 Skyshark with a little more health and nothing else. 2.3) air raid damaged is reduced by 50~60%, but CVs have an unlimited number of planes. (probably the second dumbest option, but I might as well throw it out there.) 3.) reduce the damage of strafing runs. it's horrible how overpowered these are, losing 27~47 planes to a single fighter squadron just because you couldn't react fast enough is very discouraging. no one would play Battleships if one could just hold down the alt fire mode and intercept every. single. shell. fired... so yeah, maybe tone that down too. it's rather aggravating that even when you take evasive action against a strafing run, the bombers still lose 4 of 6 planes to a strike that caught them for a second or two. and on the test server, I had a game where my Lexington shut down every single raid a Shōkaku did... not one plane made it within 8km of my fleet because of strafing runs... that's not fun for the other CV, and all I did was tap hold down alt and clicked. cause yeah... looking at a number that says a single bomb hit can do upwards to 10k damage does make me smile, it is probably part of the problem why people give CVs so much hate. if you took off 35% of that damage while letting midway keep her 130 aircraft then that'd mean a single torp does 6414 damage. (25% is 7,400 and that felt too high, 30% is 6,907) now that number might sound rather weak, but remember, that's just a single torp, in the "worst/best" case scenario, 12 torps are heading for the target with a maximum of 76,963 damage from just those 12 bombers (if all 12 somehow survive and hit the target) a more realistic number would be 7 hit the target for 44,898. and for those of you thinking "oh, that's too much damage, it needs to be reduced by 90%!!" keep in mind that it took the CV over 25% of the game clock to deal that damage. if your rubbish in a BB like me, then in roughly the same time, you've dealt about 30~40K damage by just half-heartedly firing 18" shells at targets every 30-ish seconds for a total of 14+ volleys with the forward guns. so a skilled CV has to try harder to do the same amount of damage as a sucky Yamato just saying "FIRE ALL THE SHELLS!!" lol^^; there's still the dive bombers as well, cause it's rather unfair that I can just auto-target a ship and basically get a free citadel hit doing 25K damage. reducing them by 35% means that I'd deal a painful (not citadel) strike of 16,250. that 25K comes from matches on the currently active 7.3 servers over many, many, many games. Please note, that those numbers do not include burning or flooding damage, but that's something that's far more random that I can't really calculate for. these numbers are solely for Midway and American weaponry. DISCLAIMER!! THE NUMBERS BELOW ARE IF EVERY. SINGLE. WEAPON. HITS. these are not real numbers, on average, through total damage Delt by my Midway (and I'd like to think I'm a little above average, but not up there with Fem and iChase.) I score about 133K damage throughout a 20-minute battle. for 7.3 Midway, the quick numbers, if everything somehow survives and hits the target, are... 12 torps = 118,404. 14 bombs = 151,200 Midway reduced by 35% is... 12 torps = 76,963. 14 bombs = 98,280 for a 7.3 assault Hakuryu, the quick numbers, if everything somehow survives and hits the target, are... 12 torps = 102,804. 15 bombs = 69,000. Hakuryu reduced by 35% is... 12 torps = 66,823. 15 bombs = 44,850
  11. So, I'm not sure what compelled me to, but today I decided to look up the real USS Midway to see if it was even possible for them to somehow make a "free premium" version of her like they did for Missouri/Musashi. so first I went to Wikipedia to see when she got her angled flight deck (original idea was "launch and recover at the same time, fewer AA guns are her flaw), but then I discovered something the real midway had WAY more AA guns than what we get in the game. in fact, no Midway-class carrier has that loadout. Midway has too many guns, Coral Sea (CV-43) has too few (only 14 x 5" guns), and the closest is CV-42, USS Franklin D. Roosevelt which has 21 × 4 – 40 mm Bofors /60 caliber guns. our Midway has a jumble of guns that equal the same 21 Bofors, but not all of them are the quads. to make sure Wikipedia didn't have the wrong numbers, I searched the internet for about 30 minutes, finding several sits with war stories and finally two with actual info, one being from the United States Navy. here's what her owners say her stats were... displacement: 45,000 tonslength: 968 feetbeam: 113 feetdraft: 35 feetspeed: 33 knots complement: 4,104 crewarmament: 18 5-inch guns, 84 40mm guns, 68 20mm gunsclass: Midway another site I found even listed the years for USS Midway's armaments over her life. 1945: 18 5-inch (12,7 cm) 54 caliber guns, 84 40mm guns and 28 20mm guns 1950: 14 5-inch (12,7 cm) 54 caliber guns and 40 3-inch (7,6 cm) 50 caliber guns 1957: 10 5-inch (12,7 cm) 54 caliber guns and 22 3-inch (7,6 cm) 50 caliber guns 1961: 10 5-inch (12,7 cm) 54 caliber guns 1963: 4 5-inch (12,7 cm) 54 caliber guns 1970: 3 5-inch (12,7 cm) 54 caliber guns 1985: 2 Mk-25 launchers for Sea Sparrow, 2 Phalanx CIWS Mk-15 so... I if WG sees this, I think they needa tweak the Midway herself (not the planes, I didn't look into those today. lol)... even if they rename her to be CV-42, then it'd still require some tweaking since the AA isn't in line with what either carrier had when they were commissioned. the only unfortunate thing is I can not figure out what configuration those 84 x 40mm guns are in. is that each gun mounted separately? the number of barrels in separate mounts? or 84 batteries with "X" number of 40mms? even if I'm assuming it's the number of total barrels, regardless of configuration, our in-game Midway is missing about 20 of them, cause her total is 62. so where's the other 12 40mms and where's our 28~68 20mms? (I've no idea what happened to 40 of the 20s Wikipedia and the USN say 68, the 3rd site only said she had 28x20mm guns.) included below are links to the three pages I found that had useful information. well, to anyone that reads this, thanks for taking the time to read this. I hope you have a good day. ^^ https://en.wikipedia.org/wiki/USS_Midway_(CV-41) http://www.navy.mil/navydata/ships/carriers/histories/cv41-midway/cv41-midway.html https://www.navysite.de/cvn/cv41.htm
  12. ST Buffs

    so the ST changes were announced today and here are my thoughts on them 1. shima stealth buff well a buff is a buff but I don't think this is what she needed 2. Hipper RoF buff YES ALL THE YES(buffed to 11.5 from 13 is so much nicer) 2A. Prinz Eugen gets a heal as well as a RoF buff sure why not I don't own it but now it has something to set it apart from the Hipper 4. Midway gets less hanger capacity. why just why even if it was a problem why not just buff the Jap CV instead of taking away 40 of the Midway's planes
  13. Essex vs. Midway

    So I'm pretty close to upgrading to the Midway, although I'm having concerns on whether or not its worth it. With the T8 Torpedo bombers I think it could be problematic seeing more T10 ships then I do already. Other opinions? On a side note, does anyone know how T10 cv queue is?
  14. To start off, I would like to note that this post will only be addressing the balancing of the tier 10 carriers, although some of the issues are shared throughout the entire class. Carriers have always been in a strange spot in regards to balancing, and in many ways it seems that CV gameplay and balancing is lagging behind the rest of the game. I've played CVs since CBT, and truly enjoy the class, but find it extremely frustrating when there are long standing balance issues which have not been addressed. For the sake of providing legitimacy to my arguments below: The Problem with Midway: I want to touch on the Midway first, since the latest news from the WoWS Development Facebook Page is that she is going to be nerfed, having her hanger size reduced from 136 planes to 96 planes (almost a 30% hanger nerf). While I agree that the Midway needs changes, I feel this approach is a crude and simplified solution to a more complicated problem. Midway has gone through a number of changes over the years, but I will be focusing on the balancing issues with her current setup. Firstly, tier 8 planes on a tier 10 ship. This was a balancing option explored by WG through the Kaga (tier 6 planes on a tier 7 ship), and this option was applied to Midway in an attempt to offset her advantage in squad size and hanger capacity. While on paper this may seem like a good idea, theoretically mitigating her air power by making her planes slower and more vulnerable, it caused a number of flow-down issues. Weaker planes mean that CV captains are more likely to go for targets with less AA, and less likely to try and push risky strikes through enemy AA. Ultimately, this means that the targets of choice become bottom tier ships and destroyers. Having a carrier two tiers higher than you focus you down is not a pleasant experience, and this only leads to frustration when players feel powerless. While some destroyers are equipped to deal with plane threats, many lack the raw DPS, or defensive fire, to deter planes. Furthermore, destroyers which rely on their torpedoes can be completely negated by aircraft spotting, again creating a frustrating situation where players feel powerless. Unfortunately, while this was always a problem, it is even more serious with the Midway's current setup due to the weaker tier 8 planes. Furthermore, tier 8 planes also lead to frustration from the carrier captain's perspective. While against lower tier ships, or ships with poor AA, you will perform extremely strongly, this performance drops off significantly against ships with better AA protection. At tier 10, there is a multitude of vessels which field extremely strong AA, all of which can easily defeat your squads of tier 8 planes. Even ships with "mediocre" AA at tier 10 will still cause casualties against tier 8 planes. If the enemy decides to ball up, concentrating all their AA, even ships with poor AA become challenging targets. If the matchmaker throws you against a collection of ships with strong AA, it is entirely possible you will be unable to effectively strike targets, relying on your team to weaken enemy AA, or for the enemy ships to spread out. This situation can be extremely frustrating for the carrier player, and it can feel like your ability to be effective in game is decided by a throw of the dice. While player skill no doubt has a role, there are still situations where players feel powerless against enemy AA strength/concentration. While the Midway gained striking power after her planes got downtiered, this change is often a "double or nothing" situation. Either you can obliterate entire flanks of lower tier ships/ships with poor AA, or you are forced to play passively - else lose planes futilely to enemy AA. Again, this situation is frustrating and undesirable. Secondly, slow rearm time is a trait of USN CVs, however the main time-loss between strikes is spent by planes traveling between the CV and the target. Combat distances are farther at tier 10, and the Midway's rather poor concealment forces it to keep its distance from the front-line. You will almost always need upwards of two minutes between strikes, meaning the number of strikes per game is severely limited. This problem is magnified by the tier 8 planes, which are significantly slower than Midway's old flightdeck, or their IJN counterparts on the Hakuryu. This restriction forces carrier players to be selective in their targets, since a failed strike will cost them precious time. Unlike a battleship which fires every 30 seconds, (or other ship classes), carriers cannot afford to take chances. This problem is especially relevant to the Midway, and again results in carrier players focusing lower tiered ships, ships which are vulnerable. The most vulnerable ships tend to have weaker AA, and are isolated from the rest of their team - namely destroyers. Yet again, a situation is created where players feel powerless and frustrated. If WG implements the proposed fix published on the Developer Facebook page, both these two problems will be further magnified. The hanger capacity of a carrier is its healthbar - without planes, a CV is little more than a barge. Losing 40 planes is almost a 30% reduction in the ability of the Midway to sustain a fight. If the Yamato lost 30% of her HP, players would be forced to play her more passively, and take less risks. The same will occur with the Midway, with carrier captains forced to choose their targets even more restrictively than before. Activities such as spotting enemy ships, defending against enemy aircraft near enemy AA, and striking important targets if they have AA cover, all become more risky. Having plane reserves is the difference between pushing a strike against a low health tier 10 ship, or instead targeting the isolated tier 8 with limited impact on the game's outcome. It is the difference between defending an allied ship against enemy strike aircraft, and instead withholding fighters out of fear of running out later in the match. In my opinion, such a change would be incredibly harmful to carrier gameplay at tier 10, further exacerbating existing problems. The Problem with Hakuryu: The Hakuryu's recent problems mainly stem from the current iteration of the Midway. Previously she had an advantage in torpedo power (12 vs 6), but that was lost after Midway gained a second torpedo squadron, although Midway's planes are significantly weaker. Most importantly, this made Midway much stronger at cross-dropping destroyers, something that Hakuryu had been stronger at previously. While Midway's fighters have more recently been nerfed, they still trump those of the Hakuryu, meaning that the Hakuryu has weaker fighters, while also losing the edge in alpha strike. Another existing issue with Hakuryu was the weakness of her dive-bombers compared to the USN equivalent. This means that Hakuryu's dive-bombers are primarily used to start fires, focusing on DoT (damage over time), rather than alpha damage. However, the USN dive-bombers have the best of both worlds, with excellent fire-starting capacity, and good alpha damage. This gap in performance become more significant once the USN CVs tier 8-10 gained access to AP bombs, which have the ability to deal crippling damage against certain targets. Previously, this difference was justified by the weaker torpedo armament on Midway, however this is no longer the case. Meaning that in regards to alpha capacity and DoT capacity, Midway has stronger torpedo bombers and dive bombers. The key difference which keeps the Hakuryu from being completely outclassed is that Hakuryu retains her tier 10 planes, which are faster and with more HP than the Midway's. The other small advantage is that Hakuryu has her planes split into 8 squads, rather than Midway's 6, giving her a theoretical edge in spotting and scouting. However, in practice, the 6 Midway squadrons are more than adequate, and the laggy CV UI prevents players from micro managing Hakuryu's 8 squads separately at the same time. As such, while the Hakuryu is by no means a "bad" tier 10, nor would I call her "weak", she has certainly lost most of what set her apart from the Midway. While it would be nice to see some small improvements to her dive-bomber armament, changes should be aimed at restoring some advantages over the Midway. It is perfectly fine for one tier 10 CV to be weaker in certain areas than the other, but it must also be stronger in some areas in return. Potential Solutions: The problem with CV balancing is a complicated one, and thus finding a good solution is difficult, and at times elusive. I'd like to propose a few ideas, mainly centered around the balancing of the two tier 10 carriers. Remove Midway's "Double or Nothing" Paradigm: Currently Midway is balanced around having a massive strike payload, offset by weaker tier 8 planes. This however means that the Midway completely overpowers lower tier ships, and those who are vulnerable (such as destroyers). On the flip side, this massive payload is useless when up against ships with strong AA, or even multiple ships with mediocre AA if their auras are overlapped. This situation is frustrating, and it often feels that your ability to contribute is decided by a dice roll. Instead, I propose that Midway's loadout be altered, with a weaker payload, but stronger and faster planes. This way, carrier captains would have more strikes per game, and a wider range of potential targets. This flexibility means that carrier captains can remain effective, of course, AA ships would still inflict considerable casualties, but at least carrier players would have the ability to push strikes through against damaged AA ships, or masses of ships with weaker AA. Furthermore, a weaker payload per strike means less situations where players are obliterated in a single strike - a situation which is frustrating for players. While the Midway's average damage would remain comparable, the damage would be spread out over more strikes, and more targets. This lightens the pressure for CV players to make every strike count, affording them the ability to attack riskier targets. This same change can be applied to the Hakuryu, with a lowered alpha strike in return for faster plane speeds, meaning damage is spread over more strikes per game. Encourage Carriers to Split Strike Packages: Currently, the best way to attack enemy ships in most scenarios is to stack squads together, and attack in a single wave, overwhelming AA defenses to land as many hits as possible. This is often done separately with torpedo bombers and dive-bombers, to force ships to repair before hitting them with a DoT effect. In the status quo, all the alpha damage of the strike is focused against a single enemy ship, often leading to their destruction in a single strike (not a fun experience). If carrier players had an incentive to split their squads up, and attack different targets simultaneously, this damage would be spread over multiple ships. Again, by spreading damage out over multiple separate strikes, CV gameplay becomes more reliable, and less frustrating for both sides. Currently, the main issues standing in the way of this shift in striking paradigm are: The slow carrier user interface. The lag when switching between squads is often a hard cap on your ability to micromanage multiple squads at the same time. Even the delay when issuing orders to squads can be frustrating. On lower tier CVs with only a couple squads, this is not so much of an issue, but on a ship such as the Hakuryu controlling 8 separate squads simultaneously is almost impossible due to this delay. Because of this, it is much easier to simply mass squads together, effectively controlling two or three torpedo/dive bomber squads as a single entity. AA mechanics. Due to how AA damage is calculated, and how focus fire (control+click) works currently, it is more efficient to send all squads in at once against a single target. If the strike paradigm is to change, the AA mechanics would need to be reworked. One potential option would be to change it so that all squads in an AA aura receive equal damage at all times. Plane HP. This is linked to the AA mechanics, but is especially a problem on the Midway, with its undertiered planes. I would suggest that the alpha damage of each squad be reduced, but in return their survivability and speed increased. Plane rearm times. The current rearm times are more supportive of large, massed strikes. This is partly due to the fact that the rearm time of planes is relatively short compared to the time it takes them to travel between the CV and their target/s. If their travel time was shorter (by making planes faster), and their rearm time was longer, this balance would shift. As one potential option, a carrier would only be able to rearm one squad at a time. Carriers would then be more efficient if they staggered their strike squads, staggering their rearming, and attacking in multiple smaller strike waves rather than trying to mass their planes for a single large one. Getting Rid of the Deplane-ing Meta: This idea is no doubt a controversial one, and I admit I have not fully explored the consequences of this suggestion. With the analogy of a CV's hanger capacity as their equivalent of a healthbar, I suggest a method through which they can "heal", or in this case, recover more plane reserves. For example, once deplaned, a CV player might gain "X" many fighter planes after a certain period of time (perhaps justified as reinforcements from off-map). If the CV is deplaned again, the period of time before the next set of "X" fighter plane reinforcements arrive increases. In this proposal, a CV which loses all their planes is not rendered completely useless, however the objective of deplane-ing an enemy CV remains meaningful. This makes CV gameplay more forgiving, and provides a bit of flexibility for CV players to partake in more risky activities such as spotting, or defending allied ships against enemy aircraft. Furthermore, it lessens the impact of the allied CV getting deplaned on the rest of the team. Currently, a deplaned CV is of very little help to the team, and the team loses access to spotting and fighter protection - often putting them at a significant disadvantage. Through this proposal, this disadvantage, while still present, is reduced. The result is to hopefully reduce the frustration among a team when their CV loses the air war, and to provide a more forgiving experience for CV players who get deplaned. The Introduction of Radio-Range to Force Carriers Closer to the Battle: This was an idea suggested some time ago by Little White Mouse (please correct me if I am wrong). Similar to in World of Tanks, radio range in Warships would limit the distance at which carriers could render enemy ships. While you would still see them on the mini-map, their exact locations in the bird's-eye view would only appear if they were within this radio range. This would force carriers to move closer to the front-lines, instead of running to the back of the map. As a result, this reduces the travel time of planes between the CV and potential targets, increasing the number of strikes per game, and making CV damage more reliable since it is spread over more strikes, and more targets. Futhermore, it adds another element to CV gameplay. While of course CVs won't be fighting on the vanguard, they will not longer be so safe from flanking DDs, or enemy fighters which might spot them. In this way, it forces CV players to be more engaged in the gameplay, since it is now in their best interests to keep spotting potential flanking ships, and to prevent stray enemy fighters from spotting them. Concerning the Midway Rework Proposal on the Developer Facebook Page: I totally disagree with this course of action, and feel it will only make matters worse. While in my opinion, Midway does need to be nerfed (and was over-buffed into her current state), these changes can be done in small steps through my first suggestion. Massive changes like knocking out 30% of her hanger capacity will not help the core problems in her balancing. In conclusion, oh man this turned out a lot longer than I thought it would. If you made it this far, I thank you for reading through my prattling, and I hope I got my points across. The implementation of carrier gameplay is really something special about World of Warships, and something that made it stick out above the crowd for me. Balancing such a unique class is by no means an easy job, but I feel that it is an area which WG has neglected over the past few years. I sincerely hope that CV balance is something that will be given a serious look, as I truly believe that it has the potential to be an extremely positive aspect of the game.
  15. In summary : Hipper ROF and turn buffs, Shimakaze concealement buff, Midway hangar nerf, Orion sigma nerf. edit : just noticed, somebody else has already posted this info (an hour ago).
  16. Midway no fun!

    I want to preface this with, playing a Midway is probably very fun for the Midway player, but not for a lowly T8 battleship. I've been in many T10 battles with my T8, and only one single ship makes me want to just yolo to my death so I can get into a more balanced match without a Midway. It doesn't seem to matter how close I am to support, a juicy T8 BB seems impossible for a Midway to pass up. Definately not fun for me being insta-deleted. Not sure is there can be any way that any (non-AA monster) T8 ships can enjoy being in a match with a Midway. I certainly am not asking for them to be nerfed. Just looking for some way to not just give up the instant I get matched in game with one.
  17. Why not put midway at T8?

    Really, why not put midway at T8? T8 fighters T8 torpedo bombers TX rng maybe you gonna hit something drop bombers... Just put the danm ship at T8 in place of lex (another useless usn cv in this game). the TX AA its just gonna melt everthing.
  18. MIdway Fighter Nerf

    WG again cant stop [edited]with the US CV's now they went and nerfed the fighters to t8 and did NOT compensate or warn players of this un -called for, un-wanted and un-necessary nerf, if WG'ing wants to make it a t8 ship then make it a T8 ship, if that is the case. Not everyone lives their live in the forums and PT's. and nothing in the main news page until a day or 2 before the nerf, Further more, i already had the T9 and 10 planes researched now i have to RE -research the t9 fighters again and re-spec my commander at my own cost, i worked long and hard for a ship I no longer want Oh by the way the Hakyryu kept its 4 T10 fighter squadrons load out.... W T F WG'ing!
  19. Midway rebalanced

    There is no valid reason to rebalance Midway other than enemy players who whine and cry because IJN high tier CVs are inferior. I have played many matches with USN vs USN. That is an accurate way to test the abilities of the players. How long will Americans players continue to fund WG if they listen to the whiners from other nations? I have been grinding USN CV up to T8. No more because I bust my butt and WG pushes a button and turns the Midway into a weak CV. I have been grinding USN DD up to T7. No more because WG will rebalance Benson, Fletcher and Gearing because they are superior. I am proud to be American and I choose to play USN.
  20. (***) Midway Nerf to T9

    I read USN CV Midway fighters will be nerf to T9 next patch. So new Midway will have the following loadouts. T9 Fighters, T8 Torpedo bombers and T10 Dive Bombers So why are we still calling Midway a T10 CV when most of her planes are T8 and T9??? Why not remove CV tech trees completely if dev are struggling this much to balance the class? Just keep the premiums for both nations and introduce submarines???
  21. It may be just a UI thing but when i switch between flight control modification 2 and air groups mod 3 the cruise speed and plane hit points don't reflect the changes.
  22. Just saw the post from the developer blog on upcoming supertest changes for the USN Midway and made a quick video posting my response to this proposed nerf to the Midway. What are your thoughts on this proposed nerf? Do you think it's warranted? Do you think that, once again, there is bias toward the IJN CVs? Post your responses! Got an idea on an actual balance fix? Post that below too! Maybe we can get them to reconsider this "balance change" that seems to be once again targetting the USN carriers while leaving the IJN alone and completely unaddressed.
  23. advice sought. I have been in several battles recently which have emphasised speed over airpower, 1st strike over scouting and air def. Should I be fitting flight control 1&2? (instead of fighter hp buffs air groups 1&2)
  24. I am happy to announce that the Midway is once again playable with it's 2 2 2 loadout. This was just my first game and only vs another Midway in a small 8v8 so I'll have to see what it's like vs a Hak (hopefully not a 4 2 2) and games loaded with AA cruisers. It was a lot of fun and I beat out my 98 planes shot down from a crazy Saipan game. I was a bit rusty and things looked hairy for a bit but I managed to get it done. Here's the replay, hope you enjoy!
  25. CVs in this game be like...

    Game1: Game2 (literally 30 seconds later): It all depends on matchup: the AA on the enemy team, how bunched up they are, how effective the enemy CV is, how potato your team is... and how much you decide to potato a match.