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Found 13 results

  1. So I will preface I am not a Unicum, or as skilled in the game as most of you who may read this. I get everyone has their own experiences, and despite only having a few hundred games, they have all been CV games, save for a handful of them. With that in mind, I like to think I have a strong grasp of the class and have been fairly commonly complimented for my contributions to battle by people to my pride. I earned my way the hard way through all the CV lines and have used them all fairly commonly, with my captains on all tiers for CVs ranging about 10 points or more. Laughably low, but for a few hundred games I like to this it's decent enough. Ark Royal was a CV I had been anticipating for quite some time. Being Tier 6, it was within the bracket of money I was interested in, and seemed like a baby Enterprise. Given what I will have to say, this is the first Premium I have written a review on, and will be focusing on my experiences with the CV in so far. The Ark Royal (Will insert a picture later) The Ark Royal is a Tier 6 Premium CV which is modelled after the real life Ark Royal which was responsible for the crippling of the Bismarck. Equipped with Tier 4 Aircraft, the Royal brings fast regeneration and slow aircraft to the frontlines. I made use of a 14 point audacious Captain during my initial game play tests, with the often mandatory Survivability expert, Aircraft armor, and IFHE. I make use of Adrenaline rush, Torpedo speed, and restoration times as my perks. Ship Upgrades consist of Restoration times, return speed, Dive bomber HP and torpedo bomber attack time upgrades. My Impressions As a ship, the Actual Ark Royal itself is a semi maneuverable and armored vessel. While like all CV it will suffer if seen, it itself is capable of shrugging off a seemingly higher degree of damage then it's sister ship, the Furious, will. Boasting a respectable speed of 32 knots, and 4 Secondary dual purpose artillery guns (Funny story about that) per side, the Ark Royal has decent armor and speed for her size, though she also boasts a higher profile which can increase the chance of shells landing against her hull. As a ship, she isn't much to write home about, but as a CV at t6, She is decent enough. Given her Plane speed, I often find I need her near the frontlines in order to properly support my allies. Attack Rockets - Blackburn Skua Stats (boosted to my build, Sorry) HP - 1970 hp Armament - 4 RP.3 60lb No.1 HE rockets - 1500 max a rocket. Speed - 112 Knots Squadron - 9 Aircraft Regen time - 46 Seconds. Impressions - While certainly not a impressive attack craft, I feel the Skuas are given a bad wrap for no realy good reason. Individually, the Skua is a terrible rocket craft, with a short boost time, only 4 rockets a plane, and more. They make up for this however with it's larger attack wing size. With 4 rockets a plane, 12 rockets are fired at one time. Boasting a 6 percent fire chance, their fire chance is only marginally less then that of the Carpet bombers. Combined with their shockingly fast regen time, the Skua among tier 6 attack craft are probably one of the more dangerous squadrons in the air. I frequently see my Skua attacks do more damage then the Carpet bombers with larger targets, and their disposability negates many fears of deplaning. Skua are perfectly adapted to destroying AA guns if you widen the attack circle, and without fear of great losses, can be sent in constant waves against other ships. Boasting a Even higher HP pool then their biplane wingmates, these guys are frighteningly good as I get better with these attack craft. They may not out do a USN grunman attack wing, but they are a close second, and a much more dangerous foe to BBs and cruisers because of their disposable nature. These guys are the perfect burner counterparts to the Biplanes as they can take more damage and have roughly similar burn chances. The Fairy Swordfish Ark Royal Carpet Bomber and Torpedo bomber. Tier 4 Health: 1650(torpedo), 1828 Restoration: 56s , 53s Armament: 1 Mk. 8 Torpedo / 8 40 G.P. Light bombs Speed: 98 -133 Knots Squadron: 9 Aircraft The Historical craft during the Bismarck hunt, The Swordfish is a Biplane craft with middling HP. Bearing the HP of some japanese aircraft, these planes are not really much to write about. I will begin with the Torpedo planes My Torpedo planes have about 1650 hp a plane. Hardly something you can call good, I do suffer losses with my planes. Given their low restoration time, and the tier, its quite hard to notice the loss of a few of these planes. Coming in at a impressive 3 planes per attack wave in both squadrons, the Swordfish torpedo bombers can wrack up high damage even against a t8 opponent, and cause considerable harm against DDs if you can master the drop techniques involved. Given they are British torpedoes, and sped up by the skill, these things are ferocious monsters, and as such, I would label that they out perform their Furious cousins in this respect. Given the high attrition rate of the furious' bombers in some cases, these sword fish, coupled with low speed, can be down right dangerous to just about anything they fight. Turning on a dime, the same target can easily take heavy losses against these bombers, who can be restored easily by the Royal. With the number of torpedoes dropped, and their replacability, I would say these are the most dangerous torpedo bombers of her tier. As for the Carpet bombers, I can't say I approve of them over much. Having a rough 10 percent fire chance per bomb, the Bombers are more then able to land fires on their targets, however their low damage of 2500 per bomb mitigated by the target they hit often works against the squadron. While certainly as great at killing AA mounts for a future torpedo attack and harassing DDs with their spread, and cruisers, the fire chance is simply not enough to work with to consider these as DPS aircraft. Given their disposition, they are good to use when aiding a HE cruiser or a DD, as you can proc a fire and waste the repair party of a target engaged with a ally. Given their fire chance however, they do work well when sent in following Skuas or vice versa, making the two squadrons work well together in procing fires. My carpets boast numbers lower then skuas however, and low speed means that attrition cost is high with these bombers. While not a huge issue due to travel times giving plenty chances to regen the planes, these do have a fair few drawbacks, and certainly can be outperformed by a single skua strike on their own. Final Words Overall, I like the Ark Royal. She is a worth complement to the t6 CV line, and more then able to hold her own. She favors attacking lighter targets, and her Skuas can be fairly strong if used correctly, despite their weak strength, and only outperformed by Ranger's Grunman squadron, but with the benefit of being much more replace-able and even tanky. The two bomber squadrons work well in tandem, but you won't see your damage numbers out of the carpet bombers, which really are better at weakening AA and capitalizing on the vulnerabilities caused by allies in combat. Torpedoes on the other hand can be very dangerous foes if allowed to be, and are her number one most dangerous squadron. The torpedoes can move decently quick, and can tip the scales in just about any tier the carrier is forced into. As for the CV itself, it's decently quick and can turn well, and can pull off some shockingly brazen acts now and then. For a quick story, my team had retreated into a number of Islands they really should have not gone into, trapping me with all of them in a tight spot while enemies got close. I managed to eliminate threats when a enemy BB drew into broadsiding range as I was fleeing from a threat on the other side. Ensue a secondary duel between me and that BB, and somehow we 17th century fought each other as I said past his main guns thankfully and survived. he died just as I passed him, in a epic way. Was funny too. I never had a secondary duel with a BB in a CV and survived. Royal is moderately tanky for a CV, and able to take a few hits, and has earned its place as a favorite carrier among the tier 6 CVs.
  2. For a couple times now I've encountered a very specific bug with autopilot while using Aircraft Carriers that I consider game breaking. What happens is that when I attempt to make a slight correction to the carrier's movement and click right next to the carrier or very close near it to try to stop it while I'm flying planes towards enemies, it bugs out and locks up my controls. I become unable to do anything in the game and only restarting the game completely has fixed this so far. Not even the match ending would fix it, I couldn't even close the game within itself leading me to have to launch task manager and close it from there. It only occurs whenever I click pretty much on the carrier itself or right next to it while it's moving to follow another already given auto-pilot order. I'm generally just trying to have it stop due to a shift in the battle while still flying planes towards the enemy to minimize downtime. I only encountered this bug in CVs, whom rely on it for moving while fighting, and only in the specific circumstance of clicking very close or on the carrier to try to get it to stop while flying planes towards enemy ships. Minimize downtime and all. It's very frustrating to do this to stop the CV so you don't drive yourself into detection range, only to bug out your game and spend 1 or several minutes closing the game, launching the game, loading the main menu, then auto loading into the ongoing battle. Not to mention probably having an entire dead flight of planes that did absolutely no damage since your controls locked up. The bug is avoidable if you simply plan around this and don't need to stop the CV that way. But sometimes you do it in the heat of the moment where every second of downtime and flight counts, meaning you need to stop the CV via autopilot instead of recalling the fighters to do it. I sincerely hope this can get fixed at some point though. It's not fun having to restart the game due to this. I was also able to replicate this bug very easily in the Hakuryu in a training room by clicking on the carrier enough times while in auto pilot mode while flying some attack planes. It becomes very obvious that the bug has occurred as the camera on the attack planes can no longer be turned nor does it turn with the attack planes anymore. You also become unable to do any orders on autopilot's map or anything else aside from moving the planes around and recalling them. You won't be able to launch new ones though nor bring up the game menu to quit the game.
  3. So I know that people are going to get angry at me and tell me CV's should be garbadge and be removed, but I'm going to say this anyway Tier 8 carriers, when uptiered to tier 10, are woefully underpowered. There. I said it. Let the angry comments and negativity flow! All kidding aside, I feel that tier 8 carriers are in a good spot at their tier. At tier 8, I feel that most carriers are in a pretty good spot with some even being borderline overpowered. Sure you can have a CV focus you down if you're alone, but usually you won't do a huge amount of damage or get an absurd number of kills (in my experience). There can be exceptions, *cough American CVs cough*, but for the most part, carriers are not as rewarding as surface ships are. However, notice that I said they were fine at tier 8. When these ships are uptiered, it's a nightmare! Now I am not saying that tier 10 ships shredding planes is a bad thing, I've gone full AA builds on my Des memes myself, but it would be fine if there was about 3 or 4 tier 10 ships as you can try and avoid them and wait for ships to isolate themselves from the rest of the pack. But the constant matchmaking I often have is that the entire enemy team is filled to the brim with tier 10. In that situation, the best you can hope for is to maybe get some chip damage on enemies while having all of your aircraft lost at the first half of the battle. In something like the saipan, where your aircraft replenish slowly, you have to rely on getting your armament on target while being sure you will be completely deplaned. That's why I consider it the weakest aircraft carrier in the entire game as of now. In short, I feel that tier 8 carriers are so underpowered for the constant tier 10 matchmaking they are faced with. But I want to keep this positive so I wanted to give a few suggestions to any of the dev's who might be listening. After all, we should try and give feedback to help make things better. My first idea is the most straightforward. Make it harder for the matchmaker to uptier carriers. Heck, maybe make it harder for some other ships to be uptiered like cossack and z-39. Other ships which have heavy problems with being bottom tier. Maybe after a certain time, the matchmaker allows these ships to go into tier 10 battles just like tier 10 double cv games were solved. My second idea was a little bit more risky. Nerfing the AA of tier 10 ships to tier 8 aircraft. Not tier 10 aircraft, tier 8, ok? Good. As I said this is a bit more risky since this could be exploited by unicums and statpadders alike so I am not sure about this option. Finally, my last idea was to give tier 8 carriers planes a little more health. This isn't the best idea either and is pretty much here just for the rule of threes. This could be easily exploited by sealclubbers who could slaughter enemies without fear of taking heavy damage. Anyways, these are my thoughts on this. I may be wrong about some things so I would love feedback from others. I don't want carrier's to be broken or horribly unfun to play as or against. I do want to see this rework succeed. I hope this layed out my, and other's, issues to those who were willing to read this gigantic vomit of text. Have a great day out there wherever you are! (And please don't get me started on AP bombs vs HE bombs. That's a topic for another day)
  4. Review of the KMS Bismarck Review of the USS Enterprise CV-6 The Review of the HMS Ark Royal! Enjoy! The review review of the IJN Akagi! Enjoy! Here's a quick summary of my current model kit project the IJN Akagi from Hasegawa 1/700 scale. Enjoy!
  5. Flavius_Julius_1

    Aircraft Carrier Bug

    So I was playing my HMS Hermes just now, and part way through the battle I had a squadron in the air, while the squadron was in the air I opened up the map to set my autopilot to re-position myself, left the map, then set myself up for an attack. Only when I left clicked, NOTHING HAPPENED. I thought no big deal, temporary bug, maybe going to a different squadron will fix it, so I hit the F key and tried again. Except that was only the beginning. I couldn't select another squadron, I could no longer speak in chat, I could open the map but when I clicked on it to set an autopilot nothing happened. I couldn't manually control my CV and drive it somewhere, nothing. The only thing I could do is press the enter key and then the tab key to select which chat I would theoretically want to type in, yet when I wanted to type nothing happened. So next thing was I went to the player support tab on the website (this did result in my CV dying), checked the relevant boxes, but then nothing. Nothing came up to let me type in my issue, there wasn't a submit button, nothing. So I am left to come here and vent it out and maybe get some real help on why this issue occurred, how to keep it from happening again, and maybe figure out why player support is not cooperating with me. Edit: I tabbed out to wait on the battle to end so I could try again and see what happens, and this is what I tabbed back into a few minutes later lol. (Btw at this point in the battle I had been dead for quite some time, so the battle report stating my death you can see is waaaayyyy out of date and is just another issue here lol.) When I have the patience again I'll load up later tonight and play, I had to use my task manager to kill the game as it had completely locked up. I can't wait for my brand new computer to show up tomorrow so I can install this game on an SSD and be done with it all lol.
  6. In my last post on this subject (CV Play) the CV Rework was just coming out, and I said I'd keep an open mind, and try it out for awhile, then see how it went. Well, here's my take pm it, at this point (6 Apr 19): The current Update to Carrier Play has caused quite a few players I know personally, as well as others I chat with during matches to simply refuse further CV Play, and many former CV players have even sold-off their carriers in disgust. I have tried to keep an open mind, hoping further "fixes" will make CV Play viable and enjoyable, but so far, have found it to be neither, and in fact, an extremely annoying WASTE of my precious gaming time, particularly when my Tier VIII CV is pitted vs. Tier IX and X ships—even a single, lone CL wipes out my planes before they can drop a single bomb. The CV aircraft flight model continues to be "jerky" (due to the time compression needed) and overall, CV Play has become increasingly "unrealistic" with each new "fix", causing some players resort to unrealistic "work-arounds" to "game the system" --departing even further from logic and historical practice so as to succeed in the faulty CV Play system. Although with practice, I will no doubt develop the proper technique for accurate aerial attacks-- while losing most or all of my attacking squadron by the end of my 2nd pass-- in its current state, I doubt I will ever find CV Play "enjoyable," much less "rewarding" and thus, will avoid it, keeping a token CV for "Spotting" tasks and little else. I have so far resisted selling-off my last CV in disgust, and have not enjoyed even a single mission yet. HOWEVER— aside from a much-needed toning down the fantastic hyper-lethality of AA in general, with some minor "fixes" using existing game mechanics, some of the more frustrating aspects of Carrier Play for both carrier and surface combatant players might be alleviated, as follows: SUGGESTION #1: British Dive Bombers should be allowed to carry, at minimum, 500-lb/230 kg bombs, and ideally, 1,000-lb/500 kg and heavier bombs, just as they did in real life. No aviation force would ever seek to attack armored warships with piddly little 250-lb General Purpose bombs, though they may have been adequate vs. small craft (E-boats, F-lighters, armed trawlers) and coastal freighters-- 500 lb bombs were the rule vs. smaller combatants, such as frigates and destroyers, and were the minimum vs. armored warships. E.g., in a 1944 attack, Fairey Barracudas attacked the battleship Tirpitz with with 1,600 lb (730 kg) and 500 lb (230 kg) bombs, scoring 14 direct hits, which even so, only put the Tirpitz out of action for 8 weeks. Had they used mere 250-lb bombs to which the game currently limits them, there likely would've been no significant damage whatsoever. [Note that of 42 attacking Barracudas, only ONE was lost to enemy AA-- a far cry from the uber-hyper-collossal lethality of AA as it currently exists, and I'm primarily a surface ship operator, and yet I'm embarrassed by just how unbelievably lethal even my little Leander's AA is-- enemy planes just melt away and do nothing, and I've removed all my AA builds, upgrades, and skills-- they're no longer needed, and I pretty much ignore attacking planes.] SUGGESTION #2: Have the ENTIRE attack aircraft squadron, whether Torpedo, Dive Bomber, or Rocket Aircraft launch its ordnance near-simultaneously with the "Squadron Leader" (the central aircraft on the screen the carrier player "flies"). When the player hits his mouse key to "launch ordnance", remaining aircraft of the flight also launch their ordnance, but with a delay of, say, 0.1 seconds to 5 seconds. This will prevent unrealistic "robotic perfection" in the resulting bomb or torpedo pattern that surface ship players used to complain about. In the same manner, the Squadron Leader's (center aircraft) places its strike at the exact center of the "crosshairs" (or torpedo arc), subject to normal "dispersion", and remaining aircraft of the squadron launch their ordnance subject to dispersion from that point, as well possibly a short time delay, just as a volley of warship shells deviates within its "Maximum Dispersion" ellipse already. This is already included in the game mechanics, I believe, but it should be able to be "improved" via certain "Captain Skills" and/or via ship "Upgrades" (see further below). E.g., for dive bombers, bombs other attacking aircraft would have a similar "dispersion" within the "ellipse" that appears on the aiming diagram the player uses, and torpedoes deviate a few mils left or right (randomly) from the "center" of their assigned point in torpedo squadron formation. I.e., torpedoes would also have a "dispersion" of a few mils, left or right, and in time of drop, for each torpedo the squadron successfully drops. Thus, mass torpedo drops will have an appearance similar to a volley of shells, with each individual torpedo deviating slightly, at random, within the Maximum Dispersion parameters for the ship/squadron, just as in real life, and as surface ship shells do already. This would eliminate the unrealistic (and silly) game mechanism that allows only 1 or 2 bombs/torpedoes to "launch" from an entire flight of 4 to 8 aircraft, while the remaining aircraft of the squadron do nothing but fly along as targets, waiting their turn on the next target pass (which is utterly unrealistic, and NEVER done in combat). But it would also prevent the target ship from being overwhelmed with huge numbers of "un-dodgeable" torpedoes or bombs, as many will certainly miss, unless the attacking player is very lucky (as per warship volleys now). So— having the entire squadron attack at once, but with a slightly varying "time of drop" by say, 0.1 to 5 seconds after the "Leader" aircraft (reduced by certain "Crew Skills", as well instituting a "Maximum Dispersion" variance for torpedoes, etc.), targeted ships won't be overwhelmed by a concentrated "perfect" swarm of torpedoes, especially as they "shoot holes" into the attacking formation, and carrier aircraft will be far less exposed to the (already excessively lethal) ship AA defenses, but make attacks like their historical counterparts did, and with similar results.As a starting point, I suggest that the "mil dispersion" for Torpedo Aircraft be placed at +/-10 mils dispersion for early (Tier IV) carrier planes, and reduced slightly for each carrier tier above that, i.e., +/-8 mils @ Tier VI, 7 mils @ Tier VIII, and +/-6 mils @ Tier X, to reflect improved aiming equipment, torpedoes, aircraft, and training of torpedo pilots as the war progressed. Note that this mil dispersion is from each individual plane's position in the FORMATION, not from the Squadron Leader's aim point, as torpedo planes attacked in an on-line formation, spaced at intervals of 50 to 100 meters or more, ensuring a wide "spread" to increase the possibility of a hit for the squadron as a whole. Note that this also assured that it was virtually impossible for every torpedo, or even most of the torpedoes in the squadron's "volley" to hit the target, as many would automatically miss, depending on the target ship's relative course and subsequent reaction. [A "mil" (short for "milliradian) is a measure of angle, typically used in ballistics, i.e., a minute fraction of a circle. Easy to look up, if you're unfamiliar.]kills such as "Basic Firing Training" and "Advanced Firing Training" could be modified to give air squadrons a tighter Maximum Dispersion pattern, by, say, 2 mils each, as well as a "tighter" ordnance drop time relative to the Squadron Leader, say, by 1 second each. Thus a Tier VIII torpedo squadron with both Basic and Advanced firing training would improve its Maximum Dispersion to +/-6 mils, left or right, and drop their torpedoes within 0.0 to 3 seconds of the Squadron Leader's torpedo. For Dive Bombers, the Maximum Dispersion ellipse (that already exists) could be reduced in a similar manner, by say 5 mils "tighter" for both Basic and Advanced Firing Training, each. Thus, a dive bomber squadron with both skills would have its Maximum Dispersion ellipse reduced by 10 mils width and length. [A "mil" (short for "milliradian") is a measure of angle used in ballistics , surveying, etc. I.e., a tiny fractional "slice", if you will, of a circle. Easy to look up if you're unfamiliar.] "Sight Stabilization" Skill would remain as-is; "Aiming Systems Modification-1" might be extended to include reduced aircraft ordnance Maximum Dispersion as well. Later-war (Tier VIII and X) aircraft should be able to attack from higher up, and at much faster airspeeds, as improved torpedoes obviated the need for very low, very slow torpedo drops to prevent destruction of the torpedo. SUGGESTION #3: Aircraft Spotting of Surface Ships— THE PROBLEM: Aircraft are able to spot an enemy ship, so that other ships can fire upon it too easily and in real time, and yet, the range for aircraft spotting of an enemy ship is so limited that a flight of planes often loses sight of its target between passes. Currently, aircraft not only reveal far too much information to allied players, enabling any enemy ship they spot to be fired upon by all; they are also often taken under intense AA fire without even being able to spot the enemy ship that is firing upon them. DISCUSSION: Carrier aircraft of the period were totally unable to provide more than an enemy ship type and rough location and course to distant stations, and typically were, at most, in radio contact only with their own ship's Combat Information Center, assuming it was even in radio range, and long-range radios of the day were often Morse Code key sets, not voice comms, and the enemy ship type and course reported was typically vague at best, and more than not, inaccurate. So as to go undetected, attack aircraft typically flew on "radio listening silence" until commencing their attack, could not communicate with other ships in real time, and went silent again for their return to their carrier, so as to not reveal its location. SOLUTION: To reflect this and improve Aircraft Spotting of Ships, non-spotter aircraft should be able to see enemy surface ships well before they enter the enemy's AA zone— but unable to pass anything more than that ship's type and location for at least 6-12 seconds afterward. Thus, non-spotter, attack aircraft and fighters should UNABLE to spot targets spot enemy ships in real time as if they were a surface ship—they could only reveal an enemy ship's basic type (not name), and only on the Mini Map. Sighting of surface ships by non-spotter aircraft should provide a player's allies ONLY a "shaded red/dashed red" outline of an enemy ship on the Mini Map ONLY, in exactly the same way an enemy ship obscured by bad weather, or spotted by others beyond one's ship's sighting range is currently shown on the Mini Map. Such "spotting" should be revealed to friendly players only after a slight delay— of say, 6 to 10 seconds, to reflect the time required for an aircraft's "home" ship to pass enemy location data to other friendly ships. Spotting Aircraft Use and aspects would continue unchanged. PROBLEM: Overly Lethal AA's Severe Impact on Game Balance: AA is so lethal now that I pretty much ignore incoming planes unless they're from a Tier X CV. The rest just "evaporate" and even if they hit me, they do about as much damage as an 8-inch shell strike, and torp hits virtually never flood. When operating a CV, I suffer from having my planes wiped out on approach to higher-tier and even sometimes to lower-tier ships. My planes are often "surprised" by hidden enemy ships and downed before they can escapey, even with Engine Boost and calling for Fighters to help absorb attacks. Such hyper-lethal AA guarantees that I can never even make it into the upper half of scorers on my team, and am almost always at or close to the bottom. SOLUTION A: Have dual-purpose guns (e.g., Atlanta's 5" guns; the 105mm dual-purpose guns of Prinz Eugen or Tirpitz; 100mm guns of Akizuki…) either fire upon surface targets, or vs. aerial targets, BUT NOT BOTH at the same time. The player must choose, or let the ship's AI decide— When under aerial attack, it fires all guns vs. attacking aircraft, or at least all guns on the "Priority AA" Side, unless the player chooses otherwise, by clicking on a surface target. Medium and Short-range AA guns, of course, would continue to defend the ship, as usual. SOLUTION B: Halve the Hit Probability of all ships— Really now, Continuous Damage Ph's of 88% and 95% (Tier VIII) and 100% (Tier X) are ridiculous for that era, and even for today. Leave Continuous Damage and Burst Radius Damage as is, but entire squadrons vanishing as they approach a lone Leander CL is just awful. Even if this is done, I predict that another "halving" will be needed in the future to bring CV Play into balance with surface ships. This will work, and be balanced as well, if the changes above are implemented I think. SOLUTION C: Stop listening to whiny surface ship players that complain they "…can never see an enemy CV, and therefore can't fight vs. such an "unseen enemy"— That's the just way it was, and is. A ship fights vs. an enemy CV's AIRCRAFT, as the enemy CV is hundreds of kilometers away, not lurking on a tiny map, trying to avoid surface detection and destruction by nearby enemy surface ships, as in the game. In all history, only three (3!) CVs are recorded as lost to enemy surface gunfire. If anything, CV players should be whining about the tiny maps. But don't think because I say this that I'm a CV fan boy, or even "enthusiast"— as, so far, I hate CV Play, and plan to run a CV only as a last resort for a battle task, as it's become a waste of my precious gaming time, unless things improve. Obviously, all this needs to be play-tested, but such changes, using existing game mechanics, could be easily incorporated to make Carrier Play more rewarding and enjoyable, while at the same time allow players to use Naval History (somewhat) as a guide for their tactics. OK-- Thoughts, anyone? Trolls need not reply-- we already know what you (don't) think...
  7. Here's my box overview and progress report on Tamiya's USS Enterprise CV6 1/700th scale. Hope you enjoy!
  8. MakersMike

    Air defense question

    I'm pretty new, and I assumed something about planes attacking but now I'm not sure. When planes are attacking my ship, I notice that little airplane figure that I can move around with my mouse. I'm color blind, but I think it's orange. Am I supposed to aim that towards the attacking planes for better chance at shooting them down or what is that for? And is there a button I should push while aiming it or just point it towards the plane? Thanks
  9. My tactics are mostly developed for Ryujo. CVs have changed yet they remain the same. I still see the same mistakes CV players make now as they did before the update. At this point, my salt to this style of gameplay is lessened enough for me to play "normally". CVs were hated before, CVs are still hated now, and CVs will stay hated afterwards. What makes CVs seem more OP now than they were before? Who knows. The CV skillset was high before but it is much higher now. Communication Do your best to communicate but make sure to focus on the task in front of you Scout Scout either your side or the opposite side Find the weakest side you can find Your eyes are the team's eyes Do your best to not sacrifice your planes Move Set your ship's way points according to what your scouts find and where your team goes or does not go Take it slow and follow the safest side As the side becomes safer, raise your speed when possible One of the safest area's is the enemy spawn if you can get there without being seen Closer you are the faster your attack runs can be Recover Sometimes you are better of waiting than going onto another attack run so let your squads recover for as long as you can from zero Defending Do your best to defend your fleet but focus on your attack run When using the fighter consumable, make sure to drop it after the enemy attack run and a circle and a half in front of your allied ship, this way by the time your fighters can defend your allied ship will be in the circle and ready to counter another enemy attack run Should you be attacked by the enemy CV, go to your minimap and set your way point into a different direction so that you can avoid an hit but focus on your objective before taking control of the ship Should you be attacked by the enemy CV, change squads as many times as you can and use the fighter consumable in front of your ship, this will decimate the enemy(s) attack run (total of four fighter squads in the air is possible in short distance) Attack Find and attack the weakest and solo ships you can, do not attack heavy AA groups of ships Capping Be willing to cap Fight There is no use running from something you can't run from, whether that is enemy speed or gun range You have secondary guns, make use of them Most players won't expect a aircraft carrier to fight back Other I get my good days and my bad days Be fast, find the enemy, take a chance, be willing to cap, be willing to fight, miracles can happen Ryujo Skills & Upgrades
  10. My tactics are mostly developed for Ryujo so it can be harder to use on other aircraft carriers. My proof is in my videos. Aircraft carriers take a lot of time to learn and play. These are my tactics that help me make use of everything that an aircraft carrier can do and should do but most won't do. Speed and patience is everything and hopefully these tactics can help you. World of Warships 7 Basic Tips https://worldofwarships.com/en/news/common/git-gud/ Communication Do your best to say everything you do If someone ask for AA support, reply with anything If they hate you, they will hate you. Do your best to not dwell on it Scout Find the enemy with your dive bombers You can choose to attack them but do not have your dive bombers rearm Find the weakest spot you can find Your eyes are the team's eyes Move While your dive bombers scout, set your ship's way points according to what they find and where your team goes Any movement is better than no movement Defend Defend yourself until you know or expect where the enemy fighters and bombers will be Defend your torpedo bombers to the best of your ability Defend the fleet to the best of your ability Do not let your fighters die carelessly Shadow After your dive bombers find or attack the enemy, have them stay in a safe range from AA and keep them spotted If enemy fighters attack, lead them as far as possible so that your torpedo bombers are safe Attack Attack the weakest spot as fast as you can Once the enemy fleet is able to stay spotted without use of your dive bombers, attack with everything you got Recover Faster your ship moves, faster you recover, faster you rearm, faster you attack Cap Faster you clear an area, faster it is safe, faster you cap Fight If you are spotted by an enemy within concealment range, you are already dead There is no use running from something you can't run from, whether that is enemy speed or gun range You have secondary guns, make use of them Most players won't expect a aircraft carrier to fight back You are the decoy, most ships will almost always shoot a CV when they see it, those seconds or minutes you live is extra time for your team to potentially fight back Miracles can happen, I have 26 total secondary kills with Ryujo Other I get my good days and my bad days Ryujo Skills & Upgrades
  11. I'm in a clan "DEMI" wich offers -14% of the cost of researchable ships which is applied to all tiers , It's applied to all warships except for Aircraft Carriers , this problem appeared after the 0.8.0 update , I have screenshots if you want a proof , please check this out , I'll purchase the ship with it's real price after posting this ticket , and looking forward to get back the 14% after u re-look at it . Best wishes , Ghost_Castle
  12. I am wondering if we should have premium super submarines like IJN I-400 that can launch attack (torpedoes) planes and dive bombers. https://en.wikipedia.org/wiki/I-400-class_submarine
  13. ShinaMashiro

    Saipan and Balancing

    Dear Wargaming, This is an old topic, but I believe the Saipan needs rebalancing. With the near invincible planes, her bombers and torp planes can stay near ships for hours. And with the captain skill, she gets 4 tier 9 planes per squadron, like strafing doesn't even work against her planes, and you always get the bad end of a strafe. How do you counter that?
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