Jump to content

Search the Community

Showing results for tags 'carrier'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • World of Warships - News and Information
    • News And Announcements
    • Updates and PTS
    • Developer's Corner
    • Player Gatherings and Events
    • Community Programs Corner
  • Feedback and Support
    • Support
  • General WoWs Discussion
    • General Game Discussion
    • Contests and Competitions
    • Clan and Divisions Hub
    • Game Guides and Tutorials
    • Discussions about Warships
    • Player Modifications
  • Off Topic
    • Historical Discussions and Studies
    • Off-Topic
  • International Forums
    • Foro en Español
    • Fórum Brasileiro

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 42 results

  1. This is NOT a pick on CV rant. I am having fun playing the class. I hope this post will help other CV players understand this class. OK I am new to CVs and I am going to talk about my experiences as I progress. Remember this is my experiences and may not be the same as others. I have found the Japanese and American Tier 4 carriers to play alike. I do not have enough battles in the British to give a opinion at this time. I found the damage done so far is light compared to other ship classes I have played. I played co-op battles to get a feel of targeting before I played some randoms. I was doing 15 k of damage and 30 k plus as a high. This is certainly due to my lack of game experience with this class atm. I will say that I had out performed other carriers in the same game from both sides most of the time. This may be due to the players of tier 4 Cvs being new to the class. Hard to tell at this time. I had gotten the tier 6 Ranger. Here I am playing still with the basic aircraft and have only 3 battles in the CV. I have found that some of the BBs AA are so strong they are shooting down every plane without me being able to launch and attack. The BBs were isolated from other ships, tier 8 and were the only ship that was AAing my planes. All three battles were in Co-Op. I will add further info as I play more battles. At this point I intend going to go up the American CV line. Please express your experiences as well. If any one would offer any suggestions on how to play CVs, please any thing helps. I am getting help from my clans CV players as well :)
  2. PrinceOfTheOcean

    Tips for Hosho?

    I got Hosho today, and my first game went rather well; 2 Destroyed 50k Damage and 3 Citadels (I didn't notice that the Hosho had AP dive bombers, I thought they started at the Ryujo). I noticed a significant improvement with the Hosho over the Ranger, even though the Ranger is of higher tier. However, the games after that I was only able to get 20k-30k damage per game, with the same number of citadels. I don't think I know how to lead torps correctly; I can only hit one torp on a destroyer in a run and it's difficult for me to hit cruisers and battleships. With the attack planes I think I will get better as I get a new computer, but is there a good angle at which you should come in with your attack aircraft? With the AP dive bombers I watched Yuro's Ryujo at least three times, but when i try to drop from mid height I don't start the run correctly and my bombs end up missing. When i stick to high height it;s the same thing. I have gotten mediocre with the AP dive bombers, but once again I would like to get better. Are there any tips that you experienced payers can give me, someone who sucks at CV in general? Also, does anyone have recommendations for captain skills and upgrades? I'm training a IJN carrier captain (obviously) that currently has Air Supremacy and Torpedo Acceleration. For upgrades I have Air Groups Modification 1 and Aircraft Engines Modification 1. Thanks!!!
  3. How to Play CV Rework Changes: Table of Contents: 1. Introduction. The rework is truly upon us. With such a major change coming to the game, there are probably many people who aren't aware what can be done, how to even play, or even know it's happening. To this end, I have gone over what can be done in the rework a lot, testing ideas from people and even theory crafting my own. I have been the carrier and the ship trying to maximize the potential and exploit the game to a high level in these interactions. I don’t have the patience of LWM to show you the tiny details, so instead I will focus on the overall effect of ships vs carrier, and the players behind them, while also discussing the best ways to combat from either side. Take note that I only spent my time in tier 8-10, against as many actual players I could find and I will be using video examples taken from my twitch to explain everything that I will be talking about here (there are vulgarities in the example videos, you have been warned). If you like the effort put into this, and want to see me in action, follow the channel here. https://www.twitch.tv/pulicat Also note that when I say Ships, I mean non-CV ships. 2. The Carrier Experience. In my time playing the CV’s, I actually had a good time. The gameplay lines up much better with what it’s like playing other classes, the controls and events are fluid, and the visuals are great especially with the new perspective. I’ve seen a lot of complaints from players saying it’s boring, that all you do is just attack over and over the same way. Perhaps they are just people who only play the old carriers, but if they aren’t they should take a second look. You control 1 thing, and use concealment, positioning and accuracy to attack the enemy and avoid damage in return, exactly like every other class. However, the difference is in how you attack. Ships in the game simply throw their shells and torps at each other and whittle down the only HP bar they have. Carriers fight in this way, but they are not fought in this way. The CVs have 3 separate HP bars, the one that’s applied to their hull, their plane reserves, and their plane HP. The plane HP is what you fight to fend off an individual attack, and at most a squadron can use ½ or 2/3 of the maximum strikes before plane risk is too high. Every plane that escapes, no matter it’s health, is a full HP plane later, which brings us to the second HP bar, the carriers reserves. This is probably the closest resemblance you can find to the HP of a normal ship going down over time. The more plane kills you can get, the more you are actually hurting the CV, but it’s important to keep in mind that the CV is regenerating the reserve HP by about 1-2 planes per squadron for every attack it sends out. If the CV player is using all their squads, you will want at least 4-6 plane kills done to every squad in order to outpace the regeneration. That is what the actual hull HP of the carrier is doing, a floating factory that once you finally kill, you put it out of commission for good. This gives the CVs a big advantage against another ship. Overall, I think there will be a portion of players that enjoy the new carriers, like DD players as they play very similar now. Both quick and low alpha damage (so they say), weak against group focus. It makes a lot of sense that WG decided to branch the carrier tech tree off of Destroyers when you think about it like that. 3. The Carrier Balance, IJN vs USN. Feels mostly like brains vs brawn. IJN have less but stronger and faster torps, AP bombs and comparatively slow attack craft with less rockets. Their planes are weaker overall, and the AP bombs suffer to this. USN on the other hand focuses on saturating the target with more in their payload in exchange for less damage. Their attack craft are much faster but the bombers much slower, and all squads more durable. It’s the much more DoT (damage over time) focused of the two, but there are methods for both nations to cripple opponents with DoTs. The Tier 10s are a different matter entirely however. Their deck armor makes it so that the only effective squad to ‘cv snipe’ them with is torpedo planes, which can be dodged. Here is an example of 2 tier 10 CV trying to snipe me from the start of the game. I am completely without allied support, fending for myself. After I take a big hit because I was just sitting still not caring, I start actively countering and they can never finish the job. I end up killing 50 planes. Example: Being CV sniped by 2 enemy carriers. Unfortunately, at other tiers, CV snipe is still possible, but at least unlikely. It’ll take them some time since you are so far away, and your summon fighter and plane fighters make it so an enemy squad can only attack you once before being swarmed down, it’s simply not a viable strategy to winning the game unless the kill is confirmed in 2-3 attacks. 4. Basic Carrier Gameplay. It’s fairly straightforward in terms of controls. You can use WASD for movement, and mouse aiming for fine tuning. It will probably take some time to adjust to the mouse aiming, as you will find it doing it automatically while you're just looking around. If you use right click to lock your guns and look around playing a ship, this same thing works for planes. When attacking another class of ship, it's important to use the correct aircraft for the job. When attacking destroyers, Attack Planes have the easiest time. The damage may not always be great, but keep in mind they're not always going to be trying to dodge only you as you are keeping them spotted. Torpedo Bombers are good for dropping into smoke, but a moving DD will be a very tough target. Dive Bombers are the least useful, but that doesn't mean it's impossible to hit. When attacking cruisers, Attack Planes are once again your best choice. They are quick enough to take less damage within enemy AA auras, have reliable damage, and don't care too much about enemy angling. Dive Bombers can be a good choice as well, especially AP bombs. Stationary cruisers camping islands will be a prime target for DBs. Torpedo Bombers are least effective, as they are slow and dodgable for a cruiser. When attacking battleships, literally everything works. They are not maneuverable enough to dodge attacks well, and can be harassed effectively. 4-1. Starting an Attack Run and the Grey Marker. That grey marker is very important, far beyond just where the attack lines up. The grey marker represents the point at which your planes will achieve full accuracy with their aim during the attack run if you do not debuff the accuracy with moving. Example: Grey Marker Represents Full Aim Note where the grey marker is when I start the attack run, and you will see it lines up with where I get full aim. 4-2. Do Not Move When Starting an Attack Run. This is key. Get in as close as possible to your target with the grey marker lined up, make sure your mouse is centered on it and do not WASD or mouse move and you will achieve full aim in the shortest amount of time, leaving you less exposed in your limited attack run movement. If you happen to overshoot with the marker slightly, you can hold slow down (Skey) and this will not affect your aim negatively, but give you more time to aim. This does expose you to flak however. Example: Don't Move While Aiming Also, if there are a lot of ships with AA, it will affect your aim time. 4-3. Don’t Be Greedy. Most people will probably learn over time, but if you go through with a strike and more than half your planes are yellow HP or less, just send them home. It’s honestly not worth crippling your late game potential if you lose your planes by trying to turn around and get another strike. If you are squad shortening, you can always just launch the same squad and get back there. Your games are long in CVs, be patient and think of the long game. 4-4. Do not bother with pre-emptive on-summon fighter drops. They are better saved for BBs that have used DCP. Tell your BBs to either say they used DCP or use a quick command to ask for AA support. If you see bombers flying around, don’t try to drop a fighter on them. It simply does not engage fast enough and will be wasted. They are also good for yourself in the late game, which may become very cv vs cv. The consumables will fill the gaps of the one for your CV. Example: Dropping fighters on enemy planes doesn't work. 4-5. Using Attack Runs Defensively. In certain situations, you may find use to use the attack run to lower your planes closer to the water. You can duck behind certain islands to avoid enemy AA guns, or even from being spotted entirely. It's important to note that currently you can't cancel an attack run in progress, but you aren't usually locked out of attacking again for very long. So it's possible to attack run to sneak in, exit attack run for your approach, and then start the actual attack run. This was requested to be added in by @MaliceA4Thought. 5. Advanced Carrier Techniques. This is the section I believe most people will be interested in. Over my time playing I tried existing strategies I heard of and even came up with a couple on my own that have potential to be really strong options. 5-1. Hakuryu Stealth Torping and Sequential Dropping. Everyone probably knows about this one by now. With the 8km torps and full conceal, you are able to drop torpedoes 7km away from a target, and turn away holding the S key to never be spotted by him. Though the torps are slow, people still land torpedoes with ships like the Sims or Black. This will be very potent against ships that like to hug islands, bow tanking or are otherwise relatively immobile. Sequential drops are very potent too, as the torps are extremely stealthy. Once you get good at aiming the lead and predicting opponent reaction, you will hit them. And with the spacing on the torps, you may be able to reapply flood after they DCPed one in the first wave, all without losing a single torp bomber. Examples: Stealth Torping. Sequential Dropping 5-2. Squad Shortening. This is one of mine, as far as I know nobody has tried this or talked about it at all. The idea is when you launch a fresh squadron, you immediately drop a payload to send the planes back home. This is best used in 2 situations. At the start of the game, you can shorten your attack plane scouts to half so it’s easier to dodge in the long-range flak bubbles, and to make sure you can launch a full squad of the same type right behind landing the ones you’re on. The applications are limited because, even though you are able to dodge flak easier, continuous AA damage will have less planes to work over. The effect of continuous is best explained in this thread here made by @Edgecaseand @GoldPile. You might be able to get more use out of Last Gasp this way too. 5-3. Forcing DCP. As we all know, a flood is usually an instant DCP for any ship that suffers one. Using the above trick to fly around with 2 torp strikes instead of 3 and having a full squad at home, you can try to dive through heavier AA to get one torp strike on a BB and fly away with Last Gasp. If you flood that BB, he’s going to have to DCP it. Land the rest of your weakened torp planes and launch a full hp squad to do the same thing again. It is nearly impossible to stop a full HP squadron from coming in and attacking once, but it is very possible to stop a second strike from the same group. This method gets around that limitation, and can guarantee anywhere from 30-40s of uninterrupted flood damage, plus two torp plane strikes worth of damage on a BB. And that’s assuming they’re running premium DCP with max cooldown reduction. On top of that, you will barely lose any torp planes. Very viable but the window is short and you must be able to launch enough torp planes to field nearly 2 full squads at one time. Take care of your reserves. Example: DCP Forcing. I have taken the flooding mechanic changes into account for this technique, and have determined it will still be effective and potentially more. 5-4. Abusing Flak Spawns (Plinko Flak). Flak is the deadliest thing to you, obviously, and sometimes the flak walls spawn too long for you to go around. A lot of the time I see this complaint, the planes are flying right at their target, so the flak wall spawns between you and the target forcing you to fly around and mess up your attack run. One thing to note is that the flak spawns in front of you, not always between you and the target. This can be abused, and with the name Plinko you probably already understand. When approaching a target, use boost to go full speed at an angle to the target ship. When the inevitable flak wall spawns, release boost, turn to another angle and boost again as if you were just rolling off the wall to the side. You can adjust how you want to plinko the flak based on how your opponent is maneuvering against you, but it is an extremely reliable way to not only mitigate flak damage, but potentially remove it entirely, including defensive fire. Examples: Plinko ex.1 Plinko ex.2 Plinko ex.3 6. The Ship Experience. The workload here has gone up. Now everything you knew about the game must be considered with carriers. No longer will CVs appear once every 5 or 10 games. It will be common to see at least 1v1, and probably a lot of 2v2 coming right out of the patch, especially with a new carrier line coming out in 0.8.1. Unfortunately most of my experience fighting other ships with carriers around was against bots in PTS. Even with that limited experience, I don't think fighting carriers will be much different as it is with RTS CVs. It can be slightly satisfying when you see the big red damage numbers done to planes, but after a while it became a bit hollow. The CV is still just fighting against a mechanic, not against me directly. As much as I really wish for direct control over my AA so that it's really ME he is fighting, I think this would be too much for a good amount of players to handle without suffering. Now before you start saying that's crazy talk, people should either be able to handle it or be punished, I would agree with you IF there was skill based matchmaking. At least then, the players with lower capabilities would fight people of similar skill only, and what they would or wouldn't be able to do wouldn't be as unfair. I don't find it unreasonable to give some concessions to those players since they are forced to play against really good players. Back on topic to Automated AA however, having the entire interaction with another class be automated is fairly frustrating at times. I can think of a couple unobtrusive ways where a player can have more interaction with the aircraft, and that will be below where I suggest mechanic additions. Overall, carriers and ships interact the same way, it will just be much more frequent now since they will appear in more games. There will be some system shock at first, and I have no doubt that gameplay will settle and be balanced around it over time. Whether I want to be a ship in that gameplay however remains to be seen, and right now it's sitting at a no. 7. Defending Yourself from Airstrikes. Stay near ships with defensive fire if you don’t have one, don’t get engaged by planes when you can’t maneuver much, and be very careful with your DCP. At the start of 0.8.0, a lot of players won’t be experienced yet and you may not notice their effect all that much. They will probably lose a lot of planes doing things they shouldn’t, and be out of reserves for late game. Don’t let that fool you, good carriers will be deadly as ever, and nothing but the longest flak walls, highest continuous damage and most bizarre maneuvering will stop them. Using your defensive fire or catapult planes should not always be used just because you have them active. Saving them for more dangerous squad types, or protecting yourself from follow up attacks while your DCP is down would be better than trying to defensive fire rocket planes as soon as you see them. When Attack Planes are coming for you, their main goal is your soft spots. The biggest one being your superstructure. To describe how they launch rockets, I will use Shokaku as an example. They launch rockets within their elliptical as 2, and then 8, followed by the last 2 in a straight line. This means that broadsiding the incoming attack planes is exactly what they want you to do. Try to show the least amount of profile possible while still keeping them in your sector to fight against them the best. With Torpedo planes, the same can be applied. Show the least amount of profile as possible while maintaining your sector on them. You also want to try to turn towards them if you can, because this will reduce the amount of time the torpedoes are around you and reducing your movement options. If you turn away, it sets up potential for the enemy cv to cross drop you, since torpedoes move slower and they'll box you in longer. With Dive bombers, their preferred angle is with you pointing directly toward or away from them. At least the tech tree ones. Give them as much broadside as possible. 7-1 Beating CVs with the Numbers. What it comes down to now is minimizing the enemy CVs effect on you and the game as much as possible. Any amount of time waste and plane reserve hits you can cause to the enemy are victories. Even if they are small, they all add up, and wasting their time is good since they are focused on damage over time. Remember, even though there will be more players in carriers that you will see often, there will be a balance between good and bad ones, so it may not always be so bad fighting against a carrier. 7-2 DDs vs Carriers. Destroyers will still have to be careful early game, because attack planes can still hurt even if they don't delete you. Try to take a more cautious approach to caps, so as not to be spotted in the open by planes and be attacked by both them and enemy ships. Watch out for torpedo planes assisting in cross dropping your smoke. 7-3 Early Sector Switching. When under attack by a squadron, and you know they will pass over to your other side, try to learn the timing of your sector switch delay to line it up so it switches right when they pass over. This will maximize your sector, and there is no AA loss in switching. It will take some time to get it right, but every little bit will help. 7-4 The Downtier Experience. Be really careful when you are bottom tier against a CV as well. It's really hard to defend yourself alone against strong planes, almost to the point where it seems unfair. I hope WG puts more focus onto this area of balance. The downtier experience To judge whether or not you were successful in fighting off a plane attack, a good rule of thumb would be expecting 3 plane kills and upwards to even have a noticeable effect on his reserves per attack. If the enemy carrier is smart though, he will just land his planes before he loses too much. The best you can expect most of the time is to make sure you only get attacked once by the entire squadron, and try to mitigate the damage from that 1 attack as best you can. 8. Possible Mechanic Additions. One thing that is really strong right now is using the land command for your squadron right after an attack. Your planes disappear so quickly that the enemy can’t really shoot you down. Something that would be good is adding a similar effect of strafing out of a fighter lock. Losing a plane doing so, or taking a lot of damage from AA if you use the land command inside short or medium range AA. This would at least give the ships more of a chance to destroy planes and some punishment or risk to pulling the land maneuver (flying high into the sky sharply) right over enemy AA. I also think that since fires on CV only last 5s, the DCP auto consumable should never activate for them. A player would never use it for that, even if they somehow happened to have 4 fires going, that would not come close to the damage of a normal fire on anything else. Even if there are players that would want the auto use to activate for a single fire, it would just do them more harm than good. In respect to the lack of interaction for ships in fighting aircraft, one thing that would be doable is re-implement ctrl-click aircraft, and have a delay of 3-4 seconds between each time you are able to click to add in a couple bonus ticks of continuous damage. Nothing that will disrupt the balance, but at least add some player action = impact. Another thing that could help with that would be to add a fourth attack mode, being AA. Picture the mode you get for torpedoes, a large cone representing the limits of your aim, and a smaller one showing you where you are aiming within that cone. The smaller cone would increase the damage for any aircraft that are inside it (above it), and the large aim limits would just be your AA auras. This would not only be a better and more interactive system than what I just mentioned above, but this would also be better than the sector system. The smaller aim cone could be 1/4 or even 1/6 of your AA aura, like a slice of pie. You could lock it in place with the key used to activate the sector system now, so you could do other things, or take direct control during an attack to maximize the damage you do to the planes. You yourself fighting a CV while it is attacking you. This isn't quite as far as real control over your AA, but it would line up well with existing gameplay and reduce the automated RNG of your AA that is your entire interaction with another class. By @NCC81701, Have you thought about viability to adding manual control to altitude and AA similar to subs? Say for High altitude drop is less accurate but takes less damage from Short/Mid AA but low altitude attack is more accurate but take more damage from Short/Mid AA. The player ship then have to judge/decide the altitude level of the large caliber AA/flack burst. if it's at the correct altitude it does bonus damage. Cooldown will be present for changing the altitude of both planes and large caliber AA of course. 9. General Thoughts. Overall, I enjoyed my experience playing CVs, the same cannot be said for playing ships against them however. I feel that the gameplay of WoWs is much more strategic and enjoyable without CVs in random battles, and a lot of that is lost with them. When CVs are around, they dominate the no-mans land, and nothing can really contest this. Even if the CV can no longer one shot you, it doesn't change the environment they cause. This will really be felt if WG puts in 2v2 CV matches. If WG happens to read this, I really think you should limit it to 1v1 for at least 0.8.0, and then evaluate the effect from live to consider if upping the amount for 0.8.1 is warranted. I know this will impact the amount of people trying to play CV in 0.8.0 and the queue times, but 2v2 would really put negative opinions in people's minds as they experience it as ships, no matter how balanced you might think it is. Being attacked by a carrier is not something people will enjoy, and doubling that occurrence is risky for tolerance. 10. Thank You. I hope this Guide/Opinion piece was useful to you. I put a lot of work into it over the course of the week, and tried to make it as unbiased and fair as possible. I ask that you share this with people in the game so they too can get a handle on this new gameplay, and if you have questions or want to counterpoint what I’m saying, I’m always glad to respond. You can either comment to this thread or talk to me in Twitch. Also, feel free to argue points made here or by other people commenting, but keep it civil so this thread remains unlocked and open for discussion. Special Thanks to: @HellaCopterRescue for putting up with my long rants and playing Devil’s Advocate, along with helping me test things for video. This guide would not be what it is without his help. @Kousatsu for assistance behind the scenes ensuring this guide was well structured. @Carrier_Hornet for playing CV for me so I could play ships in PTS and guarantee carrier games. @Warlord78 and @Ponymagistrate for reviewing this guide among other things.
  4. Recently there has been a MASSIVE CC OUTCRY against the state of the carriers. Sadly as a pretty seasoned player myself, and one quite obsessed with watching tutorials and understanding game mechanics, I find many of the complains well-placed. Starting with: Flamu, arguably our most well-known CC. His clan name is now [FK_CV] and also used DeleteCV ID before. So we all know about his opinions on CV as of late. Also done several CV-bullying videos including the recent commentaries on Baltimore, Atago and several more, and players genuinely cheer for them. So, maybe Flamu is biased, maybe he doesn't really that much about the rework-CV after all. Then we have: Flambass complaining about the surface-carrier interaction: -Shot down 50 planes himself -Carrier STILL come in with full strikes regardless -Blap him repeatedly for massive dmg, regardless of dodging and skills World of Warships - F%%K, now I have to upload it to YT https://www.youtube.com/watch?v=N3DBgFkfAHU And more to come, the iChase video, in less than 24 hrs https://www.youtube.com/watch?v=KHrR-MfGO-k "It's essential the SAME ISSUE that you are gonna hear from ALL THE GOOD PLAYERS essentially in the game.. who have issues with Carrier-Surface ship interaction" "When I play CV against surface ships, I can feel how UNFAIR the interaction is" "I generally DO NOT play DD's these days... with carrier, it's just game over from there" "There are times when I just DON'T WANT TO PLAY ANYMORE" -iChase also mentioned around 13:15 that JINGLES has ALSO been complaining about CV's these days. Mighty Hosho: Thanks to smart Developers https://www.youtube.com/watch?v=TkR1jhqfPn0 Now TopTier is a CARRIER player, and generally defends the state of CV. But even he finds it ridiculous how many low tier CV's there are, how little surface ships can do to them. -Also shows Hosho gaming with ~15 torp planes after nerf to squad return speed, which means MORE planes than hanger+deck capacity! And now we have Yuro's "month of CV challenge", and the discord reaction is like "FKCV" ---- I mean, it's reaching sort of a consensus isn't it. CV's busted, it's NOT FUN to play against. Nerfing CV's on a backburner one small step at a time IS NOT ENOUGH. I would really hope to see WG TAKE INITIATIVE to make sweeping nerfs and mechanism changes. And honestly, I believe WG should have that initiative, because having strong CV at all is AGAINST their own profits and against the overwhelming majority of their player base! Plz WG, get rid of CV for now, or at least TAKE AWAY it's strike + endurance + spotting TRIPLE strength and give it just one at a time, you could make torp strikes more agile again, make consistent, nice-to-use dive bombers, just make sure that there is only one or two full squads a CV could EVER afford to lose, and the AA damage is consistent, and that the torp planes don't steal all the spotting dmg/ribbons as well, so that CV would need to play safe and smart, just like EVERYBODY ELSE would. How about: -Get rid of rocket fighters and make them dedicated spotters -Torp / dive bombers use cyclone / radar spotting mechanism spotting and DO NOT provide vision apart from minimap location / only provide delayed vision -Bring back the dedicated fighters. CV players should be allowed & rewarded to counter themselves, otherwise whose game do you THINK is gonna get RUINED? Good DD players counter enemy DD's all game and cripple them, so do battleships. Cruisers can farm each other as well. CV's rarely sink each other, almost never manage so early on, and don't even cripple each other's striking powers. Fighter consumables are just Pathetic, so is the AA mechanism and DefAA, and CV has so little to care about & so many planes to throw away, so much damage potential on hand. How is that remotely fair? Also, -Get rid of plane replenishment, all ships take unhealable damage and have their AA destroyed. Why is the CV still as strong 15min into the game? -Does CV really really need the SUPER dmg con / minimal fire & flooding duration? And untouchable AA? Not losing any planes after getting hit? Enjoying buffed HP on squads + hull? It is vital for WG to understand that this is fundamentally a surface naval combat game. Any additions that ruin surface gameplay are bound to lose players and lose sales. If we really enjoy playing air combat so much, we'd go for World of Warplanes or [edited]. It's fine that we take a scenic tour by planes or from subs, doesn't mean that we should be torturing and murdering surface ships who might in turn be ourselves, right?
  5. Since there are about XXXXXXXXX number of CV threads, I didn't see any that had reasonable changes in it, its like the pendulum has to be either all the way left or all the way right, there is no middle ground. That said, after some consulting and thought. I think the following changes might be more "reasonable" than most to the carrier class. 1. CV Patrol Fighters consumable no longer detect surface ships. (These guys are here frantically looking for enemy aircraft....and using it as a spotter is not the purpose of this consumable, nor was it upon its inception during the rework) 2. CV Patrol Fighters consumable area of influence increased from 3km to 6km. (Increases the patrol area of the fighters to increase their area of locking on to enemy squadrons) 3. CV Patrol Fighters/ Catapult Fighters consumable set up time reduced from 6s to 3s. (Upon activating these two consumables, they will be ready to lock onto a target in 3s instead of 6s from the time of activation) 4. CV Patrol Fighters/Catapult Fighters consumable lock on time reduced from 3s to 1s. (If the fighters are already ready, a enemy squadron will be locked on after remaining 1s within the area of influence) 5. CV Patrol Fighters/Catapult Fighters consumable speed increased to target +20%. (Once locked on, the Patrol/Catapult fighters will speed boost to the enemy target at +20% their normal cruising speed rather than their normal cruising speed, this means that they will intercept the enemy squadrons faster.) 6. Direction Center for Fighters Captain Skill changes from, +1 to number of fighters in your catapult fighter squadron to "-5% cooldown time of catapult fighter consumable, +25% activation time for catapult fighter consumable, and +5% kts when chasing a enemy squadron" (This means your fighter consumable will cooldown faster if taken, and fighters will travel +5%kts faster when locking onto a enemy squadron) 7. Mass AA Fire Captain Skill REMOVED. 8. Advanced Firing Training Captain Skill REMOVED. 9. Manual Fire Control for Secondary Armamanet REMOVED. 10. Auxiliary Armaments Advanced Fire Training Captain Skill ADDED: +20% Range to secondary armaments, +30% continuous damage to Prioritized Sector AA when activated, +2 Flak Bursts to Prioritized Sector AA when activated. (This combines secondaries and AA systems together making them more of a hybrid skill than a one or the other. This skill will help a broad range of ships by increasing their secondary range, continuous damage of AA and give extra flak bursts when activated. 11. Manual Fire Control of Auxiliary Armaments Captain Skill ADDED: -15% to secondary armament dispersion, 100% instantaneous damage to enemy aircraft upon sector prioritization in to tiers I-IV, -60% to secondary armament dispersion and -200% instantaneous damage to enemy aircraft upon sector prioritization to tiers V-X. (This skill works just like the original manual fire control for secondary armaments, except that it now also influences your priority sectors by allowing them to do burst damage to a sector when instructed by the player. The amount of instantaneous damage depends on the tier of ship.) 12. Destroyer's get a aerial concealment reduced, depending on ship, to between 2km and 3km. (This improves the chances of not being detected by a carrier's squadron)
  6. So I have to wonder why WOWS chose to go with the Hakuryu, a ship in blueprint only, when they had the Shinano they could have gone with, an actual ship that entered service and was superior to the Hakuryu. Granted she was sunk by the USS Archerfish and 4 well placed torpedoes on her first operational voyage, but she actually entered service and was the equal of the Midway, vs the Hakuryu, which never went beyond blueprint phase. That and the Shinano was the largest aircraft carrier of the war (56,000 tons dry weight, 69,000 tons fully loaded), since she started out as a sister ship to the Yamato and Musashi in 1940, but was converted to a CV after the Japanese soundly lost the Battle of the Midway.
  7. I'm an average returning player that just started driving planes(carriers) and I'm hungry for knowledge. Hopefully you can help answer a few of my questions and maybe even point me to some videos for commentary/examples that will make me a better player. Please only post information relevant to random battle(PVP) in the current or upcoming game version. Discuss the past RTS style and what if's/balance elsewhere. 1. Captain skills: Please explain adrenaline rush and if this a good skill. Do the effects remain from injured planes returning to the carrier? I don't have sight stabilization yet. Is it a noticeable improvement? Is demolition expert worth it for HE bombers? 2. Are there periods of invulnerability to flak or AA dps? How does terrain tie in? I've noticed it is difficult to use rocket attacks while coming down a hill. Are there ways to mitigate this or any other terrain tricks you can share? 3. Please explain slingshotting and any tricks you have here. I read that they were testing some changes to limit this technique. Is there anything important regarding those proposed changes? 4. How can I effectively use the fighter consumable? How do you use the first fighter consumable of your first group of planes? What actions do you take when an enemy fighter jumps on your tail? 5. When is it smart to attack enemy CVs and what are the best tools for the job? 6. I've learned to dump ordnance to conserve planes. How many strikes are you trying to get with one flight? Are you focusing a single target until its dead or choosing targets of opportunity? 7. What is the first plane type you bring out and why? Do you immediately try to strike or recon? Any tips on how the game spawns the enemy fleet to make targeting specific ships easier? 8. Let's talk upgrades: are the attack time increases worth anything or is it better to just grab torpedo speed in slot 3? I have the concealment upgrade and commander skill when I run the Kaga because I don't have issues getting planes up in the air. Is this the only ship where flight control mod 1 isn't the best option? 9. Any advice/knowledge on a particular line or carrier that you'd like to share? Are there any particular targets you love going after? I really like going after the New York 10. How much gold is the perm camo for T10 CV? Please let me know if there are any other mechanics or topics I should be aware of. Thanks in advance!
  8. leo_brzika

    AA fire through the islands

    some of you may notice, the AA fire through the islands is bad for those who play as carrier in the game
  9. Snipereagle23

    LEGO USS Intrepid 1:600th

    For some reason the post in my signature related to this same ship was deleted, not sure why. So this is a re-post of the original build. I created this ship over a period of two weeks from start-to-finish, including the digital design process, all the way back in early 2018. Once the build was complete, I took the finished model to New York City on a trip of mine and photographed it next to the larger LEGO model that they have there made by Ed Diment. It is still alive today, sitting in a water base on my display desk, waiting for the time she will be needed in combat again. Without further ado, I present to you the USS Intrepid in 1:600th scale. USS Intrepid, "The Fighting I" 1943 configuration Type: Essex Class Aircraft Carrier Commissioned: August 16th, 1943 Decommissioned: March 15h, 1974 Re-Commisoned/refitted to attack carrier: CVA-11 (October 1st, 1952) Struck: February 23rd, 1982 Fate: Museum ship currently berthed on the Hudson River in the United States.
  10. The following is a review of Indomitable, the tier VIII British Aircraft Carrier. This ship was provided to me for free by Wargaming for review purposes. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.9.0. Please be aware that her performance may change in the future. Well, this won't be popular. Seriously, what a way to tank my readership numbers -- reviewing an aircraft carrier of all things. I can already hear the furious keyboard mashing of the rework-haters preparing to repeat oft-rehearsed mantras and soundbites. Well, whether social media likes it or not, Indomitable is a premium that Wargaming is charging money for and it should be reviewed. Players should have access to as much accurate information about her as possible. So here I am. Don't hate the facts. Hate the feels. Welcome to 2020, everyone! Quick Summary: A carpet-bombing nightmare. Her planes are super fast and super tough but she gets so few of them. The game play is quick, monotonous and heavily RNG based. PROS Armoured flight deck. Her aircraft are very fast. Enormous aircraft health pools. Her bombers are very easy to use. Bombers are good at starting fires. Accelerated reset timers after attack runs, allowing for faster repeat-strikes. Very fast patrol fighters, excellent at intercepting enemy air groups. CONS Enormous, high-water citadel. No torpedo planes whatsoever. Tiny hangar capacity and slow regeneration of aircraft. Strike groups are very small and easily wiped out when caught by flak or fighters. Low agility on aircraft. They're only fast in a straight line. Her bombers have very poor energy retention. Low penetration on bombs and rockets limits their ability to stack direct damage. Success is heavily RNG based, banking on fires to burn down targets or a good drop pattern to pulverize destroyers. You can setup everything correctly and still fail. Overview Skill Floor: Simple / CASUAL / Challenging/ Difficult Skill Ceiling: Low/ MODERATE/ High/ Extreme Indomitable isn't terribly complex -- she's arguably one of the easiest aircraft carriers in the game to learn. If she could automatically avoid flak, fighters and negate the effects of AA, I'd give her a "simple" rating but she's not quite there. There's not much else to Indomitable beyond proper target selection. Few of the high-skill CV tricks work here. Indomitable has a shorter immunity window than other carriers so sling-shotting provides less returns that it would for other carriers. Fast recall doesn't work either. This limits "high skill play" to pre-dropping planes and knowing which ships you can damage directly with her low-penetration attacks. Options Ship Consumables Aircraft carrier consumables are fixed and activate automatically. Indomitable's Damage Control Party is activated anytime she takes critical damage. This includes taking floods, being set on fire, taking critical damage to her steering gears or engines. This is active for 60 seconds with a 90 second reset timer. It has unlimited charges. Her CAP Fighters (combat air patrol fighters) are activated anytime Indomitable is spotted. Once launched, these will patrol for TEN MINUTES (600s) if they're not destroyed or they aren't required to intercept. The four fighters (five with the Direction Center for Fighters commander skill) orbit Indomitable at a range of 1km and engage enemy aircraft that slip within 3km of their current position. Each aircraft is capable of shooting down a single plane. This consumable has four charges and a 40s reset timer. Aircraft Consumables Indomitable's two squadrons each have consumables with her fighters being slightly improved to compensate for the lack of torpedo bombers. The Engine Cooling consumable restores the carrier's boost meter to full over the course of five seconds. In addition, while it's active, boosting will not drain the meter. Each squadron has two charges and they reset over 80 seconds. Indomitable's Patrol Fighters come with an extra charge compared to most of the other tier VIII carriers. She starts with four charges instead of three. This gives Indomitable a total of eight charges compared to the nine the other carriers enjoy. These fighters fight on station for 60 seconds with a five second reset timer after the planes depart. Upgrades Take Air Groups Modification 1 in your first slot to accelerate aircraft return & recovery time. Next, take Aircraft Engines Modification 1 to give you more boost time. You have a choice in slot three. Attack Aircraft Modification 1 will give you an additional 2 seconds of time to fire your rockets in an attack run. If you patently hate your rockets (or don't see an additional 2 seconds as useful), then AA Guns Modification 1 should be your fallback. You have the choice between increasing the hit points of your attack aircraft or bombers here. Pick whichever one you're more reliant upon. I personally prefer Bombers Modification 2 over Attack Aircraft Modification 2. Let's not kid ourselves: Flight Control Modification 1 is hella important for a carrier with such limited hangar capacity as Indomitable. Concealment System Modification 1 will help keep your carrier alive (somewhat), but Indomitable's surface detection isn't so appalling that she needs much help. Commander Skills I'd like to be able to tell you that you should take a unique, Indomitable-only commander build but it's really not necessary. Focus on aircraft survivability skills primarily, increasing boost time, regeneration time, health and protection versus AA power. After that, do whatever. Demolition Expert is probably the only must-have that you might otherwise skip on some carriers. Camouflage Indomitable comes with Type 10 Camouflage providing the standard bonuses for a tier VIII premium: 3% reduction to surface detection. 4% increase to enemy dispersion. 10% reduction to post-battle service costs. 50% increase to experience earned. Provided you've completed the necessary collections, you have two palette options for Indomitable. This is the alternate camouflage colours. Both are nice. The Planes Indomitable's most telling trait isn't what she can do, but rather what she can't. She does not have access to any torpedo bombers and is thus entirely reliant upon her attack aircraft and bombers to carry the day. The former are pretty forgettable, leaving most of the heavy lifting to Indomitable's bombers. For a ship with already pared down game play options, having success largely stacked onto the shoulders of a single aircraft type makes for hella-dull game play. Like more than a few recent ships, Indomitable's fortunes are tied directly to her matchmaking. I cannot stress this enough: She lacks penetration. The more well armoured her opponents, the more reliant she is upon RNG to stack hits on the few squishy areas that remain or to start fires. This has the potential to severely limits her damage output. There's a world of difference between nearly every hit causing damage and only a choice few. At her core, Indomitable is little different than an HE-spamming heavy cruiser or British battleship. Her preferred means of damage comes from landing penetrating hits, but in a pinch, fires will do. She manages this by fast-cycling her aircraft. Indomitable greatly reduces travel times compared to her contemporaries, taxing Damage Control Parties and repeat-striking exposed ships until they are burned or bombed to death. Her preferred targets are the squishy and the battleships. The former she can hurt directly, the latter she can burn. However, she is deathly allergic to strong, combined AA auras. Thus, most cruisers are off the menu, making Indomitable's already limited gameplay incredibly myopic. Burning battleships leads to three things: big numbers, Witherer medals and lots of raging in chat. This kind of triple-stacked positive reinforcement will all but guarantee that most Indomitable players will ignore objectives, dismiss targets of importance and focus instead upon farming battleship tears. What else did you expect from a demented Sky-Conqueror? Hangar Capacity Attack Aircraft Capacity: 12 Aircraft Attack Aircraft Regeneration: 115s per Bomber Capacity: 8 Aircraft Bomber Regeneration: 117s per Indomitable's hangar is ... well, crappy to say the least. The only positive here is that she holds more aircraft than she otherwise should. With her squadrons a mere four bombers and six attack aircraft in size, I would expect her to house six bombers and nine attack aircraft in her hangar if she conformed to CV norms. However, Wargaming "balanced" her by letting her carry double the size of her squadrons instead. Indomitable's aircraft regeneration is painfully slow to boot. This isn't a terribly forgiving aircraft when it comes to mistakes. At best, she can regenerate a maximum of 11 of each aircraft type over the course of a twenty-minute match and that's only the theoretical maximum. In practice count assume you're getting one aircraft of each type back every two minutes provided you're using both types regularly. There's no way in Hell any of these carriers will reach their theoretical maximum capacity. Regeneration of aircraft only occurs when there's empty room in the hangar. The moment the hangar is full, typically from returning aircraft, regeneration stops and any remaining progress is lost. Bombers Aircraft Type: de Havilland Sea Hornet Ordnance: Six 250lb general purpose bomb Group Size: Four aircraft per squadron with two aircraft per attack flight Hit Points: 2,590hp per Aircraft Min/Cruising/Boosted Speed: 157kts/182kts/217kts Easy to Use, Easy to Praise Indomitable's bombers are amazing. They are fast. They are tough. Her bomb aiming reticule isn't punitive with a short and forgiving aim-time. She dumps a ton of ordnance allowing her to land big alpha strikes or ensure a hit on even a small target. She's capable of starting multiple fires per run. It doesn't take five years for her bombs to drop either. British carpet-bombers are little more than over-glorified rocket aircraft in terms of their ease of use. Indomitable may not have torpedoes, but her bombers pretty much make up for this lack -- they truly are excellent. Let's start with the basics. This is what she uses to aim: Photoshop composite showing the size and shape of Indomitable's fully aimed bomb reticule. Aircraft are moving from the bottom of the screen to the top. Reference-Mahan™ for scale. Indomitable drops twelve bombs over this small area and it takes no time at all for this marker to settle to the narrowest aim. Bomb drop times are about 3.5 seconds, so this necessitates quite a bit of lead. However, if you can predict ship movements properly, it's possible to score multiple hits even on a Just-Dodging™ lolibote or cruiser. They've a very gentle learning curve which makes it easy to score some big numbers provided you pick the right targets. All of Indomitable's bombers have a reduced recovery period. This allows her to launch repeat strikes faster than most of her contemporaries, however it makes her remaining planes more vulnerable to AA fire after the drop. It should be noted that Indomitable, like Implacable, cannot fast-recall her bombers immediately after an attack. The ease of use continues with the aircraft's survivability. These things are fast and they're tough. With full upgrades, it's possible to get their hit points just shy of 3,000hp (and exceed it with the new legendary commander). These aircraft can literally outrun some of the fighters they come up against, making them capable of leading them on merry chases forever and a day. Similarly, their high speed and durability trivializes modest AA defenses and get through with few (if any) casualties. Indomitable's bombers are tough as nails, but it pays to invest in every health upgrade you can afford to give them. These aircraft will be your mainstay damage dealers, so do everything you can to keep them intact. Complications I only have two general areas of complaint with Indomitable's bombers -- penetration and their agility. I'll start with the latter mostly because it was a Hell of a lot of work to isolate. Agility wise, Idomitable's bombers are great in a straight line. However, they're as awkward and uncoordinated as Wargaming's PR and marketing departments. Indomitable's bombers require a RIDICULOUS amount of room to come about. While boosted, their turning circle radius is a whopping 1,700m! Even at normal speed, it isn't much better requiring 1,200m. The aircraft are slow to respond to commands and feel sluggish compared to the American or Implacable's bombers. These are not winning any agility prizes. No, I don't know why so many aircraft had similar agility. Lexington and Enterprise make sense (they're the same aircraft, after all) but the others? No clue. Happy coincidence, I guess. If you elect to make follow up attack runs with Indomitable's bombers, don't try and turn about immediately. Power through the ship's AA bubble before you begin coming about. It's ridiculously easy to overshoot targets with Indomitable's bombers. Her agility woes continue, though. While it looks like she shares parity with Graf Zeppelin's Ta-152s, this isn't the case. The German bombers are faster, having both a higher boosted speed (+40kts vs the +35kts of Indomitable's bombers) and better energy preservation besides. Graf Zeppelin (and most, if not all other carriers) can ride and flutter their throttle to extend the use of their plane's boost consumable. When Indomitable let's go of the W-key, her planes bleed all of the extra speed like they hit a brick wall. What energy preservation? Deceleration from boosted speed is a linear-loss. The longer aircraft can preserve speed, the better. The consumable has 20 seconds of active time and a 40 second reset timer. These both can be increased by 10% with an upgrade. Players may flutter the boost-power, stretching out its duration. Indomitable can't do this at all, losing everything almost instantly. Even her Attack Aircraft preserve speed better. Lert recklessly took his finger off the boost button while playtesting Indomitable's bombers. I wish I could take credit for this one, but this is all Chobittsu. As for Indomitable's HE bomb penetration, it's not terrible. It's simply not high enough to make it a universal threat against all targets. When she's top tier, the monstrous potential of what could have been is unleashed -- there are few ships at tiers VI and VII that have protection schemes to defend against 32mm of penetration. Indomitable wrecks all comers with her fast-cycling planes. Against tier VIII+ battleships and carrier, Indomitable's HE penetration starts feeling sub-standard. Shatters abound and her alpha-strike potential plummets. Neither of these two issues damns Indomitable's bombers. They're merely minor complications. 32mm of penetration is PRETTY good, but it's not good enough to hurt everything she comes across. I've left the AP bomb comparison out of this as their damage output is hella wonky, with impressive citadel hits, the occasional penetration or horrible over-penetration damage. HE bombs by contrast are pretty reliable in terms of their binary -- either a penetrating hit or the bomb shatters for zero damage until saturation kicks in. The Genuine Problem So let's recap: Indomitable has fast, tough planes. They're not especially agile and they don't preserve speed very well. Furthermore, Indomitable can't afford to take many losses -- she doesn't have the regeneration to recoup from mistakes being made. Screw up against flak, fighters or misjudge the potency of an AA-wall and you're in trouble. Finally, they do good direct damage against tier VI and VII targets, but struggle against tier VIII+ battleships and some aircraft carriers. In short, Indomitable's bombers over-perform against lower-tiered targets but they fall back into an unhealthy behaviour against higher tiered enemies. With AA power increasing, higher-tiered cruisers are generally off the menu. She can't afford running the gauntlet of taking even one or two casualties per attack run. Thus, Indomitable's design encourages players to focus on stacking fires against isolated, modest-AA defended battleships -- namely Japanese and German designs though any will do if there's a lack of available targets. Fire resistance cuts these values in half against tier X targets and by roughly 1/4 against tier VI targets. Indomitable tends to average 1-2 fires per attack-flight drop against most battleships. This game play is infuriating to suffer. Her bombers can outrun many fighters and outlast modest AA fire coming from a single battleship. A target 25km away will face repeat strikes from even a single flight every 50 seconds -- those fires will begin to stack and there's little to nothing they can do to stop it. They can't hide. They can't run. Their only hope is to be rescued by fighters fast enough to catch Indomitable's bombers and this isn't guaranteed or to find themselves under the combined AA umbrella of several allies. To the Indomitable player, the damage numbers this generates are incredibly rewarding. Big numbers. Lots of medals. All but guaranteed kills. Fun and Engaging 101. Why hunt cruisers and destroyers when battleships are such easy farms? Yes, Indomitable's bombers are capable of wrecking cruisers. Yes, they're perfectly suitable for nuking lolibotes, but why bother when you can Sky-Conqueror your way to the top of the experience pile? Sure, you might win more if you actually helped out your team and took out targets that mattered, but that's not going to help you average over 100k to 200k damage every match, now will it? Summary: Indomitable's bombers are powerful, versatile, fast and deadly. It's too bad all you're going to use them for is farming fire damage off battleships. Attack Aircraft Aircraft Type: de Havilland Sea Hornet Ordnance: Eight RP-3 60lb HE No1 Mk1 per aircraft Group Size: Six aircraft per squadron with two aircraft per attack flight Hit Points: 2,100hp per Aircraft Min/Cruising/Boosted Speed: 158kts/188kts/228kts I don't like Indomitable's attack aircraft. Well, I don't like attack aircraft in general and while I'm sure that bias carries over here, Indomitable's aircraft feel of poor quality compared to her bombers. They're fast, sure -- and that's probably the best thing about them. They have other positive traits, such as a good health pool, faster reset-timer between attacks and a decent fire-chance per rocket hit. However, we still need to be aware of Indomitable's lack of torpedo planes. Unlike her bombers, Indomitable's attack aircraft don't take up any of the slack. They don't exactly need to given the general cancerous awesomeness of her bombers. ("I'm sorry, son, you have cancer. The awesome kind of cancer.") And that's really the problem: most of the jobs you would delegate to attack aircraft are performed better by Indomitable's bombers. Thus Indomitable's rockets lack purpose. The only reason to take them out is when you're running low on bombers. Let's look at these aircraft in more detail: Survivability I'm not going to lie -- the survivability of Indomitable's Attack Aircraft is pretty damn good. This shouldn't be any surprise after her bombers. She hasless exposure time to damaging effects and more health to tank through it. While this doesn't make her aircraft invincible by any means, it does all but guarantee that her planes will survive long enough to deliver an attack provided you don't drive into a flak explosion or fighter swarm. It's the speed of her aircraft that are the real superstars. At 188kts cruising speed, she covers 5km every 10 seconds. This accelerates not only her ability to deliver strikes but also to return the limited number of aircraft to which she has access. Indomitable's Sea Hornets have the same hit point pool as Implacable's Seafires which doesn't make a whole lot of sense to me, but whatever. Indomitable has not only the fastest attack aircraft at tier VIII, but some of the fastest attack aircraft in the whole game. The same problems that plagued her bombers are repeated here. She doesn't have the reserves to tough-out taking sustained casualties. As resilient as her individual aircraft are, every loss hurts. Indomitable has an absolute maximum of twenty-five (25) attack aircraft to play with over the course of the game with more realistic numbers sitting closer around sixteen to twenty depending on frequency of use and game duration. Losing a mere eight aircraft in quick succession severely limits her ability to deliver-repeat strikes without a pronounced wait on aircraft return times. Her attack aircraft agility sucks too but it isn't as much of a disparity gap as it was with her bombers: Unlike ships, if you want to improve both the rate of turn and turning radius for aircraft, hit the brakes. With her airbrakes, Indomitable's Attack Aircraft have a 30.6º/s rotation rate and 790m turning radius. Don't boost -- that just makes everything worse. The horrible agility and twitchy aim marker makes lining up shots with Indomitable's rockets difficult unless you start VERY far out. Any kind of manoeuvring will throw off your lead Indomitable's attack aircraft have a very short recovery timer after a run. This allows Indomitable to make repeat-attacks faster than her contemporaries, however it limits the range of her sling-shot immunity from AA fire. In addition, her Sea Hornets cannot make a fast-recall like other attack aircraft. Ordnance As controversial as rockets are, Indomitable's are pretty forgettable. Their individual damage values are decent and their fire chance per hit is good. However, their flight fires only a modest 16 per salvo limiting their effectiveness. It's not that these weapons are terrible, they're simply average while those of many other aircraft carriers are much better or at least more interesting. On paper, the stats of Indomitable's individual rockets are pretty good. Comparison of the tech-tree carrier rocket-ordnance including the shape of their attack reticle. Comparison of the premium carrier rocket-ordnance and the shape of their attack reticles. Protecting the Lolibotes Indomitable's rockets were nerfed repeatedly over the course of her development to limit their effectiveness against destroyers. They had their damage reduced and dispersion worsened. Only half of Indomitable's rockets will ever land towards the center of the target marker, greatly limiting the maximum amount of damage possible in a single run unless hitting a chunktacular-sized vessel. Photoshop composite showing the size and shape of Indomitable's fully aimed rocket reticle. Aircraft are moving from the bottom of the screen to the top. Reference-Mahan™ for scale. The orientation of this aiming reticle makes it harder to land hits against small targets like destroyers compared to the perpendicular drop pattern of American FFAR and HVAR rockets. The 27mm of penetration on Indomitable's rockets repeats her improved performance parameters against tier VI and tier VII targets of all types. When Indomitable is top tier, there isn't anything her rockets are incapable of preying upon, delivering reliable damage against cruisers and battleships and supplementing her bombers well. When facing tier VIII+ ships, the number of targets reduces. In theory, she should still be quite effective against cruisers and some carriers, however, the level of anti-aircraft firepower from most of these ships at tier VIII+ precludes them from being viable targets until the very end of a match. If these ships absolutely must die, then certain her rockets are preferable to use over her more valuable bombers -- the larger effective health pool of six rocket planes versus four bombers will tough out AA better, but the casualties will cost Indomitable dear. While not essential for putting down the hurt on most vessels, higher penetration allows for more damage to a greater range of targets. With Indomitable's rocket penetration being kinda meh, it puts more of a burden on her bombers to carry her performance when dealing with high-tier battleships. Against ideal, soft targets, her damage caps out at 11,088hp per attack assuming they all hit and penetrate... which they won't. Effective fire resistance of most target ships will reduce the odds of stacking blazes. Indomitable's rockets are a poor choice for starting fires unless you can make repeat strikes. It's only against targets with very weak AA power where this is even remotely feasible. These are yet even more reasons that Indomitable's rockets should generally be relegated to pounding soft targets. Summary: Indomitable's rockets are okay. They feel pretty good when she's top tier. Make sure to use and abuse them when tier VI and VII targets are present as this takes some much needed strain off her bombers. Just remember: Her bombers are better and will do the same job more effectively. Fighters It's not uncommon for ships to use different types of aircraft for Combat Air Patrol (carrier defense) and Patrol fighters (summoned by squadrons). All of the tier VIII American carriers use Corsairs for CAP while they use a mix of Corsairs, Hellcats and Bearcats for patrol summons between Lexington, Enterprise and Saipan respectively. Indomitable is no different, making use of the same Seafires as Implacable for CAP and recruiting a wave of Sea Hornets for patrol duties. The latter are MUCH faster -- some of the fastest fighters in the game while the former are some of the slowest CAP fighters at tier VIII. Thankfully you can all but guarantee that whatever planes are coming towards your carrier will fly right into your Seafires so their speed is less of an issue. Indomitable uses Implacable's Seafires for her combat air patrol defense around the carrier. These orbit at a range of 1km around the ship and engage enemy aircraft that slip within 3km of their position. The flight size can be modified by taking the Direction Center for Fighters skill. Indomitable starts with four charges of CAP fighters but you may increase this to five if you take Superintendent (but why would you?). Nothing can outrun Indomitable's summoned Patrol Fighters. Once they lock on, casualties are all but guaranteed. Praying to RNGesus Indomitable is the great equalizer. Forget skill -- it will only take you so far with this ship. The layers of RNG are stacked pretty high with her performance. While timing and target selection matter, you can do everything right and still do poorly because your rockets scattered oddly or you didn't set that fire when it was optimal to do so. Fires and dispersion make all of the difference in Indomitable -- it's what separates a good game from a poor showing. You'll need between five and eight permanent fires to score a Witherer's medal -- that's five to eight fires pushed past an enemy battleship's Damage Control Party. If the numbers aren't coming up, there's not much you can do to stack damage quickly against higher tiered battleships. Similarly, bad bomb or rocket scattering can make even a perfectly lined shot fall flat. Conversely, a well timed triple (or quadruple!) fire and suddenly you're a rockstar. This is why I rag on Indomitable's low penetration and also why I say this ship patently over-performs when facing a glut of tier VI and VII targets. Lower-tier AA power largely doesn't matter, but more importantly she can partially bypass RNGesus. She's no longer reliant upon fires for her damage totals and can stack the hurt directly. I would have gladly traded some of Indomitable's alpha-strike and fire setting potential for better penetration or more accurate drops. It would have taken some of the lottery-feels out of her successes. This is what's so infuriating about playing with and against Indomitable. You're forever hoping RNG screws over your opponent. You don't need to get good in Indomitable, you just need to get lucky. The Ship Carrier hulls aren't worth noting until they're being shot at. There's really only one carrier currently in the game that rewards you for taking control of the hull and that's Graf Zeppelin. For every other CV in the game, the hull is just where your planes are stored. It's a box of hit points you try to keep as close to the action as possible while remaining hidden. Durability Hit Points: 51,400hp Maximum Citadel Protection: 114mm belt Minimum Hull Armour: 19mm to 21mm Flight Deck Armour: 25mm to 76mm Torpedo Damage Reduction: 28% Aircraft carriers are not known for their durability. British carriers have an marked flaw with their high-water citadels. Indomitable's citadel pokes up well over the waterline with a noticeable 'hump' beneath her conning tower. Taking hits to her machine spaces is tragically commonplace, even from incidental pot-shots. It's not all doom and gloom, however. Indomitable has good anti-torpedo defense for a carrier. She also boasts an armoured flight deck. The latter element provides some immunity to HE attacks and can ricochet poorly aimed (or poorly dispersed) long range AP fire. This only applies to the central part of the deck, however. Her bow and stern are still highly vulnerable to both HE and large caliber AP shell over-matching. Still, it's nice to see this historical element do it's job versus HE bomb attacks, allowing Indomitable to shrug off sniping attempts from dive bombers. Except AP bombs. Oh lordy, does she hate AP bombs. Damage over time (DoT) effects have very little impact on aircraft carriers and Indomitable is no exception. This is in part due to their long-duration, automatically deploying Damage Control Party which activates the moment critical damage is done and provides a 60 second immunity window. In addition, fires and floods simply don't last as long as they do on other types of ships and deal less damage. Maximum Fire Damage per Ship Type: Destroyers & Cruisers: 9% over 30 seconds. Graf Spee: 13.5% over 45 seconds. Battleships & Large Cruisers: 18% over 60 seconds. Aircraft Carriers: 2% over 5 seconds. Maximum Flood Damage per Ship Type: Destroyers & Cruisers: 10% over 40 seconds. Graf Spee: 15% over 40 seconds. Battleships & Large Cruisers: 20% over 40 seconds. Aircraft Carriers: 7.5% over 30 seconds. Thus attempting to stack DoTs to bring down a carrier is a fool's errand, really. Even if you do get past their Damage Control Party, the returns just really aren't worthwhile. This was ostensibly designed to mitigate the effectiveness of aircraft carriers sniping one another. The result of this is to make direct damage the only effective way of sinking the ship itself. Indomitable is super squishy. The best thing about her protection scheme is her armoured deck which can shrug off HE hits that avoid striking its extremities. However, her enormous, high-water citadel means that it's always (ALWAYS) worth a battleship's time to fire Hail Mary shots from across the map at her if she's spotted. Heavy cruisers should do the same. Citadel hits from the extremes of range are painfully commonplace. Agility Top Speed: 30.5kts Listed Turning Radius: 970m Rudder Shift Time: 13.0s 4/4 Engine Speed Rotation Rate: 3.2º/s Well, this section's going to be hella brief. Aircraft carrier agility is a cruel joke. They can barely manage to maintain 2/3s of their forward momentum when you touch their rudder. The only thing that's ever considered good about their agility is their top speed. Indomitable is downright mediocre in this regard, barely managing to exceed 30 knots. Running away means sailing straight lines or risk being overtaken by even the pedestrian velocities of some of the tier VIII battleships. It's not like her autopilot is going to do her any favours either. They're all pretty terrible but Kaga gets the special loser-points for being so slow. I do get a laugh that Indomitable can turn inside her own aircraft. Refrigerator Base Surface Detection: 13.5km Minimum Surface Detection Range: 10.61km Air Detection Range: 10.58km Indomitable's surface detection range is decidedly average for a tier VIII carrier though her aerial detection is a bit on the high side. That "Minimum Surface Detection Range" is a pipe dream -- you're not going to use Concealment System Modification 1 so Indomitable's surface concealment tends to cap out at around 11.79km Secondaries Secondary Battery: Sixteen 113mm/45 rifles in 8x2 turrets with four on each side of the ship. Her turrets are not superfiring and arranged on platform-wings jutting out from the front and rear of the flight deck. Graf Zeppelin, this carrier is not. Indomitable's secondaries are a mere afterthought. These dual purpose weapons work better as anti-aircraft mounts than anti-surface weapons and they don't win any prizes for the former. I took her out and tried to have her sink a stationary Reference-Mahan™ at a range of 4km with secondary fire only. It took over 230 shells fired (that's two and a half minutes worth of shooting) to sink the darned thing and that's largely owing to some lucky fires. Don't waste your time with these. If you squint, you can make out the secondaries fore and aft on their isolated platforms. Unless a target is completely broadside, you're not bringing all four turrets onto a target. Indomitable has an 8° blindspot directly forward and an 18º blindspot to the rear where an enemy ship can sit with impunity. Anti-Aircraft Defense Flak Bursts: Four for 1,330 damage per blast. Long Ranged AA: ~88dps at 5.8km Medium Ranged AA: ~228dps at 3.5km Short Ranged AA: ~366dps at 2.0km I kinda wanted to rag on Indomitable for her AA not being up to scratch, but looking at the numbers, she's alright'. Indomitable's AA firepower is based around point defense, with the majority of her AA limited to engaging aircraft just before or during an ordnance launch. This isn't ideal -- I'd prefer to see a lot more teeth in her 3.5km batteries as per Implacable but whatever. Ranking wise, I'd put her tied with Graf Zeppelin overall which is just ahead of Saipan, Shokaku and Kaga. Most of Indomitable's AA defense comes from her multitude of 20mm Oerlikon mounts. Seriously, those things are scattered everywhere. It's pretty impressive. Aircraft Carrier Summary I've got to give Indomitable's hull failing marks. The carrier's purpose is to keep out of harm's way and cycle aircraft. Indomitable isn't terrible at the former -- she doesn't win any prizes, though. She's pretty darned awful at the latter. Unremarkable AA power, agility and concealment. Below average durability due to high vulnerability to AP citadel hits. Her armoured deck is nice but it rarely comes into play short of being attacked by other carriers or long-range HE spam. Hangar capacity is stupid-small with very long aircraft recovery times. Laughable secondaries. Final Evaluation I was expecting this ship to be released with patch 0.8.2. The early rework was Hell for me. Not only was I trying to familiarize myself with the new CV systems, I was trying to make myself expert on Indomitable on a short time frame. I put in over 100 games in this ship between patches 0.8.0 and 0.8.0.3. This was when the changes to AA power and aircraft performance were almost constant. I fully expected Indomitable to be released with the British Aircraft Carrier tech-tree; if not with Hermes, Glorious and Implacable in patch 0.8.1, then surely with Audacious in patch 0.8.2. There was never enough time. But those deadlines came and went. More changes occurred and the data I had collected faded to frustrating obsolescence. Indomitable was hit with a few small evolutionary changes for patch 0.8.3 and I put in almost another 100 games, updating my notes. This was especially hard to do with my health struggles at the time, but I wanted to make sure I wasn't behind the curve with the carrier rework. And then nothing happened. Indomitable disappeared. She went back into the vault even as the rework continued. What followed was a series of dramatic changes to her performance but with no follow-up testing. Indomitable lost one of her most defining features -- the ability to have her aircraft exceed 250 knots. I didn't get to play test her through this. Anti-aircraft firepower became ridiculously powerful only to see-saw back towards a much more modest state we have currently. I didn't get to play test her through these changes either. Indomitable was placed upon the back burner. Ark Royal ended up being released instead -- a much better and more interesting premium carrier in my opinion. Indomitable made a reappearance late in 2019, hidden among all the fuss and fluff of the then upcoming (and highly anticipated with much positivity!) Puerto Rico build. I still didn't get to play test her during this time and expressed some pretty firm concerns that she might have lost her pizazz. Y'see, with all of the games I had played with her previously, I had actually found some enjoyment in the rampant fire-setting sadism that Indomitable provided. Looking back, I think this might have been some abusive transference. I was in pain. Keeping track of the CV rework was similarly a pain. So, sharing the hurt around seems entirely in character and reasonable. The kinder, gentler and more fluffy Mouse of today doesn't do that. I don't need to farm Witherer medals in Indomitable anymore -- the hurt has gone away. I don't need to terrorize poor destroyers and battleships with her planes to spread hate for the CV rework. I have Ark Royal for that. Whatever charms Indomitable once held have long since faded. She's pretty boring to play. Don't get me wrong -- she can generate the numbers so long as you're okay with farming useless damage off battleships. Getting those big numbers, farming Witherer medals and hoovering up the hate in chat is amusing too. But she's definitely not a great performer. I think Wargaming is understandably gun-shy about releasing a carrier premium that's anywhere close to "good" these days. Graf Zeppelin is never allowed to be good ever again and Indomitable stands proudly beside that train wreck as a whole bucket-load of meh. At least both of them are interesting design concepts, I'll give 'em that much. There's always a chance that if Indomitable under-performs that she'll get buffed in the future, but I don't honestly see that coming in any significant way. Here we are almost a year after my testing of Indomitable began, near unto the one year anniversary of the CV-rework. I wish I could go back and tell myself to go lie down and take a few months off. The final product that Indomitable became isn't worth the attention. I'm not sure the rework is either. Would I Recommend? Generally speaking? No, if only because Ark Royal is a thing. Not only does the tier VI premium come at a lower price point, she's much more interesting and fun to play. It's a shame because Indomitable looks gorgeous. The potential is also there but in practice her game play is so repetitive and infuriating. Indomitable is arguably the weakest (or at least, the most inconsistent) of the tier VIII premium carriers. As a co-op boat, she's an especially poor choice. It takes time to stack fires -- time is at a premium in such encounters. Conclusion Thank you all so much for reading. The next reviews will be short and sweet, each covering the new Pan Asian clones Wukong, Bajie and Siliwangi. Look for them soon!
  11. Thats_JasonBourne1

    Advice on Lexington

    Just bought lex yesterday. Does the default plane really that easy to shred ?
  12. 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)
  13. So I play quite a bit of carriers. Since 8.5, I realise I am losing a lot more planes than before (which is good for balance, I guess) but I still am able to do respectable damage (In a tier 8, too!), all throughout the match. I do this by pre-dropping until I have 2 possible attack runs. One is to do damage, the other serves as meat shields. However, that only leaves one drop that I can’t afford to mess up, and lots of flying to do afterwards. So what I propose is to make aircraft squadrons more similar to how they were pre-rework. MECHANICS Basically, take every possible aircraft squadron, and make the total amount of attack runs two. This will make runs more worthwhile. The catch is, that planes from the backup squadron don’t replace ones in your attacking squad if they get shot down, so it’s possible your attacks can be “blunted.” For example, take Lexington’s squad of 9 torpedo bombers, shave one off for a total of 8, and have an attacking flight of 4. This change makes it so you have higher potential alpha, and with more planes in an attack run a higher chance of making a strike, but also the possibility of being completely denied (The damage reduction for an attacking flight may need to be tweaked since 1)There are more planes in the flight and 2)AA is only targeting the attack squad). But if you knew that you would probably lose all of the planes before you could even make a strike, why even go for it? From a surface ships’ perspective, it becomes less of a thousand, guaranteed cuts to a hundred, slightly bigger cuts, but now you have the ability to lessen the initial blow. What happens to the backup squadron, then? Well, while you are making a strike, they will be either immune to damage, or have it heavily reduced, and since they don’t fly down to make an attack, you can gain instant control of them after a strike. There will be two versions of this, if you make a successful strike (i.e. you get off your ordinance) you will immediately gain control of the other squadron and be susceptible to incoming fire. If you don’t make a successful strike, (i.e. they all get shot down before you could make the strike) you get a small window of immunity after taking control of the other squad so you can try to get out of the area (recalling using “F” is disabled during this window). This should make slingshotting impossible or not worth it, as the invincibility window only applies if you lose an attacking flight. A little nitpick, but I believe that all planes should be flying at the level at which they attack, TBs will always fly low (but not enough to avoid flak unless on an attack run), rockets will always be medium height, and DBs will always fly high in the sky so they don’t do that “roller coaster” animation that honestly sickens me, but that isn’t extremely important, just something I had to say. BALANS? Obviously, changes will have to be made for certain carriers. You thought 3 AP dive bombers from the Hakuryu were bad? Try 6. Either the Alpha for the ordinance has to be changed, or the total size of the squadron has to be smaller. As for rocket squadrons, there really isn’t a need for them to be bigger. The total number of attacks should be kept to two, but the size of their attacking flights should be the same, because the damage they can output in DDs (especially Enterprise’s) is already really high. As for the planes themselves, it’s tricky. Increasing the HP of the planes will just make being a bottom tier ship fighting them a nightmare, while leaving it the same means the possibility of being completely dumpstered by higher tier AA. So one possible solution I believe may work is increasing armour when under fire from higher tiers, while decreasing against lower tiers, but not enough to make them effectively equal. NATIONAL FLAVOR? Another thing that can make carriers different from another nation’s carrier is the drop pattern of torpedoes. With an increase in the total number dropped, you can get away with unique patterns. Some patterns I suggest is a line pattern for USN CVs (all the planes are in one row), and more of a rectangle for IJN CVs (Several rows of two torpedoes one after another). Or maybe something else based on historical practices or whatever. The premium CVs can get their unique drop patterns they had pre-rework too, provided they have enough torpedoes to launch in a single attack run. TL;DR Basically, take the current squadrons have them only be able to make two total runs while keeping the squadron size the same.
  14. Don't play them. Yeah, funny. I got that one out there for you so you don't have to put it in here. But here's the funny thing, to me at least. I keep reading on this forum and elsewhere about all these "secret tips" on how to play carriers post 0.8.5 and still kick stern. I go to youtube, do a search for carriers and 0.8.5 and get nothing. I searched the web - I get nothing. Surely those of you possessing this dark knowledge must know other carrier players, who are less than you, need these tips and tricks. Heck, videos would be even better. Since I know nothing, I'm hoping the expert carrier players here will share, so the rest of us may survive these days, weeks ahead. tiafyc
  15. With the rework to CV's and AA I find my aircraft recovery time being more and more important. (yes yes I get resource management) My question is this - Is it even worth uprading. I'm looking at the stats- Attack = +86 hp (4.6%) increase /// Speed +9 (4.4%) increase. However.... Restoration is +7 (10.44%) loss Bombers = +97 hp (4.6%) /// Speed +4 (2%) But again... Restoration is +8 (13.1%) loss Torps are better no question but with the other two... less than 100hp is 1/2 a second under the new AA and the speed is negligable but 7 and 8 more seconds per plane over the course of an entire match? Thats a lot of lost time especially with AA being brutally punishing of even minor mistakes. Am I missing something here becasue to me these "upgrades" seem like alot more like downgrades to me. Seriously asking, I really feel like I must be missing something or interpreting something wrong.
  16. StevebDancer

    CV Rework needed.

    I will break this down in to B# for bugs, P# for problems, S# for possible solutions.. These are all for CVs, here we go. -B1 CVs and planes do not reduce viability in cyclones. they stay the same.. (you know how to fix this). -B2 CVs can not tell when a ship hits AA consumable.. we just loose our planes.. -S1 a green area shows up for the ships AA range when they hit their AA consumable. -P1 CVs are dropping fighters everywhere, let me explain I had a CV drop a fighter squadron inside my CV's detection but out side my AA just to spot me, they do that for BBs too, and DDs.. 2nd they drop fighters right in front of my squadron or just out side my fighter squadron to kill my fighters or planes I am flying. This is very annoying.. -S1 when a CV player fly's with in 2-3km of a ally ship and is pointed at the ally. they press fighter squadron key and those fighters act like a catapult fighter for that ship. no dropping out side of that. so they can only be dropped on ally ships. If key is pressed outside of that a error message in chat shows up "must be with in 3 km and pointing at ally to use fighter squadron" -S2 fighter squadron can not spot ships.. -P2 CV being up tiered.. as you can tell by your data those CV run out of planes quick and don't do much damage at all. this must be balanced out some how.. -P3 What is the % of ships that are AA spec'ed. this means you do not have good skills that are used instead of AA skills.. please replace give good skills at tier 3 and 4. -P4 What is the purpose of giving a CV better maneuverability for hall upgrade, it is useless. give it something it can use. -S1 when hall is upgraded make CVs detection drop a bit instead of rudder shift. -S2 give CVs 1 extra plane for each type of squadron instead of rudder shift. -S3 slightly faster replenish of planes of each type of squadron, instead of rudder shift. -B3 Sling shot attacks that by pass most of the damage of ships AA.. where they time when to drop 1 set of bomb then use the invalienability to get close to a ship with good AA to drop on them with out loosing planes. -S1 increase time before ship can go back into a attack run after dropping ordinance would fix this.. -S2 take away the Invalienabiiity after the drop.. -P5 Flack clouds do tons of damage to all planes.. and makes complete walls of flack Which you can't avoid.. Flack clouds either land in front or on your planes.. -S1 all flack clouds explode randomly with in their range.. NOT JUST IN FRONT. -S2 shrink flack clouds so they are smaller then they could be easier to dodge and randomly in range of shell.
  17. So I was thinking..... What is so balanced about a ship that can attack with impunity from the complete safety of the edge of the map because it has infinite range in the form of planes? I've been in games with 2 cv's where I was killed in the first 4 minutes of the game because both cv's decided to focus me before any other ship on the enemy team even had me in range and I could not retaliate because both ships were sitting so far back that no one could touch them. And lets be honest, AA is a joke. I was in a pack of other ships and the planes were still getting through. So, how to combat this? Give the planes fuel. What I mean by that is simple. The planes have a range that they are able to fly out, make attack runs and then be able to safely return to the carrier. If they go past the point of no return then the planes end up in the ocean having run out of "fuel". This will reward cv players that stay with their team and have a higher risk of their cv taking damage while punishing those cv's that like to stay back on the edge of the map because their planes won't be making it back hence a longer ready time for the next squadron. Every other ship has a range that they can attack at, why shouldn't cv's? And wasn't that historically accurate? Plane ran out of fuel, it ended up in the ocean. Just a thought.
  18. Ok, WG I see you are trying to balance CVs but I feel you are not doing a good job.. I think you have to be more extreme. Here are a few ideas and will make a poll on it.. - 1st fighter squadrons dropped off of planes in flight have to be on ships and they follow that ship for their duration. (fixes issue of planes dropping on enemy DDs like radar.) - 2nd take that old skill you had about planes HP changes per tier of enemy CV. this is how it works: - Option 1 - Takes average tier of ships in match and if it is .75 to 1.24 tier more then CV's tier, the planes get a 10% bonus to health. if more then 1.25 higher then CV's tier it get a 18-22% boost to health. for slower speed and higher AA damages by ships. - Option 2 - Takes average tier of all ships in match and take # - CV tier then multiply it by .165. That number would be bonus health to all planes on CV.. if average is below CV's teir no change. - Option 3 - CV planes or ships in game DPS changes to what planes it is shooting at.. so a T7 ship shoot at a T6 would shoot at a penalty. and a T5 ship shooting at a T6 CV would get a boost.. the farther the tiers away from CV the more penalty or boost. this balances the planes and the ships.. - 3rd reduce number of attacks per squadron to 2 from 3 and take 3rd squardon of HP and add it to the planes of the 1st and 2nd.. - 4th reduce spotting distance of DDs by another 20-30% and no fighter spotting except by ship fighter (meaning no dropping fighters on a spot to continue spotting) - 5th This should be a given if planes are over a person concealed in smoke then the undetected planes can still be heard over the smoke. so they know the planes are waiting for the DD.... - 6th when AA consumable it hit the circle that where the drop will happen will double. this is a benefit for ships with AA and also tells CV driver AA was hit and need to back off or not do as much damage and loose more planes... Because we can not tell when AA is hit or not. also the ship should be green as if the ship dropped a fighter.. - 7th when a plane is shot down in a run to drop bombs/ missles/ torps. That plane is NOT replaced... it is a bonus to the ship for shooting down the plane.. so it might be 1 less bomb/ torp/ rocket or more but for someone who put in the captain skill and/or consumable. it would pay off. - 8th when a plane drops its load then view point slides right up to planes flying over head and that fixes slight shot of invulnerability. - 9th AA Flack puffs are shot in the sectors you have it but they need to explode at different ranges NOT ALWAYS IN FRONT.. as they fly through that zone they explode randomly in the front/ middle/ and far part of zone.. so flack clouds will have depth.. including direct hits on planes(like ships have detonations). will make it easier but detonations of planes can happen.. if you have ideas please type them down and work this out..
  19. Today I started playing T4 CV Langley and still trying to figure it out. After I launch one torp squad and if I press F again, they say they are returning!!? What key do I press to launch multiple torp squads (or any other squad) ? Help!
  20. One of the often-overlooked changes in the recent-ish patches was the addition of a 6s a relay delay to radar, where anything spotted on radar takes 6s to be lit up to allies to shoot it. Meanwhile, one of the big common complaints with CVs is their ability to spot things easily and effectively, particularly DDs, which rely on stealth instead of health (CV complaint threads are easily more common than the next several most common threads, combined). The extension of this spotting delay to anything planes spot seems to be a logical step. As far as gameplay is concerned, this would give ships more time to react to being spotted, perhaps hiding a citadel a bit better, getting a chance to smoke up, or finding cover before fire starts pouring in. It would also mean the window for firing on targets during the opening spotting run will be less usable, since the CV would actually have to stay for a bit to get spotting damage. Any thoughts?
  21. I get why the hotfix was needed. There were many issues, including the Get-Out-Of-Jail-Free -F Key and a few overpowered carriers. Now, things have gone in the opposite direction. There was obviously a change to the "F" key. Planes are no longer invulnerable. (Which is good!). However -- in most cases -- *all* planes are shot down before they can get out of range. Medium range and short-range flak *melts* planes. There is no way to dodge. Between this and #1 (above), most sorties are suicide missions. Torpedos are nerfed, also. I went from a semi-narrow spread to a wide spread. ...no matter what I did. Now, I'm lucky to get *one* torpedo hit per pass, whereas my Tier 6 carriers could at least get two torpedo hits pre-hotfix. Maybe the carriers were too powerful before, now they are too weak. I feel like I was *finally* getting the hang of everything...but now I can't really play CVs because the planes melt away. I get it...things needed to be balanced. But again...suicide missions do not = balance. My last game, I lost 65 aircraft and only had 23,000 damage to show for it. The games before that, I lost 59 planes and had 5k damage, and before that, lost 47 planes and got 20k damage. In all cases, most of the damage was done with rockets. Torpedo planes can't hit much with the ultra-wide spread. Dive bombers don't survive the AA flak long enough to drop. It's....frustrating. I'm going back to playing other ships for a while. I understand that CVs -- and other ships -- needed to be balanced. And maybe things will be better at the higher tiers. However, I'm not going to get there if I have to continually endure the games that I've just played. </end rant> <edit> Even the planes that complete an attack are shot down now. Nothing survives.
  22. hello, sailors I saw we got some free Florins with air supplies and with Daily missions but... ....Without buy any crates in the premium shop, is possible farm 2500 florins to get the bundle Nº3 only with missions inside game? Thx you guys
  23. I have been hearing constant bemoaning on how "Carriers can't be ignored now" and "Carriers are broken", I thought I would finally toss my thoughts into the shark tank. Since the beginning of the game ,you NEEDED to deal with Battleships. Since the beginning of the game, you NEEDED to deal with Destroyers. Since the beginning of the game, you NEEDED to deal with Cruisers. Just so, Carriers NEED to be dealt with and not ignored. Every ship-class should be a persistent threat until it's eliminated. The only way you dealt with Battleships, Destroyers, and Cruisers is to remain hidden or remove the threat. To this affect, the solution to Carrier issues lie in their power projection and ability to reveal the enemy. My solution to the issues plaguing the CV community,lovers and haters alike, are as follows: Reduce the speed of aircraft (realism-killer) -OR- Limit the range of the aircraft by means of fuel; Adding some sort of leash to aircraft, or reducing their mobility, would help reign in their power projection. I personally lean towards the latter. Re-balance AA with Fleet Cooperation in mind. Players who stick together, as in the past, were always protected from, if not immune to, carriers. Meanwhile, Players who went out on their own got sunk. This is a RULE of the game, and should be a constant that is balanced around(with exceptions for destroyers, discussed later). In my opinion, they could incorporate a slightly unrealistic (gasp) mechanic into the game: Force multipliers. Reduce the base effectiveness of all AA, but scale it based on nearby ships; For every allied ship within 8km, increase their AA effectiveness by some sort of constant (eg. 10% DPS) and increase that bonus every 1km closer the allies are, up to 3km (eg. +50% DPS). Add a HARRIED mechanic to aircraft; For every ship within range / firing on a squadron, there should be a harried effect (eg. 20%/2%/5% reduced rate of aiming and 20%/2%/10% increased movement-induced aim disruption, per ship for Torpedo Bombers/Dive Bombers/Attack Craft). Dive Bombers being affected less, Torp Bombers being affected more, and Attack Aircraft being somewhere in the middle, because [insert rantings about speed/altitude/angle of attack/directions of freedom to evade/shock-value of flying into-vs-over a wall of bullets]. This value could vary based on the ship type. This value could possibly scale with time (10%/1%/.5% at start, increasing per second under attack to some max value). Increase torpedo range to 8-10km. If torpedo bombers are going to be completely shut down by teamwork, we could at least let them hold onto their fleet disruption capabilities. That wave of 4 torpedoes might be slow, spread out, and dropped at almost 10km out with instant visibility, but you can't completely ignore it. Make aerial-torpedoes always visible. I'm sorry, but if you see the torpedo plane, you are going to be watching for the torpedo. It's no secret when they drop it, nor what angle they are coming from... unlike destroyers. This will also help offset that added range. And again, if you are out on your own, you should make a Carriers day. RIP. ... Unless you are a Destroyer. In consideration of their Lone-wolf roles, I offer the below changes: Reduce the spotting range of aircraft; Maybe considering earlier example on force multipliers: Larger Ships/groups of ships should negatively impact your detection range, while smaller ships / lone wolves should be damn near impossible to spot. Finally, consider adding a delay to when targets, detected by aircraft, are relayed to allies. Planes didn't have the best radio communication back then, if any. You could even go as far as to only update the mini-map, but not show visually, the detected ships position. Just my two cents from someone who has loved this game since Alpha, yet is constantly watching heavy handed changes chase away the friends I play with.
  24. Here’s how you balance carriers. Carrier squads are supposed to get multiple attacks in. If AA on ships would prevent you from doing so and only allowed two or even one attack otherwise you will start taking serious losses, then AA is already doing its job and reducing carriers down to only a third of how effective they could be. And those carriers who challenge the AA and go for more attacks than the AA would allow will now suffer serious consequences and lose too many planes which will slow down future attacks. This is how the game can give balance with AA and carriers. Carriers can still be useful at least getting one attack when the strongest AA is present and AA can prove useful denying them multiple attacks or start suffering losses that will make it not worth it To instead make it so that you cannot even attack once without losing many planes and forcing you to not attack at all as you know you’ll just lose most of your planes is now taking it too far and gives AA too much power and starts to make carriers useless since now often they wouldn’t be able to attack at all. For a game that’s of course unacceptable Against the better AA, 0.8.0 allowed carriers to attack once and you were forced to not even consider attacking 2 or 3 times. That’s a win for the defenders. But, the AA was so strong that even if you tried to manually fly away you’d still suffer too many losses so you were forced to use recall. To change recall to force you to lose your planes on the retreat makes it so AA can stop you from doing any attacks, which is where it breaks the game. So the balance is: at best AA can only wipe 1 or 2 planes if you attack once and recall. It keeps CVs playable while rewarding those with the strongest AA levels by them forcing carriers to only attack once, recall, not stick around to scout Implement this however you wish, but the recall allowing planes to now fly evasively and now take very little if any damage was one way you pulled it off. If attacking only once (it’s critical carriers are allowed to attack once and recall without serious repercussions) is deemed an issue of “cvs are doing too much damage” then you can tweak damage numbers instead of turning AA into a “you can’t even attack us once without becoming useless this battle” solution Please consider this I don’t mind being bottom 3rd of a team if I feel I’m not denied attacking once even though I’m supposed to be able to attack multiple times Personally it doesn’t seem unreasonable that carriers are on par with BBs on damage output, but maybe that only shows up when AA is not strong enough to reduce you to one attack per flight with immediate recall “or else” One last concern: when multiple ships sail very close together because of a carrier, their combined AA should at best only be able to reduce the carrier to “attack once and recall immediately or you will lose too many planes” (which again they’re being rewarded for combining AA to deny carriers the multiple attacks they’re supposed to get) instead of again making it so you can’t even attack at all. if this means you have to implement an artificial damage cap one squad of planes will be able to receive per second: the maximum damage over time you will allow them to receive so that if they attack once and recall immediately or else, then they’ll lose at most 2 planes, again it’s a win-win for both gamers And finally a possible oversight: when my carrier was on other side of a tiny island, BB on other side, when I launched my planes every one of them would individually die before the next one took off All planes were dead before I was even given control of the squad! I was unable to launch planes at all which felt like an oversight. it should still instead do damage to the whole squad where I’d only lose a couple of planes when the whole squad takes off, not wipe each one individually before the next one even takes off and I never even get to control the squad Thank you for considering this. For the record controlling the planes from the same visual perspective of how you control ships the immersive factor is a blast!
  25. Here is a technical paper I wrote on my feedback for the CARRIER REWORK CAPTAIN SKILLS 8.0.1. I decided to put it in this format to give the best feedback I can. I have not looked at other lists or posts, so there may be redundant items. I don’t expect everyone to find the same bugs as I, have the same experience, or agree with my following suggestions. CV REWORK CAPTAIN SKILLS 8.0.1 FEEDBACK BY Bigs The following is feedback on the CV Captain Skills items found in 8.0.1: As Currently, all aircraft carrier captain skills are working as intended by their description. However, I would like to add that there are some Captain skills that either feel very underwhelming for their cost, or so powerful that they are must haves for their cost (in some cases, they are too cheap for what they do.) Below is a list of the Captain Skills that I would like to highlight for this feedback. I didn't list ALL of the Captain Skills available to be taken as a Carrier Player, only the ones that I feel need to be addressed, or changed. 1. Air Supremacy – “Accelerates aircraft Servicing” - Aircraft Restoration -5% a. This skill is valuable to all carriers and for 1 captain skill point, its balanced for what it does. Grants you a small boost to “generating” new aircraft from the hanger. i. I wouldn’t change this skill. 2. Direction Center for Fighters – “when fighter consumable is activated, an additional aircraft is launched” – Number of Aircraft +1 a. I don’t really find this skill to be useful on most carriers…or if at all. It does create a slightly better defense fighter for your carrier, but it doesn’t affect anything else. Coupled with strong Anti-Aircraft capabilities by all carriers, it’s an underwhelming skill for what it does. While it is nice to have the fighters shoot down 1 extra bomber when being attacked, its no more a “filler” skill than anything else...and a poor one at that. b. Now regarding surface ships, this is a valuable skill as-is, and one I would recommend if you are wanting some extra anti-aircraft capabilities since there are a lot of planes flying around. For its value, you get a lot of good defense out of it when you really need that extra protection. c. Please see my suggestions at the end of this feedback. 3. Improved Engine Boost – “Increases the engine boost time for the aircraft carrier’s squadrons” – Engine boost time +10% a. This skill, while useful for speeding up your squadrons, also can help give you more time to slow down your squadrons. It’s a pretty useful skill overall for what it does, but it isn’t so powerful that it’s a “must have”. It’s in a nice place of being a “convenient” skill for some players and a hard pass for others. i. I wouldn’t change this skill. 4. Last Gasp – “Completely restores the engine boost for the last attack flight of the aircraft carrier’s planes” – Engine Boost restored to full a. The Last Gasp is a must have ability for carrier’s…its extremely powerful for its points cost given that on your last attack wave, you get instantly refilled on your engine boost allowing you to do a very aggressive attack run at full speed, or you can use the boost to get away out of AA range to safely call these planes home. i. Please see my suggestions at the end of this feedback. 5. Torpedo Acceleration – “Increases the speed of torpedoes launched from both ships and aircraft by reducing torpedo range” – Ship Torpedo Speed +5kt, Aerial Torpedo Speed +5kt, Ship torpedo range -20%, Aerial torpedo range -20% a. This skill has always been useful for carriers in the past, but its also never been a “must have” skill either. It, like Improved Engine Boost, is a convenience skill. Some take it, some don’t. i. I wouldn’t change this skill. 6. Improved Engines – “Increases the speed of the carrier’s squadrons” – Squadron speed +2.5% a. This skill is useful, but it isn’t a “must have” skill. There aren’t many other “better” choices at this tier, so while its “balanced” amongst the other tier skills, I feel it doesn’t go enough for the cost. i. Please see my suggestions at the end of this feedback. 7. Adrenaline Rush – “Increases the reload speed of all armaments as the ship’s HP decreases. Increases the speed of the aircraft carrier’s squadrons as the aircrafts HP decreases” – Reload time reduction for all types of armament for each 1% of HP lost -0.2% , Squadron speed increase for each 1% of HP lost +0.2% a. Adrenaline Rush is a very nice skill to have on any aircraft carrier. The reload speed of ship armaments is welcome, along with the speed increase for your aircraft as you lose plane HP. However, it isn’t a “must have” skill, some captains might not like having their aircraft suddenly speed up as they lose HP. I also am not sure if it reduces service time of planes as the carrier gets damaged. This would need to be clarified by Wargaming. If it does, this could be a very powerful skill for its tier. i. I wouldn’t change this skill. 8. Survivability Expert – “Increases HP of ship and aircraft, including fighters” – HP for each tier +350 , Aircraft HP for each tier +15 a. Currently given the Anti-Aircraft meta that is going on since this patch. This skill is an absolute must have, and I can see it remaining so for the foreseeable future. That said, for the skill cost, I think its pretty balanced for what you pay. i. I wouldn’t change this skill. 9. Aircraft Armor – “Decreases the continuous damage that aircraft take from short-, medium-, and long-range AA defenses” – Continuous damage from short-, medium-, and long-range AA defenses -10% a. Like Survivability Expert, this skill is a “must have” for the foreseeable future. It’s a very handy skill to take on any aircraft carrier, and its points for what you get is handy. Coupled with Survivability Expert, its pretty costly to get both, but you really do need both to have any chance of surviving the current AA meta. i. I wouldn’t change this skill. 10. Super Intendent – Increases the capacity of your ship’s consumables. Does not to the consumables of an aircraft carrier’s squadron” – Number of consumables +1 a. This skill is rather pointless to have on an aircraft carrier, but if you really want that extra fighter wave, this skill is for you. i. I do not have suggestions currently, but I don’t believe this skill to be very useful for carriers. It may just have to be a non-carrier only skill. 11. Demolition Expert – “increases the chances of setting fire to the target for the armament carried by ships and aircraft” – Chance of HE shells causing fire on target +2% , Chance of Rockets causing fire on target +1% , Chance of HE bombs causing fire on target +5% a. This skill is rather based on what nation you are taking for carriers. As Japanese, this skill isn’t very useful, unless you have the VIII Kaga premium carrier. However the American’s should always be taking this skill since it buffs up your rockets and your HE bombs, the exception being the VIII Enterprise premium carrier since it has AP bombs. i. I wouldn’t change this skill. 12. Sight Stabilization – “improved the aiming time of the aircraft carrier’s planes” – Attack aircraft aiming speed +5% , Torpedo bomber aiming speed +5% , Dive Bomber aiming speed +10% a. This skill is a “must have” since it helps reduce the time it takes to get a “accurate” attack run for all types of squadrons. I would tweak it though so that all types of aircraft get the same speed. i. Please see my suggestions at the end of this feedback. 13. Concealment Expert – “reduces the detectability range of the ship and the aircraft carrier’s squadrons” – Detectability of destroyers -10%, Detectability of cruisers -10%, Detectability of battleships -10%, Detectability of aircraft carriers -10%, Detectability of squadrons -10% a. While this may be a “must have” skill for Destroyers and Cruisers, its questionable on Battleships and Carriers. It is a useful skill since it reduces the detectability of the squadrons, which means that anti-aircraft guns won’t fire on them until they are “spotted”, so by increasing your detectability, you are shortening the amount of time a squadron starts to take incoming fire. I would value sit stabilization over this though. i. I wouldn’t change this skill. BIGS’ SUGGESTIONS: These are my suggestions for the previously discussed Captain Skills. I do not expect people to agree with my suggestions for the below Captain Skills, but hopefully they will start a discussion with Wargaming. 1. Direction Center for Fighters – “when fighter consumable is activated, an additional aircraft is launched” – Number of Aircraft +1 a. Change to: “Direction Command for Fighters – “When fighter consumable is activated, an additional aircraft is launched. Increases the Patrol Fighter consumable radius” – Number of Aircraft for Fighter Consumable +1 , Patrol Fighter consumable radius is increased by 20% i. This recommended change adds a bit more utility to the skill to make it more enticing to aircraft carriers. While it will increase +1 fighter to ship and aircraft carrier fighter consumables (as it currently does), it will also increase the squadron Patrol Fighter consumable radius, bumping it from an average of 3km to 3.6km in radius allowing a higher degree of chance that the Patrol Fighters will engage enemy squadrons. 14. Last Gasp – “Completely restores the engine boost for the last attack flight of the aircraft carrier’s planes” – Engine Boost restored to full a. Change to: “Evasive Maneuvers – “Reduces anti-aircraft damage for attack aircraft that have dropped payload.” Aircraft that have completed their attacks gain a 30% resistance to all anti-aircraft damage while returning to the Carrier. i. As-is, Last Gasp is just too powerful for what it does. It either needs to be moved to Tier 2 and swap out with Improved Engines, or as I suggest, needs to be changed to an AA damage reduction for returning aircraft that have completed their attacks. This is NOT including aircraft recalled by the player using the return key “F” or “F Spam”. Only aircraft that have completed their attack and spent their payload. This would also entice players to attack as much as possible per squadron rather than simply attacking once and returning aka, "F Spam". 15. Improved Engines – “Increases the speed of the carrier’s squadrons” – Squadron speed +2.5% a. Change to: “Improved Engines – “Completely restores the engine boost for the last attack flight of the aircraft carrier’s planes” – Engine Boost restored to full i. I strongly believe that the ability to get “full engine boost” on the last attack wave is just too powerful for its tier, and +2.5% for all squadrons at Tier 2 is just too weak of a skill. I would recommend changing Last Gasp to the “Evasive Maneuvers” skill that I suggested for Tier 1, and change the tier 2 skill, Improved Engines, to perform the same actions that “Last Gasp” does at Tier 1. This would make the skill costlier, which I think would balance it out better points wise. Any higher and it would be too costly for what it does. 16. Sight Stabilization – “improved the aiming time of the aircraft carrier’s planes” – Attack aircraft aiming speed +5% , Torpedo bomber aiming speed +5% , Dive Bomber aiming speed +10% a. Change to: “Sight Stabilization – “improved the aiming time of the aircraft carrier’s planes” – Attack aircraft aiming speed +10% , Torpedo bomber aiming speed +10% , Dive Bomber aiming speed +10% i. This skill, while nice to have as-is, doesn’t feel as useful as it could be for a Tier 10 skill. I would suggest increasing the values to all be 10%.
×