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Found 24 results

  1. Avenge_December_7

    General CV Tips And Captain Builds?

    So in an effort to learn the new CVs, I've attempted to take my Midway out in training room against bot tier 10 battleships. The first time I had them moving but unarmed, so I could practice my aim. This went decently well, although it will still be a while before I try it out in randoms. The second time I did not let them move but made them all armed in order to try and learn experiment with how to dodge AA fire. Except after repeated attempts, I still have no idea how to dodge AA fire, aim properly while under AA attack, or even how not to lose my entire bomber squadron after making a single attack. I don't want to be a burden on my team in either co-op or randoms, so I'm asking here. Any tips on CV strategies, such as aiming, target selection, and attacking? How do they vary for the different national lines? How do the captain builds and upgrades pan out for each CV?
  2. What recent changes to the game did you like least of all (in the two latest Updates — 0.8.0 and 0.8.1)? The fact that cvs are very under powered and AA is lethal, your planes are made of wet cardboard, the fact that your wing just evaporate in contact with some ships AA and you get deplaned very fast if not careful, the fact you cant choose the size of your wing, the fact that the AA system is quite unbalanced and ships AA can still hit your planes outside of their AA range and behind islands, the fact that even WG recognizing the air spotting inside the AA range problem they made it less worse so that you can see ships before you get in the AA range but you dont have space to turn back without taking damage................................................................................................................................................................................................................................................................................... and worse of all WG said you can dodge flak but you cant dodge flak(you can dodge some flak but not all) you are flying your wing and you see in your front black clouds of flak an explosions and on the left and in the right how do you dodge that if you press F your wing gets deleted you can dodge that with bombers and torpedo bombers but you cant cancel your attack so i say [edited].
  3. I recently saw a video where someone in the Hakuryu managed to get consistent very high damage with torpedo bombers alone. Seen here, this gave me hope that CVs are not completely useless now and Hakuryu could still do some great damage, so I got it on the public test (once the nerf came out) and my god what a mess. 1. The aim sight. Probably the biggest issue here alongside the catastrophe that is AA, apparently in a situation where they encourage you to swerve around to minimize AA damage, now you cannot even move slightly without the aim sight becoming larger than the map. The spreads are just so horrible now, and the arming time of the torpedoes makes it worse. You will have to drop from miles away where the enemy ship can easily dodge or else just have them bump uselessly into the hull. I don't know why anyone thought this was a good idea. 2. The AA power. Anyone who thinks the AA is underpowered is being dishonest, you cannot even go after a single cruiser, let alone a group of ships, without your squadron being wiped out or severely damaged very quickly. Moving around doesn't even help much, and just worsens your aim. Even destroyers can seriously hurt your squadrons now, and it's not limited to just the good AA ships. Tier 8s, and ships like Yamato known for being CV magnets can really mow down everything in your squadron, and you will only get about one attack run in before the squadron is useless. Honestly a good decrease in AA power would go a long way here. Because currently your squadron is being blown up just from enemy AA looking at them. 3. Restoration time. It's not like the above is compensated for by being able to rapidly send more planes into battle. Planes are destroyed so easily that torpedo bombers will take forever to fully replenish. 4. But what about rockets and dive bombers? Rockets can be quite nice for setting fires, but honestly you aren't gonna get very much long term damage from either. Bombs are too inconsistent and torpedoes have now been made obsolete. 5. "You're just not playing them right" I do not believe the CV should be a ship so difficult that only unicums and effectively play it, for the above reasons, it takes a whole lot of skill to make those attack runs work, which is uncommon. I am no new player, I had lots of experience with the main line Japanese cvs before the rework and have a couple tier tens. 6. People whining about CVs being "overpowered" Look, just because some rockets are hurting or spotting your destroyer or fragile British cruiser doesn't mean the CV is a huge threat to the whole team. As I said, any ship with any kind of competent AA is gonna punish those squadrons hard before they can do any real damage. If people would not stop complaining about the new carriers and actually realize they could be a good ship class if they stopped nerfing them to hell, it would be a much funner class to play now. Am I asking for CVs to be powerhouses with no real threat to them, absolutely not. But I just want these few issues to be fixed so they can just be more enjoyable ships to play. They probably shouldn't be as good as in that video, but they should at least be comfortable and competent enough that a decent player could get 100-200k damage per game and maybe even more in the rare amazing game. I hope the coming patches can address these issues and finally restore balance to the carriers.
  4. juanbanzaitoratora

    Unbalanced battle for carriers

    i have problems about the game about the carriers, i like how is it but i dislike the tiers what they must fight actually i have the ryujo and can attack ships tier 7 whit problems but i can, but let a carrier tier 6 fight againts ships tier 8 are insane, cant even close to make a attack and the problem of that games are the 70% or the ships are tier 8, there is a carrier tier 8 i know that but dont put a carrier tier 6 fighting ships tier 8 cant do something than search the ships to get detection, a way to make this can be go back the carrier their tier 5 and tier 7 to make a better balanced battle whit carriers
  5. So on Wednesday, WG finally decided to make a buff for Hakuryu. While it did do some justice to the ship and it is good to see they are finally trying to fix some of the damage done, there is still one particular thing about Hakuryu. The buff only affected the 2 drop version of the torpedo bombers. The 4 drop version can cause good damage if you manage to push home an accurate strike, but the combination of the nerfs greatly hinders their potential. The fact that they fly on flak level whereas the 2 drop variant avoids flak damage by flying under it, the fact that the aim is so slow and wide at the start, makes using them very uncomfortable. I think the best choice here is to buff the aiming and preparation time to be like the 0.8.0 version or at least close, but changing nothing else, except maybe slightly increasing torpedo speed if necessary. Making them comfortable and reliable to use, while still taking AA damage, will mean that the player will value the planes much more, but even if you lose a few planes pushing home a few accurate strikes with one squad would be worth it. In conclusion, the 0.8.0 Hakuryu had some good qualities and a rather large skill gap, average and bad players could barely get over 100k whereas the very skilled and unicum players could easily get 400k and above. So, the idea that CVs could be insanely overpowered when in the right hands, but not so good when in the hands of a poor player, I like it very much.
  6. I served aboard the beast of the east when she was stationed in Yokosuka, Japan for 2 years. quite a good time in my life just 18 and the world at my feet. visited some 20 different countries during that span How many others are seeing the old duty station in this game.
  7. It definitely looks enticing for new players while also allowing the existing CV veterans to flourish. The new rocket-armed attack planes look cool as anything. My big concern, however, is that iChase says that you can dodge the long-range AA fire. This may just be me, but I'm a little worried that that will mean that Defensive Fire on cruisers like the Baltimore I just bought will be largely useless until it's too late. Otherwise, I think it looks OK.
  8. WG, Considering that now I can barely spot a DD and rockets are ineffective maybe you ought to reconsider removing Radio Location from CV planes. I was just killed by a DD that I was trying to find but could not spot. Maybe this was your intention all along but this nerf kind of makes the CV feel helpless defending itself against DDs. The constant nerfs are starting to become tiresome.Thanks.
  9. DarkFireWolfe57

    T8 Saipan

    After playing around with the Saipan and Lexington it was a very noticeable difference. Before the rework the Saipan felt more worthwhile playing where as now if a choice was needed I would take her Tech Tree counter part. The reasons for this are the fact that the Saipans planes aren't much faster and don't have a large HP difference over the T8 Planes. Along with her slow maneuvering planes, a short drop time, and a long time for the Aircraft to aim properly make the ships Aircraft feel very clunky and sluggish. Overall I feel the Saipan definitely needs reworked, maybe even having T8 planes instead of the T10 ones.
  10. Almost exclusive CV Player making this comment. The new rework is ….NOT GOOD! I was never sure why you all thought there was a need for this and not sure why you wanted to integrate World of Airplanes into World of Warships....what is next, putting tanks on ships and then you can shoot ships with your tanks??? Regardless, like most entities in life, WOW won't admit that this was a horrible idea, which is what you all were told all the way through the testing phases. I am sure that you will try to improve upon the mess you made....which won't work. So, thanks for ruining this game for the CV Players. Not to be jaded and cynical, but that had to be your intent from the beginning as all the feedback I ever got was that this was just horrible.. I am just waiting the requisite amount of time before I sell all my CVs and move on. For the record, the real solution to increase CV Play was always to fix the ungodly AA at the higher tier levels. There were always plenty of CVs at the mid and lower tiers and the CV Play was always best in the 6-8 range where there was a nice balance of AA Cruisers and many CV Players.
  11. HipMichael35

    Remove Carriers?

    I know about 20+ people who are taking a month or more break until the game cools down. But if there was a way to avoid carriers they all would join back and play as they don't have many problems with Ship to Ship combat in this game. https://docs.google.com/forms/d/e/1FAIpQLSc-HUBSHO15yUJDMQhYmnxreDUKt4tKUpKRc7APfsnuJadC9Q/viewform?usp=sf_link
  12. ELOFan

    I am excited!

    I miss my Independence, Bogue and Zuiho but thank you for giving me the Ranger. :) I know I have to rebuy Hosho to get Ryujo and I played smart move by saving my commanders by placing in reserve. I am excited to relearn to play CV's I first going to go play against bots it will give me time to master by practicing how get better control of aircraft. But still I miss my other carriers so I will leave this song here. :(
  13. The carriers have little armor and in the game very few people protect the most valuable ships such as the battleship or the aircraft carrier. The aircraft carrier should have the ability to repair other ships with consumables as the ship with the least armor and most vulnerable, also that is also the boat that moves less in the game so this boat would take more importance, of course this skill would not repair the aircraft carrier, only the allies.
  14. So a chat in the Warships Discussion / aircraft carriers section of the forums appears to have revealed that the new British tree of aircraft carriers are not getting their one defining feature: armoured hangars. I know this is an arcade game, not a simulator. But this kind of guts the entire character of ships such as HMS Indomitable, Implacable and Audacious. They were built to primarily operate under the air umbrella of enemy land airfields as neither Germany or Italy had advanced carrier programs. These theatres of war also exposed all shipping to rapid raids from destroyers and light cruisers. So the 1930s pre-radar solution to this was to turn the entire hangar into a magazine. In the case of HMS Illustrious, it was surrounded by 4.5 in armour on the sides, and 4.5in armoured roller doors on the front and back. The top was capped by a 3in deck. Later ships cut this hangar side armour down to 2.5 and 1.5in in order to free up weight for an extra hangar deck. The point was to protect the volatile hangar (as so amply demonstrated by USS Bunker Hill and Franklin) from destroyer and light cruiser gunfire, as well as 250kg (and to a lesser extent 500kg) bombs. It was also to prevent damage to the rest of the ship spreading into the deadly hangar. All these scenarios were born out by their actual WW2 combat experience. In a World of Warships setting, this would cause destroyers and cruisers to have a harder time of sneaking behind the lines for a quick carrier kill, as would the 16x 4.5in guns that could shoot across the deck for full broadsides.(But, yes, it would also make these ships citadel pinatas to heavier shells) Even so, such resistance to lighter ships would give Illustrious, and to a lesser extend Indomitable and Implacable, something of an advantage in the 'World of Tanks on a Lake' maps, especially when combined with 'unlimited' air groups. I guess this could explain why Wargaming may have chosen not to armour the British carrier hangars, if these models supplied kindly by Mofton, tell the whole tale. But it makes me think ... I may as well play a carrier design that gets the benefit of the weight dedicated to its armour (USN, IJN, Germany) instead of one that only gets the negatives (lower speed, smaller size and hp pool etc).
  15. OK, so this has bothered me for a while since I am a student of history. So I did some research on cruise speed, top speed of the fighters listed for Japan and the U.S. What I found confirmed my suspicion. The U.S. fighters are given a 28% boost in speed, while the Japanese were given a 13% penalty. This results in a whopping 41% difference from reality. I know it's just a game and maybe it's compensated on the damage and HP. But when one pass from the 5 American fighters can down 18 Japanese fighters, something is off.
  16. With all the controversy surrounding the rework I feel it is high time for some hard data. Since some cannot or don't want to download the PTS here is the relevant AA stats for T10 ships. Note I did not include modules or captain skills, this is the base stats only. Battleships: DDs: CA/CLs CVs: Conclusions, Musings, and general TLDR: AA bubbles do not overlap. Short range AA is useless, if you are shooting down planes it is with your flak clouds. All flak clouds do good damage if they hit. The most important stats for determining if AA is good or not is number of flak clouds and range of medium and long range AA. This means at T10 the best AA ships are those with no short range AA. Conqueror, Rebublique, Henri IV, Daring, and Z52 fit this bill for surface ships. Worchester still has heavy AA despite it's blind spot. Montana and Gearing have poor AA now(with Gearing only being better than the Shimakaze). Speaking of DFAA it now boosts continuous DPS by 50% and flak damage by 100%. IT's nice IF you have enough flak to hit but otherwise does little.
  17. Come on WG forum staff, you already do wonderful work, why not post and sticky it yourselves? Cheers to @YamatoA150 for posting it first on a different thread, but I feel this needs its own separate. Commanders! Following yesterday's article about the next iteration of the carrier rework testing some questions have been asked which we had not properly addressed. We'll try to do that below and hopefully clarify the situation around odd-tiered aircraft carriers. Why did you decide to leave only even tiers of aircraft carriers in the game? There are three main reasons for that: The match-making will benefit from this Carriers always get into battle symmetrically, so if 20 people queue up with different aircraft carriers, each at a different tier between 4 and 10, then will be standing in 7 different queues. If only even tiers are available, then the number of queues decreases to 4, which means it will be noticeably faster to get into battle. Waiting times will decrease, while the number of balanced battles will increase. Progression between carriers will be better Many significant parameters of air groups which noticeably affect what they feel like and how they perform in battle do not change smoothly, but only in discrete jumps. An example of such a parameter is the number of aircraft in a strike group (these are the aircraft that are separated from the main squadron to make an attack with torpedoes, bombs or rockets). At tier 4, there are currently two aircraft in a strike group, while at level 6 there are three. This obviously does not leave any room for progression at tier 5, within this parameter. There are a lot of such parameters and having them change noticeably and clearly contributes to a feeling of progression, which is one of the effects we wanted to achieve. Gameplay becomes clearer Having a clear progression between carriers will also mean more clarity for a carrier's teammates and opponents. The mentioned differences in air group parameters will be more pronounced between even tiers than they are now, which will make it easier to evaluate relative carrier strength and choose how to counteract it, even just by looking at the battle loading screen. So what's the plan? Here's where it gets interesting, as there are many options to choose from. Obviously we haven't spent months modelling these odd-tier carriers just to scrap them. At the moment we intend to transition them into second carrier branches of aircraft carriers with alternate gameplay styles - another way to influence the battle, a different approach to claiming victory for you and your team, as well as different interactions with allies and enemies. There are a lot of different options here: they could do a little less damage and assist their allies more instead in different ways like spotting enemies or through other advanced capabilities which were abundant with aircraft. It's possible that some types of aircraft in such alternative branches would be able to set smoke screens, saving heavily damaged ships from destruction. They might also be able to help allied battleships with putting out fires, or even land on water and capture objectives. Aircraft might even have something in their arsenal to help combat submarines should that ever become necessary. These are just some of the options and you should understand that they are meant as auxiliary interactions that can be done together with directly causing damage to the enemy team, not instead of that. Certainly not all of these ideas will make it into the game, but those most promising ones have a good chance of seeing it through. Most likely such carriers and their squadrons would be slightly more difficult to play than simple strike setups, which would make them a good choice for those players who will have mastered the initial post-rework carrier gameplay. Why not simply shift all aircraft carriers to even tiers and release 2 branches immediately? In this case, same-tier carriers in one nation would be almost identical in terms of gameplay. We're doing a lot of work to make aircraft carriers of various nations different from each other. However, we can't make multiple branches different, yet equally interesting and balanced using just the existing parameters of dropping bombs and torpedoes or launching rockets. These ships deserve a different, more interesting fate, but it will take some time to make that happen. When can we expect these new branches? We are currently focusing all our attention on the mechanics themselves and the balance of these initial strike carriers. After the rework is done we will start work on these alternative branches. To give you a perspective of what the future might look like, here are screenshots of the American and Japanese tech trees: The state of the branches of the new aircraft carriers at the time of the carrier rework release (note that the information is preliminary): IJN tech tree USN tech tree Estimated state of the branches of new aircraft carriers by the time of the introduction of alternative carrier branches (note that the information is preliminary) IJN tech tree USN tech tree
  18. With the new update they made US carriers the top of the food chain again, starting at ranger I believe, you gain access to a 1/1/2 rather than a 1/1/1 that was standard for everything. But you can’t swap in for a 2/0/1 anymore, as the drawback of this new update. But it will get better. At Lexington(Tier 8) you may upgrade your DIVE bombers to equip AP bombs that can deal massive damage. These bombs were on the enterprise(Tier 8 premium carrier). At tier 9 (Essex), you have a 2/1/2, which is powerfull. Drawback, and it’s a big one, the fighters for the Essex only are stock tier 8’s and you cannot get tier 9 fighters. One thing is that the torpedo bombers past Lexington STAY at tier 8, with no upgrades to 9 or 10. But of course at Essex you can still get those AP bombs with tier 9 DB. Midway is probably the most beneficial from this update as it has a 2/2/2. With stock T9 fighters that can be upgraded to T10. Course you only have tier 8 torpedo bombers, but torpedo damage does not increase with tier. And you still get those awesome tier 10 AP dive bombers. In my opinion. Go USN as the AP bombs wreck havoc against most battleships and some cruisers, and the bombs have a INSANLY SMALL targeting reticule, that can be smaller than the superstructures on most battle ships. But you only get them at tier 8 and up. Moving on. IJN, where to start. Easy way to say how the play is swarm the skies. These carriers have a really good amount of squadrons. But that comes at a cost. When IJN fighters take a squadron of USN fighters, the USN’s are going to win, as the squadron capacity for all USN carriers is 6, beating the IJN’s 4. Plus the USN planes ( all types ) do more damage and more health. But since IJN has a 2 fighter load out that puts it a 6v8. I can’t say much more because I only really made it up to Lexington and never played a IJN carrier before. But the grind to the tier 8 Lexington is worth it because when you go into the first battle with your AP bombers bought ( point, you get stock HE so then you can upgrade them to the tier above with HE OR AP ) you can deal a CRAZY amount of damage on a battleship draining almost 7/8 of its health for certain types and if you get a good hit.
  19. Sir_Pengu1n

    The Great Gorgon

    So I recently got a 5 star match on the second Halloween mission and got the really awesome Great Gorgon camo. I already have an almost max upgraded Shokaku and read somewhere that the Gorgon camo equipped all the planes with the bat skin. However, when I went to put on the camo, the planes did not have the bat camo. Is this right? Or am I wrong that the planes get the bat camo?
  20. So I've been wondering, what the future hold for CVs especially the rework. For example, new premium ideas (that you would like to see in the game) *cough* Aquila *cough*, the population of CVs, etc... I want you guys to give your opinion, there is no wrong or right answer, just want to see what you guys think. I just want this to be a topic to share ideas, keep criticism to where it won't bring a full blown argument to where I'll need to close this topic or have to bring a moderator. *Don't mind the pictures of CVs, just wanted to decorate this topic.
  21. Advice for new carrier captains (tiers 4&5) and apologies for the wall of text to follow. So... you finally unlocked a CV and want to be the next Captain Chtholly (https://na.wows-numbers.com/player/1027898162,ChthoIIy/ ). Well, here are some things you should know. Some would say the CV line is very broken. Very unbalanced at some tiers. And the learning curve when you get to tier 6 can be unforgiving. That's when the game gives you the opportunity to strafe with fighters and manually drop your bombs and torpedoes. And until you learn those skills you will be at a most definite disadvantage. But playing the tier 4s and 5s can be a lot of fun. Play them right and you can rack up the wins. Play them wrong and you will hear nothing but complaints from your teammates. CV's can carry a game, but just as easily lose it before it's even started. One is way more fun than the other. 1) Don't play a random battle until you've upgraded at least your fighters on the tech tree. If you don't, you'll be pwned like a wood cutting noob. So either use free XP or fight Co-op battles until you get them. 2) Buy the Air Group Modifications for your upgrades. They are inexpensive and will certainly give you the advantage over many who don't. 3) Captain skills should be Aircraft Servicing Expert, although Dogfighting Expert comes in handy for US CV's. And then Torpedo Acceleration. If you play them long enough to get 6 or 10 skill points then it's Torpedo Armament Expertise followed by Air Supremacy. 4) When the battle is loading, hover your mouse over the enemy ships to see what their AA level is. There are some ships, even at those lower tiers that will absolutely devastate your squadrons. Just avoid those ships until later in the game. 5) Your planes are on a Carrier, not an airport. Which means you can move around. Ideally you want to be in a place close enough to the action to get your planes back quickly, but far enough, not to be spotted. Also, don't forget to check how the battle is going and relocate as needed. 6) Unless you're directly under attack, your priorities should be BB, CA, DD, CV. And preferably a ship that's all alone or at least on the edge of a cluster of ships. That way you limit the amount of AA that will be brought to bare on your planes. 7) When dogfighting enemy fighters, try to engage them over your ships. It will give you the edge in what would otherwise be an even battle. 8) Watch your attack planes go in, if your target ship thinks it's your target, it will turn. Change your attack angle appropriately until you have the shot you want, otherwise it will be a wasted strike. Bombs line up straight as you can and torpedoes from the side. 9) Many DD's and CA's are very hard to torpedo if their captains are paying any attention because they have such great maneuverability, learn which ones are a waste of time to attack. Unless you're playing a IJN CV, they can come with 2 torpedo squadrons, in which case, learn to cross drop. Basically, you want them to attack at the same time, but at a 90 degree angle from each other. You don't have to worry about the angle of attack on the ship, just the timing and the angle to each other. 10) Don't use your fighters to escort your own planes. It's always a losing proposition in so many ways. If the target is that well protected, pick another one. Instead, use them to keep the other carriers planes away from yours and to spot enemy ships. 11) Yes Spot!... Spot spot spot. Especially enemy DD's. It's often worth it to use a returning DB squadron to just hover over an enemy DD that's causing your side grief until it's sunk. Your team will love you for that. 11) Don't attack ships that are about to die anyway just to get a kill. It's a waste of a strike and takes those planes out of the game for far too long while they return to rearm. But Do attack ships that have taken a lot of damage, even if they're on your avoid list as there's a pretty good chance their AA will be greatly degraded. Also, if you notice a ship has just put out a fire, go for a torpedo run. If you get a flood or two you will do tons of damage if not the kill. 12) If there are 2 CV's per side, coordinate your fighters to get air superiority. You can link your fighters to theirs or just follow manually. But as soon as they're engaged make sure you join in as fast as you can. Also, avoid the fighters that have a higher tier than yours one on one. Just press the alt key when they're on you tactical view to see what tier their planes are 13) And finally. As a tier 5 CV, you will occasionally be up against tier 6 CV's. If that's the case DO NOT link your fighters. They will get wiped every time your opponent tries to strafe your teammate. Keep your fighters close enough to your allies to help when he engages, and your strike squadrons far away. Tier 6 CV fighters can strafe for devastating results without dogfighting and can literally wipe out multiple squadrons at a time if they're in close proximity to each other.
  22. Gneisenau013

    Wargaming Anniversary

    Twenty years ago, on August 2, 1998, the Wargaming.net company was founded. We invite you to celebrate this event with us, get festive discounts and bonuses, and complete special combat missions to obtain 1 day of Premium Account time and camouflage sets! https://worldofwarships.com/en/news/common/august-missions-2018/
  23. I'm not sure if MM has suddenly decided that it hates me, but two thirds of my last dozen or so battles in tier 8-9 carriers have consistently paired me (who pretty much always plays solo, especially in CVs) against fishing divisions. While most of them were fairly competent carrier players in their own right (barring one in a 2-0-3 Graf Zeppelin), when divisioned up with competent AA ships, it becomes close to impossible to pull off >100k damage games. The two division mates cover one half of the map, allowing the enemy carrier to focus his fighter coverage over the other half. In essence, I am limited solely to defensive play (which becomes untenable when my teammates push into the caps and thus the AA range of enemy ships, thus forcing me to remove my fighters and allow the enemy CV to attack said pushing teammates lest I lose my fighters) and opportunistic strikes (when just about every flank of the map is covered either by AA ships or fighters, such opportunities are usually very rare and very costly to my bombers). Granted, I still ended up winning over half of them (probably because I just play defensively, spot enemy destroyers, and execute opportunistic attacks), but my damage numbers and planes shot down consistently suffer, and things like spotting don't net nearly the amount of xp and silver that damage and plane kills do. Is this just a spate of bad luck/MM, or am I going to have to adapt my tactics to account for meeting enemy fishing divisions most of the time?
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