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Found 51 results

  1. Nightlock_

    Best Torp Botes

    Hey Guys, I'm a relatively new DD player and i like being a torpedo boat, so naturally i tried IJN, im up to the Isokaze, and its great, I love it. I really like the line but i hear from every single person that the IJN dds are shiz after the nerfs to torp stealth and the guns, and tell me that ijn dds in general are crap, They say that shima is worst T10 dd in the game, and now i dont know if i really want to play through the IJN line anymore. I honestly dont care about guns, (i don't know how to use them without being nuked ;) because i dont use them that often, so what would you guys say?. Also how effective is the akizuki line at knife fighting and how is the manuevrability and concealment on them??
  2. Just watched a YouTube stream an IJN Battleship Ise being driven, an unconverted Ise!!! Almost identical in look and feel to a Fuso with possibly slightly better armor, but it has main battery reload booster as a consumable for to use moment you want to channel your inner Russel Crow and give 'em a little "surprise." I like what I'm seeing. It works without being OP because like the Fuso you still have those phenomenally long ranged guns, and you have 12 and a not insubstantial secondary battery but with like 5,5 Km range, and of course your ship is easily spotted from low earth orbit. Still, basically a Fuso with all the refits and a Main battery reload booster. Yea, I can work with that.
  3. I love and play all the lines of the IJN; BB, CV, DD, Cruisers (which are like big DDs). But the one ship I would like to play has supposedly been put out of my reach for eternity, I started playing world of warships just after Musashi was removed from the store, so I never had a chance to get it. I completely understand the developers reasons for removing Mushasi from the store (not saying I agree or disagree) but removing it completely?!? Musashi was removed to my knowledge because it was becoming too popular in the tier 9 line up (too many being played); the same reason was used to remove the Jean Bart, but then they add Jean Bart B to the store. I think they should add Musashi to the steel, coal, or RP (research point) ship lines, I think it fits there perfectly. I am not saying make it cheep (I think 30,000 steel sounds reasonable), but at least make it obtainable through some means besides preying on Santa containers (since I don't own most of the premium ships and odds are near zero to get a musashi in the first place, I'm not even gonna try that way unless I literally win the lottery). If the Musashi is added to the steel, coal, or RP ship lines, I will save all my resources to get it, no matter how long it takes. I feel like I'm not alone in my thoughts and would like to see the Musashi become obtainable again in some way or form.
  4. The US Navy has Franklin Delano Roosevelt as their Tier 10 Premium Aircraft carrier. The German Navy will possibly have 2 Tier 10 Premium Aircraft Carriers: M. Immelmann and W. Voss can't find the image =( So how about considering a Tier 10 Premium Aircraft Carrier for Imperial Japanese Navy? IJN Shinano Ship Cost - 31000 Steel because there is no ship cost 31000 Steel Hit Point... If we compare the hit points between Hakuryu(63,100), Midway(67,600), F.D.R.(67,600), Manfred Von Richthofen(65,300) and Audacious(63,400), we can get the lowest HP - 63,100 and highest HP - 67,600. Hit Point for IJN Shinano should be between 64,000 and 66,000. Length 268m Beam 36.3m Draught 10.3m Secondary Armaments 8 Twin 127mm dual-purpose guns Firing Range - 5.2km Rate of Fire - 18 shots/min Reload time - 3.33 seconds HE shell - 100mm HE type 98 (same as Hakuryu) Initial HE shell velocity - 800 - 900m/sec Chance of fire on target caused by HE shell - 6 - 11% AA Defence 35 triple 25mm AA guns Average damage per second - between 110 - 170 Firing Range - between 3 - 5km 12 28 barrelled 120mm AA defence rocket launchers (28 explosions per salvo) Average damage per second - between 290 - 340 Firing Range - between 5 - 8km 40mm Bofors "chi" type 98 Average damage per second - 242 Firing Range - 3.51km (according to Hakuryu, doesn't need to be added) Maneuverability Top speed - 29 - 35 knots Turning radius - 1108m Rudder Shift time - 20 - 24 seconds Concealment(Shinano is smaller than Hakuryu) Detectability by sea Shinano - 12 - 14km Hakuryu - 15.66km Detectability by air Shinano - 8 - 10km Hakuryu - 11.42km Aircraft Compliment Rocket Attack Planes - Ki 84 hei Hayate Rockets in payload - 8 damage - 2000 - 3000 Fire Chance - 11% Cruise speed - 150 - 180 Hit points - 1500 - 2000 Squadron size - 9 planes, 3 per attack run Number of Aircraft on deck - 14 Aircraft Restoration time - 60 - 80 seconds Torpedo planes - B7A2 Ryusei Torpedo in payload - 1 Range - 3 - 4km damage - 3000 - 4000 flooding chance - 43 - 58% Cruising speed - 120 - 140 Hit points - 1700 - 2300 Squadron size - 12 plane, 4 per attack run Number of aircraft on deck - 18 Aircraft Restoration time - 70 - 90 seconds Dive bombers - B6N2 Bombs in payload - 1 Bomb type - armour piercing maximum damage - 7000 - 11000 Cruising speed - 130 - 150 Hit points - 1300 - 1900 Squadron size - 12 planes, 3 or 4 per attack run number of aircraft on deck - 18 Restoration time - 80 - 100 seconds
  5. Longtime player, somewhat new forum poster. Forgive me for being bad at formatting. This is essentially going to be a giant essay. I'll try to space it out to be easier on the eyes. The Izumo. No matter what people think of her, she is well known. Especially by those who've played her. Izumo is notorious as the insurmountable last hurdle to getting the Yamato. But for a lot of people the grind is anything but smooth. I want to explore this more and figure out why exactly the attitude towards this ship is the way it is. In my experience when I first grinded her, Izumo was indeed a pain. But way back then I was a terrible player in general. I was bad at everything and Izumo was punishing my mistakes even more than usual. But let's for a moment assume that most people who personally grinded Izumo were actually competent at that stage of their play history, unlike me. Still, why does the ship get so much hate? Is it all hearsay and bad reputation or is she really a bad ship, and if people are doing bad in her, why is that and how can they fix this? So Let's get down to business(to defeat the Huns) And to take a look at Izumo's glaring weaknesses. Her stock form is atrocious, ugliness aside(I actually like the C hull's look a lot), you are going to have a rough time with Izumo's initial stats. Let's go down the line. HP: 76,500. Starting off you have more HP than Iowa and Friedrich, But they beat you once out of stock. Good news is you beat Lion.... Speed: 27.1 Kts. You start off around the same as the other T IX BB's but you stay the slowest out of stock. Rudder Shift: 26 seconds. Every BB at this tier starts out equally as bad, but Izumo is still the worst. Out of stock is a bit more playable but the competition still leaves much to be desired. Especially since other BB's can afford rudder shift upgrades where Izumo is forced to use damage control for reasons that will be addressed. Concealment: 19.26 Km Absolutely atrocious. The worst stock value in the game. Now here is possibly her biggest weakness of all. She is covered in 32 mm plating from bow to stern and has a wide open deck. This means that any cruiser or RN BB will see you as food and boy will they feast. Not only from fires but from HE pen as well. Your only chance of protection is if shells hit your turrets. Which isn't desirable, as they are all in one spot and if they are knocked out you lose a lot of firepower. The above alone is enough to easily make people hate their experience and disown the Izumo for good. Not to mention in updates past she had absolutely unusable guns as well. Now Lets focus on what the Izumo does well. Which is surprisingly a lot of things. First Izumo has very good guns. These things hit hard, and are reasonably accurate. Izumo's guns tend to hit for high damage very consistently from steep angles sometimes. But it's her turret traverse that is her sweet spot. Compared to Yamato, and some of the other battleships in her tier Izumo has very fast turning turrets. Stock, they turn 180* in 40 seconds flat. With Expert Marksman, this goes down even further to 34.6. With Main Battery mod 2 even further to 30.6. Additionally you can run MBM 2 and 3 simultaneously to enjoy a 27 second reload and 34.6 traverse. In short these are very responsive guns that unlike their more responsive German competition, are very accurate. Even sans the aiming systems upgrade. This is a far cry from Yamato's turret ergonomics, which in my opinion are Yamato's biggest weakness. Personally I think these responsive turrets make up for the awkward no. 3 Derp turret, or at least make them in line with other 3 turret battleships that can enjoy firing directly to the rear. Now her outer Armor scheme is very bad but her internal armor scheme is pretty good. A near submerged citadel with a nice beefy belt covering it. Additionally, similar to Amagi, Izumo also has a nice thick rear armor belt. This may not see much use, but it is interesting nontheless. Now taking all this into account, let's try to assess whether or not the Izumo is really a bad ship or not. Her atrocious concealment can be brought down to a playable amount somewhere around 14 Km. (forgive me as I don't have a fully specced captain for her at the moment.) This mitigates one of her worst weaknesses to a good enough level that lets a skilled player position themselves into a good place to stay alive and be effective. In fact some unicum Youtubers recommend using hard cover in Izumo as much as possible. Damage control 1 and 2 is absolutely required to make this ship be playable, and if you have the spare points, Basics of Survivability and India Yankee flags will bring fires down to a very manageable level. This doesn't fully solve the weakness against HE, but in a big ship like this. These modifiers will help a lot. You could go a step further and take Fire Prevention, but unless you have an uber captain I would take Concealment Expert over this, given the choice. So between fire extinguishing modifiers and good positioning, a lot of Izumo's worst weaknesses can be patched up. In my opinion the strengths above will shine through the best this way. Which makes her an absolutely acceptable Tier IX Battleship. Now by no means is she the best battleship or even Tier IX battleship, but I see no reason why Izumo isn't a perfectly acceptable grind to Yamato. Besides, in the current meta battleships carry a lot of weight. Izumo has a bit of a higher skill floor to do acceptable in her, but played right can do her job. Speaking of her playstyle, I find Izumo to have an interesting one. Basically you need to hang in the back or behind hard cover preferably and take potshots at people. Once the battle reaches a certain point you can throw your weight around and help mop up and carry the team to a victory. Other ships like Kurfurst are better at this, but Izumo does just fine with it. And that's it really. My final thoughts on Izumo, that she's fine exactly where she is right now. She doesn't need buffed or nerfed or replaced. She is tough to play, but that doesn't mean she is bad. I think she does her job fine as the final gatekeeper to Yamato. The Wiki here also brings up an interesting thing. She essentially can outdo Friedrich at range, and beat Iowa in a brawl. So I think she has a good place in the meta. Here are some captains builds at different stages that I think will help this ship a lot. Especially for anyone new to the ship or struggling with it. This is what I would recommend a new player try to use first on their Izumo also taking into account future Yamato play. It's nothing special really. Most Battleships need these core skills. I assume by tier IX a player would have at least 10 points. To a player who has a spare captain with a decent amount of points wanting to use Izumo, I would use this. The Basics of Survivability and High Alert will be very useful for keeping this ship alive especially with damage control and India Yankee. If you, like me, have a soft spot for underdog ships performing their best, then these 19 point builds will push Izumo to it's maximum usability. The first one uses Jack of all trades to push that repair cooldown even further as well as your heal too which can be beneficial. And uses Adrenaline rush to capitalize on Izumo's low reload (assuming you went with MBM 3) and the idea that shes going to take damage in every match, so might as well benefit from it. DISCLAIMER for those who want to say "your stats are garbage therefore your words have no weight." Fair enough My stats are bad. Most of them accumulated during my awkward player phase where I did not care one bit about improving myself. This isn't true now, but my stats are still bad. However they are increasing, which means I am improving. It just takes time. Have a nice day, and thanks for reading.
  6. In our continuing series of "Will it battlecruiser?" We'll take a look at a nation that frankly, is long overdue for some new blood that isn't a derivative premium: Japan. While Japanese battlecruiser lines have been theorized on the forum before, many of them were derived from the idea that the BBs and BCs needed to be completely divorced from one another and exist in two separate lines, a la Britain and Germany. However, it's important to note that as the oldest BB line in the entire game it also happens to be the most BC forward of them as well. What I mean is that with 3 genuine BCs as part of the lineup (Myogi, Kongo, Amagi) not to mention 2 1/2 premium ones as well (I consider Kii to be kind of a BC, really just at true fast BB) BCs have not only been implemented successfully in WoWs, they've been clear path to the IJN's... flavour if you will in the game. Therefore, my proposal for a BC line would really be more of a split instead of a true 2nd line. Save those again, for Germany and Britain. So lets dive right in with the theorycrafting and see how this could look. Strap yourselves in though, the following ships are doozies! The first thing we need to look at is where does the split occur? Well, conventional wisdom might say it occurs from the tier III Kawachi, as it was a true Dreadnought and everything that comes after (until tier VI that is) is a BC. So just backfill with some other BB designs and you're good to go right? NO! While there are a few notable and well documented early BBs that could fit in that timeframe, including some early Fuso designs shown here: (H/T @Tzoli for all the amazing drawings I'm going to use in this post!) These ships by the way would be armed with 12"/50 and 14" guns respectively so while they would work, I'm not going to incorporate them here. My idea is instead to have the BC--> Fast BB line become the main line and more traditional heavy armor/ firepower BB's be the branch or spur line. Should we ever get to the point where we can start to see BB tiers lower than III at any point in the future, than yes we can revisit these designs to offer a better flow for the BB split. For now though, Kawachi remains a perfectly cromulent staring point. Our actual point of deviation will be with tier VI, branching off of the Kongo as one would expect. Therefore the actual Fuso becomes the start of that new (old?) BB branch, so what then would we see for tier VI in the BC line? Well... What you're looking at are blueprints from the excellent archive of the late Vice Admiral Baron Yuzuaru Hiraga. Hiraga-san was one of Japan's chief naval architects during this time, and had left his entire body of work and portfolio (over 40.000 artifacts in fact!) to the University of Tokyo, much of which you can view online! Why tell you all this? Because Hiraga-san is really going to be the primary source for any other designs that had come about during this period, and, while vague are certainly better than nothing. The designs shown above in particular are various design studies for battlecruisers that will eventually morph into the Amagi-class at tier VIII. The designs ran from project number B-58 all the way to B-64, which became the Amagi. The B-62 designs, with 6 subvariants A-F, are the most likely ones to fill out both tiers VI and VII. Essentially just bigger, longer and faster versions of the Nagato ranging in displacement from 35.000-46.000 tonnes and armed with 8x2 14" or 16.1" guns. Armor also varied to anywhere from 8-10" on the belt, and speed was generally between 32-35kts depending on the subvariant in question. There is more than enough information here to flesh out 2 complete ships for tiers VI and VII, provided they're given the same theoretical refits that the real-steel ships received. Tier VIII then, is simply the same old Amagi, we all know and love: Obviously this will leave a gap at tier VIII for the BB line, the only gap in fact. So what is going to fill that Amagi shaped hole? Well, if you know your ships or have been following along in the forums for a while you'll know that it's the Amagi's smaller, slower thiccer cousin, the Tosa-class: Finally we get to the good stuff. Tiers IX and X. And for those of you wondering, no there won't be a No. 13 design in sight! Instead, we're going to offer some slightly more eclectic designs starting with this one: This image once again is provided to us by Hiraga's archive, but was actually designed by a man named Kikuo Fujimoto. Both men had been part of a program in the late 20 and early 30's to design a replacement ship for the Kongo-class. With the London Naval Treaty looming, the ships were largely derivative in design and all between 25.000-35.000 tonnes to comply with the treaty. Speed would have been somewhat low for Hiraga-san's designs all clocking in at between 25 and 26 knots. In fact, one of these designs is fairly well known and even a physical model of the design was made to show off to the Naval General Staff: Unfortunately, despite the promise of a 10 gun, 16.1" broadside on this treaty battleship, this is not the design I am using. While there is a lot of vagueness to Fujimoto-san's design, it was able to cram 3x3 41cm guns into a 35.000 tonne ship and presumably achieve speeds in excess of 26 knots. But we don't know that for sure. As a backup though, Hiraga-san did come up with an, "unleashed" design if you will to achieve maximum performance within the specifications: This by the way, is the earliest genesis of the Yamato-class. Last but not least, is tier X: Since the Hizen is now going to be a premium in the game, it pretty much takes the wind out of the sails for a so called "light Yamato" that can rather nicely fit in the top end of this tree. So instead, you get this thing. A 67.000 tonne fast battleship from 1934. Designed by a man named Ezaki Iwiakichi, an understudy of Fujimoto-san. These designs were part of a preliminary 1934 program for new battleships, prior to the official A-140 program that would result in the Yamato. The ship was supposed to achieve a top speed between 31 and 33 knots, and be armed with the same 18.1" guns as Yamato. Unfortuantely, not much is known about its armor profile, likely those design specs were lost to time and the war, but it does provide a great starting point for WG to adjust the values as they see fit for a fast, quasi-Yammy. So there you have it. Japan's missing links to create a true fast battleship line. And for those of you wondering why I didn't just find some No. 13 battleship designs to make this, it's simply because these designs are just more modern. They're post treaty ships and just fit more naturally than trying to stuff 1920's era ships into a WWII timeframe, no matter how many fantasy refits you give it. :cough: Vermont :cough:. As always, comments and feedback are most welcome!
  7. LittleWhiteMouse

    Premium Ship Review: Kaga

    The following is a review of Kaga, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of June 1st, 2017.The awkward teenager. Quick Summary: An enormous carrier with specialized dive bomber and torpedo bomber squadron attack modes. Her fighters are not up to snuff.Cost: $43.99 USD including a port slot.Patch and Date Written: May 17th to May 30th, 2017. Patch 0.6.5 to 0.6.5.1. Closest in-Game Contemporary Hiryu, Tier VII Japanese Aircraft CarrierDegree of Similarity:Clone / Sister-Ship / Related Class / Similar Role / Unique Kaga is only superficially similar to a stock Hiryu. At least then Kaga shares Hiryu's fighters, torpedo planes and dive bombers. However, all of Kaga's strike aircraft have unique ordnance, strike patterns and squadron sizes. The physical ship itself shares very little with the other carriers, with her hull based on that of a battleship. PROs Large hit point pool. Well protected citadel, including anti-torpedo bulges. Specialized large dive bomber squadrons with super-accurate drops. Specialized, large torpedo plane squadrons with a special drop pattern. Enormous carrier capacity of 85 planes. Excellent (and optimized) Flight Control Group of 2-2-1, allowing her to use and abuse two torpedo squadrons at the same time. CONs Huge target with large, soft areas that are easy for any HE shell to penetrate. Her impressive looking secondary compliment is more for show. Fighter groups are only tier VI, making them the underdog in almost any match-up. Poor damage potential from her aerial bombs. Her larger flight groups lead to longer reload times for her strike aircraft. Only modest AA power. She turns as like a one legged cow. She's about as fast too. Very easy to spot. Enormous aerial detection range and a large surface detection range too. Kaga is a beast and she looks the part. This carrier is absolutely enormous and she looks armed to the teeth with huge aircraft squadrons cluttering her decks and massive, heavy-cruiser sized defensive batteries. Tack on all of the history behind the vessel and what's not to love? In World of Warships, she's a very interesting aircraft carrier and worth taking a closer look, even if you're not a fan of the ship type. OptionsKaga has the option of using two different Flight Control groups, divided between 1-1-3 squadrons and 2-2-1 squadrons between fighters, torpedo planes and dive bombers respectively. For the first Flight Control group, the hangar capacity is divided between 11 fighters, 21 torpedo planes and 53 dive bombers. The second splits the hangar capacity with 28 fighters, 43 torpedo planes and 14 dive bombers. Consumables:Damage Control Party Module Upgrades: Four slots, standard aircraft carrier upgrades. Premium Camouflage: Tier VI+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. For upgrades, I would select the following: In your first slot, take Air Groups Modification 1. Your secondaries and AA guns aren't good enough to be worth hurting your fighters any further. In your second slot, you have a choice. Flight Control Modification 1 is probably considered optimal. Kaga's larger strike air groups have almost a 30s reload time between waves and this will reduce them down by about four seconds. Alternatively, you can try and make your fighters a credible threat by using Air Groups Modiifcation 2. Understand that if you go this route, it's an uphill battle. Your fighters alone aren't likely to win you air supremacy that wasn't already gift wrapped for you by your opponent selecting a Strike-Ranger. In your third slot, take Damage Control System Modification 1. This will get your anti-torpedo protection up to 24% which is quite nice for a carrier. And in your final slot, take Damage Control System Modification 2. You will come under attack and you will suffer fires and floods. It's possible this last module will be the difference between surviving or not. Besides, nothing can really help Kaga pretend to be nimble, so don't kid yourself that the other mods will do you any service. Air Groups Aircraft Types: Mitsubishi A6M2 fighter, Nakajima B5N2 torpedo plane, Aichi D3A1 dive bomber Flight Control Groups: One fighter, one torpedo plane and three dive bombers (1-1-3) or two fighter, two torpedo plane, one dive bomber (2-2-1) Base Squadron Sizes: Four fighters, Six Torpedo Planes, Six Dive Bombers Hangar Capacity: 85 Like Saipan before her, Kaga has some unique features where her air groups are concerned. Fighters Kaga uses tier VI A6M2 "Zero" fighters. These are the exact same fighters you first unlock on the tier VI Ryujo and use again with the stock tier VII Hiryu. They even come in the same squadron size of four fighters which can be upgraded to five if you take the Air Supremacy skill. With mirrored matchmaking between carriers, these fighters have an immediate disadvantage over most other fighters you will encounter. Proper use of the strafe mechanics is key to doing the most damage possible. This will buy your strike aircraft time to do their job. You'll hemorrhage fighters quickly in most cases and eat through even Kaga's substantial reserves. So long as this is used to make strikes to the betterment of your team, the losses are acceptable. It can be worthwhile to freely offer up your fighters to lock down those of your enemy to give your bombers a clear attack run -- with Kaga, this is often all that's needed. More than any other carrier, Kaga benefits from the skill, Dogfighting Expert. It's rare that she will ever face same-tier fighter squadrons, and this provides a ready boost to their (in)efficiency. While this won't give her close to parity in performance with A6M5s or Hellcats (never mind Corsairs), it will give them a bit more attack power to help draw out fights. A6M2 Zeroes hound a Ranger's TBF Avengers. Dive Bombers There are several odd points about Kaga's dive bombers. Superficially, they share the same baseline stats as Ryujo's tier VI D3A1s. This includes hit point total and speed, but the similarities end there. Kaga organizes her dive bombers in squadrons of six planes instead of the usual four found on standard IJN Carriers. Their turn around time in the hangar is 31 seconds up from 19 seconds for Hiryu's dive bombers. In addition, they use a different armament. Kaga's D3A1s are armed with the Type 99 N6 Mod 1 bomb. Compared to those found on Hiryu, they have less armour penetration, a smaller blast-size, reduced fire chance and, most crucial of all, they do less damage. All of these drawbacks are compensated by having an dispersion radius nearly half that of normal IJN dive bomber squadrons and could be closely compared to that from Saipan's. Unlike the American premium, Kaga can tighten this further with a manual drop, landing nearly all of her bombs with pin point accuracy. Properly aimed, you can guarantee all of her bombs will strike a target. This is very necessary as her bombs only do 858 damage per hit (or less on saturated targets). An upgraded squadron with seven planes is only going to put out a maximum of 6006 damage with their strikes which is a far cry from the destroyer-busting salvos from Saipan. With a manual drop, it's unlikely that more than a single fire will be lit as they will all cluster on a single section and most ships will laugh off this kind of damage. It's only through the use of multiple dive bomber squadrons that Kaga can stack any substantial amount of damage and it's not easy going. Moreover, it's often not worth the effort of trying to land these pinpoint strikes and this, in turn, diminishes the value of the 1-1-3 control group. I've found that it's not really necessary to manually drop Kaga's dive bombers. I will spend little more time with them than to align their approach vector along the long-axis of the ship and let them auto drop. This will not result in as many hits overall, but it is more likely to spread fires across multiple sections of the ship. This in turn taxes the Damage Control Party of my target and sets up follow up attacks with torpedo planes quite nicely Overall, Kaga's dive bombers are interesting but they're not the weapon of choice for maximizing damage with this vessel and they largely play a secondary or follow up role. Blast radius of the dive-bombers from tier VII carriers with a reference-Mahan for scale. Kaga is the least likely to detonate targets she strikes with bombs as hits must be grouped quite precisely over top of the magazines to set them off. Other carriers need only land them within the same postal code to have a chance at damaging a whole number of modules. Torpedo Planes Once more, Kaga borrows from Ryujo with the B5N2 torpedo plane. In this case this isn't acting at a disadvantage to Hiryu as both carriers use this aircraft. Immediately players will notice that Kaga's squadron size for her torpedo planes is enormous, comparable to the six-plane squadrons of USN carriers. Their reload time is 29 seconds compared to 21 seconds for Hiryu's squadron of four, but is far in advance of Ranger's 41 seconds. This even compares well to Saipan's 22 second rearmament with her Skyraiders. Taken in isolation, Kaga can turn around more torpedo bombers faster than any of the other tier VII carriers. The large squadron size also comes with the option with the 2-2-1 load-out to operate two squadrons simultaneously (with 31 reserve bombers!), opening up all sorts of brutal meta play. Kaga's torpedoes travel at 48 knots compared to the 35 knots of Hiryu's torpedoes with only a minor sacrifice of 400m worth of range, bringing their reach down to a 3km. This all comes without sacrificing damage which is obscene. Kaga's torpedo drop takes a unique pattern. Rather than dropping line abreast, the formation of six planes drops in two lines, one in front of the other. Each line has three fish. The torpedoes released closest to the target are spread further apart. The second line is more tightly packed -- akin to the initial spacing of USN aerial dropped torpedoes. Casualties taken from Kaga's torpedo planes removes aircraft from this second line first, diminishing the tighter cluster. Like all IJN torpedo aircraft, their torpedoes take a convergent path on a manual drop. The net of this drop is quite different from the usual pattern players are used to evading. By playing with the range of the attack and overlapping salvos, different combinations can be used depending on the target. The wide spread of advanced torpedoes can be ignored in favour of focusing on emphasizing the narrow spread that drops behind. These drops at near point blank range can see players panic to avoid the wide-spread fish only to expose themselves to the cluster coming in behind. The variations are many, especially when doubled up with a second squadron for a cross drop, bullet-hell nightmare that will make for some great YouTube montages. Kaga's torpedo planes allow her to assassinate most surface vessels outright through either a combination of overwhelming damage or a mix of direct assault and damage over time effects. She can afford to attack targets that other carriers might not brave grace of her deep plane reserves. Approximate size of manual torpedo drop spreads at minimum arming range for Ranger (left) and Kaga (right). Both carriers have comparable widths at this range, but Kaga's will converge the further her torpedoes run while Ranger's will diverge over distance. Reference-Mahan used for scale. Load Outs Given the ridiculous strengths of Kaga's torpedo bombers, her 2-2-1 build is optimal. A single torpedo hit against most targets will do more damage than an entire squadron of dive bombers. This build also gives her more fighters to work with to help unstick her attack planes from enemy bandits. The carrier-snipe potential from this build is very real and anyone facing a Kaga should be wary of misplacing Kaga's torpedo plane squadrons lest they find themselves ambushed. So while air superiority is difficult for this carrier to achieve, she can wrest it away by going for the source of enemy aircraft with alarming ease. Firepower Secondary Battery: Ten 200mm guns in single casemate mounts, sixteen 127mm 8x2 turrets. On paper, Kaga appears to carry more firepower than the mid tier IJN Heavy Cruisers. It would be a mistake to expect too much out of these weapons. First of all, they are divided into port and port and starboard batteries, giving her a maximum broadside of five 200mm guns and eight 127mm guns. Second, their fire angles preclude all of the guns from engaging a target in her forward aspect until they're 45º off her bow (or 30º off her stern). Third, their range is limited to 4.5km. And finally, Kaga is an aircraft carrier. She's not built to trade fire with surface ships. While it may be tempting to toss a secondary-specialized Captain in her, it's your funeral. Short of a low health, Soviet destroyer being stupid enough to stray into gun range, your secondaries aren't going to get a whole lot of exercise. Attempts to do so often end hilariously and with a sad trombone sound effect. Manoeuvrability Top Speed: 28.0 knotsTurning Radius: 1080mRudder Shift: 14.4s Maximum Turn Rate: 2.69º per second. Kaga doesn't do anything particularly fast. Her top speed isn't impressive and this leaves her dangerously vulnerable if one flank collapses. When it comes to agility, whole generations live and die before she can manage to turn herself 90º, never mind coming full about. DurabilityHit Points: 51,000Maximum Protection: 19mm + 76mm + 152mm Min Bow & Deck Armour: 19mm extremities, 21mm flight deckTorpedo Damage Reduction: 22% Kaga has an enormous hit point pool for a tier VII carrier, which she deserves given the size of her. Being built on a battleship hull, her layers of protection around her citadel are quite formidable. Her citadel itself has 76mm of protection and is almost entirely submerged. At medium to close ranges, one must also punch through 152mm armoured belt and 19mm anti-torpedo bulges. While this won't turn away battleship shells, it does provide a reasonable obstacle for cruisers and destroyers, giving Kaga some survivability in such encounters, so long as they're kept brief. The downside is that all of this armour around her citadel is made largely irrelevant when it comes to high explosive attacks. Kaga is enormous and most of that upper structure right to her deck is easily penetrated by any high explosive shells she's likely to face. It's almost impossible to miss her once you start shooting and her tall silhouette makes a tempting target. Her torpedo damage reduction isn't great, but at least she has some. Not every carrier can boast that. This can save her from flooding damage and frustrate would-be carrier snipers. Secondary batteries exchange between Kaga and Dunkerque. Don't try this at home. Concealment & Camouflage Base Surface Detection Range: 12.6km Air Detection Range: 13.6 km Minimum Surface Detection Range: 10.3km Minimum Aerial Detection Range: 11.4km Kaga makes Großer Kurfurst look like a modest design. This ship be huge. Specifically, Kaga is very tall. Her flight deck is almost at the same height as the top of Yamato's rangefinders. Yeah. She's that big. This comes with some understandable complications. Aside from just being easier to hit, she's also very easy to spot. Kaga has a larger aerial detection range than she does a surface detection range. Stray float planes and wandering enemy fighters are likely to uncover her at inopportune times. This makes taking an aggressive position filled with more risk than it might in a Hiryu or Saipan, for example, especially given her less than exemplary speed and agility. Once Kaga is detected by surface vessels, disengaging is all but impossible. She doesn't have the speed or stealth to open up the distance and, short of sinking her pursuers, she can only hope to make use of island cover to make her escape. Anti-Aircraft Defense AA Battery Calibers: 127mm / 25mmAA Umbrella Ranges: 5.0km / 3.1kmAA DPS per Aura: 81 / 70 Kaga's anti-aircraft armament isn't up to the task of keeping her safe. To be fair, it's only slightly behind that of Hiryu, but even being up to par with that CV wouldn't be anything worth bragging about. Kaga's fighter cover is really necessary to keep her safe from enemy attack, taxing her already over burdened (and up tiered) fighters even more. This makes Air Groups Modification 2 look even more appealing to provide her fighters with improved endurance to continue to harass and shoot down approaching attack planes. Given her large aerial detection range, you can expect to be sniffed out early and for many opponents to try their luck at taking you out with a snipe. Worse, her large aerial detection range far exceeds even the maximum upgraded range of her AA batteries, necessitating the use of fighters to search for and clear out spotters to keep enemy surface ships from trying their luck with a long ranged pot shot or two. How to Increase your Joy The commander skills needed to optimize Kaga aren't anything special. Her AA power and secondaries aren't really worth spending skill points into to try and emphasize. This leaves us with a focus of skills to improve her aircraft performance and rearmament times -- skills that mesh well with most of the other IJN carriers, making Kaga a decent training ship once the minimums have been selected. As usual, we'll be racing to select a top tier skill first before doubling back. To this end, we'll be selecting one skill from each tier for our first 10pts spent. Start with Aircraft Servicing Expert -- Kaga's reload timer with her strike aircraft is quite long compared to other IJN Carriers. Follow this up with Torpedo Acceleration at the next tier. This will drop your effective range of your torpedo planes to 2.4km but it will increase the speed of your torpedoes to 53 knots which is hilarious. Next, take Torpedo Armaments Expertise. Finally, take Air Supremacy. Now we can double back through the lines. For your 11th point, take Dogfighting Expert. Few carriers benefit from this skill as enormously as Kaga does with her tier VI fighters. With that, your fighter squadrons are now a credible threat to a stock Hiryu and a mismanaged Saipan. From this point, you can take skills to taste. I would strongly recommend taking Concealment Expert with your next 4 skill points -- Kaga gets spotted often and this can really help mitigate that. If you choose to live dangerously (or decide that being spotted is a forgone conclusion), you can elect to take Basic and Advanced Fire Training to prop up her modest levels of flak and pretend that her secondaries are a serious threat -- which they aren't. Skills like Expert Rear Gunner and High Alert are great follow up choices for the more serious minded. She's hyooj. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Carrier game play is largely unforgiving as a rule. That said, Kaga is about as suitable for a new player as any aircraft carrier is likely to be outside of tier IV. She's very auto-drop friendly and she can land a large number of bomb and torpedo hits, even if you don't know how to manually aim. In the hands of an expert, Kaga is easy-mode on a whole new level. I dread seeing the damage totals this thing will spit out when the veterans get a hold of her. She offers so much control of damage-over-time effects and high alpha strikes. The biggest hurdle will be proper management of her under-performing fighters while ensuring that her own strike craft deliver their payloads quickly and efficiently. Mouse's Summary: How did this get past testing in this form? The 2-2-1 load out is disgusting. The only real challenge with her is managing her under-strength fighter squadrons. The rest is easy mode. I'm sorry, Ranger. I am so sorry. Kaga is very powerful. Maybe too powerful. I get how Wargaming might considered her balanced. Her fighters, even when fully specialized, will never be match for her contemporaries. Kaga's strike squadrons take a long time to reload. Her dive bombers don't hit especially hard and, when manual dropped, aren't likely to set more than a single fire. She is awkward and she is slow to respond. She is clumsy. She's easily spotted even when she thinks she's being subtle and sneaky. And, of course, Kaga has really big guns that will only get her into trouble if she tries to flaunt them. I am getting high school flashbacks. This all goes towards making her 2-2-1 build acceptable at a cursory glance, which it really shouldn't be. I am not expecting the population at large to dominate with Kaga. Her performance is locked behind a skill wall. However, I do think attention needs to be justly placed on her potential. Facing off against a competently captained Kaga will be a nightmare. I had some serious open-Beta Midway flashbacks during my play-test sessions. It felt cruel how easy it was to stack floods, set up cross drops and largely abuse surface ships. I cringe to think why Wargaming decided this game play was unacceptable for Midway, yet perfectly cromulent for Kaga, especially when under performing ships like Ranger go without. Yet, Kaga won't paint any potatoes purple. She doesn't come with training wheels. Waste time setting up attacks and your team will melt around you. Botch a carrier snipe and you'll pay for it. Choose the wrong target and your planes will evaporate before placing their drop. Mishandle your fighters against a Saipan or HIryu and you'll be on your back foot from the word go. Kaga is easily a contender for the best carrier at her tier. She's hands down better than Ranger. On the attack, she's better than Saipan or Hiryu, but she's weaker than both defensively in terms of her fighters and also the vulnerability of the carrier herself. Is she overpowered? She definitely has facets -- or rather, one facet, that smacks of such. Would I Recommend? I should preface this with the following: Kaga isn't likely to convert any new carrier players to the fold. If you haven't enjoyed playing carriers before, I don't think she'll win you over. While the attack patterns of her dive bombers and torpedo planes are interesting, they are not some miracle fix to the disparate game play between carriers and surface vessels. For PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Very yes. Kaga can carry a PVE-match. Her damage output with the proper build is ridiculous. Snipe the enemy Kaga then farm damage at will. Her repair costs are just shy of a 34,000 credits while she'll gross between 75,000 to 100,000 easily on a decent match. For Random Battle Grinding This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. I could easily recommend Kaga to grind up through Random Battles, with the one provision that she only makes a suitable trainer for commanders with at least 10pts invested in aircraft carrier skills. Without these, she really struggles against anything short of a Strike Ranger. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. In competitive environments, a well commanded Kaga is a potential nightmare for the enemy team and a strong contender for one of the best carriers at her tier. In the hands of an expert, she can delete enemy ships at will. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Kaga has an extensive history, including her famous end at the Battle of Midway. For World of Warships players, she also represents the first IJN carrier premium, which is something in of itself. She's also the second carrier premium ever. For Fun Factor:Bottom line: Is the ship fun to play? I generally dislike carrier game play so it was hard for me to enjoy my time with Kaga. Take that with the necessary pinch of salt. I didn't find anything particularly compelling about playing her. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE- Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.
  8. While aware of the extent of the Philippines campaign, I was mostly ignorant of what happened during the battle of Manila in 1945, as well as the forgotten atrocities committed by the Imperial Japanese Navy Land Forces. Harrowing stuff that shows how war often turns men into animals. Well worth the watch, albeit not for the faint of heart. tl;dw https://en.wikipedia.org/wiki/Manila_massacre
  9. i was reading thosr 2 commanders description and i see we can get more than 2 of each. is it worth? if you run all japanese lines and wants quick leveled commanders, it will be good to have then running on many ships? (without switching ship to ship) i know it is cheaper to get dasha on armory and i will eventually get her on as many countries as i can. those Japanese special commanders are always available? i see when there are AL collab some japanese commanders come along, maybe north american and british too. does anyone get 3 fubuki shirakami or marine houshou? azur lane collab always comes with countainers? 100% chance of getting commanders? i have seen a video where the youtuber got at least 2 kagas and 2 atagos.
  10. captain_fearless

    Where are the other carriers?

    When are we gonna get the rest of the carriers after half of the Japanese and American cv tech tree were snapped away? I wanna see an alternate cv line, maybe one that ditches rocket planes and instead has improved bombs or have better plane regeneration. I don’t wanna see them come back as premium ships does any body heard any news on this?
  11. So to be clear this is a real spitballin' session, I just want to hear what you guys think of, and how we might alter, an new IJn line. Title should make it clear that I know this isn't going anywhere, so just be cool and lets have a bit of fun. And i have a few basic rules/ideas i want to start with: 1) Anti CV/aviation people, i get it. it do. bear with me. AND those of you who lament overnerfed AA in recent patches, also bear with me. 2) No numbers here, this is just concept discusion 3) This could be a split class line, meaning CA/CVs and/or CA/AAs (Heavy Cruiser/Aviation/Anti Air) terminate in a BBCV hybrid Ise/Hyuga 4) These will use fighters, and at higher tiers their DP secondaries, to provide AA support to allies, and guns(turrets forward) to set fires Okay so next i just want to flush out that last point: the Mission. It's essentially FIRE support(IJN HE) and AA support. Here's how. starting at t5 with Agano IJN aviation cruisers get a fighter consumable that acts like DFC on Atlanta: unlimited but with a cool down AND extended range, maybe 5km? now before you scream OP, neither IJN AA nor fighter consumables are particularly OP, even when paired. And we should probably buff the HE fire chance one or two percent. And maybe since its a weak aviation cruiser give it a spotter plane consumable(limit this one?) so it can stay safe and fight sometimes. But thats plenty. Keep in mind the Agano-class has NO ARMOR and are never frontline fighters, so they are already support ships. Now with this in mind let me spitball a few more suggestions for the tree. At tier 6 we have Oyodo, with her awkward setup and NO TORPS OMG. Honestly this ship deserves to be a premium, so we might have to slip some other design in here but I'm using it as a placeholder. However the AA suite is SIGNIFICANTLY enhanced with those Japanese 100mm DP secondary battery. same purpose; AA support and setting fires. maybe the bow will need to be buffed a bit to give it a vague chance in some head-on fights but again this ships is meant to support. Next the CV hybrid Mogami at T7(crazy right?) 3 turrets forward, with 203s only, with aviation facilities aft, just like Oyodo. Funky, almost seeing a pattern. Now while the AA suite takes a hit, doesn't mean we can't fudge some numbers and get it close to american t7 AA? plus the unlimited fighter consumable and the spotter. But IJN torps have returned. Next Tone-class at T8. Four 203mm turrets forward, aviation facilities aft, AGAIN. same deal, same mission, same consumables, with one clear trick: lets give her Atago concealment, so she's stealthy. Tier 9.........Hyuga? with Ise at T10? just buff everything like AA, fighters, and give them British BB type HE? So have it it then. That's all I've got in me right now but i'll check back tomorrow TLDR: a new branch of IJN carrier hybrids with unique unlimited fighter consumables, limited spotter consumables, mainly turret-forward designs, slightly improved fire chances, and enhanced IJN AA
  12. anonym_bleJN7gXeLqd

    Interesting placement of Kaga's bell.

  13. So WG has released some documentary stuff on IJN aircraft carrier submarines before and I have seen a few threads on giving the old odd tier CVs ASW capabilities, so I thought why not combine the two? When they inevitably add IJN subs, just give their scout plane the ability to drop depth charges. Everyone can clearly see that a single scout plane for a submarine would be either useless or simply give away a subs position in WOWS' current submarine game mode, but you know WG will try and shoe horn the historical gimmick anyway. With this, not only do they get their gimmick, but it also gives a class of submarines a more effective way of ASW than the current option which has been noted to be ... difficult. Surface players will have nothing to complain about other than the limited spotting capabilities of a single scout plane that should be easily shot down if it gets too close for any extended period of time. Submarines would have to be spotted for the ASW scout plane to be able to attack it anyway. The planes would be a consumable, meaning they would be very clearly limited in number and would have a cool down period between launches and duration. The only other conceivable consumable gimmick for IJN submarines would be manned torpedoes, which seems unlikely due to the decision to not include Kamikazes on IJN CVs as well as the redundancy of already having ping guided torpedoes.
  14. For those of you who have high tier captains (17 pts and above) in your T8-10 IJN dds, I suggest moving them (temporarily) into the Shiratsuyu if she doesn't have a high point captain (mine currently is an 11). I admit that it will cost you $$ to move the captain (500 dbs for retraining and 500 more to move them back to their original ship) but the results are quite satisfying. I move my 19 pt Shima captain into the Shirat and loaded TRB instead of smoke. You will want Radio Location as a captain's skill so as not to be surprised by a Haida which has a 0.1 km advantage in concealment and the Indianapolis radar (10 km) is the same as your torps so you will need to pay attention to where she is, but the other two radar cruisers at T7 (Atlanta and Belfast) only have a radar range of 8.5 km so your torps can reach them beyond the distance that they can radar you. I've watched the vids from the usual suspects of CCs when they've suggested dds to play in the current Ranked session. I absolutely agree that dds like the Haida, Z-39, and Skane are excellent choices. I'm just suggesting that if you love pure torp-boat gameplay that this is a viable option. Let me know what you think. Update: I worked up to the Skane today. If you have have a 10 pt captain and chose TAE as a Captains skill and TTM1 as an upgrade, she has 80 km torps with a 12 km range with reloads that are ridiculously fast. The Shirat is stealthier but the Skane can spit out torps much faster.
  15. Hi All, What does the community think about WG inclusion the Last of the Yamato class ships CV Shinano? I have seen images from two years ago that a model was introduced to the Alpha server. This can be found under: With all the paper ships coming in to the game I really believe WG should be including key ships that where actually built and saw action. I know Shinano has a short and tragic life but she would have been a magnificent ship to see. She would have to be a Premium T10 since there is no T9 CVs in game anymore. Unless WG designs to bring back the middle tiers for CVs and then she can be placed at T9.
  16. 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!!!
  17. Since I've owned Shimakaze, my go to torpedo option has always been the Type93 mod.3 12km torpedoes. However, the new update has allowed for builds that make every torpedo, including deep water torpedoes, to be seen from 1.8km to 2.25 km. This has made me consider instead running the 20km Type93 torpedoes with Torpedo Acceleration and Torpedo Tubes Modification 1 to create 16km 70 knot torpedoes. Any thoughts would be appreciated.
  18. I am learning IJN CV (slowly...). Have watched @Eurobeat (Yuro) videos on Yotube about slingshot and Ryujo. Very entertaining but I need more serious information and examples. Are there some other good channel for learning Japan CV?
  19. pikohan

    Myogi Review!

    The Myogi is a ship I've recently come to like a lot, and I feel like she's underappreciated. So I decided to make a video! I don't think she's the strongest of the T4 BBs, but I think she's the most fun. (I promise it's serious despite my troll thumbnail) Enjoy or don't enjoy
  20. Brief History: Unlike the earlier battlecruiser conversions, Soryu and her sister ship Hiryu were designed keel up as large aircraft carriers while capitalizing on the lessons learned from the light carrier Ryujo. Soryu was launched in December of 1935 and was assigned to the Second Carrier Division in 1939 after commissioning. She took part in operations against China and French Indochina, and her Division was later assigned to the First Air Fleet in 1941. In the first wave of the Pearl Harbor raid, six of Soryu's B5N's torpedoed and capsized the target ship Utah, one B5N targeted the minelayer Oglala and hit Helena, and the final B5N torpedoed California. Soryu went on to take part in raids on Wake Island, in the Western Pacific and in the Indian Ocean through early 1942. On the 4th of June, Soryu was located 250 miles northwest of Midway Island, and was tasked with striking the airfield on Eastern Island. After dodging strikes from B-17s and Devastators, Soryu was attacked a third time. Thirteen Dauntless bombers from Yorktown attacked, delivering three direct hits with 1000lb bombs. Soryu's hangers were still full of refueling aircraft loaded with ordinance, resulting in uncontrollable fires and leaving her dead in the water 15 minutes later. Nearby destroyers rescued the survivors, and Soryu was scuttled later that evening when it was clear she would not go down easily. 77 years later, Soryu and her sister Hiryu remain concealed beneath the waves despite the efforts of RV Petrel and others. Armor Layout: 6-41mm (belt 41mm, deck 25mm, hull 16-19mm) Survivability: Hit Points: 42,000 Torpedo Protection Damage Reduction: 15% Aircraft: Attack Aircraft: A6M2 Zero Torpedo Bombers: Nakajima B5N2 Kate Dive Bombers: Aichi D3A Val Artillery: Secondary Armament: 6x2 127mm/40 Type89 A1 AA Defense: AA Guns 14x2 25mm/60 Type96 Twin mod.1 AA Guns 6x2 127mm/40 Type89 A1 Maneuverability: Speed: 34kts Turning Circle: 900m Rudder Shift: 11 seconds Concealment: Detectability Range by Sea: 11.0km Detectability Range by Air: 8.0km Why Wargaming should make it: Soryu is a tier 6 version of her tier 7 sister ship Hiryu, which was in the game before 8.0, so the modeling is pretty much done except for some minor changes. All WG has to do is make the stats more balanced. Thanks for reading!
  21. What's the straight skinny? About to crawl up one tree or the other.
  22. Its probably best if you just glance over the Underlined and bold parts. Its quite long. Plz reply and share your experiences. Hi everybody! I have been looking around at other forums and have thought that It would be a good idea to have one, big, main forum where everybody can voice their opinions (i.e. rage and complain) about the recent carrier rework. I have been getting several different opinions about what the carrier rework and hotfix has done to our warships. I have been looking around to see what kind of different opinions we have been getting about the carrier rework. From what I have currently seen, the most trouble has come from destroyers. The complaint is that aircraft spotting is too good, and that they are permaspotted and shelled by everything in the vicinity. The same can be said about scout cruisers, which lack the AA defense to repel concentrated air attack, and who cannot output enough damage to repel the hail of fire that the rest of the battle fleet will throw at it. This also does not allow it to spot other targets, voiding its purpose. Light and Heavy cruisers can output a substantial amount of AA firepower, but only the most powerful light cruisers and the most AA oriented heavy cruisers to repel a concentrated air attack. Under constant attack from my fully maxed Lexington, only the enemy Atlanta, AA spec Cleveland, a new Orleans with defensive AA fire, and a trio of battleships pooling their AA could prevent themselves from being decimated by my aircraft (even the AA ships still took minor damage from the remains of my squadrons). Light cruisers that shoot from behind islands are immobile, and vulnerable to attack from bombers and torpedo planes. Heavy cruisers, especially those with an AA focus, are the only ships capable of repelling constant attack by same tier carriers without major damage. Most battleships, with the exception of high tier American ones, generally have crap or mediocre AA, and need an escort or a division to pool their AA. However, concealment isn't really that important, and all BBs can take a hit, so other than being unable to dodge torpedoes, they did OK. The main consensus is that CV's are not that fun to play against. On top of that, It is hard to repel air attack, and being permanently spotted is deadly for most light cruisers and destroyers. I have also heard complaints from the aircraft carrier community. The US Cv community, complains that dive bombers require too much RNG and that the torpedoes don't do enough alpha. The IJN community is having trouble with AP bombs and the bomb sights, which are accurate but hard to use. The british CV line is still going through buffs and nerf at an alarming rate. Right now (2 patches from now this could have changed entirely) the british CV community complains that the short arming distance torpedoes are carried by aircraft that lack the health and speed to reach their target, and the bombing runs are rather flat and sort of have a forward rather than a mostly down trajectory. On top of that, all Cv's are having trouble doing reliable damage to ships. For example, American CV's struggle to inflict damage with bombs to well armored battleships, whose deck they fail to penetrate, and maneuvering cruisers, which they lack the accuracy to hit. Many Cv's complain that other ships do damage and earn credits farming damage off of cruisers and destroyers that they spot, while the CV hemorrhages aircraft trying to get damage done and the cruisers and destroyers rage over being spotted and focused down by the rest of the enemy ships. In conclusion, I believe that carrier spotting mechanics are a death sentence for any ships that rely on concealment. I also believe that Carriers fail to do much damage due to the fact that their planes, while fast, have too little health or maneuverability. Also, Carriers don't like being up-tiered. I look forward to your opinions and ideas about how to fix the carrier. Please PLZ! comment below. Photo gallery:
  23. anonym_xe9Liq3xS1K1

    Akagi if is possible?

    I know Akagi is another IJN CV that everyone after the Kaga came out. (Some of us are foaming at mouth including me). If is possible to have it as a tier VI? With load out for the battle of Midway? That would be A6M2, D3A1, & B5N2. http://navypedia.org/ships/japan/jap_cv_akagi.htm Some people may not like this idea. But here it goes: Next time WG does another Azur Lane premium bundle can we have this? If any can find other video's about Akagi combat history. Go ahead and post it.
  24. anonym_xe9Liq3xS1K1

    Can We have Zuikaku?

    Can the Zuikaku as a tier VIII premium CV with a different load out? Why I'm ask because "Kaku" is a crane and have one without the other means incomplete cane set. If it come to the game give it a cane camouflage . So we have both twin canes. http://navypedia.org/ships/japan/jap_cv_shokaku.htm
  25. anonym_xe9Liq3xS1K1

    Junyo if is possible?

    Awhile back a few months I finish model IJN cv name Junyo. It was Kashiwara Maru( an ocean line) then converted into a Shokaku class. The Bridge same one on Taiho & Hakuryu. The next part I'm reading off the Instruction: It first saw Action in MI Operation in June 1942 in the attacks in Dutch Harbor on the 3rd & 5th, early October saw action in Solomon's, Guadalcanal Attacks, the battle of the South Sea, & 3rd battle of the Solomon's ( 9th of Nov.). It was damage near Okinoshima Island on Nov. 5th 1944 by US submarine then towed back to Kure by IJN cruiser Tone. The last battle it became Flagship of the 2nd IJN air fleet in the Battle off Mariana between 19th & 20th of June after that it receive 2 direct hits at funnel then torpedoed while in transportation to Brunei on 9th of Dec. sent to be repaired at Sasebo for the last time. The repairs started in March of 1945 then suspended in April of 1945 and then scrapped in 1947. Specifications for the Junyo: Trail Displacement: 27,555 tons Waterline length: 215.3 m Maximum breadth: 26.70 m Maximum speed: 25.5 knots Number of planes carried: 48 regular & 5 auxiliary Flight Deck: 210.3 m in length & 27.3 in width Date of Completion: May 3rd 1942 at Mitsubishi Nagasaki Dockyard Modernization: 8/1944 12 x 1 - 25/60 96-shiki & 6 x 28 - 120 AA rockets My option a well rounded tier 8 CV. Probably same tier aircraft as Enterprise. It maybe good can date for a premium ship. Let's see WG going to do?
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