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Found 4 results

  1. This is a huge change. With the squadron consumable upgrade in slot 5, this will allow a patrol time of almost 2 min (112.5 s to be exact), and effectively instant interceptions for 105 s. The skill is now well worth the 4 points. The 10 point "full interceptor build" will be very strong in T8 and T10 competitive game modes, and possibly even in random games. Kudos to WG for making a viable alternative for those who seek a more defensive role for carriers.
  2. Since I love the idea of a support carrier focused more on protecting my teammates than dealing damage, I tried a full interceptor build (all four of the support skills along with Squadron Consumables Mod 1) on Audacious in random battles during 10.0. I ended up switching back to a more standard (for me) damage mitigation and accuracy skills before the end of the free skill resets with 10.1. I've kept an American 19 point captain with the full interceptor build, however, for use in ranked and eventually clan battles. I made good use of this full interceptor captain in this last ranked season, and I saw on YouTube that @Ahskance (a much better CV player than me ) preferred this as well for ranked. With the smaller number of friendly ships to protect, you can make it work, and it is very powerful against FDRs, which are fairly common in competitive. What cripples the use of the full interceptor build in random is the -25% patrol times that is the penalty of the 4 point Enhanced Reaction skill. With the Squadron Consumables Mod 1 in slot 5, the longest you can keep the Interceptors on station is 67 seconds, the first ~7 seconds of which are warm up time, where they won't shoot anything down. Without the SCM1 in slot 5, you are limited to 45 seconds patrol time, with, again 7 seconds of that for warm up when you first call them to patrol. I've found that I'm more effective in random battles using SCM1 along with the 1 point Search and Destroy skill as well as the 2 point Patrol Group Leader skill at preventing strikes against my teammates due to the 90 s patrol times this allows. I've shot down more planes on average using this configuration as well, since the red CV is less likely to wait out the patrol fighters, and more willing to hazard sending his planes into the fighters for a strike in the hopes of recalling his surviving planes before my fighters shoot them down. Unless Wargaming wants the full interceptor/support CV to be limited to competitive modes, they need to eliminate or significantly reduce the -25% action time of the fighter/interceptor consumable that is attached to Enhanced Reactions. A 25% penalty is a high price to pay for any 4 point skill. Alternatively, they could leave ER as is and move it down to a 3 point skill, while moving Interceptors back up to the 4 point skill where it started and adding a buff that prolongs the patrol time if you select interceptors, effectively cancelling the -25% penalty on ER. ER is a great skill, and makes fighters work they way I always wanted them to, but the negatives outweigh the power of the skill except in ranked and (I'm assuming) clan battles.
  3. I used to be a CV main before the CV rework, but the new CVs really didn't move me, and I have been playing more of the other ship types, and performing better in them. Tonight, I found my old niche with the new CVs thanks to the new skills in the skill rework, and I am sharing it! Strafing lives!!!!! https://www.twitch.tv/videos/896363593 BTW, if anyone can teach me how to embed, it would be greatly appreciated.
  4. Just wondering on the whole fighter skill column and Interceptors. So far seen them twice or thrice. Are they any good? Can they effectively protect the team? Are they a bad copy of RTS air superiority? Just curious on hearing opinions of people that maybe tried them as am not too fond of playing CVs but was curious.
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