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Found 9 results

  1. 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.
  2. It may be a bit earlier to ask this but, how is the Kaga currently? I am in a bit of a mood to waste $60 on a virtual boat
  3. ShizuoYimato

    Elige tu equipo.. (CVs)

    Soy el unico de aqui que al ver un mensaje asi: se imagina cosas asi? xD Mi orgullo como animador no me dejaba tranquilo.. me decia "Debes hacerlo!!" asi que.. Quizas les haga una linda animacion despues xd....
  4. Welcome to part three of my review of Saipan, Enterprise, Kaga and Graf Zeppelin. Since patch 0.8.2, Wargaming considers these ships finalized (barring the occasional bug fix). There's a lot of redundancy in reviewing four carriers one after the other, so to mitigate this, I've decided to evaluate them all at the same time. Rather than a single monumental article, I have broken this up into sections, releasing one a new part every week or so. After an introduction, I covered the torpedo bombers from these four carriers. This week, I'll be looking at their attack aircraft. Here's the series so far. Part One: Introduction Part Two: Torpedo Bombers Part Three: Attack Aircraft (this article!) Basic Parameters So let's start by covering the essentials. Unlike with torpedo bombers, all attack aircraft are spotted at 10km by aircraft or ships. This can be modified as low as 8.1km with all bonuses stacked. Their durability is more varied, however: I'm still trying to reconcile that Seafires are considered more durable than Hellcats, Corsairs or Bearcats. On the whole, attack aircraft are much more fragile than torpedo or dive bombers. They don't benefit very much on their own from the 7.5% health bonus provided by the Attack Aircraft Modification 2 upgrade, with only Implacable and Saipan gaining more than base 120hp provided by the Survivability Expert skill. Still, the two abilities do stack for a more tidy sum, but I couldn't recommend choosing the upgrade over improving Dive Bombers or Torpedo Bombers, depending on the ship in question. Speed Initial aircraft speeds. These can be modified with the Improved Engines and Adrenaline Rush commander skills. These values are important as they form the basis of the speeds of the ship's respective fighter consumables. Summoned fighters travel at the same speed as a boosted attack aircraft. So Graf Zeppelin and Implacable's fighters move at 183kts, for example. From these values you can figure out if your aircraft can outrun pursuing planes. Attack aircraft are generally faster than their dive bomber and torpedo bomber counterparts, but there is a notable exception. Graf Zeppelin's Me-155As are appallingly slow compared to her Ta-152s which manage 181 knots base. Attack aircraft do lack a long-lasting boost. While dive bombers and torpedo bombers enjoy up to 20s worth of extra power to slow or accelerate, attack aircraft only have 5 seconds initially (this can be improved to 6.05s with the Improved Engine Boost commander skill in combination with the Aircraft Engines Modification 1 upgrade). Furthermore, the engine boost on attack aircraft isn't as efficient, providing less speed and slow effects than those on dive bombers and torpedo bombers. However, this is countered by a much faster recharge time and far more responsive acceleration and braking power when this is used. Lastly, while engaging on attack runs, an attack aircraft's boost works at full efficiency. Speed matters so much for an aircraft carrier's planes, moreso than durability. If a plane is fast enough and they have a long enough attack-run time, they can outright negate the threat of flak bursts. In addition, speed also reduces exposure to sustained damage from AA mounts. Finally, speed means there's less travel time both to and from the target, allowing a carrier player to deliver more attacks over time. A given aircraft (and squadron) needs only be "durable enough" to reduce casualties. Anything beyond that is merely wasted window dressing. Contrarily, more speed is always useful. Agility Like with torpedo bombers, a given aircraft's agility is not linked directly to their given speed and is set based upon internal, hidden parameters. Thus while Graf Zeppelin and Implacable's attack aircraft share the same speed, they have different turning radii and thus different rates of rotation. Like torpedo bombers if you want your aircraft to turn faster, slow down. This (greatly!) increases their rate of turn. Measured in degrees per second. The boosted rates of turn had to be estimated because the boost for attack aircraft doesn't last long enough for a complete 360º rotation. Estimations were made by extrapolating the ratio of Enterprise and Graf Zeppelin's attack aircraft turn time data and those of bomber and torpedo bombers. Standard turning radii for tier 8 attack aircraft. When slowed, their radii shrink down to roughly 70% of the values listed here. When boosted, they appeared to balloon up to approximately 180% of these values. Individual Plane Summary Enterprise's Hellcats are, hands down, the most agile of the tier VIII attack aircraft ,combining good speed with a tight turning radius and a ridiculously fast rate of turn. They have modest durability. Graf Zeppelin's Me-155As, while agile, are painfully slow and very fragile. Kaga's Zeroes has a modest rate of turn and turning radius but struggles where her top speed is concerned. They are also very fragile. Saipan's Bearcats have an excellent top speed, a modest rate of turn but an enormous turning radius. They are very tough. If I had to pick a "best individual plane", speed and durability wins the day here with Saipan's F8F Bearcats taking first prize. I don't think particularly high on turning radius and agility -- they're nice to have, but aircraft survivability and travel time mean so much more. Unless the aircraft handled like a there was a hole in their right wing, agility doesn't mean much. Ranking all of the attack planes on their base stats alone at tier VIII we get the following: Saipan's F8F Bearcats Lexington's F4U1 Corsairs Enterprise's F6F Hellcats Shokaku's N1K2 Shiden Kai Implacable's Seafires Kaga's A6M5 Zeroes Graf Zeppelin's Me-155As Our premium ships have some of the best and worst individual aircraft. Ordnance The rockets of the tier VIII carriers are a diverse lot. This is the first time we see larger rockets, including the infamous Tiny Tims. Rockets are effectively a form of HE shell, fired in a massed salvo over a (relatively) small area. The shape of this area and the number of rockets fired change from aircraft to aircraft. Kaga fires a small number of light rockets at a tiny, round target marker. Enterprise fires half again as many at a marker that's wider than it is tall. Graf Zeppelin flips this shape 90º with a very long, yet narrow marker. Her rockets are enormous and much harder hitting. Saipan shares the heavier damage output of Graf Zeppelin and fires fewer rockets still. Her marker is longer than it is wide, but it isn't as narrow as Graf Zeppelin's. One of the key factors dictating what attack aircraft can successfully engage is the penetration value of their rockets. To this end, it's important to keep the following structural armour thresholds in mind: 25mm or less - All superstructures, all destroyers, all light cruisers, any non-American or non-German heavy cruisers, all battleships below tier VIII+. 27mm - As above but now including German and American tier VIII+ heavy cruisers. 32mm - As above but now including all tier VIII+ battleships. 35mm to 60mm - As above but now including many reinforced areas of deck and upper hull of many ships but excluding extended belts which can be as much as 100mm or more. Note this list does not include areas such as belt armour, conning towers or turrets which are often in excess of 100mm. Aircraft carriers are also excluded because they're weird and should be looked at on a case by case basis (I'll get into this more when I cover the CV hulls in a later article). To this end we can thus separate rockets into two distinct categories: Low Penetration Rockets - These have less than 32mm of penetration and are only really effective against lightly armoured ships. They can be used to directly damage superstructures of most ships they face in a pinch, however. High Penetration Rockets - These have 32mm of penetration or greater and can safely engage almost any target they face. The penetration values of rockets largely dictates how effective they can be -- even above and beyond the number of rockets fired, their fire chance or damage per hit. If there's a range of targets they simply cannot engage, their utility drops considerably. Summary Saipan's Bearcats have excellent damage, penetration and fire settings per hit. They carry only three rockets and their aiming marker isn't especially precise and favours attacks running down the length of the ship. Enterprise's Hellcats have poor damage, penetration and abysmal fire setting per hit. Individually, they don't carry a lot of rockets Her aim marker facilitates side-on attacks. Kaga's Zeroes have the worst potential damage output per plane. Their penetration is low and so is their fire chance. They fire a very small number of rockets but their aiming marker is precise and isn't as penalized from launching at odd angles. Graf Zeppelin's Me-155As have excellent damage, penetration and fire setting per hit. She fires a small number of rockets and she needs to attack along the length of a ship to have a chance for her long aim market to land hits. The tech-tree attack aircraft share a similar variety of targeting markers. Shokaku andKaga's markers are comparable, as are Lexington's HVAR and Tiny Tims to Enterprise and Saipan respectively. Implacable's Seafires have a longer reticule than it is wide but not to the same exaggerated degree as Graf Zeppelin. Squadron & Attack Flight Details Once again, it's nomenclature time! Squadron: The group of aircraft that flies together. The player spends most of their time controlling squadrons. Attack Flight: The portion of the squadron which separates to attack an enemy target. Hangar Capacity: The maximum number of aircraft that can be stored on the carrier’s flight deck. Attack Flights Let's hop up from individual aircraft to the next largest functional unit: the Attack Flight. This varies per carrier and dictates the size of their strike package. Shokaku - 3 aircraft for 18 rockets per attack. Kaga - 2 aircraft for 8 rockets per attack. Lexington (HVAR) - 3 aircraft for 24 rockets (!) per attack. Lexington (Tiny Tim) - 3 aircraft for 6 rockets per attack. Saipan - 2 aircraft for 6 rockets per attack. Enterprise - 3 aircraft for 18 rockets per attack. Graf Zeppelin - 2 aircraft for 6 rockets per attack. Implacable - 2 aircraft for 20 rockets per attack. As you can see, this creates wildly different strike potentials between the carriers. The raw damage potential per attack run works out to the following (in order): 48,000 damage - Lexington (HVAR) 47,000 damage - Implacable 39,600 damage - Shokaku 35,600 damage - Graf Zeppelin 34,200 damage - Enterprise 32,400 damage - Saipan, Lexington (Tiny Tim) 17,600 damage - Kaga While all four premium carriers are in the bottom half of this spread, keep their penetration values also in mind. Saipan and Graf Zeppelin's rockets can damage even large targets while Implacable and Shokaku cannot. Lexington's HVARs set the bar really high, admittedly. Potential damage is curbed not only by penetration but by accuracy as well. Depending on target size, the angle at which you engage a target can change results enormously. For example, when engaging a stationary Reference Mahan™ in the Training Rooms, the Tiny Tim rockets off Saipan and Lexington generated contrasting results from one another despite launching the same ordnance with identical (or near enough) target markers. Saipan landed more parallel hits but Lexington landed more perpendicular. This is largely owing to small sample sizes (only 10 attack runs per carrier, per aspect) but it shows the kind of RNG trolling that can and will happen when firing rockets, especially against small targets. The only rockets I would call reasonably accurate are the HVAR off Lexington's Corsairs and Enterprise's own Hellcats. Both CVs can land an alarming number of hits provided they attack broadside on. However they have the worst aim time and they don't respond well to constant adjustments during aiming. The aim time of the various attack aircraft varies considerably, with the large Tiny Tim rockets ironically being easiest to lock onto a small, fast moving target. The swarms of rockets off of Enterprise, Implacable or Lexington when she uses HVAR that are oh-so devastating against destroyers are the most difficult to aim at twitchy, stealthy lolibotes.[ This brings up the issue of trying to attack agile and stealthy targets with rockets. For all of their apparent design to engage destroyers, attack aircraft are some of the least suited to sniffing them out and engaging them at close ranges. There isn't enough attack time on attack aircraft to make significant course adjustments against a destroyer that is stealthed with its AA disabled. This will necessitate making a second or even a third pass to line up on the target and it's not likely that the aim marker will be perfectly settled if the destroyer is attempting to go evasive. In this regard, dive bombers are much better. Attack Runs and Flak Generally speaking, attack aircraft are immune to flak explosions while performing their attack runs. There's no need to wiggle and dodge flak bursts while on your final approach. Now I say generally because in testing, very occasionally I would get clipped by a flak cloud but it was so rare that I could never predict why and how it was occurring without any discerned pattern. Do note you are not safe from flak when coming out of an attack run. This is why it's so often preferable to drop any excess planes from your squadron before entering high flak-volume areas. Squadrons Squadron sizes vary enormously. These are arguably more important on rocket aircraft given the attrition rate of these planes over the more durable torpedo and dive bombers. Shokaku - 9 aircraft (3 attack flights) Kaga - 8 aircraft (4 attack flights) Lexington - 9 aircraft (3 attack flights) Saipan - 6 aircraft (3 attack flights) Enterprise - 12 aircraft (!) (4 attack flights) Graf Zeppelin - 8 aircraft (4 attack flights) Implacable - 6 aircraft (3 attack flights) Enterprise really stands out here in the same way Kaga did with torpedo bombers: she simply has so many. Unlike the fragility of the Japanese planes, Enterprise's attack planes are doubling up with not only a lot of aircraft but a fair chunk of health too, having more than half again as many effective hit points within the squadron as the other premium carriers. The size of Enterprise's squadrons come with the same disadvatange it did for Kaga: it makes it harder to avoid flak bursts. For Enterprise (and indeed, for all carriers), it's advised to send unneeded portions of the squadron back to the carrier pre-emptively by having them drop ordnance just after launching. This will save on casualties later. Carrier Capacity Finally before we get to my overall feels for these aircraft, let's touch base on the "unlimited" number of planes each of these carriers can deploy. Enterprise is the hands-down winner here. Though she starts with fewer than Kaga, she regenerates aircraft almost at a 2:1 rate to her Japanese premium counterpart and almost 5:2 compared to Saipan. If you spammed nothing but attack aircraft on Enterprise (because you don't like winning), you could throw away as many as 47 Hellcats over a 20 minute game, not including her deployed fighters (which are also Hellcats). Seriously, spam the blighters -- you're going to have to try in order to lose them all. This is Enterprise's theme -- her fighters are meant to be her strength after all. Flight Control Modification 1 from the 5th upgrade slot is all but a must-have on all carriers for the increased carrier capacity. Summary Kaga's Zeroes surprisingly do not come in the same large squadrons and attack flights as her bombers and torpedo planes. They are very fragile with poor hitting power. She starts with a fair number of them but not-so many that you could confidently throw them away. Saipan's Bearcats come in small, nimble flights and squadrons, perfect for evading flak. The number of attacks per aircraft more than make up for this deficiency. Despite the lack of numbers, her flights and squadrons are comparable in durability to most of the other CVs. Furthermore, they have excellent reaction time for attacking targets suddenly, with quick aim and prep time, but properly setup, they will generate a lot of hits. Enterprise's Hellcats come in monster-sized squadrons. She has deep reserves and can recover aircraft losses quickly. Not only that, but her aircraft (and thus her squadrons) are reasonably tough too. On the downside, it takes them a long time to setup for an attack run and for their aim to settle. Their accuracy is questionable, though. Graf Zeppelin's Me-155As share Kaga's fragility but with improved striking power. The small number of rockets and elongated aim marker limits the number of hits she can land against wary targets. Overall Impressions Attack Aircraft take a back seat to Torpedo Bombers and Dive Bombers in the current meta. Among the premiums, even with "good" Attack Aircraft like those on Saipan and Enterprise, they're often idle until a preferred plane type is depleted. This is a shame in Enterprise's case as she's definitely built to specialize in her fighters, but they just don't have the punch needed to be a universal plane type. The other problem, really, is that for most carriers, dive bombers perform better in the anti-destroyer role than attack aircraft do. Individual hits are meatier. Aiming them is often easier, especially for destroyers that have their AA guns disabled which are trying to hide from the CV. The short attack window and long aim time of some of the rocket types just makes this worse. For the amount of time spent trying to repeatedly line up a rocket attack, you could have a follow up dive bomber strike already on the way. Still, when there's a proper target available, rockets can be a reasonable choice, especially for finishing off low-health targets in a hurry, or just being handy for having a reserve of fighter consumables still to deploy on your own carrier when someone's trying to snipe you. Kaga - A6M5 Zeroes Fragile individual aircraft and fragile flights and squadrons too. Her Zeroes are exceedingly squishy. She doesn't have the exhaustive reserves here either, though they are deeper than normal. Not all that impressive agility wise either with a meh top speed, turning radius and rate of turn. Her striking power is poor with a tiny number of rockets fired and unimpressive damage, penetration and fire chance. Failing marks all around. Kaga's Zeroes suck monkey-butt. They are, hands down, the worst attack aircraft tier VIII and by not a small margin either. Pick a trait and they are average at best and more often than not towards the bottom half (if not at THE bottom). You don't want to have to resort to these if you can help it. Saipan - F8F Bearcats Tough planes. They're surprisingly not operating at a tremendous deficit, durability wise, in terms of their squadrons and attack flights. She lacks reserves, though, and her regeneration is painfully slow. Great top speed and surprisingly agile despite that. Excellent prep and aim time on her rockets. Her rockets are individually excellent but she doesn't fire many of them to guarantee hits against small targets. Still, any hit you do land are going to be pretty meaty and are worth lobbing at destroyers just because. Excellent weapons to finish off low-health targets or to try and tax their Damage Control Party. The only thing that could have made Saipan's Bearcats any better would be the option to swap between Tiny Tims and HVAR rockets the way Lexington can. This lack of versatility doesn't hurt much overall, though. Saipan has arguably some of the best attack aircraft at tier VIII, combining durability, speed and striking power. The only draw back is that you don't get enough and when you start taking losses, you can find yourself quickly deplaned. Beware of fighters. Enterprise - F6F Hellcats Reasonable durability per plane for an attack aircraft. Her enormous attack flights and squadrons exaggerate their apparent durability. Large squadrons are more vulnerable to flak, however, but Enterprise has the reserves to muscle through losses like it was a non-issue. Still, the squads are ridiculously agile with a decent top speed. Shed a few aircraft with by dumping ordnance early and you can correct that squadron size issue. Side on attacks are a must to guarantee hits. You will get a lot of them if you do this. Make sure you attack from a long way out -- it takes a long time for her aim marker to settle. Unfortunately her rockets don't do a lot of damage, start many fires or have much in the way of penetration either. If you can't land a large number of hits, the attack isn't worth it. Enterprise is ostensibly the premium carrier meant to specialize with her Hellcats. They are good attack aircraft. It's just a shame attack aircraft aren't all they're cracked up to be. Their interactions versus destroyers was nerfed heavily and this feels readily apparent when sailing this CV. These should be a selling feature for Enterprise. But how can you get excited over a selling feature that's been nerfed to the point of near irrelevance? Graf Zeppelin - Me-155A Fragile planes, fragile flight, fragile squadron and not a whole lot of reserves. Her planes are painfully slow but they handle nicely at least. Their striking power is pretty good though. It's unfortunate that their aim marker and the small number of rockets they fire makes hitting destroyers so difficult. Oh well. When you do land hits, your targets are going to feel it. I'm not going to lie -- I find Graf Zeppelin's rocket aircraft to be pretty crappy, to be honest. They're not Kaga-bad, at least. For a ship that lacks HE bombs, I would have preferred to see a swarm of a small number of destroyer killers but I'll take baby Tiny Tims. At least they're not Japanese. Summary The big question is this: "Should attack aircraft form up part of my regular plane rotation?" The answer isn't simple but it largely boils down to this: How good are you with your dive bombers and torpedo planes? The better you are with these two types of aircraft, the less you'll ever need to take out attack aircraft. Attack aircraft were meant to counter destroyers but they haven't performed as well in this task since early on in the CV-rework. This task has largely been taken over by dive bombers. Still, there are some attack aircraft with some merits. Saipan has arguably the best rocket aircraft of the tier VIII carriers with Lexington coming in second and Enterprise third. I wish that was something to get excited over, but it's at the point now that a carrier could have crap attack aircraft and I wouldn't count that as much of a flaw. This simply speaks to how much better dive bombers and torpedo bombers are at the moment in the current meta Mouse's Ranking of the Tier VIII Attack Aircraft Saipan Lexington Enterprise Implacable Graf Zeppelin Shokaku Kaga Winner, winner. Conclusion I am so glad I decided to split these reviews up in parts. Now, I should be doing dive bombers next, but with the bug(?) that's affecting dive bomber accuracy still kinda being up in the air, I'm not sure when this next part will be out. I'll have to speak to the devs before I commit to publishing an article like this if everything's simply going to be changed when patch 0.8.3 rolls around. This may necessitate skipping dive bombers for now and covering the hulls of the four carriers next article instead. This article ran longer than I wanted (there was a lot of testing which slowed me down) and it's being published a few days later than promised. I'd expect the next part late next week or early the week after. Hopefully this whole project will be done by early May. Thanks for reading!
  5. The Kaga torpedo bombers fly under flak and have a fast and comfortable aim time. I think the 4 drop Hakuryu torpedo bombers would benefit greatly from receiving these improvements. Would definitely make them feel a lot more usable. If there are a lot of balance concerns, maybe the alpha damage can be decreased a little.
  6. 44 torpedo bombers lost out of 72 torpedoes released, scoring a total of 17 hits for 59k damage. 22 dive bombers lost out of 20 bombs released, scoring a total of 10 hits for 17k damage. 17 attack planes lost out of 40 rockets launched, scoring a total of 26 hits for 10k damage. 5 floodings for a whopping 3100 damage. 9 of the 17 torpedo hits were against a Colorado, and I actually had our DD ask me how in the hell the 'Rado was getting hit by so many torpedoes and taking so little damage. Welcome to CVs post 8.1. Yeap. Kaga plane health is totally balanced against same-and-higher-tier AA. Looks like another ship to become little more than a Port Queen until she gets some love. Oh yeah, btw. We lost because I couldn't really contribute to striking meaningful targets. EDIT: I only sunk the Lightning because he was already nearly dead and strayed into a straddled torpedo drop I dumped on him while trying to, quite ineffectively, cross-drop him. The Alaska was killed by a single torpedo dropped directly from the rear after they had shredded 7 out of the 8 remaining planes I had left in the squadron.
  7. landedkiller

    What should I do?

    I am looking to get USS Alaska and am dissatisfied with the current CV rework. I only have 12k in free xp, but could get 239,000 free xp back and 5,000 doubloons for trading in Shokaku. I really like that Halloween camo, but the ship is unplayable now. In addition, I was thinking about trading in Saipan for doubloons 9,700 and keeping Enterprize and Kaga. The carriers just seem vastly different from 8.0 in these new hot fixes. I am looking to make a decision by update 8.1 or soon after. The practice will continue in co-op for me, only getting 20k damage max out of the carriers since the rework. So In the end trade in Shokaku for 239,000 free xp and 5,000 doubloons and hope to grind out the rest of the free xp or trade in Shokaku and Saipan for 14,700 doubloons and 239,000 free xp? Again this is for USS Alaska Which is confirmed for 1,000,000 and I only have 12,000 in free xp.
  8. DDG_53_John_Paul_Jones

    Saipan/Kaga Nerf NEEDED

    Nothing is more annoying than being placed in a match against a Saipan/Kaga. They are both broken when it comes to Air superiority/Attacks. Sure, the Saipan doesn't have great strike squad sizes but the Kaga is so OP. The strikes are monstrous, But that is semi-bearable. Now the Saipan is REALLY F****** BROKEN. So a person who played countless hours and isn't too [edited] when it comes to carriers gets run over by a strafe slinging Saipan. It can strafe out of dogfights without losing planes, It takes 6 planes to Kill 2 of the planes of ONE squadron, and if you are lucky the third plane of the squad. I personally own the Saipan, Great ship. However, I never play it because it is not fun- Even if the other team has a REALLY good carrier player and I still beat them. I can easily outmatch them by using the strafing technique or by throwing squads at them. Oh, I forgot to mention the Saipan can hold 22 fighters and 25 torpedo bombers. So I can essentially throw fighters away and only take 1 minute to get off the deck compared to the 1:30 of a ranger. Any comments Ideas? -
  9. FirstWooba

    Premium CV Refund

    Hello there. I've been playing WoWs for over 2 years now and as you can tell I rarely post. I've largely been happy with the game and overall development. I've long been one of the better CVs around (not the best but fair enough) and I've always enjoyed the gameplay. Because I enjoyed the gameplay I bought both the Saipan and the Kaga. I would like the option to exist for a refund, not in doubloons, but in the same currency people purchased their ships with. I went to work, I earned my money, and I took my time and decided what I wanted to purchase. The fact that my ship will still be named "Kaga" or "Saipan" does not mean that what I will have after the update is the same as what I initially purchased. I am hoping you choose to do the right thing here and offer a refund in cash to the card used to make the purchase. To stem the inevitable salt and [edited] comments, let me say I'm not angry about the rework. I get the need for it...I see it 20 times a day. Within the first minute of a battle I've usually already won the air struggle, which means that ~70% of the time my team also wins the match. I get why WG would seek to change it to suit their broader player base. I'm fine with that decision. What I need is for WG to "get that" once the CV rework goes live I no longer have what I paid for, and do the right thing. If I later decide I want another ship I'll buy it like I bought my previous ones, but for now a refund is in order, and it's the only moral course of action. Anything less is just greed. In the event that a refund option does not happen, I whole-heartedly promise that you'll never see another dime out of me, and I know for a fact I'm not alone. With a dwindling player base, does WG really want to risk losing loyal players just to steal a few dollars? It is theft btw. To continue to hold my funds while denying me the item I purchased under the conditions I purchased it is considered theft just about anywhere in the world, and is illegal anywhere but online apparently.
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