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Found 30 results

  1. "A ship's a fool to fight a fort"- Horatio Nelson OK, how about airplanes? Forts currently only exist in the Scenarios game mode. However, Wargaming has tested new game modes in the past, and a LONG time ago forts could be seen in Random & Co-Op as part of a sub-mode called "Bastion." In this thread I'll be discussing available types of ordnance & the 2 fort models, then asking the community what is the best way to neutralize them using a plane. There are 4 kinds of forts in-game, but you can only play against half(as of July 2020). The forts don't have any consumables, but only one fire can be set at a time. Adolfkanone H39: These have a turret mounting a 406mm cannon. They have mediocre traverse speed, a long reload, have no AA guns, and fire AP. They can be a pain to hit because they are thinner than bomb reticles & are often overshot by missiles. The gaps in attack runs by fighters are also a problem. Entrance Fort: These usually have their back to a mountain with all guns pointing outward. These have a powerful AA battery of four 88mm Flak 18 & three 20mm Flakvierling. Anti-ship armament consists of 3 German 150mm cannons, which have a quick traverse, mediocre reload, and fire HE. Beware the 45 degree fillet near the roof when using AP ordnance. Now onto the ordnance. High-explosive bombs(precision bombing) delivered from dive-bombers used by the Americans & Junkers 87C Stuka can set a fire mass: 500 pounds High-explosive bombs(carpet bombing) delivered in groups by level bombers used by the British, Dutch, and the American TB2D Skypirate can set a fire mass: varies from 30-220 pounds High-explosive missiles delivered in a combination strafing-rocket launch attack used by the Americans, Japanese, British, and Soviets can set a fire Armor-piercing missiles delivered in a combination strafing-rocket launch attack used by the Germans have a 12 kilometer range when launched from high altitude Armor-piercing bombs delivered by dive-bombers used by the Germans & Japanese mass: 548-683 pounds I am not someone to tell you which of these you should be using, since I haven't played them all. In my experience: AP bombs do a reasonable amount of damage to forts, but not nearly as much as other types. The thickness of forts' concrete walls must not be even, since AP missiles have an awful tendency to shatter or even ricochet. The upper fillet of an Entrance Fort is trollish too. So is the turret of the Adolfkanone. For a while, Japanese HE missiles had mediocre performance against these. But somewhere in the timeline, the A6M2 Reisen got a huge buff, and can reliably take off over half an Entrance Fort's HP with one strike. Use dive-bombers when attacking an Adolfkanone. If you use missiles or carpet bombers, much of your ordnance will land outside the target area. Now I'm asking the community to go and bring their preferences & results. I need information on carpet bombers, American HE missiles, and German HE bombs. ♦ @ObiphanKenobi should this be moved to "Game Guides and Tutorials"?
  2. RedBellyBlackSnake

    AA instantaneous damage

    I usually wait for planes to come into range of my AA before I turn on priority sector. This applied instantaneous damage to the planes. My question: "Has instantaneous damage been taken away?" I don't see it in the AA stats of ships anymore. I would like to know if it still works, because it determines how I will use my AA. If there is no instantaneous damage anymore, then I will probably turn on my priority sector a little earlier.
  3. Dear WG, You gave BB captains a free respec period after you changed just one captain skill. [Correction: BB captains did not get a full respec, as I had thought from what I read before they actually did it. They should have, though.] After changing the entire mechanics of rocket planes so that they are just a wild guess, I think you owe CV captains 2-4 weeks to figure out if they want to change the configuration of their ship along with the captain skills in order to at least increase their chances of defending themselves. Given the enormous change to rocket planes, this is not an unreasonable request. Please be fair. Thank you. [UPDATE: Some people now claim there was a full reset for BB captains that had this skill and that is what I remember reading because I thought it was unfair to other BB captains since the new skill was something completely different and they might have chosen it over others. No one seems to know for sure. Also, this issue about the Dead-Eye skill has taken over the thread, which is NOT about BBs, but about the complete change in the mechanics of rocket planes, which are now the same as BBs firing at other ships by using a Spotting Plane, which is just a total guess at where a ship may be 9-10 seconds from firing. For a CV, it is now a guess at where a fast ship will be 4-5 seconds from now at close range with the one weapon that CVs can use to stop DD drive-by's. I would like to ask everyone to please refrain from discussing the BB skill change/elimination/whatever because it is irrelevant to this thread. Thank you.]
  4. MaxMcKay

    10.3 patch

    A group of CV skippers from different clans, sat down to review the current state of CV's. We've discussed how overlapping flack has become to overwhelming and plane stripping. There is no way to even nip at the flanks of such a group as we can not turn out the rest of the squadron from the strike and just use the strike planes to do damage. You lose a entire group to do 6k damage now, AAA was supposed to be a deterrent NOT out right punishment for daring to attack a ship. Also it seems American and UK plane armor has become wet tissue paper for some of the most heavily armored and well built planes in the war. We understand the need for "balance", and thought we'd have struck a good chord just before this patch, where we did lose planes, and would lose entire wings of a type if we made serious mistakes and got punished for it. Now, we do everything right and we still are being punished harshly for it. This is forcing CV players into tactics that are causing friction with teams because of these issues. We are getting reported to lose karma as punishment because teams want us to do certain things, that because of these changes we just can't do anymore, if we want to have ANY planes left to effect the out come of the game. If we do, do these things that are being asked (IE:such as trying to finish off a ship near a group, try to get a spot on a destroyer for our team. among others , etc) we turn into floating flak barges again ala the RTS days. Or we get yelled at to keep trying to do things with 1 or two planes that we've managed to save up to try to spot with because we couldn't survive these patches flak to attack. I remember the RTS days, I remember how those days ended, how manual dropping was removed, how auto dropping only was allowed, how fighter strafing ran off so many CV players.(edited) Take the MVR for example, it started off as a CV that rewarded a high level of skill for it's dive bombers, but now RNG has reduced needing any skill due to it's effect on bomb release and where the bombs impact. The entire ship could be in the reticle and the bombs will figure a way to miss or hit something that will do no damage to the target. This is one example of the many drastic changes that've been made. That the regular player base don't see but the CV players know very well. It's easy to keep hating on CV's when that's what's making someone popular. CV's have started to become useless again, it seems like wg is intentionally drawing down the player base for the CV's. This is on top of the repeated lowering of damage, and other nerfs. They stack up after awhile. People notice this! Take the FDR of all CV's, it struggles now to get 2 strikes in for a launched strikes, you will lose 10 planes while trying this. That's 20min of waiting to get those planes back....for 1 min of work. No other ship has been treated to this extent. We get punished for attacking by an automated system that attacks our ability to do damage. Our ability to influence the game keeps getting it's ability to survive and operate changed, how it's targeting is changed and played with (with no notes or warning mind you). It's players harassed by people who don't like the CV's, with WG doing NOTHING about it. Now you've still got a dedicated group from those days spreading the same hate and the same message from those days doing the same things over and over. They're easy to see, they're using the same chants, the same msg's, the same drama. Us? All we are asking is please just balance this so that we can have fun as well. We aren't asking for everything, we are just asking to have fun.
  5. A group of CV skippers from different clans, sat down to review the current state of CV's. We've discussed how overlapping flack has become to overwhelming and plane stripping. There is no way to even nip at the flanks of such a group as we can not turn out the rest of the squadron from the strike and just use the strike planes to do damage. You lose a entire group to do 6k damage now, AAA was supposed to be a deterrent NOT out right punishment for daring to attack a ship. Also it seems American and UK plane armor has become wet tissue paper for some of the most heavily armored and well built planes in the war. We understand the need for "balance", and thought we'd have struck a good chord just before this patch, where we did lose planes, and would lose entire wings of a type if we made serious mistakes and got punished for it. Now, we do everything right and we still are being punished harshly for it. This is forcing CV players into tactics that are causing friction with teams because of these issues. We are getting reported to lose karma as punishment because teams want us to do certain things, that because of these changes we just can't do anymore, if we want to have ANY planes left to effect the out come of the game. If we do, do these things that are being asked (IE:such as trying to finish off a ship near a group, try to get a spot on a destroyer for our team. among others , etc) we turn into floating flak barges again ala the RTS days. Or we get yelled at to keep trying to do things with 1 or two planes that we've managed to save up to try to spot with because we couldn't survive these patches flak to attack. I remember the RTS days, I remember how those days ended, how manual dropping was removed, how auto dropping only was allowed, how fighter strafing ran off so many CV players.(edited) Take the MVR for example, it started off as a CV that rewarded a high level of skill for it's dive bombers, but now RNG has reduced needing any skill due to it's effect on bomb release and where the bombs impact. The entire ship could be in the reticle and the bombs will figure a way to miss or hit something that will do no damage to the target. This is one example of the many drastic changes that've been made. That the regular player base don't see but the CV players know very well. It's easy to keep hating on CV's when that's what's making someone popular. CV's have started to become useless again, it seems like wg is intentionally drawing down the player base for the CV's. This is on top of the repeated lowering of damage, and other nerfs. They stack up after awhile. People notice this! Take the FDR of all CV's, it struggles now to get 2 strikes in for a launched strikes, you will lose 10 planes while trying this. That's 20min of waiting to get those planes back....for 1 min of work. No other ship has been treated to this extent. We get punished for attacking by an automated system that attacks our ability to do damage. Our ability to influence the game keeps getting it's ability to survive and operate changed, how it's targeting is changed and played with (with no notes or warning mind you). It's players harassed by people who don't like the CV's, with WG doing NOTHING about it. Now you've still got a dedicated group from those days spreading the same hate and the same message from those days doing the same things over and over. They're easy to see, they're using the same chants, the same msg's, the same drama. Us? All we are asking is please just balance this so that we can have fun as well. We aren't asking for everything, we are just asking to have fun.
  6. A_Horde_of_Sharks

    Oh no....

  7. I think seaplane carriers would be a vary viable addition to the game. Seaplane carriers would generally be relatively small and/or slow with large aircraft with very big HP pools, but very few aircraft per squadron and only 1-2 per attack. They would have weaker bomb and torpedo armaments, and weak/few/no fighters. Their primary armament would be very large aircraft spotting ranges and ASW planes. The best three nations to have them, is the US, Japan, and maybe Britain. US: US seaplane tenders would be slower, with planes that have very high HP pools, sometimes up to twice their aircraft carrier' counterparts HP pool, They would either have leval bombing with SAP bombs, or they would dive at a slight angle and attack with HE Ships: Hull C Langley upgrade would lead into the US seaplane tender line, switching from the pre-refit Langley to its seaplane carrier form. She would have one squadrons of NC-11 bombers, with one squadron of 4 bombers attacking in groups of 2 with each bomber carrying 4 250 SAP bombers in a level bombing capacity with 2,000 HP, and one squadron of 2 bombers, with 1 per attack with each bomber carrying 4 HE bombs, attacking in a slight dive. The bombers would have 2,250 HP She would also have one squadron of 4 SOC Seagull ASW plans, with 1,265 HP each The first Seaplane Tender would be USS Wright AV-1 at tier V She would carry 4 P2Y-1 bombers that attack in groups of 1, each plane would carry 2 1000lb SAP bombs which deal 2,220 HP each, and each bomber has a speed of 98 kts, and 2,750 HP each She would also carry 4 P2Y-1 bombers that attack in groups of 1, each plane would carry 6 250 HP bombs which deal 1,950 HP each, and each bomber has a speed of 103 kts, with 2,825 HP each She would also carry SOC-3 ASW planes with 1,500 HP each and , These can be Upgraded to OS2U-1 ASW planes with 1,750 HP each. The ship would go 15.3 kts, and have 2 5in/38 caliber DPAA guns, 2*AA 3 in/50 caliber AAA guns, 2 .50 caliber AA guns The Second Ship in the line would be the USS Curtiss, AV-4 at tier VII She would carry 4 P2Y-3 bomber is attack groups of 2, each bomber carrying 4 500 lb HE bombs dealing 3,760 HP each, each bomber has a speed of 106 kts, and 3,120 HP each.These can be upgraded to either PBY-3 bombers with either 4 1000lb HE bombs, or 4 1000lb SAP bombs, HE bombs do 4,500 HP each, the SAP bombs deal 5,250 HP damage each. She will also have PBY-3 Torpedo bombers that carry 2 Mark 8 torpedoes that deal 4,765 damage each. She also carriers 4 SC-1 Seahawk ASW bombers with 2,000 HP each She would go 20 kts and carry 4*5/38 DPAA guns and 4*4 40 mm AA guns The Third ship in line would be the tier IX AVD Childs She would carry one squadron 6 PBM-1 bombers attacking in groups of 2 carrying 2 2,000lb SAP bombs dealing 10,500 HP per hit with each plane having 6,265 HP each and a speed of 125 kts. She would carry another squadron of 6 PBM-1 bombers attacking in groups of 2 carrying 2 Mark 13 torpedoes dealing 6,500 HP per hit with each plane having 6,500 HP each and a speed of 115 kts. She also carries 6 SC-2 Seahowk ASW bombers with 2,250 HP each She goes 25 kts and carriers 2*3/50 DPAA guns and 5 20 mm AA guns as well as Depth Charges and 5 km detectibility range Please comment any suggestions that you believe to be helpful
  8. I believe there are many discussions about how dead eye influenced the current gaming experience. In the description of dead eye, it mentions any visible hostile ships within the detection range could disable the dead eye. So can planes from CV or even fighters be considered as hostile targets instead of ships only? Would it stop players heavily depending on the dead eye skill? Would it make the game more engaging?
  9. I am not going to suggest a solution (that is up for the DEVs), I am going to complain about the zombie planes attacking ships, after the said ship out smarted/sunk the CV driver... Not only CVs are so disproportionate in DMG dealing (against small/medium ships), even when they're sunk by smart plays.. They still find a way with zombie planes to retaliate against the person who sunk them (by hovering over them for what seems like forever, or dropping a consumable to pinpoint the location of the said ship)... IMO, IF a CV is sunk by any ship class.. He shouldn't be able to retaliate against said player... Its over at that point... Replay instructions... Fast forward to the red CV's sinking. Press play and enjoy 20201018_225113_PJSD025-True-Kamikaze_41_Conquest.wowsreplay
  10. I think that the USS Tangier (AV-8) would be a good addition to the game as a tier IV-V carrier. It has excellent history being one of, if not the first ship to open fire at Pearl Harbor, thanks to the decisions of his captain, Clifton Sprague, of Battle off Samar fame. Not only that but her aircraft fought off a surprise attack by 7 Japanese aircraft on their routine search mission. It could operate easily as a carrier, since the only difference between a normal carrier and a seaplane carrier is that seaplane carriers launch aircraft from catapults or beside the ship instead of on a flight deck. I believe that this launch area problem could be easily solved. Aircraft: Bombers: Squadron: 2 PBY-5a Catalina, Attack group: 1 PBY-5a equipped with 4 500 lb bombs dropped in the British Fashion. Torpedo Bombers: 2 PBY-5a Catalina, Attack group: 1 PBY-5a equipped with 2 Mk 8 Torpedo ASW: 4 OS2U Kingfisher ASW aircraft Fighters: N/A AA: 4 3 in/50 AAA guns 8 .50 AA guns Main Battery: 1 5/51 cannon After Action Report from Pearl Harbor: https://www.history.navy.mil/research/archives/digitized-collections/action-reports/wwii-pearl-harbor-attack/ships-s-z/uss-tangier-av-8-action-report.html
  11. I had a good game but the opposing Halland? Dang, 98 planes shot down!! That is the most I have ever seen shot down by any ship. I know she is a good AA ship but I am nearly speechless. Last time I saw that ship she was on the other side of the map within striking distance of our CV. Our CV finally got her but it took her out of the fight, for nearly the entire battle, getting her. I'm just not sure if that is good or bad. The Halland did sink one of ours but was made irrelevant after that and our CV's kill was the Halland leaving her unable to attack others, or provide air cover, after the first few minutes.
  12. USS_Bacon

    Fighter Planes

    AI Fighter planes are already pretty good. If there are incoming torpedo bombers, and the ai fighter fails you, you are dead. That is why you should be able to manually control fighter planes. This is for all ship types with fighter planes.
  13. Knowing of course those who hate CV will be sure to chime in with all type of chatty banter, seriously WG/WoWS - this thing is turning into a steaming pile. Let's talk about the interaction of planes to mouse control - or really, the lack thereof. Let me first qualify myself though. Average player sometimes gets lucky. Have ground my way through IJN, USN, RN carriers to include all tiers including T10. Played a few games in them. Nothing spectacular but I do get lucky sometimes. Now back to the Rhein If she is an example of just how borked the planes will perform at T6, 8 and 10 then you aren't gonna draw many folks to them. IMO. The planes fly as if every pilot is drunk, not allowing for any precise control a "real" aircraft would allow, let alone compared to other national ships. Rocket planes - yuck. I want to point out I CANNOT SEE THE ***N RETICLE PLASTERED ON THE OCEAN IN ALMOST ANY LIGHTING CONDITIONS. IT'S HORRIBLE. HORRIBLE. I've asked and asked and asked some more for the ability to chose our Carriers' reticle color and brightness (BOLD). Nothing. IMO the more you "upgrade" your wonderous lighting effects, the worse it has become. Have I ranted enough about those two things? Let me TL;DR. Fix Rhein's flight controls and the reticle. tia
  14. Admiral_Bingo

    So fighter planes...

    Just popped into Ranked Sprint with my Implacable after getting the hang of it in randoms. I found out to my horror that whenever it comes to facing a CV with more planes per squadron (Enterprise for example), their fighters usually render my efforts to support friendly ships useless. Here's how it usually goes. 1. Enemy CV is approaching friendly DD with rocket planes. 2. I quickly drop fighters to support friendly BB/DD before the rocket planes arrive. 3. Rocket planes drop off a fighter and go away for a while. 4. Enemy fighter planes wipe out mine because it has a larger squadron. 5. Enemy CV then feasts on the DD/BB without any additional aa assistance from my fighters. This seems really frustrating to me because it basically makes my efforts to support my friendlies totally useless. At the end of the game, I had a bunch of angry players complaining that I didn't give aa support even though all aa support I was able to give by fighters was being blown out of the air by enemy fighters. I'm not sure if this is an issue with my tactics/gameplay or a flaw with the game mechanic with fighters in general but I like to hear what thoughts you guys might have. I feel that its quite unfair that just because a CV has a larger squadron, it will definitely blow yours out of the sky. Again I'm not sure this is some balance issue or its just me doing it wrong.
  15. I ask CV players, do you think the best CV players in game get the most salt. The bad one just play tier 4 CV. Do you roll your eyes when players say CV are easy and have everlasting fighters. Do you love the salt playing a CV. Because it always are fault win or lose. CV mains do you feel like your in your own click, the other players just don't understand us. Do you love troll ships? Well subs be the new troll. If so well you play it.
  16. I'm not sure where to report this and I could not find a way to put in a ticket regarding this, but the dive bombers on Ryujo carry no ammo underneath their wings. Instead, their AP bombs are attached to the white colored rocket planes (along with the rockets). Can someone in the graphics department fix this? Here are some screenshots to show what I am talking about: Where are the AP bombs? There should be one big one. Here are the rocket planes with rockets and... an AP bomb also or an extra gas tank? I think it is an AP bomb and it was moved to the wrong plane a few months ago. Does anyone know who might be the right person to contact about this? Thanks!
  17. Yesterday when attacking an enemy ship my planes were shot down before getting a shot off. One of those planes crashed into the target ship's port side at the intersection of deck and bridge. The plane exploded into a large fireball but did no damage. This should have caused significant damage since the crashing plane would still be laden with Avgas and rockets, bombs or torpedoes. @Kami I realize kamikaze suicide attacks aren't allowed but once the plane is dead the player has no control of it. In which case if that plane crashes into any ship enemy or ally or any destructible ground target that ship or target should be damaged. That damage should be commensurate with the planes fuel and weapons load. Fuel should cause a fire. Bombs and torpedoes penetration and blast damage. The this is a game not a combat simulator argument carries no weight here since near misses can damage/sink a DD and rounds fired before the ship or plane is destroyed still hit or miss the target or travel on until hitting an island or reach maximum range.
  18. StevebDancer

    CV Rework needed.

    I will break this down in to B# for bugs, P# for problems, S# for possible solutions.. These are all for CVs, here we go. -B1 CVs and planes do not reduce viability in cyclones. they stay the same.. (you know how to fix this). -B2 CVs can not tell when a ship hits AA consumable.. we just loose our planes.. -S1 a green area shows up for the ships AA range when they hit their AA consumable. -P1 CVs are dropping fighters everywhere, let me explain I had a CV drop a fighter squadron inside my CV's detection but out side my AA just to spot me, they do that for BBs too, and DDs.. 2nd they drop fighters right in front of my squadron or just out side my fighter squadron to kill my fighters or planes I am flying. This is very annoying.. -S1 when a CV player fly's with in 2-3km of a ally ship and is pointed at the ally. they press fighter squadron key and those fighters act like a catapult fighter for that ship. no dropping out side of that. so they can only be dropped on ally ships. If key is pressed outside of that a error message in chat shows up "must be with in 3 km and pointing at ally to use fighter squadron" -S2 fighter squadron can not spot ships.. -P2 CV being up tiered.. as you can tell by your data those CV run out of planes quick and don't do much damage at all. this must be balanced out some how.. -P3 What is the % of ships that are AA spec'ed. this means you do not have good skills that are used instead of AA skills.. please replace give good skills at tier 3 and 4. -P4 What is the purpose of giving a CV better maneuverability for hall upgrade, it is useless. give it something it can use. -S1 when hall is upgraded make CVs detection drop a bit instead of rudder shift. -S2 give CVs 1 extra plane for each type of squadron instead of rudder shift. -S3 slightly faster replenish of planes of each type of squadron, instead of rudder shift. -B3 Sling shot attacks that by pass most of the damage of ships AA.. where they time when to drop 1 set of bomb then use the invalienability to get close to a ship with good AA to drop on them with out loosing planes. -S1 increase time before ship can go back into a attack run after dropping ordinance would fix this.. -S2 take away the Invalienabiiity after the drop.. -P5 Flack clouds do tons of damage to all planes.. and makes complete walls of flack Which you can't avoid.. Flack clouds either land in front or on your planes.. -S1 all flack clouds explode randomly with in their range.. NOT JUST IN FRONT. -S2 shrink flack clouds so they are smaller then they could be easier to dodge and randomly in range of shell.
  19. Ok, WG I see you are trying to balance CVs but I feel you are not doing a good job.. I think you have to be more extreme. Here are a few ideas and will make a poll on it.. - 1st fighter squadrons dropped off of planes in flight have to be on ships and they follow that ship for their duration. (fixes issue of planes dropping on enemy DDs like radar.) - 2nd take that old skill you had about planes HP changes per tier of enemy CV. this is how it works: - Option 1 - Takes average tier of ships in match and if it is .75 to 1.24 tier more then CV's tier, the planes get a 10% bonus to health. if more then 1.25 higher then CV's tier it get a 18-22% boost to health. for slower speed and higher AA damages by ships. - Option 2 - Takes average tier of all ships in match and take # - CV tier then multiply it by .165. That number would be bonus health to all planes on CV.. if average is below CV's teir no change. - Option 3 - CV planes or ships in game DPS changes to what planes it is shooting at.. so a T7 ship shoot at a T6 would shoot at a penalty. and a T5 ship shooting at a T6 CV would get a boost.. the farther the tiers away from CV the more penalty or boost. this balances the planes and the ships.. - 3rd reduce number of attacks per squadron to 2 from 3 and take 3rd squardon of HP and add it to the planes of the 1st and 2nd.. - 4th reduce spotting distance of DDs by another 20-30% and no fighter spotting except by ship fighter (meaning no dropping fighters on a spot to continue spotting) - 5th This should be a given if planes are over a person concealed in smoke then the undetected planes can still be heard over the smoke. so they know the planes are waiting for the DD.... - 6th when AA consumable it hit the circle that where the drop will happen will double. this is a benefit for ships with AA and also tells CV driver AA was hit and need to back off or not do as much damage and loose more planes... Because we can not tell when AA is hit or not. also the ship should be green as if the ship dropped a fighter.. - 7th when a plane is shot down in a run to drop bombs/ missles/ torps. That plane is NOT replaced... it is a bonus to the ship for shooting down the plane.. so it might be 1 less bomb/ torp/ rocket or more but for someone who put in the captain skill and/or consumable. it would pay off. - 8th when a plane drops its load then view point slides right up to planes flying over head and that fixes slight shot of invulnerability. - 9th AA Flack puffs are shot in the sectors you have it but they need to explode at different ranges NOT ALWAYS IN FRONT.. as they fly through that zone they explode randomly in the front/ middle/ and far part of zone.. so flack clouds will have depth.. including direct hits on planes(like ships have detonations). will make it easier but detonations of planes can happen.. if you have ideas please type them down and work this out..
  20. Mr_Secondaries

    AA Theory Craft

    Hey all, Just curious what the community thinks is the better skill for anti-air (if you can only take one) AFT or MFAA?
  21. Okay, compared to the overall massive balance issues, this is minor. But it is seriously annoying that with the focus shifted to planes as if they were our ships, that there are details about placement and all that are just completely botched and I can't fathom a reason why. For Starters "Lexington" and it's planes - Wargaming mounting of HVAR rockets - The worst part being if you look - the actual mount for the rocket is there on the wings. Which is where an HVAR rocket should be mounted. That is the proper instillation of HVAR's here. Then you have the SB2C DB's - I haven't gotten quite a good enough shot to confirm they are in fact 1000 lb M-65 GP bombs - but that part is somewhat irrelevant because the SB2C wing hardpoints for bombs were rated only for 500 lb bombs, the 1000 lb bombs would have been carried in the internal bay. And for the guy who wants to say "But Tiny Tim's weigh more and were carried like that" It used a different mount, and the weight distribution is different. Actually surprised the Corsairs with Tiny Tim's are actually right. Seeing the count of rockets on the F4U at tier 9 - already know it's wrong simply on count, and I'd take a guess that the 2 center mounts are used like above. But then we have this - the F8F Not the greatest shot I know - but the obvious center mount rocket is obvious unlike the extra rocket jammed on to the port wing more or less clipping with the inboard most rocket. Forgoing the fact the F8F was limited to 4, and there are plenty of aircraft options in the attack role that could carry 10 and that applies even to the F4U at 9, hell, the AD-1 you already have at 9 has the hard points for it, you haphazardly jammed 1 in and the other is mounted wrong - really, really wrong. Personally I say remove it for a plane that could carry that many or change the distribution of rockets and aircraft to match, but could you not at least go with a more believable and logical 5 per wing? No picture at the moment, brought it up elsewhere - Saipan's Tiny Tim's - the center mounting is wrong, didn't carry 3, just go to 3 planes with 2 rockets - it's fair on Lexatoga, and I will gladly trade the extra 3x2 for 2x3 as a Saipan owner. Granted at this point I don't think 3x3 would really put it over the top either cause it's not exactly stellar and still just puts it on par with Lex and still the same number of rockets. Also no picture at the moment but unless something changed - IJN torpedoes have the wrong stabilizer for single engine planes. The Box Type in this link is what was used for single engine planes - like the B5N. Those are the immediate glaring ones that have really kinda bothered me as it is from the start (The Lexington ones kinda put me over as I decided to take the Halloween camo off finally after wondering why I could only see 3 rockets per wing), aside from other certain ones pertaining to Kaga's uptiering. Something that would be a nice touch though would actually to also have right squadron markings, or closer, tied to the ships and planes. Especially if say we added a couple of the Essex classes, the other Yorktowns, etc. In Lexington by which I mean Saratoga's case while she never had Corsairs, These were the markings for the F6F fighters Saratoga had in February 1945. The current marking are, somewhat ironically given I'm the guy who's suggested it as a premium without them, the markings of F4U's of USS Shangri-La. You wanna focus this game play around the planes - fine. But then at the very least as much care and detail should be applied to their appearance and all as any ship in the game because especially with the longer flight times were going to be spending a lot of time looking at them. And while I'm sure say a Colorado player would appreciate the extra barrel per turret in terms of damage increase would be distracted and possibly annoyed by it being mounted on the roof of the turret if they weren't going after it cause history. This is arguably my biggest gripe with the rework - the seeming lack of care about CV's, their history, and details like any of the other 3 classes. Removing odd tiers, Kaga, and some of these feel like forcing ships to fit something easy for you guys, screw history and all that.
  22. Russel_Heinowski

    the new cv air planes suck

    is it just me or do the the Cv Air planes suck [edited]even tho the old way was boring but at lest You could do more like actually sink a ship but as it is now your planes get all shot down be for you can drop a bomb or a Torpedo now the cv are useless as hell in battles
  23. I have always enjoyed playing this game with the carriers. However, they have become no fun and if you want to continue to give back large amounts of credits you won, then buy a carrier. They have included a service fee of about 240,000 credits for each battle and then on top of that, they add in fees for replacing lost planes and other stuff. Has anyone won any positive credits. Even with premium play its a joke. Imagine someone trying to get ahead without having premium play. I have sent in many responses to how unfair these carriers are and I get these ridiculous responses telling that i can add all this upgrades. How the hell can you add upgrades when you continue to go backwards in credits. Even in the public test arena, where you can add every upgrade, you lose all your plans before you can even get close to making an attack. As the previous post said , death to the aircraft carriers. As much as I wish that was not the case, but it is true. I sold all mine. No fun anymore. What do you say if you read this. Let me hear your comments.
  24. Maybe make the ability to press 4 or something and you can manually fire your AA guns so you can do something about oncoming planes instead of having hoping your AA shoots them down, and shooting at them would be fun. Pressing 4 again could switch to different sectors of the AA coverage, kind of like how 3 switches torp options. If you are under heavy fire, you could just not press 4, and the AI could control the AA as it does currently. As def AA goes, maybe it could be changed to increase RoF of manually controlled AA guns, or increase damage. I just think this might make CVs more fun to play against, and maybe people wouldn't hate them (as much) as they are now
  25. It has come to the WG's attention that there is (was) a tactic where Hakuryu could endlessly spam torpedo bombers and rack up very high damage very quickly with minimal losses. The hotfix has stamped out this strategy hard, but I don't fully think it is the right way to go. Sure, the strategy could be a bit overpowered at times and must be very frustrating for BB players, seeing as there is a very significant drop in BB players I see in randoms now, but it was sort of the Hakuryu's thing, a strategy that actually worked most of the time. One of the goals of the rework was to make CVs more noob friendly, and they initially succeeded. But stamping out this strategy completely I feel hurts the big picture too much. It just takes it to the other extreme, where AA on all ships is extremely powerful, torpedo bombers are much more tedious now and you will have lots of difficulty trying to get even over 100k damage in a game now. The huge nerf to the aiming reticle time makes it very hard to hit anything combined with your planes being shredded by even a single cruiser. It's kinda sad as seeing someone get so much damage with a strategy that continuously worked gave me hope that the CVs would not be completely useless in this rework, but alas now they are mere support ships basically. I feel this strategy should retain it's effectiveness, but should just get some minor adjustments. The aiming reticle should be normal again, AA damage should be toned down a bit, and for heaven's sake that nerf to the F spam just makes all the planes die immediately when they try to retreat. I feel there are better ways to combat this, without just removing the effectiveness completely. CVs historically were very powerful ships, and in wows they should not just be mere support vessels, but have real attacking power like battleships and cruisers do. The main problem seems to be that WG goes too extreme with each of these changes, if the CVs are too powerful, immediately make them super weak and buff the AA so that it shreds everything. A little more balance would go a long way here.
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