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  1. Introduction This topic is entered in the game play section of the forum because it not only concerns Aircraft Carrier game play but overall game play in WOWS. The vaunted WOWS "Carrier rework" has been mentioned on and off over the past two years. During that time the current state of affairs of Aircraft Carriers in WOWS has not been significantly altered by meaningful changes let alone improvements. The only two noteworthy changes with regard to Carriers that have been implemented are (1) the new Flight Modes of the USA Carriers that was introduced at the end of 2017 and (2) the vastly increased number of new ships with very powerful Anti-Aircraft setups and/or Defensive Fire AA (for example ALABAMA, MASSACHUSETTS and the five new USA light cruisers). As a result there remains a virtual absence of meaningful WOWS Carrier changes to address some of the major Carrier related issues. The vaunted WOWS "Carrier rework" will in all probability not be implemented until somewhere around late 2019 at best, in other words it is a long term event. In order to improve the Carrier game play that currently exists in the short and medium term, that is in 2018-2019, some plausible solutions can be proposed and implemented to address the most serious issues for the benefit of both the opponents and proponents of Carriers in WOWS. This topic therefore aims to offers such possible and plausible solutions for the 2018-2019 short to medium term to improve Carrier game play from the perspective of both the opponents and proponents of Carriers. The solutions proposed are intended to be ones that can/should be fairly easily implemented by WOWS Developers with a minimum of effort and all need to lie within the framework of the current Carrier and general WOWS game play and game play mechanisms. In other words, the solutions proposed in this topic are NOT intended as radical solutions which are a full departure of the current WOWS Carrier game play and current overall WOWS game play. Instead the solutions proposed want to build on the strengths and possibilities of the current WOWS Carrier game play and current overall WOWS game play. The Current Carrier Related Major Issues Proposed Short and Medium Term Carrier related Solutions The individual solutions proposed in this section are to be regarded as possible solutions for the short to medium term to improve Carrier game play from the perspective of both the opponents and proponents of Carriers. The idea is to offer solutions that should be fairly easily to implement by WOWS Developers with a minimum of effort and that lie within the overall framework of the current Carrier and general WOWS game play and game play mechanisms. As such these solutions are intended to build on the existing strengths and possibilities of the current WOWS Carrier game play and current overall WOWS game play. SPOTTING SOLUTION (Alternative A) SPOTTING SOLUTION (Alternative B) FIGHTER SOLUTION (Alternative A) FIGHTER SOLUTION (Alternative B) FIGHTER SOLUTION (Alternative C) INVISIBLE SHIP AA FIRE SOLUTION DEFENSIVE AA FIRE SOLUTION DESTROYER PROTECTION SOLUTION CRUISER AND BATTLESHIP PROTECTION SOLUTION UNIQUE AND LEGENDARY COMMANDER CARRIER SKILL SOLUTION COMMANDER CARRIER SKILL LEVEL 1 SOLUTION COMMANDER CARRIER SKILL LEVEL 2 SOLUTION PLAYER BASE EDUCATION SOLUTION TIER 5 CARRIER SOLUTION CARRIER-AA DIVISION SOLUTION NON-USA BATTLESHIP AP BOMB VULNERABILITY SOLUTION
  2. New CV Captains? Need to Learn Manual Drops? Only have 3 minutes?! This video is for you!
  3. I was thinking this Sunday, October 1st Time 8-11pm Eastern US time. Chapter one “attack at Guadalcanal” USN task force 2 carriers USS enterprise and a Lexington class carrier(Saratoga) 1 battleship USS North Carolina doing escort duty and shore bombardment and 2 heavy cruisers a New Orleans class cruiser and an Indianapolis. And 4 Mahan class cruisers doing shore bombardment and AA protection. USN OBJECTIVE is to take out the Japanese Air base at Guadalcanal represented by 4 Carriers beached on the island THESE CARRIERS CAN NOT BE TAKEN OUT BY AP OR TORPS ONLY BY HE AND HE BOMBS. IJN group 4 Zuiho class carriers together beached on the island representing the airfield together the USN will have a delay so you can get into position. And 1-2 Ryujo carriers with 2 tier 2-3 DD escorting each Ryujo only. IJN OBJECTIVE don’t let the USN take the air base protect the air strip don’t let it get destroyed. Chapter Two “first battle of Savo Island” "night battle if we had a night map" USN task force South group HMAS Canberra (perth) USS Chicago (Indianapolis) 2 Mahan class DDs. The north group 3 New Orleans class cruisers Vincennes, Astoria, and Quincy with on Sims class DD and a Mahan class DD. Eastern group of USS San Juan ( Atlanta class) and HMAS Hobart (Perth Or a Leander) and west group 2 Mahan class dds doing scouting perimeter duties. USN objective protect the Island from all Japanese opposition and protect oil coliers from attack (Langleys)(optional). IJN group 1 Chokai (represented by a Mogami class cruiser or Atago or ARP Takao as Chokai try not to use the flashy paint if you can lol) 2 Aoba class cruisers (Aoba, Kako) 2 Furutaka class cruisers (Furutaka, Kinugasa) and a Tenryu and Yubari cruisers with one Kamikaze class DD. IJN OBJECTIVE push the USN task force out of the island and kill 4-5 cruisers. Chapter Three “battle of the eastern Solomon’s” RUN ENTERPRISE RUN IJN TASK FORCE, 2 Shokaku class Carriers (Shokaku, Zuikaku) and 1 Ryujo class carrier 1 Kongo Class Battleship providing AA support only. And a screening AA cover force protecting the carriers consisting a Mogami ( because we don’t have a Tone) Chikuma cruiser ( also a Tone class but will be represented by a Mogami ), 2 Kagero DDs (Amatsukaze, Tokitsukaze) and 2 Musuki’s dds and 2 Minekaze providing screening protection from aircraft. IJN OBJECTIVE is to SINK THE ENTERPRISE. USN Task force, 2 carriers USS Enterprise and USS Saratoga (Lexington class carrier) 1 battleship USS North Carolina providing AA screening. 1 Pensacola class cruiser (Salt Lake City) and Northampton class cruiser (Indianapolis) 1 Portland class cruiser (Indianapolis), light cruiser San Juan (Atlanta class) and 5 US destroyers Farragut, Sims or Mahan no more than 3 of one type of Destroyer. USN OBJECTIVE is to SURVIVE AND. Protect Enterprise at all costs and protect Saratoga and Sink 1 IJN carrier and escape to fight another day. how to get into the training rooms >
  4. Pretty much refuse to play high tier carriers in randoms, (reasons,) but every once in a while I get the twitchies and decide to go raise my blood pressure harassing bots. (Watching all-player teams fold at any level in co-op is some serious 'da-hek?' but I digress...) Shokaku on a map I don't remember; Atlantic I think. My mirco is terribad at high tiers, so it's usually all I can do to support the front line and hold off cheating bot air squads that magically fly right to my unspotted carrier. In this game the attacks suddenly stopped, the team cleaned up the bots, and that was that; I thanked whoever had managed to whack the bot CV, then in the post game screens looked to see who had done the deed... The bot Shokaku, died early, VERY EARLY, in the game. On reflection it seemed too early for an allied ship to get close enough to commit rude acts upon the bot; the other thing would be a detonation; but the bot KILLED ITSELF. Even if the bot was citadeled and only had 1 hp left, it still died by it's own hand. Considering how early in the game this happened, it seems very unlikely the bot torped itself defending against a destroyer, which is the ususal case; if it wasn't that; then the only conclusion I can reach is the bot team-killed itself for some unfathomable bot reason. Not that I minded of course... Wish my replays had been on, so I could figure out what happened...
  5. SHOKAKU CV

    Tenho o Cv shokaku atualizado,mas só perco créditos com ele é só prejuízo. Será que estou sem saber jogar. Por favor de deem alguma dica. Obrigado.
  6. First Tier 8 games... Sort of...

    Well, I deliberately avoided Tier 8 games like the plague since docking my Atago a few month ago, and only purchased Lexington, Shokaku, and North Carolina when they were discounted for some vague point in the future when I felt like I might want to use them. As of this time I see no reason to, and have no intention of purchasing any additional tier 8 ships. No as to the 'sort of' part; In Atago I have 135 games in PvP, and 10 in PvE; Comparatively I do better in my ARP Myoko; Atago is like a Tier 8 Zao? You're kidding, right? To me it is the slow turning, too long, too easily citadeled Blue Barge. I don't like it because I can't seem to 'get into it,' like I feel I have with ships like Bogue, Konigsburg, New Mexico, and to an extent, Ranger and Saipan. Bizarrely; for a ship I don't like, my win rate is above average... (-) Now, they were all in PvE, but these were my first games in North Carolina, Lexington, and Shokaku; (five games played total, PvE, in each ship,) Now, these are merely my opinions, and don't reflect how others have done with the ships, or their stats on the game web page or WS.T; North Carolina; I like that the gun reloads seem fast, and that the turrets seem to rotate fast; actual or not, that is my perception. The ship seems maneuverable and fast, (compared to the 'Standard' USN BBs I'm used too,) but I can't really judge the armor, since I worked to avoid getting focused by the bots. Lexington; Lexington seems to be the epitome of the 'point and click' style of carrier play many have complained about. Wave attacking with the 3 DBs and 1 TB almost never failed to at least massively cripple a ship when successful. That being said; I finally understand some of the complaints of higher tier CV drivers, at least on the USN side; the 1-1-1 'balanced' loadout is a joke. THREE squadrons at Tier 8? I had THREE squadrons in my Bogue. The 2-0-2 loadout is maybe not so bad, since I've used it and an Air Supremacy commander to good effect in Ranger and Saipan. Overall I like the ship and its attack power, but wish it had at least one fighter in the 0-1-3 loadout. Shokaku; Considering I've done pretty good in Ryujo, you might think I would do okay in Shokaku... I can't stand the thing, and feel the same way about Hiryu. Despite others doing well in those ships, I found the attack groups weak, vulnerable to fighters and AA, and lacking in attack power. That these ships are so feared, and I had so much trouble using them, even in PvE, makes me wonder if anyone who gets attacked by their squadrons even tries to defend against them... ​Did you maneuver to defeat the attack? Did you launch your Catapult Fighter? Did you focus your AA fire at the closest/most dangerous squadron? We're you off alone or with a group? Maybe I'm just no good at the multi-tasking IJN CVs nead... As a general comment about carriers; 'Oh, carriers are insta-delete, point-and-click no-brainier winning machines...' Yeah, right... Try running a carrier in a battle when you pick strike, and the other carrier picks Air Superiority. Try running a carrier when it's a four carrier battle, (2 v 2) and you're the low tier carrier, never mind if you also happen to be low tier versus the rest of the enemy ships. Try running a carrier when several cruisers on the enemy team have Defensive Fire, never mind almost EVERY ship on the enemy team having Defensive Fire, (cruiser mobs,) or is a battleship with an almost suicidally high AA rating. Yeah; running carriers is sooooo easy.
  7. What, No Solo Warrior?

    So, I'm near to finishing my grind in the Shokaku, and I managed to outlast an enemy team as the last ship left in a Domination match in which we won on points (being a carrier, and thus motoring in the opposite direction of all the big angry enemy ships helped). I even got the "YOU ARE THE LAST HOPE!" voiceover. It was me versus six enemy ships. I didn't get the Solo Warrior achievement. Now, I was under the impression that one only had to win a match being the last ship left alive against four or more enemies to net that achievement (never received it to date, by the way). Is that not the case? Does one actually have to kill all the enemy ships to win in order for that achievement to pop? Is it not open to carriers? (That would be slightly unreasonable.) Some clarification here, from anyone who know, would be helpful. Thanks.
  8. Upgrades for the Shoukaku

    I'm stuck on what to get for the fourth and fifth upgrade slots: For the fourth slot, I'm considering Damage Control System Modification 2 primarily for putting out fires sooner when my Damage Control Party is in cool-down, but the Propulsion and Steering Gear modifications can help with decreasing the chances of getting hit in the first place. As for the fifth slot, does the Target Acquisition System work with the aircraft squadrons too? Or does it only apply for the carrier itself? If it applies for aircraft, I'm guessing it's a better choice than the Concealment System. Overall, which upgrades are best for the Shoukaku's last two upgrade slots? And should I change anything in the first three slots?
  9. Gavroche's Comprehensive Guide to Captain Skills <<IJN CVs>> Foreword: This guide is intended for players who are progressing up the IJN CV line and who need advice regarding how to set up their captains. I highly recommend using the same captain for the entire CV grind as CVs are affected less by having to retrain captains, and because the same captain skills in the tier IV carrier Hosho are just as relevant in the tier X carrier Hakuryu. Keywords and Abbreviations: Tier 1 skills: Basic Firing Training (BFT) +10% Firing rate to secondaries, + 10% to AA damage Basics of Survivability (BoS) -15% time for repairing flood, fire, and incapacitated modules Situational Awareness (SA) Gives an indicator for when a ship is spotted Tier 2 skills: Torpedo Armament Expertise (TAE) -20% to reload time of Torpedo bombers Tier 3 skills: Torpedo Acceleration (TA) +5 knots to Torpedo speed, but increase Torpedo armingtimes as well Tier 4 skills: Aircraft Servicing expert (ASE) +5% to plane survivability, -15% to plane servicing time Advanced Firing Training (AFT) +20% range to AA guns and secondaries Manual Fire Control for AA (Manual AA) +100% AA damage with long ranged AA Tier 5 skills: Air Supremacy +1 Dive bomber and +1 Fighter per squadron Torpedo Bombers: TBs Dive Bombers: DBs Aircraft Carriers: CVs What skills should I get? Unlike other ships, I see only two viable options for speccing a CV captain. One is for AA, and the other is for increasing plane durability and servicing times. I personally prefer improving my planes, as CVs are generally defined by their planes, not their ships. Improving ship-based AA is futile until the Taiho and Hakuryu, which begin to have good AA, but by the tier VIII CV Shokaku, you have defensive AA, which, combined with your fighters basically negates the possibility of being sniped. Anyways, here is the captain skill tree. The skills you need are colored in BLUE, the skills you would like are colored in GREEN, and the skills you should avoid are colored in RED. Explanations: Starting with the BLUE skills, Situational Awareness: While this might not seem very good, I would argue that this skill is absolutely essential. This skill should be the first skill you get because it lets you know when you're being hunted by an enemy DD, it gives you precious seconds to start moving and/or redirecting your fighters if you realize that you're being targeted in a CV strike, it lets you know when you're pushed too far ahead and that you're tailing the friendly fleet too closely. Torpedo Armament Expertise: This skill decreases the time it takes to service your TBs, since they are you main source of damage, it is important to lavish your captains skills on them. This skill is important because you want to achieve a reload time of 10 seconds, which is about how long it takes to land or take off a squadron. This means that servicing two squads of TBs together only takes 30 seconds from when the first squad touches down to when the last squad takes off, which is 10 seconds faster than servicing two squads individually. Aircraft Servicing Expert: This skill is amazing since it both increases plane survivability while decreasing servicing time. Great skill. Advanced Firing Training: This skill greatly improves the AA of your ship. With defensive AA and the amazing anti-air of the Taiho and Hakuryu, this makes you immune to CV snipes. Air Supremacy: This skill is both better than you realize and not as good as you think at the same time. It's pretty powerful in that it greatly increases the power of your fighters strafe, and it increases the effectiveness of your DBs pretty substantially. However, this skill comes at the price of noticeably depleting your DB and Fighter reserves quicker and increasing the servicing time of both types of planes. Manual AA: Debatable whether this is better than AFT, it's certainly is on Hakuryu, but not on Taiho. I prefer AFT. GREEN skills: Basic Firing Training:Increases AA and secondary DPS by 10%. Not spectacular, but a very decent perk. Basics of Survivabilty: With a premium repair, it's generally better to just insta-repair any fires you have. It's probably safer than letting them burn. Depends on the situation though. Torpedo Acceleration: This skill while on the surface seems amazing, it actually isn't quite so. It increases the torpedo arming distance by almost 17%, but it allows for easier convergent torping and it better "cages" in DDs while in a cross-stroke RED skills: Expert Rear Gunner: This skill's bonus is so situational and so small, that it's just not worth it. BFT, SA, or BoS are much more useful. Your not going to be able to fight off enemy fighter in any scenario. Dogfighting Expert: 10% isn't that big of an advantage, and it's in generally, never a good idea to click-engage fighters of a high tier, strafing is a much more useful choice. Stick with TA or even High Alert. My skill choice: I went: SA -> TAE -> TA -> ASE -> AS -> BFT, going to go into BoS -> ERG with my last two points when I get them. This has worked out very well for me, as long as you are attentive, you won't get CV sniped, but you remain a capable and deadly force on the battlefield. Other option: Forgo ASE for manual AA or AFT. Not as good planes, but significantly better AA, not really my style.
  10. Damage Saturation

    Have you ever seen a Fubuki eat 4 Shokaku torps and live? I was so busy laughing that I forgot to be mad. Also, shoutout to our Atlanta Steelheader74 who got 7 KILLS in what I think is one of the s***est ships in the game.
  11. Pretty in Pink By Gavroche This is the story of the first time I turned pink, and the 45 minutes of Breast Cancer Awareness that I supported. Game #1: Second game of the day at 5:30 in the morning on a Sunday. so you know some pretty crazy [squash] is gonna happen. I see a Mutsuki trying to take down a Colorado, so I decide to help her: I considered the possibility of friendly fire, but since it looked like the Mutsuki was turning away, I went ahead and dropped. Merde. So, yep... Anyways, next game. Game 2: Game 3: Game 4: Game 5: Hurray! That took like 45 minutes... Honestly, not a big deal. The sign: Fun things that happened during my time (doing my time): See what this guy's doin'? Don't do that. This is how you eat torps like a pro. (Never turn away) So I heard DDs are OP?Nah, CVs are the way to go.
  12. Tragic Game

    It's best to just placate idiots, you'll end up less tired. ** Also: wth!? Same game, just at the start. ** When you just can't carry hard enough... [content moderated - name and shame]~StealthyArmadillo
  13. Buff high tier DD Heath

    My average damage in my Shokaku is suffering because DDs can't take more than 2-3 torpedos. Honestly, DDs are too weak against CVs while everything else is too strong.
  14. I though the lex's was bad with it's 1/1/1. No, no, no. I average 80k damage done in the Hiryu, I average 15k damage done in my Shokaku. Every match it seems that there's nothing but Iowas and cruisers, not to mention 0/1/3 Lexingtons and 2/0/2 lexingtons... I don't know what Wargaming was thinking, giving the Shokaku the same stock planes that were found on the Zuiho. I once lost 3 TB while trying to cross stroke a Fletcher anyways, I didn want to, but I'm going to use the free xp I was saving up for the Ibuki's stock grind
  15. I just got my Shokaku! I saw that it had the same air groups and questioned: "Is it worth it?". My short answer is yes! It is a huge upgrade from the Hiryu.. the Shokaku is better than the Hiryu in the same way that the Fletcher is better than the Benson. Same ship, better stats. Shokaku pros: Much better planes! It has planes that are a HUGE upgrade over the Hiryu! These are listed in Hiryu cons. Better HP! It has much more HP and can take a huge beating before going down! Better armor by far! It's the first protected carrier you get in the Japanese CV line. It has the most armor of all the CVs in the line. 19-215 mm vs Hakuryu 13-130mm. It's T8, so it gets the concealment upgrade. With camo, the detection drops to 10.8km, With the captain skill, it can go down to a stunning 9km! Plus it has type 10 camo: Shokaku. -5% ship repair, -3% detection, -4% enemy accuracy, +50% XP. AA defense. It has 57 rating AA without upgrades or a captain, ranges: 3.1 - 5.0km base. Shokaku cons: MM. It can see T10 CVs and won't see anything below T6, so every CL will have defensive fire. Stock configuration: It's the same as the T6 CV the Ryujo, along with the tier 6 torpedo bombers from the Ryujo and tier 7 fighters from the Hiryu, it's a real pain stock. Anticipation of Taiho. Air detection range: Like all IJN CVs, it has a horrible air detection range to make up for its surface one.. it's worse on the Shokaku than the Hiryu. Not a shock for any IJN CVers, we deal with it every tier. Now, this is where most people do the other ship's (Hiryu, in this case..) pros and cons, but the pros and cons of the Hiryu are almost the exact opposite of the Shokaku pros/cons.. so here's a quick Hiryu pro's: It's absolutely beautiful. There, that was easy!
  16. Hi, this is frag movie after last Ranked Season on RU server. Most of the season I played at Shokaku. I'm curious to hear your opinion. Thank you for attention. Link on my profile: http://worldofwarships.ru/ru/community/accounts/751163-Tub/!/pvp/overview/
  17. USS Cavalla (SS-244) At first he didn't know the significance, was there just for fishing. Then we googled the ship's serial. This came up. First patrol On her maiden patrol Cavalla, en route to her station in the eastern Philippines, made contact with a large Japanese task force on 17 June. Cavalla tracked the force for several hours, relaying information which contributed to the United States victory in the Battle of the Philippine Sea (commonly known as the "Marianas Turkey Shoot") on 19 – 20 June 1944. On 19 June she caught the carrier Shōkaku recovering planes, and quickly fired a spread of six torpedoes, with three hits. Shōkaku sank at 11°50′N 137°57′E. After a severe depth charging by three destroyers, Cavalla escaped to continue her patrol, with relatively minor damage by depth charges from the Japanese destroyer Urakaze. The feat earned her a Presidential Unit Citation. Sunk a fleet carrier then just waltzed outa there like nothing happened.
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