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Hi, I am an average CV player, I play this game for fun. I have noticed sometimes I do high scores, sometimes very bad ones. Of course, Tier XIII Shokaku among TX AA is not the funniest game, but I got used to it, there is always something to spot, destroy. I noticed the outcome of the battle is never related to the skills of a specific players, or at least this is quite unusual. When there is absolutely no team play, the battle is lost. Even if at the beginning, skills of some players might make the difference, at the middle of the battle, the ones who better positioned their ships will win. A few questions, 1. Are there "generic" strategies? Grouped, not Grouped? 2. Different map, different strategy? 3. How ships can support each other? In my case, how CV can be a "game changer"? I am often request to spot, torp, bomb almost everywhere, even at the other side of the map... 4. There is no "leader" in the battles, every player does what he wants, some are only looking to maximize destruction. How this can be fixed?
NeutralState posted a topic in General Game DiscussionSharing some experiences with dealing with inadequate torpedo syndrome DDs. Three ways of torpedo attacks for ships with bad camo and short torps. 1. Torpedo intercept Basically, dropping torpedoes into the intended target's line of travel. Certain map features, such as tips of islands in key areas are ship magnets and torpedoes can be pre fired at these locations. Important things to keep tracking during such maneuver are: self and target's camo values; relative speed and heading; if approaching head on; your own turning radius, acceleration, and TURN RATE; potential float plane/CV plane paths. Minimap is a great tool to judge enemies's headings as well as keeping track of sky cancers, enable target heading option in the minimap setting panel. (Kirov was then finished off with gun fire) 2. The Surprise Using Line of Sight blockers such as islands or smokes to get close with the target without being spotted. Then surprise them from close range. Important informations for the run: potential spotters that can see you en route or about to clear the LoS blocker; target's speed and heading (beg for radar, hydro, float, CV spotting); attacker's torpedo speed and relative speed with target (55 knots torps firing on a DD running away at 40 knots would rarely hit); target's turret facing, rotation, and loading status (obviously turret facing away and guns not loaded is the best, but many BBs or cruisers do not have enough turret rotation speed to follow their turning rate, they can be abused). If the target's is turning away while clearing the LoS obstacle, make sure the attacker's torpedoes can catch the target before she finishes turning. Otherwise the ship's cross section might be too small for the torpedoes to hit. Be aware of ships BEHIND the intended target. There might be unspotted enemy ships also behind the obstacle. Never do the close up run without map info. (Oktyabrskaya Revolutsiya remained to be a thorn for the rest of the match) 3. The "Kamikaze A head on approach to close the distance as fast as possible, then launch torpdoes at an undodgable range. This method has to be the easiest and the hardest to pull off. Can easily resulting in death and throw the game as a result. The most difficult part is deciding when to turn broadside for the purpose of firing torpedoes. Using this tactic means accepting the possibility of sinking, never fire torpedoes early or in panic. Make sure to turn at very close range, but start the turn to give yourself enough distance for your ship's turning radius plus minimums torpedo arming distance. Try not to turn too perpendicular to the target, making their cross section small; or turn to their aft, some ships have amazing accelerations. Important things to keep track of: the enemy team's locations (unless your team has a 10 ships lead, never rush enemies with escorts in open water); make sure you have ENOUGH HP left to take a salvo; risk to reward ratio, the potential trade off (you don't want to die and throw the game); make sure to have enough torpedoes, or maximum damage out put to actually sink the target, otherwise things might get awkward; target's turret rotation rate (for example, approaching a Yamato from behind her guns is as safe as approaching an afk ship). Feel free to contribute.