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Found 7 results

  1. Fighters: *Issue with fighters being unable to engage a second target if under attack themselves unless first target is killed. Example: Fighters attack Target A (bombers), commander spots Target B (fighters) coming to defend Target A. Fighters don't have time to finish off Target A and are given a command to attack Target B. Verbal response from fighters is received, Target A is released from pursuit and continues retreating. Fighters engages Target B and are unable to inflict any damage at all but do expend ammo till empty and then return to CV and normal if survived battle. *Note this happens without fault every time. *Issue with fighters receiving a command and getting a verbal response and not moving. *Issue with fighters glitching when following enemy plane that is landing. -Fog_Destroyer_Yukikaze *Note: planes shouldn't be able to land in the first place while being attacked. *Issue with single fighter (none CV fighters) bugging CV planes, once engaged by a single fighter, planes will not be released of snare till that fighter has landed back at its ship or is destroyed. *Issue with fighters escorting torpedo bombers, if fighters get within range of any enemy fighters (including CV fighters and float fighters), the fighters will remain stuck in the air until it is destroyed by the enemy fighters if the torpedo bombers move out of escort range. -SG_Oneill Dive Bombers: *Issue with bombers getting visual hit and not doing damage. *Issue with lag effecting bombers causing them to completely miss even though the ship is in the entire outline. *Note - this seems like a client vs server issue. *Issue with bombers not dropping bombs. *Note dive bombers have a very high miss rate, you can see the misses in the water very easily. Torp. Bombers: *Issue with correctly manual dropping but having the plane refuse to recognize it. It will then fly to where it shows the torp spread but just spin around over the ship. -Inquisitioner *Issue for all surface attack planes: If command is given too late to a target the plane will circle, the glitch is unless manual controlled to back away then attack again the planes will just circle till they die. Other CV issues: *Issue with all CV planes that are set to land, if a fire begins while planes are in route, and fire is put out after they begin circling the planes will not auto land but continue to circle until manually directed to land again. *Not being able to zoom out enough forces the map use too much resulted in commands given in map not working. Planes highlighted flicker as command is given but no verbal response received and no way point being set. *Possible Fighter CVs having a lower income then none fighters. -Shadow1_Nemesis *Note: 40k avg cred /w 30 planes kills and 10k dmg to ships /w loss. 70k cred /w 50 planes killed and 20k dmg to ships /w loss. 90k cred /w 44 plane kills, 20k dmg dealt to ships /w win. #s are without 50k loss in ship price & at Tier VII. If rushed early game CVs go negative in creds, *Issue with enemy planes appearing randomly on the mini map for a second then disappearing. -Timpanus *Personally notice this to be horizontal to my ships location, and not limited to edge of map. Possible correlation between launch of enemy plane or run file. Will continue to update here as US players are still unable to utilize bug report button in login screen. Will use names at end of post so that viewers are able to scroll down to see original context of the report.
  2. I recently saw a video where someone in the Hakuryu managed to get consistent very high damage with torpedo bombers alone. Seen here, this gave me hope that CVs are not completely useless now and Hakuryu could still do some great damage, so I got it on the public test (once the nerf came out) and my god what a mess. 1. The aim sight. Probably the biggest issue here alongside the catastrophe that is AA, apparently in a situation where they encourage you to swerve around to minimize AA damage, now you cannot even move slightly without the aim sight becoming larger than the map. The spreads are just so horrible now, and the arming time of the torpedoes makes it worse. You will have to drop from miles away where the enemy ship can easily dodge or else just have them bump uselessly into the hull. I don't know why anyone thought this was a good idea. 2. The AA power. Anyone who thinks the AA is underpowered is being dishonest, you cannot even go after a single cruiser, let alone a group of ships, without your squadron being wiped out or severely damaged very quickly. Moving around doesn't even help much, and just worsens your aim. Even destroyers can seriously hurt your squadrons now, and it's not limited to just the good AA ships. Tier 8s, and ships like Yamato known for being CV magnets can really mow down everything in your squadron, and you will only get about one attack run in before the squadron is useless. Honestly a good decrease in AA power would go a long way here. Because currently your squadron is being blown up just from enemy AA looking at them. 3. Restoration time. It's not like the above is compensated for by being able to rapidly send more planes into battle. Planes are destroyed so easily that torpedo bombers will take forever to fully replenish. 4. But what about rockets and dive bombers? Rockets can be quite nice for setting fires, but honestly you aren't gonna get very much long term damage from either. Bombs are too inconsistent and torpedoes have now been made obsolete. 5. "You're just not playing them right" I do not believe the CV should be a ship so difficult that only unicums and effectively play it, for the above reasons, it takes a whole lot of skill to make those attack runs work, which is uncommon. I am no new player, I had lots of experience with the main line Japanese cvs before the rework and have a couple tier tens. 6. People whining about CVs being "overpowered" Look, just because some rockets are hurting or spotting your destroyer or fragile British cruiser doesn't mean the CV is a huge threat to the whole team. As I said, any ship with any kind of competent AA is gonna punish those squadrons hard before they can do any real damage. If people would not stop complaining about the new carriers and actually realize they could be a good ship class if they stopped nerfing them to hell, it would be a much funner class to play now. Am I asking for CVs to be powerhouses with no real threat to them, absolutely not. But I just want these few issues to be fixed so they can just be more enjoyable ships to play. They probably shouldn't be as good as in that video, but they should at least be comfortable and competent enough that a decent player could get 100-200k damage per game and maybe even more in the rare amazing game. I hope the coming patches can address these issues and finally restore balance to the carriers.
  3. After taking my time looking at how the CV rework has panned out through my own experiences, I've noted several things and thought up some changes that I believe will help out game-play against CVs without nerfing them in the sea bed. First thing i noted was that the Carrier serves as the Great Equalizer, smashing pre-existing class imbalances into oblivion. Granted this comes at the cost of having each team having a very strong ship. Second, The Great Equalizer doesn't fairly affect all ship types, DDs suffer the worst. However this also doesn't affect all tiers the same. DDs at tier 6 suffer more from rocket attacks than bombs, and DDs at high tiers suffer from bombs more than rockets. So I thought up several changes that should be able to fix most of the DD suffering while not obliterating the CV game-play either. 1. Reduce the flight speed of the rockets fired from the strike aircraft by 25%-50%. I personally think that the strike aircraft should be quick attacks to damage to targets in high AA and to smack around other vessels that are not well armored. They also are effective scouts but not the best for every nation. This job title doesn't need the rockets to be insta-damage. Requiring more lead on a target will allow targeted vessels to have better chances of dodging an attack while also allowing the strike aircraft to retain their spotting and speedy attacks. It also allows for the reduction of the set-up time for the rocket aircraft for a little bit better easy of use. These next two changes are in specific relation to the Midway, as Midway is the DD murdering psychopath of the high tiers. 1. Reduce bomb damage from 11200 to 9200 or 10000. Midways bombs do a LOT of damage, nerfing the damage down to Lexington's level or just reducing the damage to 10k should increase the chances of survival against the HE bombs from Midway. Another possible change that could be placed in would be decreasing fall speed of the bombs, but I dont think this would have much effect for DDs because Midway players like to drop their bombs at the last second on DDs which is so low that it wouldn't make much difference. 2. Change the Torpedo Bombers from their 3x3 (3 attack runs of 3 planes each) to a 4x2 (4 attack runs of 2 planes each) and increase the torpedo damage from 4233 to 6467(Lexington torp damage) or to 5350 (middle ground damage) Part of the reason why Midway players stick to DBs or strike aircraft is becasue their TBs suck. Incredibly wide spread, with very slow torps, and low single torp damage makes them effectively worse than Lexington's TBs. With Midway you are lucky if more than 4 torps hit a maneuvering target while you could hit all 3 with Lexington, causing more damage. By changing the TBs damage, but also reducing the amount of torps dropped in a single run the TBs are an actual upgrade but also not game-breaking. And with actually usable TBs players wont be targeting DDs as much as its easier to hit CAs and BBs with TBs. So am I crazy? Stupid? Or do i have a good idea here, even if it is just a starting point?
  4. Everyone says right now that the 2 drop J5N Tenrais are the way to go on Hakuryu. I decided to go old school and researched the 4 drop variant instead, and tried it out in a few random and training battles. I would say the torpedoes themselves are very nice, high alpha damage and 4 of them. If they all connect they do a lot of damage. The Tenrai itself is also a very beautiful plane, and the word Tenrai means "Heavenly Thunder". The problems with them is that the handling and aiming when in attack mode is awful, and the arming distance is very long so it's not super accurate. And you have to start the run from quite far away, and it can be quite difficult when the enemy team blobs up especially since the planes fly at flak level, making aiming and seeing much harder. What it would need to be in a good place are the following: -Slightly better aiming speed, preparation time, and general handling. I think an about 50% reduction to that extremely long preparation time and a 25% reduction to the time it takes for it to get tight, or something around that. -Make them fly below flak. It makes no sense how they are the only torpedo bombers that do not fly below flak, they are very vulnerable in this position and tend to die quickly. Plus all the extra flak in your face makes it harder to see and aim properly. -Decrease the arming distance by about a fourth or so. The arming distance is very far which can make accurate drops a bit hard to do, especially when islands are involved. They can be pretty fun but still need work. I will make sure to practice these more and in case they are ever buffed that will be good news.
  5. 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.
  6. Guys I encountered a really weird death today. In a Nagato, I was 1v1ing an Algerie,.I saw her wall of torps go past me, and I blew her up with my main battery. Immediately after, I dodged some torps from TB's in a 90 degree angle, taking one hit. I had sufficient HP to survive that hit, but suddenly my ship blew up, and it listed the Algerie as the killer, "killed by flooding" it said. It was confusing as I didnt ram her, and I never saw a second wave of Algerie's torps. I asked the chat, and an enemy BB responded with "detonation" and that it was shown in the chat. However I didn't see it in the chat, and I don't have a medal or a notification for it either. Those were torpedo bomber torps and I was supposed to survive them!! So, what do you think? Bug? Glitch? Hack? What is the problem? Here is the replay link https://replayswows.com/replay/37035#stats
  7. Sir_Pengu1n

    The Great Gorgon

    So I recently got a 5 star match on the second Halloween mission and got the really awesome Great Gorgon camo. I already have an almost max upgraded Shokaku and read somewhere that the Gorgon camo equipped all the planes with the bat skin. However, when I went to put on the camo, the planes did not have the bat camo. Is this right? Or am I wrong that the planes get the bat camo?
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