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MarshalSqueez

Graf Zeppelin proposal - let's take a page from Harekaze

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I've been thinking a bit about Graf Zeppelin and what it needs based on some games in it.  The key issue is really ability to do damage to surface ships with regularity.  And since this is going to be the only CV in the Kreigsmarine line, let's take a page from Harekaze,

 

Harekaze is essentially 3 ships in one and which ship it is for a given game is controlled by the hull selection. For Graf Zeppelin, let's do 3 hulls, each with their own flight control options. They'll share one set of planes with the following characteristics:
 

Fighters:

(more HP, more loadout, slightly lower DPS)

175 knots

1700 hp

60 loadout

65 dps

 

HE Bombers:

(current)

135 knots

1580 hp

Bomb dispersion: 120m (circular pattern)

Maximum Bomb Damage: 11100

 

AP Bombers:

(use current as a base)

(remove drop delay)

(change drop pattern to mirror Enterprise AP bombers)

135 knots

1580 hp

Bomb dispersion: 51 -91 -240 115m

Maximum Bomb Damage: 8400

 

Torpedo Bombers:

130 knots

1580 hp

Maximum Torpedo Damage: 9867

Aircraft Torpedo Speed: 42 knots (kaga is 48)

Torpedo Range: 3.0 km

 

Hull options:

 

1st Hull – This will give access to a flight control module for a variant of the current load out. We'll keep 2-0-3, but buff the fighters to be more competitive with Lexington, Shokaku, and Enterprise. This hull will have access to both HE and AP bombers. HE bombers remain unchanged. AP bombers don't have a delay and get a drop dispersion pattern like Enterprise.

 

2nd Hull – This will be a more traditional CV. Only one flight control module accessible from this hull. It will have a balanced loadout with 2-2-2 configuration. Bombers are restricted to HE bombers and will retain the circle drop pattern. This prevents overlap with Enterprise, and gives the ship a unique flavor. Torpedo Bombers will use the Kaga's drop pattern. Torpedo speed will be 42 knots. Essentially this is a slightly better Kaga at Tier 8

 

3rd Hull – This is a torpedo focused hull. It will have access to one flight control module using the 1-3-0 load out. Essentially this is all about strike at the expense of air superiority. Captains will need to rely on maneuverability and maintaining control of their torpedo bombers to keep them out of harms way.  This also means they'll need to reply on surface ships for AA (encourage team play) and be selective about their targets as they don't have the fighter cover to clear out enemy planes on their own.

 

This gives players a number of ways to play the ship and caters to a variety of play styles.  Each of these options should be solid without verging into OP territory.  

 

I'd love to hear your thoughts and feedback :fish_happy:

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Why does it need multiple hulls when you can do the same thing just with different flight modules, the same as other carriers already manage alternate loadouts?

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1 minute ago, AraAragami said:

Why does it need multiple hulls when you can do the same thing just with different flight modules, the same as other carriers already manage alternate loadouts?

 

Because flight control modules don't currently distinguish between AP and HE bombers, just "bombers".  If they add that distinction to the game then it could be done completely with flight control modules.  The 2nd Hull is restricted from AP bombers and that's important to distinguish it from Enterprise. 

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Harekaze's 127mm/54 guns are still broken

as in they don't have the HP of the buffed HP of the other turrets.

So yes, let's take a page from Harekaze.

Release incomplete premiums :cap_book:

Edited by MrDeaf
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5 minutes ago, AraAragami said:

Why does it need multiple hulls when you can do the same thing just with different flight modules, the same as other carriers already manage alternate loadouts?

 

Actually, thinking about it a bit more, if it's possible to limit the AP bombers to a single flight control module (make it a pre-req for them), then yes this could be implemented with 3 flight control modules.

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Honestly, CV should be able to hotswap AP/HE bombs like surface ships can change their ammo.

Not swappable for squadrons in flight (unless you land them), obviously, but given the amount of flight time and servicing time-- yes, that's a reload cycle-- [edited] it's probably longer, they absolutely should be able to "load HE bombs Flight 1, Load AP bombs Flight 2..."

 

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11 minutes ago, MarshalSqueez said:

 

Because flight control modules don't currently distinguish between AP and HE bombers, just "bombers".  If they add that distinction to the game then it could be done completely with flight control modules.  The 2nd Hull is restricted from AP bombers and that's important to distinguish it from Enterprise. 

Good point.

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11 minutes ago, MarshalSqueez said:

 

Actually, thinking about it a bit more, if it's possible to limit the AP bombers to a single flight control module (make it a pre-req for them), then yes this could be implemented with 3 flight control modules.

 

Another solution is to just nix both the focused loadouts and make 2-2-2 the core loadout with the option of AP or HE bombs, and her difference from Enterprise is weaker and less numerous fighters.

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