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kingpievii

primarily BB/CA player attempting to play CVs any tips welcomed

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i have tempted to play cvs before with horrible results my stats for that ( not the greatest performance ).

CVs first drew me to this game (coming from playing battlestations games) but the initial first battle with being strafed to death i gave up to peruse other lines

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Honestly, don't. 

That being said, you can stick to T4 and (to an extent) T5 and you don't get strafed. However, until you have a fully upgrade ship and a high skill Captain, then it's still going to be a slaughter.

To complete some anti-air missions, I took out a T5 IJN carrier (Zuhio?). In both games, I got 1 torp hit, 1-3 bomb hits and 2-3 aircraft kills. That was it. I was totally out of aircraft by 10 minutes in. I'm a decent T4 carrier player... probably slightly worse than average (but the range of carrier players is huge). 

I don't think they are worth playing unless there's a very specific reason. 

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As someone who dabbles in Carriers (Others will be along with much more experience) I can offer the following tips.  First and foremost, with the changes in mechanics, Tier 4 and 5 no longer have the manual strafe and drop option.  I actually find this more fun because it's less for me to worry about while learning to manage squadrons and the such.  Select your squad, select a ship or enemy air group, click attack, no lining up which simplifies matters.  This lets you get used to micro-managing.  2nd, I play my carriers primarily in co-op.  This will let you get used to attacking and setting up drops without having to worry about if you're facing an enemy carrier with a high skill captain who's really, really, good and will just wipe the floor with you. 

I sometimes try them out in Random battles, but it's not often, simply because I feel bad if I get wiped out and the enemy carrier now kills everyone on my team with impunity because I couldn't cut it lol.

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There's a lot of great CV guides on youtube, because for some reason WG, in their infinite wisdom, have neglected to provide any sort of tutorial for the class.

-Strafing can be great fun if you are aware of some of the basic maneuvers, such as strafing out of combat, lock/strafe, or dodge/strafe. Again, look to youtube for advice.

-Be very aware of how powerful the AA of different ships is (look at AA ratings as the match is loading). Beware the cleveland! Don't try to attack a group of more than 2-3 CA/BBs.

-Play the IJN line. Your fighters are sacrificial for the first 3 tiers. They're there to distract, not to win air superiority. Watch for opening when the enemy fighters are either repairing or escorting their own strike groups and hit hard then.

-Set fires, wait for them to be put out, and then flood the enemy ships.

-Remember that the torpedo bombers are your heavy hitters. Sacrifice other planes to keep them alive.

-Don't move all your strike aircraft in a big clump. This should be obvious, but it is amazing how often I get 15-19 plane kills in a single strafe.

-Be aware of which fights you will lose and which ones you will win. Your aircraft are fast; you can afford to loiter around, or switch map sides if a particular engagement does not look favourable.

 

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I finally picked up CV's after about 2500 battles in mostly CA's and DD's (with some BB play). I haven't left T4 and I don't think I will go past T5 for a few reasons:

 

  • The UI for CV's needs some work. It is neither intuitive or easy to use.
  • The abuse you get from your own team is ridiculous, regardless of how well you play.
  • There are an unusual number of CV players with very highly skilled captains just seal clubbing away at T4/5. I'm getting better, but it's a really rough way to learn to play a ship class.
  • The game play is very different from other ships. It's slower paced and much more strategic. This can be fun when you do well, but it's rarely exciting.

 

Now this is just my personal opinions on CV's, I have found that they're just not that enjoyable to play in their current state.

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1. Seek obvious cover for your carrier in the same direction as your team is traveling. Big islands are nice. If you are very far away from any type of cover, click out a route for your carrier that keeps her moving. Parking a carrier in the open water is like putting a big sign on your ship that reads, "Sink me! Sink me now!"

 

2. Don't progress to T5 until you absolutely feel you have a very solid understanding of T4. Trust me on this - I found the grind to T6 rather easy. Unfortunately, as you have found, strafing will decimate you if you have not prepared for it nor practiced it. T4 will not face it. T5 can quite often (at least recently) and it really does blow chunks. 

 

3. As things stand now, the IJN line is preferable over the USN line, at least for most folks. 

 

4. Skills on your commander have a big impact. Go for the ones that speed  up aircraft turnaround (maintenance), quantity and skill. 

 

Now - ask yourself what your own biggest pet peeve with aircraft carriers has been when you were driving your BB. Usually the response is "lack of scouting" and "no air cover". Suppose those are indeed your first two choices. Playing a carrier gives you the opportunity to address them, doesn't it? 

 

My limited carrier actions have shown me the team is happiest when I'm scouting out in front of them AND killing the DB/TB that are attacking them. So you can take a DB and scout with it before and after an attack. You have to be cautious tho using a DB because it can't outrun fighters. TB can be used the same way with the plus of having a rear gunner. Sometimes they shoot down fighters. 

 

So if you focus on scouting first, attacking ships you find overextended second while keeping your aircraft alive for the final stage of the game, you're probably gonna help win the match. 

Edited by Herr_Reitz
typos and clarity
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Play them up to tier 6 and then take them into operations. Either tier 6 CV is good enough, the Ryujo is generally preferred, but I've seen Independence's do well.

The income is good, the teams are much more understanding, and you'll have a better chance to learn the trade.

 

I've seen very few people complain about CV's in operations, and getting a CV captain that knows what they're doing makes the whole operation less stressful for all involved

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2 minutes ago, SgtBeltfed said:

Play them up to tier 6 and then take them into operations. Either tier 6 CV is good enough, the Ryujo is generally preferred, but I've seen Independence's do well.

The income is good, the teams are much more understanding, and you'll have a better chance to learn the trade.

 

I've seen very few people complain about CV's in operations, and getting a CV captain that knows what they're doing makes the whole operation less stressful for all involved

That is a very good idea! I will do that myself to learn more of them. I am still learning and will be different then Coop. thanks

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3 minutes ago, Herr_Reitz said:

1. Seek obvious cover for your carrier in the same direction as your team is traveling. Big islands are nice. If you are very far away from any type of cover, click out a route for your carrier that keeps her moving. Parking a carrier in the open water is like putting a big sign on your ship that reads, "Sink me! Sink me now!"

 

2. Don't progress to T5 until you absolutely fee you have a very solid understanding of T4. Trust me on this - I found the grind to T6 rather easy. Unfortunately, as you have found, strafing will decimate you if you have not prepared for it nor practiced it. T4 will not face it. T5 can quite often (at least recently) and it really does blow chunks. 

 

3. As things stand now, the IJN line is preferable over the USN line, at least for most folks. 

 

4. Skills on your commander have a big impact. Go for the ones that speed  up aircraft turnaround (maintenance), quantity and skill. 

 

Now - ask yourself what your own biggest pet peeve with aircraft carriers has been when you were driving your BB. Usually the response is "lack of scouting" and "no air cover". Suppose those are indeed your first two choices. Playing a carrier gives you the opportunity to address them, doesn't it? 

 

My limited carrier actions have shown me the team is happiest when I'm scouting out in front of them AND killing the DB/TB that are attacking them. So you can take a DB and scout with it before and after an attack. You have to be cautious tho using a DB because it can't outrun fighters. TB can be used the same way with the plus of having a rear gunner. Sometimes they shoot down fighters. 

 

So if you focus on scouting first, attacking ships you find overextended, while keeping your aircraft alive for the final stage of the game and you're probably gonna help win the match. 

Some very nice idea and suggestions there.

 

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1 hour ago, senseNOTmade said:

There's a lot of great CV guides on youtube, because for some reason WG, in their infinite wisdom, have neglected to provide any sort of tutorial for the class.

-Strafing can be great fun if you are aware of some of the basic maneuvers, such as strafing out of combat, lock/strafe, or dodge/strafe. Again, look to youtube for advice.

-Be very aware of how powerful the AA of different ships is (look at AA ratings as the match is loading). Beware the cleveland! Don't try to attack a group of more than 2-3 CA/BBs.

-Play the IJN line. Your fighters are sacrificial for the first 3 tiers. They're there to distract, not to win air superiority. Watch for opening when the enemy fighters are either repairing or escorting their own strike groups and hit hard then.

-Set fires, wait for them to be put out, and then flood the enemy ships.

-Remember that the torpedo bombers are your heavy hitters. Sacrifice other planes to keep them alive.

-Don't move all your strike aircraft in a big clump. This should be obvious, but it is amazing how often I get 15-19 plane kills in a single strafe.

-Be aware of which fights you will lose and which ones you will win. Your aircraft are fast; you can afford to loiter around, or switch map sides if a particular engagement does not look favourable.

 

Very nice read 

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2 hours ago, OgreMkV said:

Honestly, don't. 

That being said, you can stick to T4 and (to an extent) T5 and you don't get strafed. However, until you have a fully upgrade ship and a high skill Captain, then it's still going to be a slaughter.

To complete some anti-air missions, I took out a T5 IJN carrier (Zuhio?). In both games, I got 1 torp hit, 1-3 bomb hits and 2-3 aircraft kills. That was it. I was totally out of aircraft by 10 minutes in. I'm a decent T4 carrier player... probably slightly worse than average (but the range of carrier players is huge). 

I don't think they are worth playing unless there's a very specific reason. 

 

2 hours ago, vonKaiser said:

As someone who dabbles in Carriers (Others will be along with much more experience) I can offer the following tips.  First and foremost, with the changes in mechanics, Tier 4 and 5 no longer have the manual strafe and drop option.  I actually find this more fun because it's less for me to worry about while learning to manage squadrons and the such.  Select your squad, select a ship or enemy air group, click attack, no lining up which simplifies matters.  This lets you get used to micro-managing.  2nd, I play my carriers primarily in co-op.  This will let you get used to attacking and setting up drops without having to worry about if you're facing an enemy carrier with a high skill captain who's really, really, good and will just wipe the floor with you. 

I sometimes try them out in Random battles, but it's not often, simply because I feel bad if I get wiped out and the enemy carrier now kills everyone on my team with impunity because I couldn't cut it lol.

i have gotten up to 6 before on the IJN and loved it but then i always get sniped which was frustrating coming from Navyfield 2 which is a horrible game now that  look at it 

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I have a few battles in carriers (1017 I think at time of posting) and have both the dreaded Skyhammer and the not as dreaded Essex. My top tips would be these:

  • always be looking for your oppoent's aircraft
  • always support your team's pushes 
  • always fill holes in your team's line
  • learn to live with the salt from the other classes

These are more or less in order of importance.A carrier's job is to control the skies first and foremost. Regardless of carrier, tier or loadout knowing where the opposing aircraft are is supper important. Secondly hitting targets your team isn't is also super important. After that its be everywhere and anywhere it could be inconvenient for the opposing team to run into a squad of aircraft. Lastly know that people will get upset with you, as it is impossible to be everywhere at one time. That is where the skill comes into play, learn the best places to be at the best points of the battle. 

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Took the Ryujo into Operation Killer Whale, and turned a tidy profit. 

 

https://replayswows.com/replay/6141#teams

 

Note, for those that don't actually watch the battle, Those plane kills are almost all with the one flight of 5 fighters on a strike Ryujo and a 10 point captain (made 11 on this match). I think I need to give those pilots the rest of the night off.

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A few tips starting out:

 

1. Use a 10 point Captain so you have Air Superiority for the extra Fighter per squad.

 

2. There is only 1 line worth leveling, the IJN. Tier 4 and 5 are a little rough though.

 

3. The USN can shoot down aircraft ot have all their planes shot down unless you're playing a terrible player. You can do damage with DBs, but you'll drop perfectly and the bombs will miss.

 

4. If you want the full USN experience for Tiers 7 and 8 find a cattle prod and use it on your man parts. It's pretty close to that.

 

5. As the IJN your fighters are used to intercept the enemies fighters and occupy them while you do damage. With enough skill you can take out lots of enemy aircraft, even if he has better fighterd on paper.

 

6. With the IJN you can use your DBs to scout once they've dropped their bombs as they're faster than equal tiered fighters (so not against Saipan).

 

7. The IJN has excellent patterns. They can cross drop for hits in with torpedo bombers, and their DBs are the most accurate in the game.

 

8. It's best to have two attack waves, that way the enemy is forced to used DCP and take full fire or flooding damage from your 2nd wave.

 

9. The USN has the least accurate DBs in the game, and with 1 TB squad you can't ensure hits on smaller targets. Your only target is really BBs.

 

10. Two waves of attack is fairly difficult for the USN, with it's limited squads. Your DBs will miss all 7 bombs on dead stopped BBs on perfect manual drops regularly, so if you don't get fire or flooding on your first attack you're [edited].

 

11. The USN has the best HE bombs. Now do the math and tell me how much 14 x 0 is? Okay, now imagine you get a hit (and it didn't overmatch the armor because [edited] you) and you actually got a fire. How much damage did it do before the enemy ship repaired after 1 whole second?

 

12. Imagine Earth compared to Mars. Earth is how big your DB pattern is under defensive fire, Mars is without it, and the Moon is a Cruiser sized ship.

 

13. After Tier 4 the IJN gets 3 attack squads in every configuration. Tell me how you're going to stop 3 squads with your maximum of 2 fighter squads until you reach Tier 10, and the IJN now has 5 bomber squads. Fun right?

 

14. For the most part the USN has longer reload times per plane, and more planes. Since the penalty for losinga squad is y * the number of planes in the squad * their reload time you'll love "waiting room simulator." You'll shoot down an IJN squad and they'll be making an attack before your squad ever gets in the air.

 

15. The IJN doesn't have to grind hangar space ever. The USN does. As a reward, you get more aircraft at Tier 8, which by that point you'll never lose enough for it to matter anyways.

 

16. Practice in Co-op until you're confident in auto-drops in 4-5. At Tier 6 manual drop and strafe until you're confident in it.

 

17. After playing Co-op realize that the bots are way better at avoiding your attacks than most players.

 

18. Attack lone targets whenever possible. If it's smaller than a battleship try to avoid uninstalling or causing bodily harm to yourself if you're playing USN. When you get back to port switch to the IJN.

 

19. CV snipes are generally not worth it unless you're the USN, at that point it's either that, or hitting yourself in the [edited] with a rubber mallet.

 

19. Spot DDs and torpedoes as much as possible to help your team. Try not to cry when they never fire at the DD or still get hit by torpedoes you spotted 8km agom

 

20. Your karma? Say good bye to it. That dingaling in the Bayern you sunk 30km from an objective or team mate is going to wreck it. Then that guy on your team who got sunk by the enemy CV doing the same thing is going to do it for "not covering" him in beteeem eating paint chips.

 

21. Never yolo "for secondary damage" into the enemy and die because you get locked down or lose all your planes. Your worth a lot of points, there is no need to ruin a game for everypne else because you got beat.  If you want to leave sail away from the enemy and back out.

 

22. Don't throw planes away on tightly packed ships or under DF. Be patient and make each attack count. If you're playing the USN sacrafice a goat before dropping your bombs instead of writing a letter to WarGaming that's going tp get your account suspended for a few days

 

23. If you get a Premium get the Kaga so you know what OP feels like. The Saipan is great, but doesn't teach you as much that can be carried over to other USN CVs. The Enterprise is actually okay, except for Tier 8 MM. It still has the horrible HE pattern, and gains the worst TB drop pattern in the game, and can still only reliably attack Battleships, but if you use AP bombs your target reticule is almost as good as the IJN, and you can do massive alpha damage... against German BBs. Also your planes face way worse AA than the Kaga or Saipan, which is bad with your Tier 7 planes that also don't get access to the larger bombs, or better torpedoes, but hey, if you ignore all the amazing contradictions and lack of fire damage she's pretty good at what she does and won't make you desire to drink a full glass of bleach like the normal tech tree.

 

24. Getting the Midway will only be slightly disappointing, but you have to avoid stroking out through the Ranger and Lexington first.

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