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KDEstroy_2

What's the difference between the Japanese and American Line?

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Simply put, the Japanese are flat out better at this point, and have been since they were put in.

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6 minutes ago, Captain_Dorja said:

Simply put, the Japanese are flat out better at this point, and have been since they were put in.

Also, IJN has more squadrons up, more flexibility, more carry potential.  uSN has...  Umm...  Yeah.

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US has larger squadrons; Japanese have more squadrons. Japanese are better at cross drop attacks on destroyers. US are better at getting damage through on ships with aa.

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Obviously stated, the US has more planes per squadron, and the Japanese have more Squads with less planes. Of course this is somewhat mitigated by the Air supremacy captain skill (4pts), which adds plus one to fighters and DBs. This translates to the Japanese having to micromanage upwards of 5 squadrons (depending on ship of course), and always having to run from the Giant cluster of 6 or even 7 plane US fighter squads. For a new player such as yourself, I would for sure recommend going the US. Mainly because your squads are easier to manage (more planes, less squads), and you will have superior fighters when facing Japanese

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4 hours ago, _1204_ said:

Obviously stated, the US has more planes per squadron, and the Japanese have more Squads with less planes. Of course this is somewhat mitigated by the Air supremacy captain skill (4pts), which adds plus one to fighters and DBs. This translates to the Japanese having to micromanage upwards of 5 squadrons (depending on ship of course), and always having to run from the Giant cluster of 6 or even 7 plane US fighter squads. For a new player such as yourself, I would for sure recommend going the US. Mainly because your squads are easier to manage (more planes, less squads), and you will have superior fighters when facing Japanese

In a way that's true having fewer squads to control but on the other hand come tier 7+ it get's a lot harder for the US line having only 4 squads till tier 9, so for tier 7 and 8 having only one fighter squad makes it hard to counter the IJN CVs and with US CV having 1-1-2 loadouts to IJN CV 2-2-2. Giving AA cover to your team at those two levels is hard as your fighters can only be in one spot at once.

If your looking at playing CV take each line to tier 6 and when you get strafe and manual drops and see which one feels better for you, there is a lot to factor in when it comes down to both CV i.e having 2 squads of TB means that if other CV or ships shot them down you will run out a lot faster, same with fighters if you only have 25 (just picked a number not sure on real number of fighters) at tier 7 you lose your first two squads your down to 15, were as the US CV you lose your squad off fighters you only down to 18 left. 

 

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To be fair, there is a lot more to it than just "IJN is better." The only reason why I said that is because at the time I was on mobile and making real posts on mobile is much too hard sometimes.

Key differences between IJN and USN carriers.

  • USN carriers have fewer squadrons than the IJN carriers
  • USN squadrons of planes are larger than IJN squadrons. The basic size is 6 planes for US and 4 planes for Japan.
  • IJN carriers service their planes much faster than USN carriers. Service time is how long it takes before you can launch a squadron after it lands. As an example, off the top of my head it used to take something like 13 seconds to service torpedo bombers on my Hiryu, but the Ranger, which is equal in tier to Hiryu, took about 50 seconds to service it's torpedo bombers (I pulled these numbers from memory so they're only meant to give an idea, not to be accurate to within more than about 5 seconds +/-)
  • USN carriers can only use 1 loadout (the game calls these "flight control modules" which I shall shorten to FCM. A specific FCM is usually described by 3 numbers, such as 1/1/1 or 2/0/2. The first number is how many fighter squadrons the FCM grants. The second number is torpedo bomber squadrons. The 3rd number is dive bomber squadrons, so a 1/1/1 would mean 1 fighter/1 torpedo bomber/1 dive bomber squadron and a 2/0/2 would mean 2 fighters/no torpedo bombers/2 dive bombers)
  • IJN carriers have multiple FCMs to choose from. This is a blessing and a curse.
  • USN carriers tend to have stronger AA
  • IJN carriers tend to have lower surface detection range (they are more stealthy) and also tend to be a bit faster (a lot faster in low tiers)
  • In late tiers, USN carriers can use AP bombers on their dive bombers

So those are some key differences. What do these differences mean though? Well let's go through each bullet point and look at what these differences can mean.
 

  • Since USN carriers have fewer squadrons than the IJN, it means that it is easier to keep track of your planes when playing US carriers. Some people, like myself, aren't good at splitting up our attention. We don't micromanage very well. Being bad at micromanagement of squadrons will hurt any carrier player, but it's often more harmful for a Japanese carrier since they have more squadrons, and thus more things to keep track of and micromanage. In low tiers, USN carriers tend to only have 2 or 3 squadrons. At mid tiers this goes up to 3 or 4 squadrons, and in high tiers it is up to 5 or 6 squadrons. In comparison, the IJN carriers start out with 4 or 5 squadrons, and the tier 9 and tier 10s can launch 7 or 8. That's a lot of planes to keep track of. On the flip side, having more squadrons is a HUGE advantage. First off, it means a carrier can scout much better. After all, with only 3 squadrons you can only send planes to 3 places at once. With 6 squadrons you can spend planes to 6 places at once. That alone is a huge advantage. More squadrons also means you can more easily do things like decoy off the enemy fighters. More squadrons means you can attack the same target from more than 1 direction at a time (with torpedo bombers, this is a MASSIVE advantage - drop torpedoes at right angles to each other in what is called an "anvil attack." Your enemy turns to avoid one set and steers right into the other set - much harder to dodge). More squadrons also means you can potentially attack more than 1 target at the same time. Maybe a destroyer is on very low HP and you only want to use 1 dive bomber to finish him off, and you want your other dive bomber to set a battleship on fire. If you're in a USN carrier with only 1 dive bomber squadron you can do one or the other. An IJN carrier can try to do both at the same time.
  • Sqaudron size is really important to carriers. Where it makes the most difference is in the power of fighters. USN squadrons start off at 6 planes each and Japanese start at 4 planes each. Since each US squadron has more planes, they tend to have higher HP and it also means fighter squadrons have more ammo. More fighter ammo means you can strafe more times. This is a massive advantage to winning fighter battles. More HP helps you survive against enemy fighters and it helps your attack planes get in and out of the enemy AA without taking so many losses. Larger squadrons also means that each attack has more weapons in it. That means a US torpedo squadron drops 6 instead of 4 torpedoes. That means a single squadron attack can hit harder. This works for dive bombers too - 6 is more than 4 so you're more likely to hit and more likely to hit harder. That said, the biggest advantage of increased numbers is really with fighters. A single US fighter squadron will mop the floor with a single IJN fighter squadron. They just have so much more HP and ammo that the IJN fighters always lose. Almost all IJN carriers can launch more than 1 fighter squadron though, where as almost none of the USN carriers can. That said, even 2vs1, the fight is close. Because of this, to use fighters effectively it's crucial to master the strafe attack (I really suck at it). Since USN fighter squadrons are larger, they have a lot more ammo, which means they can strafe more times before having to re-arm. This is probably the single biggest advantage a USN carrier player has over their IJN counterpart, but it's pretty hard to leverage this to victory in a lot of battles.
  • Service times are easy to understand. It's pretty clear that being able to land, re-arm, and launch planes quickly is a big advantage. After all, a carrier that has no planes in the air isn't a threat to anyone. The faster a carrier can service planes the more times that carrier can attack in a shorter period of time. This means you can damage or kill more enemies faster, or you can keep your fighters full on ammo to protect your attack planes from enemy fighters, or to protect your team's ships from enemy attack planes. Japan has much faster service times. It's a big advantage, but it's one they really need too since having more squadrons means you have to service them more times in a single battle.
  • When it comes to the loadouts, with the US carriers you've got 1 loadout and that's that. If your FCM gives you 1/1/1 that's what you've got. If you have a 2/1/2 FCM you've got 2 fighters, 1 torpedo bomber, and 2 dive bombers and if that's not what you want than too bad. The IJN carriers get more flexibility. They tend to have 3 loadouts. This is a mixed blessing. On the bad side, it means you generally start off with a pretty crappy FCM to start with. Something like a 1/1/2 in low tiers. 1 fighter isn't enough to be useful for Japan, 1 torpedo bomber isn't bad, but the IJN dive bombers are pretty crappy so 2 dive bombers and 1 torp bomber isn't what you really want. The tier 8 Shokaku has a 1/2/2 to start off with and it's well known as a painful experience until some of the other FCMs can be unlocked. That's the bad part. The good part is that the other 2 FCMs tend to be very, very useful. Most IJN carriers (read as tier 7, 8, 9 and 10) have 1 loadout that is balanced (or even focused a bit in favor of attacking) and 1 loadout that is fighter focused. A 2/2/2 loadout on the tier 7 and tier 8s would be an example of the balanced loadout. It offers you enough fighters so that if they are skillfully employed they can protect your ship and your attack planes, but you're unlikely to sweep the skies of all foes. On the flip side, you get 2 torpedo bombers and 2 dive bombers and that is a lot of attacking power. On the higher tiers it gets even stronger. The tier 10 can do 2 fighters with 3 torpedo and 3 dive bombers. Basically if that thing picks your ship to die, RIP. The other option is a fighter heavy loadout. This is a 3/1/2 at tiers 7 and 8. I think the tier 9 can do a 3/2/2 and the tier 10 can do a 4/2/2 (I might be wrong on that last one). Taking the fighter heavy loadouts does give up a lot of attacking power - usually about 1/3 of the attack power is given up, but with 3 fighter squadrons an IJN carrier can scout extremely effectively and make it very, very difficult for a USN carrier to accomplish much in the way of attacking. These fighter heavy loads are used in competative play, like King of the Sea, because they can scout extremely well and because they are more able to shoot down enemy planes. You basically don't see US carriers in competative because they just can't compete with the IJN scouting ability and ability to deny the enemy scouting power. The flexibility of the IJN carriers having 2 good FCMs to choose, as opposed to being locked into 1 FCM that is often mediocre, is a very great advantage even though it comes at the cost of having to suffer through a things like the starting FCM on the Shokaku.
  • US carriers tend to have stronger AA. This isn't that important outside of low tiers. Once you get to tier 8 the carriers can use Defensive Fire and all carrier AA is strong enough at that point so that it's pointless to really attack the carrier anyway. It's not a big advantage, but it is still an advantage. USN carriers get better AA. Woop-dee-do.
  • The Japanese carriers tend to be more stealthy, and at low tiers are much faster. This is actually important, against, especially in low tiers (like 4, 5 and 6). In tier 4 and 5 the US carriers can only go 16 knots. They are literally the slowest ships in the game. The Japanese carriers in those tiers go over 30 knots and are some of the fastest ships in that range. Plus, these low tier carriers are quite sneaky. This means 2 very important things. Firstly, the Japanese carriers can stay closer to their team mates. It's a lot harder to attack and sink a carrier if it is near team mates. This is why you should follow your fleet and not just park behind an island in the spawn. If you use that 30 knot speed and stealth to stay near friendlies, they can help you to stay alive. Secondly, if a carrier is close to the battle it can attack the enemy more times in the same span of time. This is because the planes don't spend so long flying from the carrier to the target and back. Battles are only 20 minutes maximum. Sometimes it can take 4 minutes for planes to just fly to and from the target. Include 1 or 2 minutes to assemble the attack and another minute to actually carry out the attack and in a 20 minute game that means a carrier can only make about 3 or 4 attacks in the whole game. Japanese carriers can get much closer to the battle though since at low tiers the US carriers are too slow and at high tiers they have detection ranges of like 18km or something. The Japanese carriers can get closer to the action and cut that plane flight time down from 4 minutes to 2 minutes and they can almost double the number of attacks they can launch. At high tiers, this becomes less important because planes get much faster and also because some of that stealth advantage is lost, but in tiers 4, 5, and 6 it is huge. In tier 7 and 8 it's definitely still there and can be put to good use. After that, I really don't know.
  • Lastly is the topic of AP bombs. The high tier US carriers can choose to use AP bombs instead of normal bombs. Japan can't do this and can only use their normal bombs which are honestly not very strong. The dive bombers on Japanese carriers are just there to set things on fire. With US carriers, the bigger bombs can actually be pretty deadly, and they still start fires. Then we take into account the AP bombs. If you so choose, on the Lexington, Enterprise, Essex and Midway you can swap out normal bombers and use AP bombers instead. These will not set anything on fire, and they won't do hardly any damage to destroyers. These AP bombers work pretty much like an air dropped battleship AP shell. They won't do much to destroyers or cruisers cause neither cruisers or destroyers have enough armor to make the bombs blow up inside the ship. AP bombs can also hit and bounce off just like a shell. HE bombs cannot. Where AP bombs come into their own is against battleships. Some battleships will take extremely high damage from AP bombs - like 50,000 damage from 1 bomber squadron attack. However, these AP bombs only work well against battleships with weak armor. Essentially, if you take AP bombs you give up the ability to do OK damage to any target while setting it on fire in order to be able to do EXTREME damage to a very few, very specific targets. Some people think this is a good trade and others do not.

    There. Those are some major differences between USN and IJN carriers with a basic breakdown of what those differences actually mean in practice.
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27 minutes ago, Captain_Dorja said:

To be fair, there is a lot more to it than just "IJN is better." The only reason why I said that is because at the time I was on mobile and making real posts on mobile is much too hard sometimes.

Key differences between IJN and USN carriers.

  • USN carriers have fewer squadrons than the IJN carriers
  • USN squadrons of planes are larger than IJN squadrons. The basic size is 6 planes for US and 4 planes for Japan.
  • IJN carriers service their planes much faster than USN carriers. Service time is how long it takes before you can launch a squadron after it lands. As an example, off the top of my head it used to take something like 13 seconds to service torpedo bombers on my Hiryu, but the Ranger, which is equal in tier to Hiryu, took about 50 seconds to service it's torpedo bombers (I pulled these numbers from memory so they're only meant to give an idea, not to be accurate to within more than about 5 seconds +/-)
  • USN carriers can only use 1 loadout (the game calls these "flight control modules" which I shall shorten to FCM. A specific FCM is usually described by 3 numbers, such as 1/1/1 or 2/0/2. The first number is how many fighter squadrons the FCM grants. The second number is torpedo bomber squadrons. The 3rd number is dive bomber squadrons, so a 1/1/1 would mean 1 fighter/1 torpedo bomber/1 dive bomber squadron and a 2/0/2 would mean 2 fighters/no torpedo bombers/2 dive bombers)
  • IJN carriers have multiple FCMs to choose from. This is a blessing and a curse.
  • USN carriers tend to have stronger AA
  • IJN carriers tend to have lower surface detection range (they are more stealthy) and also tend to be a bit faster (a lot faster in low tiers)
  • In late tiers, USN carriers can use AP bombers on their dive bombers

So those are some key differences. What do these differences mean though? Well let's go through each bullet point and look at what these differences can mean.
 

  • Since USN carriers have fewer squadrons than the IJN, it means that it is easier to keep track of your planes when playing US carriers. Some people, like myself, aren't good at splitting up our attention. We don't micromanage very well. Being bad at micromanagement of squadrons will hurt any carrier player, but it's often more harmful for a Japanese carrier since they have more squadrons, and thus more things to keep track of and micromanage. In low tiers, USN carriers tend to only have 2 or 3 squadrons. At mid tiers this goes up to 3 or 4 squadrons, and in high tiers it is up to 5 or 6 squadrons. In comparison, the IJN carriers start out with 4 or 5 squadrons, and the tier 9 and tier 10s can launch 7 or 8. That's a lot of planes to keep track of. On the flip side, having more squadrons is a HUGE advantage. First off, it means a carrier can scout much better. After all, with only 3 squadrons you can only send planes to 3 places at once. With 6 squadrons you can spend planes to 6 places at once. That alone is a huge advantage. More squadrons also means you can more easily do things like decoy off the enemy fighters. More squadrons means you can attack the same target from more than 1 direction at a time (with torpedo bombers, this is a MASSIVE advantage - drop torpedoes at right angles to each other in what is called an "anvil attack." Your enemy turns to avoid one set and steers right into the other set - much harder to dodge). More squadrons also means you can potentially attack more than 1 target at the same time. Maybe a destroyer is on very low HP and you only want to use 1 dive bomber to finish him off, and you want your other dive bomber to set a battleship on fire. If you're in a USN carrier with only 1 dive bomber squadron you can do one or the other. An IJN carrier can try to do both at the same time.
  • Sqaudron size is really important to carriers. Where it makes the most difference is in the power of fighters. USN squadrons start off at 6 planes each and Japanese start at 4 planes each. Since each US squadron has more planes, they tend to have higher HP and it also means fighter squadrons have more ammo. More fighter ammo means you can strafe more times. This is a massive advantage to winning fighter battles. More HP helps you survive against enemy fighters and it helps your attack planes get in and out of the enemy AA without taking so many losses. Larger squadrons also means that each attack has more weapons in it. That means a US torpedo squadron drops 6 instead of 4 torpedoes. That means a single squadron attack can hit harder. This works for dive bombers too - 6 is more than 4 so you're more likely to hit and more likely to hit harder. That said, the biggest advantage of increased numbers is really with fighters. A single US fighter squadron will mop the floor with a single IJN fighter squadron. They just have so much more HP and ammo that the IJN fighters always lose. Almost all IJN carriers can launch more than 1 fighter squadron though, where as almost none of the USN carriers can. That said, even 2vs1, the fight is close. Because of this, to use fighters effectively it's crucial to master the strafe attack (I really suck at it). Since USN fighter squadrons are larger, they have a lot more ammo, which means they can strafe more times before having to re-arm. This is probably the single biggest advantage a USN carrier player has over their IJN counterpart, but it's pretty hard to leverage this to victory in a lot of battles.
  • Service times are easy to understand. It's pretty clear that being able to land, re-arm, and launch planes quickly is a big advantage. After all, a carrier that has no planes in the air isn't a threat to anyone. The faster a carrier can service planes the more times that carrier can attack in a shorter period of time. This means you can damage or kill more enemies faster, or you can keep your fighters full on ammo to protect your attack planes from enemy fighters, or to protect your team's ships from enemy attack planes. Japan has much faster service times. It's a big advantage, but it's one they really need too since having more squadrons means you have to service them more times in a single battle.
  • When it comes to the loadouts, with the US carriers you've got 1 loadout and that's that. If your FCM gives you 1/1/1 that's what you've got. If you have a 2/1/2 FCM you've got 2 fighters, 1 torpedo bomber, and 2 dive bombers and if that's not what you want than too bad. The IJN carriers get more flexibility. They tend to have 3 loadouts. This is a mixed blessing. On the bad side, it means you generally start off with a pretty crappy FCM to start with. Something like a 1/1/2 in low tiers. 1 fighter isn't enough to be useful for Japan, 1 torpedo bomber isn't bad, but the IJN dive bombers are pretty crappy so 2 dive bombers and 1 torp bomber isn't what you really want. The tier 8 Shokaku has a 1/2/2 to start off with and it's well known as a painful experience until some of the other FCMs can be unlocked. That's the bad part. The good part is that the other 2 FCMs tend to be very, very useful. Most IJN carriers (read as tier 7, 8, 9 and 10) have 1 loadout that is balanced (or even focused a bit in favor of attacking) and 1 loadout that is fighter focused. A 2/2/2 loadout on the tier 7 and tier 8s would be an example of the balanced loadout. It offers you enough fighters so that if they are skillfully employed they can protect your ship and your attack planes, but you're unlikely to sweep the skies of all foes. On the flip side, you get 2 torpedo bombers and 2 dive bombers and that is a lot of attacking power. On the higher tiers it gets even stronger. The tier 10 can do 2 fighters with 3 torpedo and 3 dive bombers. Basically if that thing picks your ship to die, RIP. The other option is a fighter heavy loadout. This is a 3/1/2 at tiers 7 and 8. I think the tier 9 can do a 3/2/2 and the tier 10 can do a 4/2/2 (I might be wrong on that last one). Taking the fighter heavy loadouts does give up a lot of attacking power - usually about 1/3 of the attack power is given up, but with 3 fighter squadrons an IJN carrier can scout extremely effectively and make it very, very difficult for a USN carrier to accomplish much in the way of attacking. These fighter heavy loads are used in competative play, like King of the Sea, because they can scout extremely well and because they are more able to shoot down enemy planes. You basically don't see US carriers in competative because they just can't compete with the IJN scouting ability and ability to deny the enemy scouting power. The flexibility of the IJN carriers having 2 good FCMs to choose, as opposed to being locked into 1 FCM that is often mediocre, is a very great advantage even though it comes at the cost of having to suffer through a things like the starting FCM on the Shokaku.
  • US carriers tend to have stronger AA. This isn't that important outside of low tiers. Once you get to tier 8 the carriers can use Defensive Fire and all carrier AA is strong enough at that point so that it's pointless to really attack the carrier anyway. It's not a big advantage, but it is still an advantage. USN carriers get better AA. Woop-dee-do.
  • The Japanese carriers tend to be more stealthy, and at low tiers are much faster. This is actually important, against, especially in low tiers (like 4, 5 and 6). In tier 4 and 5 the US carriers can only go 16 knots. They are literally the slowest ships in the game. The Japanese carriers in those tiers go over 30 knots and are some of the fastest ships in that range. Plus, these low tier carriers are quite sneaky. This means 2 very important things. Firstly, the Japanese carriers can stay closer to their team mates. It's a lot harder to attack and sink a carrier if it is near team mates. This is why you should follow your fleet and not just park behind an island in the spawn. If you use that 30 knot speed and stealth to stay near friendlies, they can help you to stay alive. Secondly, if a carrier is close to the battle it can attack the enemy more times in the same span of time. This is because the planes don't spend so long flying from the carrier to the target and back. Battles are only 20 minutes maximum. Sometimes it can take 4 minutes for planes to just fly to and from the target. Include 1 or 2 minutes to assemble the attack and another minute to actually carry out the attack and in a 20 minute game that means a carrier can only make about 3 or 4 attacks in the whole game. Japanese carriers can get much closer to the battle though since at low tiers the US carriers are too slow and at high tiers they have detection ranges of like 18km or something. The Japanese carriers can get closer to the action and cut that plane flight time down from 4 minutes to 2 minutes and they can almost double the number of attacks they can launch. At high tiers, this becomes less important because planes get much faster and also because some of that stealth advantage is lost, but in tiers 4, 5, and 6 it is huge. In tier 7 and 8 it's definitely still there and can be put to good use. After that, I really don't know.
  • Lastly is the topic of AP bombs. The high tier US carriers can choose to use AP bombs instead of normal bombs. Japan can't do this and can only use their normal bombs which are honestly not very strong. The dive bombers on Japanese carriers are just there to set things on fire. With US carriers, the bigger bombs can actually be pretty deadly, and they still start fires. Then we take into account the AP bombs. If you so choose, on the Lexington, Enterprise, Essex and Midway you can swap out normal bombers and use AP bombers instead. These will not set anything on fire, and they won't do hardly any damage to destroyers. These AP bombers work pretty much like an air dropped battleship AP shell. They won't do much to destroyers or cruisers cause neither cruisers or destroyers have enough armor to make the bombs blow up inside the ship. AP bombs can also hit and bounce off just like a shell. HE bombs cannot. Where AP bombs come into their own is against battleships. Some battleships will take extremely high damage from AP bombs - like 50,000 damage from 1 bomber squadron attack. However, these AP bombs only work well against battleships with weak armor. Essentially, if you take AP bombs you give up the ability to do OK damage to any target while setting it on fire in order to be able to do EXTREME damage to a very few, very specific targets. Some people think this is a good trade and others do not.

    There. Those are some major differences between USN and IJN carriers with a basic breakdown of what those differences actually mean in practice.

Thanks for the highly detailed response!

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On 30/04/2018 at 12:22 PM, KDEstroy_2 said:

Thanks for the highly detailed response!

There is a lot that go's in to which is better and why and people will argue day and night about it, if you can and want to take both CV lines to tier 6 and test them both out, tier 7 you only get 1 DB so playing both at tier 6 will give you a idea and feel to what there like, IJN CV having more squads and having to micro manage a lot, US CV will show you how only having a 1-1-1 loadout can make it hard but if your good at doing strafes US CV have the ammo to out last IJN and gain air control.

That would be the best way if your looking at playing CV take in everything that everyone has posted here and try them out and you will find one that suits you more be it IJN or US.

 

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One thing that was kind of glanced over here that I'd like to bring up, mostly because it WILL be an issue starting out in CVs, is speed. If you do go with the USN line then you will have to use the Langley and Bogue, both of which are GLACIALLY slow compared to their IJN rivals. And don't think that this is a non-issue since you'll be using you planes and can therefor strike from anywhere on the map, it IS an issue. A stationary CV is a dead CV. You need to keep moving, not necessarily all-out, but at least at half or quarter speed depending on how fast your ship is. You need to move enough to keep you allies between you and the enemy team. If you get spotted, FLOOR IT! Once you break contact (which most times will happen quickly since you'll be spotted by planes) you change direction and get as far away from where you were going to be as possible while still keeping a good buffer between you and the enemy.

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26 minutes ago, Landsraad said:

One thing that was kind of glanced over here that I'd like to bring up, mostly because it WILL be an issue starting out in CVs, is speed. If you do go with the USN line then you will have to use the Langley and Bogue, both of which are GLACIALLY slow compared to their IJN rivals. And don't think that this is a non-issue since you'll be using you planes and can therefor strike from anywhere on the map, it IS an issue. A stationary CV is a dead CV. You need to keep moving, not necessarily all-out, but at least at half or quarter speed depending on how fast your ship is. You need to move enough to keep you allies between you and the enemy team. If you get spotted, FLOOR IT! Once you break contact (which most times will happen quickly since you'll be spotted by planes) you change direction and get as far away from where you were going to be as possible while still keeping a good buffer between you and the enemy.

Just to add on to that auto pilot is your best friend and set up way points so you know your CV is moving while you focus on planes, if a strike comes for your CV switch to your CV and switch the view to behind it with Z and control your CV to avoid,miss the strike or take less damage and you can manual focus the AA, so you can focus fire on TB more then DB as DB are easy to dodge where TB are harder and do more damage. If a fighter is floating near your CV and your out off fighters move your CV towards the fighters and use your AA to take  them out or when they fall back you can launch planes in the other direction or bait them with a squad of DB and let them chase you away from your CV .

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Thank you all so much for this info. Clear and simple. Well done. Congrats once again to the WoWs community for being awesome.

Having read all this, can I ask: I've an interest in picking up CV play. Should I go for it cos it's fun and we need more CVs in the game (and my first video game obsession was an RTS - Starcraft), or should I wait till after the 'CV rework' and just focus on getting good in the ships I'm already playing?

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The difference is people are going to hate you for different reasons. IJN, they hate your torpedo plane spam, USN, they hate your thermonuclear dive bombers. Either way the DDs ARE reporting you for unsporting and playing poorly for perma- spotting them the whole game.

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6 hours ago, Jester_of_War said:

Thank you all so much for this info. Clear and simple. Well done. Congrats once again to the WoWs community for being awesome.

Having read all this, can I ask: I've an interest in picking up CV play. Should I go for it cos it's fun and we need more CVs in the game (and my first video game obsession was an RTS - Starcraft), or should I wait till after the 'CV rework' and just focus on getting good in the ships I'm already playing?

start now know one knows when the re work is going to happen all that we know is that it's underway and any info we have been told, skills you learn now will help you when the rework comes out. It is a fun class to play if you like RTS and it can be a nice break from playing DD,cruisers or BB.

As Doombeagle said playing CV people will hate you and report you just for the fact your playing CV or your AP 1 shot them, so you have learn to ignore what a lot off people say about CV and all there complaining they do and be ready to get reported a lot playing CV, even though karma do's nothing just a heads up so you don't start then think why do people hate CV and why am i getting reported every match it just comes with playing CV. 

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3 hours ago, ausanimal said:

As Doombeagle said playing CV people will hate you

It's an ocean warfare game - salt adds authenticity.

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Relatively new myself, got a T8 Shokaku and T6 Independence. Up until about the Independence the Americans have the better air superiority, one big squad that can kill everything the enemy carrier has. I have gotten Clear Skies more with the Americans than IJN. As the lines go on the Japanese get more fighter squadrons, in theory they can at T6 but that setup is rare and not good for the actual job. In general at T7 your own big American fighter squadron of seven (?, always fuzzy with that number) will get beaten by the two smaller squads of five if they work together. Strafing also becomes a thing at T6, more squads in different positions changes the options, makes it better. In ranked I can get multiple squads tied up with my one, then strafe and kill them (my own included, tennoheika banzai!). I am then free to torp everything for a bit. The multiple squads of torps makes it harder to dodge the torps, easier to snipe the enemy carrier, at which point the fighters become spotters and games can get one sided.

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17 minutes ago, LoganVI_1 said:

Relatively new myself, got a T8 Shokaku and T6 Independence. Up until about the Independence the Americans have the better air superiority, one big squad that can kill everything the enemy carrier has. I have gotten Clear Skies more with the Americans than IJN. As the lines go on the Japanese get more fighter squadrons, in theory they can at T6 but that setup is rare and not good for the actual job. In general at T7 your own big American fighter squadron of seven (?, always fuzzy with that number) will get beaten by the two smaller squads of five if they work together. Strafing also becomes a thing at T6, more squads in different positions changes the options, makes it better. In ranked I can get multiple squads tied up with my one, then strafe and kill them (my own included, tennoheika banzai!). I am then free to torp everything for a bit. The multiple squads of torps makes it harder to dodge the torps, easier to snipe the enemy carrier, at which point the fighters become spotters and games can get one sided.

It is 7 if you have AS skill if not it's 6 and soon as CV get DF there is no point try for a snipe its a wast of planes and time unless you get a CV player that has no idea how to dodge and use DF and look for the signs off a snipe, from tier 7 and up it come's down to who get's the better strafe off and where they send their planes at the start of the match, IJN do's have the upper hand with more squads but that can also work against it if you lose both TB squads it takes more planes to fill them both up. So if you do a 7 vs 10 dogfight and US CV lost all its fighters and you lost 8 your one fighter less then the US CV, same as TB if a US CV strafe your TB and AA takes any other out that's 10 more you need to refill the squads, US TB get shot down its only 6. US CV players have to use that to there advantage the number off planes in the squad and amount off ammo, if im locked in a dogfight with a IJN CV i always keep a eye out for where the 2nd fighter is and if its coming in for a strafe and try and beat them to it or exit strafe at the right moment.

 

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The US is all about air superiority, their planes are individually better and they have larger squads, IJN has spam planes but they are fairly weak and get shot down crazy fast. Personally I think the only tier IJN surpasses USN is at tier 6 because independence is actual trash.

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8 hours ago, manon45 said:

The US is all about air superiority, their planes are individually better and they have larger squads, IJN has spam planes but they are fairly weak and get shot down crazy fast. Personally I think the only tier IJN surpasses USN is at tier 6 because independence is actual trash.

tier 7 and 8 IJN CV are the better choice based on that they can have two fighter squads out and 2 TB as the main loadout, unless you know how to use US CV well then you will find it hard when you face a IJN CV, sometimes its better to dogfight the first set off fighters if alone and strafe the 2nd, but IJN fighters can keep your fighter squad bust while they go do there strikes. Lexington should off got a 2nd fighter squad and not waited till tier 9. im waiting for the stats to come out on how the Midway and Hakuryu are now after the nerf/buff to see if balance or like a lot off people are thinking Midway just got screwed and the whole US line is crap now

 

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Quote

 

Key differences between IJN and USN carriers.

  • USN carriers have fewer squadrons than the IJN carriers
  • USN squadrons of planes are larger than IJN squadrons. The basic size is 6 planes for US and 4 planes for Japan.
  • IJN carriers service their planes much faster than USN carriers. Service time is how long it takes before you can launch a squadron after it lands. As an example, off the top of my head it used to take something like 13 seconds to service torpedo bombers on my Hiryu, but the Ranger, which is equal in tier to Hiryu, took about 50 seconds to service it's torpedo bombers (I pulled these numbers from memory so they're only meant to give an idea, not to be accurate to within more than about 5 seconds +/-)
  • USN carriers can only use 1 loadout (the game calls these "flight control modules" which I shall shorten to FCM. A specific FCM is usually described by 3 numbers, such as 1/1/1 or 2/0/2. The first number is how many fighter squadrons the FCM grants. The second number is torpedo bomber squadrons. The 3rd number is dive bomber squadrons, so a 1/1/1 would mean 1 fighter/1 torpedo bomber/1 dive bomber squadron and a 2/0/2 would mean 2 fighters/no torpedo bombers/2 dive bombers)
  • IJN carriers have multiple FCMs to choose from. This is a blessing and a curse.
  • USN carriers tend to have stronger AA
  • IJN carriers tend to have lower surface detection range (they are more stealthy) and also tend to be a bit faster (a lot faster in low tiers)
  • In late tiers, USN carriers can use AP bombers on their dive bombers

So those are some key differences. What do these differences mean though? Well let's go through each bullet point and look at what these differences can mean

 

Yes, that's true in game terms, but totally contrary to actual WW2 carrier ops. For example, the USN pioneered carrier air ops  (stealing ideas from the British) and in any given engagement could put more planes per carrier into the air than the IJN CVs. US carriers in general had larger hangar bays, larger and more elevators, more aircraft due to fully folding wigs (most IJN planes only folded the wingtips, and some TBs like the Yokosuka D4Y  carried by Taiho had *fixed* wings!), and faster more flexible carrier ops practices. At a minimum the USN in WOWs, even if you kept everything the same, should have MUCH faster turn around times -- being able to land, rear and launch planes faster than IJN CVs.

I don't know why WOWS developers decided to nerf US CVs like that. And here's an example. Just played a game, my team had an Indy, red team has a Ryujo. Now the Indy only gets one load out 1/1/1, while Ryujo gets *three* load out configurations including an AS load-out that puts x3 fighter squadrons into the air as opposed to x1 for the Indy. Oh, you say, but the US fighter squadron is bigger!

 

Both CV drivers had the Air Supremacy skill, which gives +1 fighter per squadron. So that means Indy put 7 fighters up and Ryujo put FIFTEEN fighters up, over 2:1!! Indy's fighter had no chance, they got stomped flat and then so did the rest of his planes. How the heck is that supposed to be balanced in game? What's the point of grinding through such imbalanced ships, just play IJN CVs. They are better in every way nin WOWS. 

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On 04/05/2018 at 11:02 AM, manon45 said:

The US is all about air superiority, their planes are individually better and they have larger squads, IJN has spam planes but they are fairly weak and get shot down crazy fast. Personally I think the only tier IJN surpasses USN is at tier 6 because independence is actual trash.

it's most of the CV from tier 6 and up IJN have the upper hand because off the loadouts they can pick at tier 8 US CV get a 1-1-2 loadout IJN CV 2-2-2 and other ones, at that tier 1 fighter squad not enough to cover the amount off squads the IJN CV can send out while your on one side of map busy with a strike or fighters they have enough to send a strike to other side off map. Even though US CV have more planes in a squad when the number off squads is a lot more their is only so much 1 fighter squad can do.

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