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awesomeartichokes

Why have more consumables than possible to use?

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I first noticed this with the Grosser Kurfurst spotting planes. Without Superintendent, 7 Spotter planes. This sounds great except that it is impossible to use 7 planes in a game. 

6min between reloads means the reload time allows for at most 3 planes to be launched. Using the premium at 4 min between reloads allows for maybe 4 planes to be launched. So 7 or 8 planes -- what is the point I am missing? I thought that 7 might be useful with the directional launch which gives 2 planes in the air -- but apparently not.

 5b831b66b4368_ScreenShot2018-08-26at2_27_41PM.thumb.png.b2e2cee69972075473b907a8069d3035.png

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Using premium consumables does one very important thing: It decreases the cooldown towards the next use. Having extra planes also does another important thing: Replacement of a shot down plane. In an AA heavy round, I've had 4 spotters shot down, and launched them 6 times. And that's just for me. If they get shot down right as they launch, you could in fact launch them all.

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11 minutes ago, awesomeartichokes said:

I first noticed this with the Grosser Kurfurst spotting planes. Without Superintendent, 7 Spotter planes. This sounds great except that it is impossible to use 7 planes in a game. 

6min between reloads means the reload time allows for at most 3 planes to be launched. Using the premium at 4 min between reloads allows for maybe 4 planes to be launched. So 7 or 8 planes -- what is the point I am missing? I thought that 7 might be useful with the directional launch which gives 2 planes in the air -- but apparently not.

 5b831b66b4368_ScreenShot2018-08-26at2_27_41PM.thumb.png.b2e2cee69972075473b907a8069d3035.png

 

3 minutes ago, Th3KrimzonD3mon said:

Using premium consumables does one very important thing: It decreases the cooldown towards the next use. Having extra planes also does another important thing: Replacement of a shot down plane. In an AA heavy round, I've had 4 spotters shot down, and launched them 6 times. And that's just for me. If they get shot down right as they launch, you could in fact launch them all.

This^^^

 

And the majority of ships don't have that many.

http://wiki.wargaming.net/en/Ship:Consumables#Catapult_Fighter

http://wiki.wargaming.net/en/Ship:Consumables#Spotting_Aircraft

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Still doesn't make sense to have 8. The cool down is 4mins. Even if instantly shot down, at most 6 could be launched (and this is assuming the spotter at the very beginning is shot down instantly .. by a friendly ship.

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6 minutes ago, awesomeartichokes said:

Still doesn't make sense to have 8. The cool down is 4mins. Even if instantly shot down, at most 6 could be launched (and this is assuming the spotter at the very beginning is shot down instantly .. by a friendly ship.

The premium catapult fighter consumable is a 2 min cooldown, so you can have all 8 shot down theoretically.  It doesn't really harm anything to have more, so what is the big deal?

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I'm pretty sure the number of aircraft is in someway linked to historical plane capacity with some tweaks.  The addition of a charge on a consumable is standard with all premium consumables that have charges.  Its an arcade game its not that complicated.

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Moar is better, because you'll get charged the same when it comes to consumables whether you use them or not, so best to have more than you need.

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The default catapult consumable count is based on how many aircraft it could carry. Which is why American battleships have 3, while Yamato has much more than 3. This is a carryover from when all ships actually had aircraft hangars, and you could run out of aircraft before you could run out of consumables.

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