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Hirst

Illustrated Carrier Academy - How to use and avoid!

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Quick Intro:

Hello there. I've been playing CVs since release, I can't play anything else but I do know a lot about what CVs should and shouldn't do as well as what ships need to do to avoid being bullied by CVs or to minimize bullying. I'll be covering the reworked CV gameplay to make this guide relevant past the 23rd of Jan 2019.
With this I hope to enlighten future CV players and seize the ignorance of non-CV players as well as help them to avoid us like the plague.

To make this tutorial I not only played CVs as my only main ship class but I watched a LOT of the better CV players on competitive such as Fara. I also play tested the new CV gameplay with a grain of salt for about 30 hours non-stop so I'm quite comfy to say that most veteran CV players will agree with me on everything, HOWEVER if you disagree with something please do share your constructive feedback so that we can together help the community.

I'll also avoid discussing topics that are not pretty much set in stone regarding the CV rework. Since I worked in the game industry for a few years I have a good feeling on what is pretty much unchangeable in a test environment branch.

Since I'm an illustrator this will be illustrated to maximize my ability to explain! So welcome tooooo....!

xA5rlHx.png

 

Playing a Carrier.
The Basics:

1. Do pay attention to your plane count and deck capacity. A CV short on planes won't be able to help your team mates!

In the reworked system planes regenerate at a given rate that can be made faster with upgrades and commander skills, but not by much! Keep in mind that the regeneration rate is PER PLANE. Meaning that if your Hakuryu (Addressed as Haku from here onwards) has a 21 plane deck capacity of Dive Bombers, and each flight squadron is composed of 12 planes, if you launch a Dive Bomber attack and lose all your planes your very next flight squadron will be missing a plane.

The attack group and torpedo range and activation range will change depending on the modules you choose to use on your Haku.

z4YGefk.png

2. Do pay attention to arming distance and torpedo range and speed. This can make it harder or easier to hit your target depending on your choices!

This is probably one of the most important things for torpedo bombers to consider. Arming distance will directly affect your effective drop range and also plane survivability during a striking run. Let's use the T4 Hosho and the T10 Haku as examples here. The Hosho has short range torpedoes with very short arming distances, this means you won't need to lead your targets a lot and your chances of hitting are very high provided your ability to aim and drop is decent. For the sake of this example, let's pretend that both the Haku and the Hosho's planes have 500 health and that hitting a flak puff deals 500 damage and being inside the short range AA will cause 100 damage a second. We'll talk more about AA, flak puffs and long/short AA areas around a ship later.

U99Rgj5.png

So how does this affect your planes capability of survive the attack? Take a look at the next image. Using the stats I said earlier for the sake of simplifying the example.
Long range AA will only spawn flak puffs and close range AA will deal damage per second. 500 damage per puff and 100 damage per second on close range AA fire. Both the Haku's plane and the Hosho's planes have the same airspeeds and health of 500 hit points. The only variable in play is torpedo range and arming distance.

825buj7.png

 

The Hosho as you can see has a more guaranteed torpedo hit but it exchanges the guaranteed hit for plane survivability, meaning that if you're not skilled you'll lose a lot of planes and although the hits are guaranteed you wont be able to do many air strikes during the match.This information must be used with care because missing every air strike is also bad. Using the Long range AA as the area to drop your bombs can be vital to your success as a Carrier captain.
That is why Dive bombers have a skill to repair your planes while attacking as dive bomber NEED to be within the short range AA area to strike a target.

3. Don't  fly over multiple ships that are together!

AA damage is cumulative and the more ships are together overlapping their AA zones the harder and stronger their AA is. Also in the new system the only planes that go back to the ship are the ones that dropped their payloads, meaning you are stuck in a straight line with the entire squadron and will go past the target while taking AA damage. Keep in mind that the AA zones for ships is WAY bigger than the illustration below shows so... Don't do it. It's pretty simple. Unless you do want to lose all your planes and MAYBE drop once.

FwfGLqT.png

wD3eWVi.png

3. Don't spam your on summon fighters at the beginning of the match or to try and cut off planes if there are no ships going to the direction your fighters will cover.

It's a waste of on summon fighters. The enemy carrier can simply ignore and avoid that area which will end up making you look like a moron. Instead try to check your map and deploy fighters on the path of friendly ships that are going into battle so they can worry about the other enemy surface ships instead of air strikes. Just don't do it. You have a limited amount of on summon fighters other then the flight escort summoned around your Carrier. And when you need it the most you won't have them.

Iz1DNKj.png

 

 

To be continued...
This will take a bit because it's a LOT of info to compile and draw since I can't save the draft I'll leave it here and add to it as I go.

Edited by Hirst
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nice illustrations. I understand this is WIP, so won't say anymore, except well done and thanks for writing this up.

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5 minutes ago, LoveBote said:

nice illustrations. I understand this is WIP, so won't say anymore, except well done and thanks for writing this up.

Thanks a bunch! Yeah I realized the amount of info as I was writing it so there's no way I can finish this in a day. Thanks for also understanding! I'm looking forward for you to be able to give your feedback once the guide is done! !

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You should have put this in tutorials or even general discussion, for wider dissemination.

Besides that, I like it. For some reason it reminds me of the Bad captain videos.

.

Edited by Cpt_Cupcake
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14 minutes ago, Cpt_Cupcake said:

You should have put this in tutorials or even general discussion, for wider dissemination.

Besides that, I like it. For some reason it reminds me of the Bad captain videos.

.

Yeah you're right actually. Maybe a mod will be able to move it to the Tutorials section? I don't know. I didn't even see the tutorials section to be honest. D:
Probably my bad.

Oooops.

1523978774003.gif.c97e18b855ade62a9b157df342940130.gif

 

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Finally the Round 3 is here and it was announced as being the one to hit live so I can finish the entire guide without having to rework things! :3

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i am going to miss the RTS version a lot. it was much easier for me. now i have to do retraining again which sucks.

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