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DeepBrine

How do you "drop a Fighter" to provide Air Support?

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Pretty much that is the question.

I could hang out of the requesting party with my one active air wing of fighters but not sure that is what has been requested.  

Is this some expendable that I send from my CV to the requested location?  If so, where is that button and how do I push it?

wth is being asked for here?

 

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Yes it is a consumable on your airplane squad on Tiers VI+. Tier IV does not get the consumable.

Fighters patrol the area where your airplane squad is when you activate it.

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1 hour ago, Drago25x said:

Yes it is a consumable on your airplane squad on Tiers VI+. Tier IV does not get the consumable.

Fighters patrol the area where your airplane squad is when you activate it.

Well, that explains that.  Now we just need to let the gun boat guys know.

 

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Now the question is is when the drop them? A lot of times people dropping way too early when early game when the team is group up. As for me mid to late in game is when the team is broken up. That is when easy Pickens after team AA mostly destroyed or low HP just cleaning up. 

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Timing is key.

As a DD player, I have had my bacon saved in the mid to late game by perfectly timed fighter cover. 

Seeing rocket planes heading in your direction after you are spotted in the mid-game creates some anxiety but suddenly having CAP overhead is a boost.

 

 

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Thing that slays me about the fighter drop is the line "stay in the area until your fighters arrive" or something like it.. Yea, it'd be great if instead they would attack the red fighters I dropped them to attack. 

Novel idea - another SI today - how about fighter escorts that would attach to your bombers if you dropped them and lingered in the area... 

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As the CV you have to predict the friendly ships path and drop fighters accordingly.   I think a better option would be the ability to click on a friendly ship and assign fighters to them that would escort them like a ships fighter consumable.

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I almost always only use my fighters to provide spotting or give the AA something else to shoot at besides my attack group.     Attempting to cover other players is a futile effort 95% of the time.   

If the stars align and I happen to be near them when I see the other CVs planes coming, and I have any left, I'll drop them as a deterrent.   However, it should be noted that another skilled CV captain is 100% capable of flying to the edge of the patrol, dropping their own fighter which causes both fighter groups to engage, and gives you a clean path to strike anyway.      That factor is why I almost never bother to use them as cover, they are be easily made to do nothing if the other CV player knows to do that.    Also, ship AA is good enough now its mostly unnecessary anyway, their AA is more effective than your fighter will ever be.

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10 hours ago, HallaSnackbar said:

As the CV you have to predict the friendly ships path and drop fighters accordingly.   I think a better option would be the ability to click on a friendly ship and assign fighters to them that would escort them like a ships fighter consumable.

And truly... If I clicked a red ship my fighters would go strafe them with machine gun and cannon fire to soften up their AA(A) for my rockets/torps/bombers I'd send 30 seconds later. It'd be fair too... cause if they got strafed they'd know they had 30 seconds to get back to their fleet. 

Put that #1 on your CV Priority list, WoWS. 

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13 hours ago, Herr_Reitz said:

And truly... If I clicked a red ship my fighters would go strafe them with machine gun and cannon fire to soften up their AA(A) for my rockets/torps/bombers I'd send 30 seconds later. It'd be fair too... cause if they got strafed they'd know they had 30 seconds to get back to their fleet. 

Put that #1 on your CV Priority list, WoWS. 

That would be pretty sweet if we had a way to soften up AA on a target before we attacked it, I sorta do this already by  making sure to use rockets first on any hard target first to kill what AA I can before I send in torpedoes/db.

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5 hours ago, Zenn3k said:

That would be pretty sweet if we had a way to soften up AA on a target before we attacked it, I sorta do this already by  making sure to use rockets first on any hard target first to kill what AA I can before I send in torpedoes/db.

I think it's a better use of fighters, really... we might even be able to attack the other carrier(s) in that same manner as well. 

At the very least it would put some FUN back into carrier play. 

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On 7/9/2019 at 11:14 AM, HallaSnackbar said:

As the CV you have to predict the friendly ships path and drop fighters accordingly.   I think a better option would be the ability to click on a friendly ship and assign fighters to them that would escort them like a ships fighter consumable.

I suggested this maybe 1 week after the rework. 

It is too much to ask (apparently) for surface ships wildly pushing F6 to look at the minimap and stay within, or go to, the green circle where your fighters are. 

I’ve seen good use of fighters but lots of silly stuff. Best use may be late game protection of a low HP teammate. His AA is compromised and he’s probably alone. I’ve started using fighters more for spotting than shooting down planes.  If you can drop a fighter early where it can see BBs but not get killed by DD or CA AA, it helps.  Fighters are also good for keeping a low detection DD spotted for rocket attacks and (hopefully) supporting fire.  Let’s face it, summoned fighters rarely shoot down many planes unless the red CV drives his planes right into them.  This only happens if you drop between his planes and a target he feels he MUST hit.   The speshull tactic of chasing enemy planes to drop fighters doesn’t work at all.  It takes time for the fighters to focus red planes, and any decent CV driver will get his planes away before your fighters tag them. 

It also helps some times to have fighters in reserve for late game when your CV is being attacked by planes. The faster you can shoot them down, the less time red surface ships have to shoot at you. 

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On 7/10/2019 at 1:14 AM, HallaSnackbar said:

... click on a friendly ship and assign fighters to them that would escort them like a ships fighter consumable.

Yes, this will be by far better and smarter, I hope Lesta (War Gaming)  will do it

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On 7/9/2019 at 10:33 AM, Herr_Reitz said:

Thing that slays me about the fighter drop is the line "stay in the area until your fighters arrive" or something like it.. Yea, it'd be great if instead they would attack the red fighters I dropped them to attack. 

Novel idea - another SI today - how about fighter escorts that would attach to your bombers if you dropped them and lingered in the area... 

LOL
In the RTS CV mode (before CV-rework) we would use fighter squadrons to escort bombers & torpedo planes or to provide cover over friendly ships (or even to lure enemy planes over our allied ships for their AA to help shoot down enemy planes).

Now?  Not so much.

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On 6/28/2019 at 4:52 PM, DeepBrine said:

Pretty much that is the question.

I could hang out of the requesting party with my one active air wing of fighters but not sure that is what has been requested.  

Is this some expendable that I send from my CV to the requested location?  If so, where is that button and how do I push it?

wth is being asked for here?

 

The consumable is useful, different situations,

1. Drop on top of friends, normally if you have positioned your carrier efficiently, you should be behind the fleet, your planes should fly over friends. Avoid dispatching planes only to drop fighters, protect weak AA ships, or some specific ships as French DDs that don't have smoke.

2. DD and rocket bombers Drop your fighters on top of DDs, preferably low AA DDs of course, when the DD is within friends gun range... Team will start targeting the DD, stay close with your attack planes, and 60 sec later, attack the DD...

3. Other ships retreating, your fighters can spot... Drop them not too close from a ship your friends are targeting. Somehow spotting support for BBs... Pretty efficient with enemy CVs. Same as with DDs, if target wasn't terminated, try with your planes to do the final job.

4. Sometimes, think about dropping them in some area you suspect a ship might pop up... A DD chasing your VV or a green unprotected cap.

5. Drop them close to enemy fighters, normally the fighters will exterminate each other... Ai is pretty basic, all consumables have the same number of fighters (7 at TX, 5 at TVIII, 3 at TVI if I remember well), each fighter kills another fighter... The only thing that changes is the radius of your circle.

6. Some ships have also fighters (floatplanes), you can also drop fighters to destroy those... Not very efficient, as AA will also target the fighters but if you still have consumables, use them... 

Maybe other cases? 

Remember you have 9 fighter consumables, 3 for each type of bombers.

Funnily, you'll find out other players commenting how well their AA did... In fact, if you use your 9 x 7 = 63 fighters at TX, most probably many will be shot down... If you have usted them all, it means that you are playing them.

Some good players use very well their fighters and will be able to deny your attacks. Don't underestimate the importance of this consumable... 

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You use the T key as a consumable. You don't see them till T6.  The circling fighters like the ones launched by regular ships hover in that area in a circular fashion. They have a agro envelope they respond to any planes entering. They are of limited use given timing in dropping them seems to be every thing. Fighters you can control is something probably most missed by good CV players from the RTS mode style play.  There were some suggestions during the rebork that rocket planes be allowed to drop their ordinance and act as fighters with some penalties imposed.

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