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Lady_Celica

Support Carrier Propositions

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Since the CV's currently in the game are geared towards anti-surface warfare, aimed at the enemy, I propose a line that is the exact opposite. A line geared towards Anti-Air warfare, with specialization towards Team-Based gameplay. Putting a lot of emphasis on the "Support" part of "Support Carrier"

Keeping in tradition with the CVs currently in game, There will be Three Squadrons. Each one will be geared around a different support style. Some of these might have anti-surface warfare, but it isn't their primary focus.

==Squadrons==

Squadron 1: Interceptors

For those who remember the days of 3/0/1 Saipan, 4/2/2 Hakuryu, or 2/0/1 Bogue, these planes will seem familiar. Armed with machine guns, imagine a controllable fighter consumable. Your primary focus with these planes would be the destruction of enemy bombers, a purely team based squadron type. You'd have to chase down and lock onto the enemy squadron before firing, requiring a bit more finesse than the way fighters work now. Instead of "Aggro and commence die", it would be forcing the enemy to go evasive or abandon the attack run entirely. These fighters would only have limited ammunition, preventing them from being the only thing fielded.

Squadron 2: Scout Planes

I can hear the DD's crying already. Air-based Spotting has always been a big concern, but at the end of the day it helps your team achieve victory and is integral to the success of any Aircraft Carrier. They're playing around with the idea that current Carrier-based planes will only spot targets for themselves, and will light the enemy on the minimap, similar to how a Cyclone works. If that does go into effect, these planes would be all the better. Maintaining the ability to spot for anyone to see, as certain planes did have advanced radio communication equipment for relaying information back to their home Carrier. The ability to spot torpedoes from the air would also make these planes viable. They would be big and slow, but have a lot of HP, making them able to go into enemy territory to get eyes, but not stay there under the hail of AA Fire.

Squadron 3: Heavy Fighters

Improvised Bombers so as to let these new carriers have some form of damage potential. The ability to strafe a target with heavy MGs, not so much doing damage to the ship itself but utterly annihilating things like secondaries and AA mounts (as the crew is killed in the hail of gunfire), along with a single bomb or perhaps torpedo at the higher tiers. These weapons would not be nearly as effective as the ones found on their same tier Attack Carrier counterparts, but would be better than nothing.

==Consumables==

Engine Boost - All - Tier 4

Identical to the one currently implemented

Combat Air Patrol - Interceptors/Heavy Fighters - Tier 6

Identical to the one currently implemented

Deploy CAP - Scout Planes - Tier 6

Functions like the one currently implemented, except only available if looking at a friendly ship.

Consumable Reload Drop - Heavy Fighters - Tier 8

Drops a canister that gives the first ship to reach it a bonus charge on all consumables.

Alternative: Drops a canister that creates a field in which all consumables reload faster.

Air-Deployed Smoke Screen - Scout Planes - Tier 8

Able to deploy a smoke screen from the air along your current course just like a destroyer would. The action time is not long, maybe 5 seconds. Imagine British CL smoke screens before their durations were increased. Once deployed, the smoke screen shares its characteristics with one laid by a destroyer* of the same nation and tier. (*Cruiser in the case of the British)

Healing Field - Interceptors - Tier 8

Drops a canister that creates a field that replenishes the HP of all allies inside of it for 60 seconds, acting like Transylvania or the lead convoy ship from Nirai.

==Proposed Ships==

U.S.N.

Tier 6 - Independence

Tier 8 - Yorktown

Tier 8 Premium - Hornet

Tier 10 - Essex

U.K.

Tier 6 - Unicorn

Tier 8 - Illustrious

Tier 10 - Majestic/Collosus

I.J.N.

Tier 6 - Hiryu

Tier 8 - Unryu

Tier 8 PremiumTaiho

Tier 10 - Shinano

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I mean, they already have 2 support carrier lines planned. It uses all the removed CVs in them, so it seems odd to not use bogue anywhere, for example.

Otherwise, it seems both too powerful and too weak. Too powerful against planes (as, seriously, there's not much one can do to counter that with how limited planes are on maneuvering) and too weak against anything else. I feel that having weaker versions of each plane type (T6 at T8, T8 at T10, etc.) would be enough when combined with potent support consumables.

Heck, one of their things could be infinite fighter drops on a 30 sec CD with a 60 second duration, or 60 sec CD with a 120 second duration. Twice the fighters without the worry of running out or fighters with staying power, as I dunno about you, but fighters are usually something I'm strapped for by late game, and I also find a lot of CVs just wait out fighters a bit if you drop them in advance. If they lasted a bit longer, you could be a lot more strategic with fighters, placing them over caps and/or routes DDs seem to be taking.

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3 hours ago, Memeaboo_Desu said:

Since the CV's currently in the game are geared towards anti-surface warfare, aimed at the enemy, I propose a line that is the exact opposite. A line geared towards Anti-Air warfare, with specialization towards Team-Based gameplay. Putting a lot of emphasis on the "Support" part of "Support Carrier"

Keeping in tradition with the CVs currently in game, There will be Three Squadrons. Each one will be geared around a different support style. Some of these might have anti-surface warfare, but it isn't their primary focus.

==Squadrons==

Squadron 1: Interceptors

For those who remember the days of 3/0/1 Saipan, 4/2/2 Hakuryu, or 2/0/1 Bogue, these planes will seem familiar. Armed with machine guns, imagine a controllable fighter consumable. Your primary focus with these planes would be the destruction of enemy bombers, a purely team based squadron type. You'd have to chase down and lock onto the enemy squadron before firing, requiring a bit more finesse than the way fighters work now. Instead of "Aggro and commence die", it would be forcing the enemy to go evasive or abandon the attack run entirely. These fighters would only have limited ammunition, preventing them from being the only thing fielded.

Squadron 2: Scout Planes

I can hear the DD's crying already. Air-based Spotting has always been a big concern, but at the end of the day it helps your team achieve victory and is integral to the success of any Aircraft Carrier. They're playing around with the idea that current Carrier-based planes will only spot targets for themselves, and will light the enemy on the minimap, similar to how a Cyclone works. If that does go into effect, these planes would be all the better. Maintaining the ability to spot for anyone to see, as certain planes did have advanced radio communication equipment for relaying information back to their home Carrier. The ability to spot torpedoes from the air would also make these planes viable. They would be big and slow, but have a lot of HP, making them able to go into enemy territory to get eyes, but not stay there under the hail of AA Fire.

Squadron 3: Heavy Fighters

Improvised Bombers so as to let these new carriers have some form of damage potential. The ability to strafe a target with heavy MGs, not so much doing damage to the ship itself but utterly annihilating things like secondaries and AA mounts (as the crew is killed in the hail of gunfire), along with a single bomb or perhaps torpedo at the higher tiers. These weapons would not be nearly as effective as the ones found on their same tier Attack Carrier counterparts, but would be better than nothing.

==Consumables==

Engine Boost - All - Tier 4

Identical to the one currently implemented

Combat Air Patrol - Interceptors/Heavy Fighters - Tier 6

Identical to the one currently implemented

Deploy CAP - Scout Planes - Tier 6

Functions like the one currently implemented, except only available if looking at a friendly ship.

Consumable Reload Drop - Heavy Fighters - Tier 8

Drops a canister that gives the first ship to reach it a bonus charge on all consumables.

Alternative: Drops a canister that creates a field in which all consumables reload faster.

Air-Deployed Smoke Screen - Scout Planes - Tier 8

Able to deploy a smoke screen from the air along your current course just like a destroyer would. The action time is not long, maybe 5 seconds. Imagine British CL smoke screens before their durations were increased. Once deployed, the smoke screen shares its characteristics with one laid by a destroyer* of the same nation and tier. (*Cruiser in the case of the British)

Healing Field - Interceptors - Tier 8

Drops a canister that creates a field that replenishes the HP of all allies inside of it for 60 seconds, acting like Transylvania or the lead convoy ship from Nirai.

==Proposed Ships==

U.S.N.

Tier 6 - Independence

Tier 8 - Yorktown

Tier 8 Premium - Hornet

Tier 10 - Essex

U.K.

Tier 6 - Unicorn

Tier 8 - Illustrious

Tier 10 - Majestic/Collosus

I.J.N.

Tier 6 - Hiryu

Tier 8 - Unryu

Tier 8 PremiumTaiho

Tier 10 - Shinano

As far as I know, additional CV lines are coming... These should be different. No information about those new CV lines have benn published. Anyone knows about this??? 

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1 hour ago, franz_von_goltz said:

As far as I know, additional CV lines are coming... These should be different. No information about those new CV lines have benn published. Anyone knows about this??? 

image.png.9edd7f2aadff2d5a5411b33d5f9d4a10.png

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Interessing but where is the strike power? Or you propose a full support cv? thats really boring to play and depend from your team only to do a real dmg.

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9 hours ago, Memeaboo_Desu said:

Since the CV's currently in the game are geared towards anti-surface warfare, aimed at the enemy, I propose a line that is the exact opposite. A line geared towards Anti-Air warfare, with specialization towards Team-Based gameplay. Putting a lot of emphasis on the "Support" part of "Support Carrier"

Keeping in tradition with the CVs currently in game, There will be Three Squadrons. Each one will be geared around a different support style. Some of these might have anti-surface warfare, but it isn't their primary focus.

==Squadrons==

Squadron 1: Interceptors

For those who remember the days of 3/0/1 Saipan, 4/2/2 Hakuryu, or 2/0/1 Bogue, these planes will seem familiar. Armed with machine guns, imagine a controllable fighter consumable. Your primary focus with these planes would be the destruction of enemy bombers, a purely team based squadron type. You'd have to chase down and lock onto the enemy squadron before firing, requiring a bit more finesse than the way fighters work now. Instead of "Aggro and commence die", it would be forcing the enemy to go evasive or abandon the attack run entirely. These fighters would only have limited ammunition, preventing them from being the only thing fielded.

Squadron 2: Scout Planes

I can hear the DD's crying already. Air-based Spotting has always been a big concern, but at the end of the day it helps your team achieve victory and is integral to the success of any Aircraft Carrier. They're playing around with the idea that current Carrier-based planes will only spot targets for themselves, and will light the enemy on the minimap, similar to how a Cyclone works. If that does go into effect, these planes would be all the better. Maintaining the ability to spot for anyone to see, as certain planes did have advanced radio communication equipment for relaying information back to their home Carrier. The ability to spot torpedoes from the air would also make these planes viable. They would be big and slow, but have a lot of HP, making them able to go into enemy territory to get eyes, but not stay there under the hail of AA Fire.

Squadron 3: Heavy Fighters

Improvised Bombers so as to let these new carriers have some form of damage potential. The ability to strafe a target with heavy MGs, not so much doing damage to the ship itself but utterly annihilating things like secondaries and AA mounts (as the crew is killed in the hail of gunfire), along with a single bomb or perhaps torpedo at the higher tiers. These weapons would not be nearly as effective as the ones found on their same tier Attack Carrier counterparts, but would be better than nothing.

==Consumables==

Engine Boost - All - Tier 4

Identical to the one currently implemented

Combat Air Patrol - Interceptors/Heavy Fighters - Tier 6

Identical to the one currently implemented

Deploy CAP - Scout Planes - Tier 6

Functions like the one currently implemented, except only available if looking at a friendly ship.

Consumable Reload Drop - Heavy Fighters - Tier 8

Drops a canister that gives the first ship to reach it a bonus charge on all consumables.

Alternative: Drops a canister that creates a field in which all consumables reload faster.

Air-Deployed Smoke Screen - Scout Planes - Tier 8

Able to deploy a smoke screen from the air along your current course just like a destroyer would. The action time is not long, maybe 5 seconds. Imagine British CL smoke screens before their durations were increased. Once deployed, the smoke screen shares its characteristics with one laid by a destroyer* of the same nation and tier. (*Cruiser in the case of the British)

Healing Field - Interceptors - Tier 8

Drops a canister that creates a field that replenishes the HP of all allies inside of it for 60 seconds, acting like Transylvania or the lead convoy ship from Nirai.

==Proposed Ships==

U.S.N.

Tier 6 - Independence

Tier 8 - Yorktown

Tier 8 Premium - Hornet

Tier 10 - Essex

U.K.

Tier 6 - Unicorn

Tier 8 - Illustrious

Tier 10 - Majestic/Collosus

I.J.N.

Tier 6 - Hiryu

Tier 8 - Unryu

Tier 8 PremiumTaiho

Tier 10 - Shinano

No.

There is no counter play to loading in and facing a air superiority CV when you are strike.  It only worked in RTS as the strike CV could fly squads all over to pull the fighters away so they could get strikes off.  Even then it was rubbish, as teams didn’t have fighter protection from the AS CVs limited strike potential.

Now with only one squad the AS CV plays follow the bomber all game.  Quite boring unless you enjoy grieving CVs as they have little to stop that.

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9 hours ago, Memeaboo_Desu said:

Since the CV's currently in the game are geared towards anti-surface warfare, aimed at the enemy, I propose a line that is the exact opposite. A line geared towards Anti-Air warfare, with specialization towards Team-Based gameplay. Putting a lot of emphasis on the "Support" part of "Support Carrier"

Keeping in tradition with the CVs currently in game, There will be Three Squadrons. Each one will be geared around a different support style. Some of these might have anti-surface warfare, but it isn't their primary focus.

==Squadrons==

Squadron 1: Interceptors

For those who remember the days of 3/0/1 Saipan, 4/2/2 Hakuryu, or 2/0/1 Bogue, these planes will seem familiar. Armed with machine guns, imagine a controllable fighter consumable. Your primary focus with these planes would be the destruction of enemy bombers, a purely team based squadron type. You'd have to chase down and lock onto the enemy squadron before firing, requiring a bit more finesse than the way fighters work now. Instead of "Aggro and commence die", it would be forcing the enemy to go evasive or abandon the attack run entirely. These fighters would only have limited ammunition, preventing them from being the only thing fielded.

Squadron 2: Scout Planes

I can hear the DD's crying already. Air-based Spotting has always been a big concern, but at the end of the day it helps your team achieve victory and is integral to the success of any Aircraft Carrier. They're playing around with the idea that current Carrier-based planes will only spot targets for themselves, and will light the enemy on the minimap, similar to how a Cyclone works. If that does go into effect, these planes would be all the better. Maintaining the ability to spot for anyone to see, as certain planes did have advanced radio communication equipment for relaying information back to their home Carrier. The ability to spot torpedoes from the air would also make these planes viable. They would be big and slow, but have a lot of HP, making them able to go into enemy territory to get eyes, but not stay there under the hail of AA Fire.

Squadron 3: Heavy Fighters

Improvised Bombers so as to let these new carriers have some form of damage potential. The ability to strafe a target with heavy MGs, not so much doing damage to the ship itself but utterly annihilating things like secondaries and AA mounts (as the crew is killed in the hail of gunfire), along with a single bomb or perhaps torpedo at the higher tiers. These weapons would not be nearly as effective as the ones found on their same tier Attack Carrier counterparts, but would be better than nothing.

==Consumables==

Engine Boost - All - Tier 4

Identical to the one currently implemented

Combat Air Patrol - Interceptors/Heavy Fighters - Tier 6

Identical to the one currently implemented

Deploy CAP - Scout Planes - Tier 6

Functions like the one currently implemented, except only available if looking at a friendly ship.

Consumable Reload Drop - Heavy Fighters - Tier 8

Drops a canister that gives the first ship to reach it a bonus charge on all consumables.

Alternative: Drops a canister that creates a field in which all consumables reload faster.

Air-Deployed Smoke Screen - Scout Planes - Tier 8

Able to deploy a smoke screen from the air along your current course just like a destroyer would. The action time is not long, maybe 5 seconds. Imagine British CL smoke screens before their durations were increased. Once deployed, the smoke screen shares its characteristics with one laid by a destroyer* of the same nation and tier. (*Cruiser in the case of the British)

Healing Field - Interceptors - Tier 8

Drops a canister that creates a field that replenishes the HP of all allies inside of it for 60 seconds, acting like Transylvania or the lead convoy ship from Nirai.

==Proposed Ships==

U.S.N.

Tier 6 - Independence

Tier 8 - Yorktown

Tier 8 Premium - Hornet

Tier 10 - Essex

U.K.

Tier 6 - Unicorn

Tier 8 - Illustrious

Tier 10 - Majestic/Collosus

I.J.N.

Tier 6 - Hiryu

Tier 8 - Unryu

Tier 8 PremiumTaiho

Tier 10 - Shinano

I appreciate the work you put in, but I'm not sure why this would be needed. For starters they specifically removed the controllable interceptor concept. That was part of what was causing problems with the RTS carriers. The CV who controlled the fighters  better could completely dominate the other and it exacerbated the skill differential problems between CV players. That is exactly why the redesigned carriers don't directly counter each other. 

Secondly, I don't see why dedicated scout planes are needed. Planes already scout and they can attack competently. I am not sure why anyone would want to use a squadron that can only scout and all they get for it is the ability to spot torpedoes. Plus that completely neuters classes that depend on torpedoes. They intentionally took torpedo spotting away from to address this. I know planes could do this in real life, but the intent is to have a balanced game not simulate real life. The supply drop idea is interesting. I like it in theory. I can see where you are going with it, but I don't think people will use it at all in randoms and co op. They won't trade the ability to inflict damage for the ability to spot or resupply someone else.  Also it kinda encourages people to camp in position and get resupplied by the carrier and no one really wants that. I think it would be a disaster in ranked or clan battles where people coordinate better.  I already have nightmares of Kremlin or Smolensk camping in position with the CV dropping supplies regularly to heal them or smoke them. You'll never be able to sink them. 

Thirdly, I don't see the point of heavy fighters when HE bombers and rocket planes can do the same thing and actually damage the ship as well. 

Like I said earlier. I'm a cruiser/CV main at this point and I applaud the work and thought that you put into trying to bring the other carriers back, in but I think your proposal takes us down paths that almost no one, including the Devs, wants to go down. In some cases they specifically steered the game away from those paths to escape problems. 

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2 hours ago, KHyena said:

Interessing but where is the strike power? Or you propose a full support cv? thats really boring to play and depend from your team only to do a real dmg.

Like most of these 'carrier proposals', these are people who supposedly like carriers, but they keep coming up with plans that have those carriers not ever doing damage to their ships...

 

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On 11/8/2019 at 12:47 AM, Memeaboo_Desu said:

Since the CV's currently in the game are geared towards anti-surface warfare, aimed at the enemy, I propose a line that is the exact opposite. A line geared towards Anti-Air warfare, with specialization towards Team-Based gameplay. Putting a lot of emphasis on the "Support" part of "Support Carrier"

Keeping in tradition with the CVs currently in game, There will be Three Squadrons. Each one will be geared around a different support style. Some of these might have anti-surface warfare, but it isn't their primary focus.

==Squadrons==

Squadron 1: Interceptors

For those who remember the days of 3/0/1 Saipan, 4/2/2 Hakuryu, or 2/0/1 Bogue, these planes will seem familiar. Armed with machine guns, imagine a controllable fighter consumable. Your primary focus with these planes would be the destruction of enemy bombers, a purely team based squadron type. You'd have to chase down and lock onto the enemy squadron before firing, requiring a bit more finesse than the way fighters work now. Instead of "Aggro and commence die", it would be forcing the enemy to go evasive or abandon the attack run entirely. These fighters would only have limited ammunition, preventing them from being the only thing fielded.

Squadron 2: Scout Planes

I can hear the DD's crying already. Air-based Spotting has always been a big concern, but at the end of the day it helps your team achieve victory and is integral to the success of any Aircraft Carrier. They're playing around with the idea that current Carrier-based planes will only spot targets for themselves, and will light the enemy on the minimap, similar to how a Cyclone works. If that does go into effect, these planes would be all the better. Maintaining the ability to spot for anyone to see, as certain planes did have advanced radio communication equipment for relaying information back to their home Carrier. The ability to spot torpedoes from the air would also make these planes viable. They would be big and slow, but have a lot of HP, making them able to go into enemy territory to get eyes, but not stay there under the hail of AA Fire.

Squadron 3: Heavy Fighters

Improvised Bombers so as to let these new carriers have some form of damage potential. The ability to strafe a target with heavy MGs, not so much doing damage to the ship itself but utterly annihilating things like secondaries and AA mounts (as the crew is killed in the hail of gunfire), along with a single bomb or perhaps torpedo at the higher tiers. These weapons would not be nearly as effective as the ones found on their same tier Attack Carrier counterparts, but would be better than nothing.

==Consumables==

Engine Boost - All - Tier 4

Identical to the one currently implemented

Combat Air Patrol - Interceptors/Heavy Fighters - Tier 6

Identical to the one currently implemented

Deploy CAP - Scout Planes - Tier 6

Functions like the one currently implemented, except only available if looking at a friendly ship.

Consumable Reload Drop - Heavy Fighters - Tier 8

Drops a canister that gives the first ship to reach it a bonus charge on all consumables.

Alternative: Drops a canister that creates a field in which all consumables reload faster.

Air-Deployed Smoke Screen - Scout Planes - Tier 8

Able to deploy a smoke screen from the air along your current course just like a destroyer would. The action time is not long, maybe 5 seconds. Imagine British CL smoke screens before their durations were increased. Once deployed, the smoke screen shares its characteristics with one laid by a destroyer* of the same nation and tier. (*Cruiser in the case of the British)

Healing Field - Interceptors - Tier 8

Drops a canister that creates a field that replenishes the HP of all allies inside of it for 60 seconds, acting like Transylvania or the lead convoy ship from Nirai.

==Proposed Ships==

U.S.N.

Tier 6 - Independence

Tier 8 - Yorktown

Tier 8 Premium - Hornet

Tier 10 - Essex

U.K.

Tier 6 - Unicorn

Tier 8 - Illustrious

Tier 10 - Majestic/Collosus

I.J.N.

Tier 6 - Hiryu

Tier 8 - Unryu

Tier 8 PremiumTaiho

Tier 10 - Shinano

I like the concept of manual air-to-air combat, instead of just some AI-controlled consumable.

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22 minutes ago, LGCaptain said:

I like the concept of manual air-to-air combat, instead of just some AI-controlled consumable.

RTS carriers had this...the issue was that a better player would wipe out the other CV's planes in the first 5 minutes, then wipe out the red team w/o any air opposition at all, because RTS carriers had the alpha to one-shot even BBs a lot of the time.

So, for good or ill, that was intentionally not an option for rework CVs.  

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