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CutieKawaiiSugoiDesuNe

No longer can do CV vs CV in PVE?

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Hey everyone,

 

I havent played for a few months...i did play for a few weeks when the new CV rework was first released so maybe this was present and i just didnt notice before. So anyways  I tried out a few CV games last night and normally i support the team by spotting at the start and then going after targets on my own.  When i saw that a lot of the targets were being handled with no problems i went to go spot the carrier and try bombing/torping it.  Even though i was getting pretty close the enemy CV was able to use its automatic fighter cooldown to shoot down all the planes i sent after it.  I sent a full group of DB's after it and got one attack off then the rest of the attack group got shot down.  I sent a full group of TB's after the CV and the same thing...enemy fighters went up, i was only able to do one attack run and the rest of the TB's were shot down.  I think in total i sent 4 full groups of alternating DB TB DB TB and it was the same thing every time, the auto cooldown fighters went up and shot down my fighters.

 

This was on a T4 Hosho so i didnt have the fighter cooldown that T6+ carriers have that they can spawn.  Not sure if that would have been effective anyways if i was in a T6 CV and i popped the fighter CD so close to the enemy CV.

Edited by CutieKawaiiSugoiDesuNe

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Pretty much one attack is all you’ll get, unless you with your AA, or an ally with AA is there to shoot down the defense fighters.

’Working as intended,’ WG didn’t want carrier sniping, because if it worked, that would convey too great an advantage with the sinking of a single ship.

Doesn’t quite work exactly the same as in Randoms, but in Co-op.

Launch your attacker, (rockets, bombs, or torps, doesn’t really matter, but rockets and torpedoes give less time for the defense fighters to lock on,) pre-drop one attack load, rush in and attack the CV, then F-key out.

Rinse and repeat.

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Yah i know that with WG and their games you cant really expect a lot of historical accuracy.  But a CV not being directly able to attack another CV in game just boggles my mind cause thats what they did irl.  At least with the old RTS style you could maybe bait away or pin the enemy fighters with your own fighters.  The way it is now you're basically sending your planes off to attack with no fighter escort.  I think that has happened historically a few times with attack planes going off with no escort but not every single time.

Edited by CutieKawaiiSugoiDesuNe

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On my way to red CV, I usually spot its fighters and see from minimap if it dropped fighters or if it just has the fighter cap of the CV itself. I usually wait out the fighters. I also fly around any fighter drops.

Always note if the CV tries to turn and drop torps as far away into his turn, then swing wide around for a cross drop. You usually get two hits on the drop in the turn and 4 in the cross drop. By then a fighter is launched. Bug out at that point.

You can also trigger the four consumables so he runs out.

 

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22 minutes ago, CutieKawaiiSugoiDesuNe said:

Yah i know that with WG and their games you cant really expect a lot of historical accuracy. 

Now think of how they are implementing subs (at least as of the latest trial).  Superfast subs can attack subs, even under water because they all get homing torps!!

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2 minutes ago, Sabot_100 said:

Now think of how they are implementing subs (at least as of the latest trial).  Superfast subs can attack subs, even under water because they all get homing torps!!

 

World of Warships: Red October Edition

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On the topic of subs, yes, historically, the torpedoes were dumb fired with a little course guidance preset, but once that guidance activated, it no longer homed in on a target.

There were two types of fuses. Contact and magnetic proximity.

Contact was reliable even if torpedoes were poorly guided. Magnetic proximity were dangerous and often detonated early or not at all.

The torpedoes in game are a combination of dumb fire if you don't ping the target and acoustic if you do. The acoustic is the equivalent of the mark 48 but a fraction of damage output since a real Mark 48 alone can sink a battleship.

The acoustic aspect is similar to the Soviet Navy Acoustic torpedoes. They homed in with active sonar.

The funny part is the no ping part. If you don't do it you are wasting your firepower, but if you fire with no ping, you are never detected. While the torpedoes will do damage. You have to be spot on with the torpedoes track.

The US Navy had a very good system to plot a firing solution.

So if a player knows how to dumb fire and hit well, they can hit every enemy ship undetected. He can always ping the last few battleships.

Some players I know, can actually do that. They notoriously sail a benham, or stealthy DD.

I was wondering how I never got to do the beta, but I guess I do benham okay.

But can I do subs when they are released? We will see. I have played a few submarine games and this could be fun.

Doctrine calls for destroying the DD escorts, then cruisers. The battleship has no depth charges, so it is left last.

The CV can only detect and attack a sub from the air, but if that sub is already in torpedo range, then it is too late. Historically, CVs in torpedo range seldom survive a submarine attack.

Pay close attention to this doctrine, as it will be used in game. Knowing this now may very well keep you in the game. And not at Port.

Yes, I am giving this out free. But you still have to execute it. And there may be a player in game that already knows how to.

The terror from below makes the death from above look like a picnic.

No ping Vasily.  

Swift, silent, deadly. The Jolly Roger will fly. And one player will return each day with a broomstick attached to his boat's periscope.

Harr Harr.

 

 

 

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