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Mopic312

WHY do CVL planes get to Drop, then fly straight up and buff, vanish.

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My question or suggestion is why do CVL planes get to drop on a ship, hit the escape button/retreat button fly up into the air (straight up) and puff disappear;   

And then when my fighter(1 or 2) comes around to engage they move in for the kill(well shot) and Puff -  no more CVL planes; as they turn into space shuttles and zoom into space. 

I would like to suggest if enemy fighters are in the area (like cvl circles) or ships with fighters has "Fighter cover"  you can't do the instant retreat until you are clear of the area, you have to fly outside of coverage before you can do your instant escape.

 

I noticed this on watching a group of rocket planes coming in for the attack, fired their rockets, my fighters with their limited and short coverage area came in to engage them and puff they were gone, so my fighter went back to circling, why happen to chasing them down.

Mopic

 

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You’re not the only one who has wanted to know.

The slow reaction time of catapult or dropped fighters has been a point of contention for quite a while.

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If a player hits the "F" key, the CV's aircraft will hang out for several seconds (so that they continue to take damage/losses from AA) before they become invulnerable and return to the CV.

Aircraft that have completed an attack run become invulnerable almost instantly. That's not a bug, and was a fix to a problem WG caused itself with a previous fix.

When WG inflicted the rework, CV's could hit the "F" key and recall their planes. the planes instantly became invulnerable and returned to the CV. This is the old "F" key spam where nobody shot down anything.

WG's first fix for this was adding a global delay to aircraft returning. This resulted in CV's getting rapidly deplaned, because as soon as the attacking flight completed it's attack, it became a separate flight. Continuous AA DPS does not divide between targets, every valid target takes the full effect. So, what was happening is the flight that had just completed it's attack hung out in the point blank range AA bubble and was shot down, while the remaining flight also continued taking full damage. You basically lost every aircraft that made an attack, plus any others you lost on the way in.

WG's fix for this was to make the aircraft that completed an attack go invulnerable nearly immediately, while if you hit the "F" key they will hang out and get shot up for several seconds. It encourages CV players to fly out of the AA before hitting the "F" key and returning their planes. That's how it works now.

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It's not a bad suggestion. Anything that would make catapult fighters consumables a bit more useful is probably a step in  the right direction at this point. They don't deal a lot of damages, they're slow to pick up targets and they die quite easily if anything with an AA guns gets in range.

They should indeed have a more significant impact on a game; the time it takes to retreat or the responsiveness of the aiming reticle would work, I guess,.

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On 11/15/2020 at 5:00 AM, Mr_Argamas said:

It's not a bad suggestion. Anything that would make catapult fighters consumables a bit more useful is probably a step in  the right direction at this point. They don't deal a lot of damages, they're slow to pick up targets and they die quite easily if anything with an AA guns gets in range.

They should indeed have a more significant impact on a game; the time it takes to retreat or the responsiveness of the aiming reticle would work, I guess,.

Just a slight correction, catapult fighters do a lot of damage if they catch something. Each catapult fighter will do enough damage to kill one attacking aircraft, period. It's a one for one trade, because as each catapult fighter kills an aircraft, it disengages and returns to ship.

The losses are an inconvenience for most CV's. Kaga can just plain ignores fighters unless Enterprise dropped them. Both Saipan and Indominable would just get deplaned if the catapult fighters were any better at engaging.

If you made them better at engaging, you'd also need to make them cause a relatively fixed amount of damage (instead of the one for one plane trade), or you'd be adversely impacting any CV that WG went the route of low numbers of tough aircraft. On the other hand, making them do a relatively fixed amount of damage might cause Kaga to notice them.

 

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On 11/19/2020 at 4:30 PM, SgtBeltfed said:

Just a slight correction, catapult fighters do a lot of damage if they catch something. Each catapult fighter will do enough damage to kill one attacking aircraft, period. It's a one for one trade, because as each catapult fighter kills an aircraft, it disengages and returns to ship.

The losses are an inconvenience for most CV's. Kaga can just plain ignores fighters unless Enterprise dropped them. Both Saipan and Indominable would just get deplaned if the catapult fighters were any better at engaging.

If you made them better at engaging, you'd also need to make them cause a relatively fixed amount of damage (instead of the one for one plane trade), or you'd be adversely impacting any CV that WG went the route of low numbers of tough aircraft. On the other hand, making them do a relatively fixed amount of damage might cause Kaga to notice them.

 

Indeed, they have decent dmg potential  "IF" they catch something, and if the CV doesn't recall the squadron instantly. When I look at game statistics, I rarely get more than 2-3 planes shot down by fighters.

If I compare the dmg potential of catapult fighters VS DFAA, they do appear low damage to me. But yeah, the impact of a plane getting shot down differs from one CV to another, you're right and your commet is insightful, thanks.

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Good idea! The fighters, which we're paying to use, aren't very effective. If there are no aircraft to fight, they should be allowed to act as spotters. The pilots are not blind, right? 
And while I'm on the subject of CVs, why are they not forced to be at full speed when they launch? Lets get them out from behind the islands! 

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6 hours ago, AdmNimitz41 said:

Good idea! The fighters, which we're paying to use, aren't very effective. If there are no aircraft to fight, they should be allowed to act as spotters. The pilots are not blind, right? 
And while I'm on the subject of CVs, why are they not forced to be at full speed when they launch? Lets get them out from behind the islands! 

They do act as spotters, and you can use them for looking over islands. They won't detect anything that your ship wouldn't see normally in open water because of detection ranges. Sitting in smoke and popping a fighter is valid if you need to see something and it's what you've got.

I also don't hide my CV behind islands, it's way to vulnerable that way. It's better off underway cutting circles behind the largest concentration of friendly ships I can find. Friendlies surface ships are more likely to spot DD's trying to sneak around the edge of the map, and better yet, will be in a position to kill the DD once the CV spots them.

 

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