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_Thanagor_

Patrol fighters are bad.

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The number one issue with patrol fighters is that you have to be on spot to summon those. So many times I didn't drop fighters on a friendly ship, not because I was selfish, but because doing so would be a poor trade. It is often like spending 1 minutes not harming the enemies so that the red CV must spend 30 seconds find a different target. This is the reason why many CV players find it more valuable to use fighters for spotting unless an vulnerable friendly ship is near our strike route. 

Some of the new command skills are designed to improve the fighters, including a 4-point one. However, I highly doubt those skills will ever be worth investing simply because of the way how they are summonned.

What I would like to see, is that a CV can send fighters directly to a friendly ship without having to fly an attack squadron there. Only so, can they truely be useful. 

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Great idea.

Let's see if they give a piece of rat caca.

In the meantime, it would nice if they made catapult fighters functional beyond the 1 in 3 times they actually latch on.

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let me see if I have this correct.

Rather than help the team trying for clear sky.... which was possible with a CV in RTS, now it is no longer beneficial to help the team by negating the other CV's planes..... and CV players only want to add to the toxicity by only dealing direct damage?

 

You guys really are your own worst enemy.

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15 minutes ago, Laser_Beam said:

CV players only want to add to the toxicity by only dealing direct damage?

Where does this come from? I just want to win the games, but sometimes dropping fighters for a friendly ship is on the opposite direction.

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Discussed such a thing at length with someone over on EU and he wrote up an extensive proposal based on that. Can be found here:
https://forum.worldofwarships.eu/topic/144957-proposal-enhanced-cv-fighter-mechanics/

Apparently it is being looked at according to a CM but as with all feedback I expect it to go like this:

SingleDeadlyAxisdeer-max-1mb.gif

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I will read the El2azer thread later, but for now, I wanted fighter to follow a ship for a duration of time, fend off any incoming attacks for that duration, not have a limited number of planes it attacks, and have unlimited charges with a cooldown.

When I started playing CVs, patrols were a thing I took a lot of time to understand. I would see people ask me to deploy fighters, but I had no idea of how. So, logically, I assumed it could be deployed by clicking bringing the bird's eye map and clicking over an area. I was surprised when I discovered by accident that I had to fly all the way to my ally and deploy fighters. I thought it was the stupidest way out of all the ways it could be deployed. But this is WG, so I shouldn't be surprised. 

Edited by WarStore

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1 hour ago, El2aZeR said:

Discussed such a thing at length with someone over on EU and he wrote up an extensive proposal based on that. Can be found here:
https://forum.worldofwarships.eu/topic/144957-proposal-enhanced-cv-fighter-mechanics/

Apparently it is being looked at according to a CM but as with all feedback I expect it to go like this:

SingleDeadlyAxisdeer-max-1mb.gif

Some of those elements are in the new support skills. I wonder if the rest of the features could appear on the alt line CVs, making them AS themed.

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Yep, if fighters were made effective, they could be dropped anywhere, and could be tethered to ships as well as map dots, it would IMO go a long way towards involving CVs in air defense, without going against any of the reasons we don't have manual fighters in the first place.

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I completely agree with this.....    A CV should be able to send fighters to a  LOCATION independent of the squad he is controlling.   I'm sure they are concerned with this being exploited for scouting?  Simple solution... remove scouting abilities from all consumable planes.. (this would fix a lot of issues for DDs  IMO)    As a bonus I would like to see it returned that fighters could follow and patrol with a ship when selected.   

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9 hours ago, Laser_Beam said:

let me see if I have this correct.

No you don't! With the current system it is rather difficult for the CV player to put the fighters exactly where they need to be such as slightly ahead of the DD about to be struck by the rocket planes. This is because the area the fighters cover is so small. Drop to soon and fighters' zone falls behind the DD with no effect. Drop too late and the fighters fall right into the enemy fighters with no effect on the rocket planes.

In the RTS system the bombers could be sent to a target in auto mode and the fighters sent to an area to loiter, or way points to patrol and attack enemy planes. Or stationed over the CV or other ally ships to intercept incoming bombers.

The current system is very restrictive but some players seem to do much better than most.

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16 minutes ago, michael_zahnle said:

How exactly do you "drop" fighters?  

Press T when the bombers are over the desired area usually an allied ship about to be attacked.

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22 minutes ago, Mudd_H_F__XX said:

Press T when the bombers are over the desired area usually an allied ship about to be attacked.

Thanks... I searched the instructions for that option and couldn't find it.

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10 hours ago, _Thanagor_ said:

The number one issue with patrol fighters is that you have to be on spot to summon those. So many times I didn't drop fighters on a friendly ship, not because I was selfish, but because doing so would be a poor trade. It is often like spending 1 minutes not harming the enemies so that the red CV must spend 30 seconds find a different target. This is the reason why many CV players find it more valuable to use fighters for spotting unless an vulnerable friendly ship is near our strike route. 

Some of the new command skills are designed to improve the fighters, including a 4-point one. However, I highly doubt those skills will ever be worth investing simply because of the way how they are summonned.

What I would like to see, is that a CV can send fighters directly to a friendly ship without having to fly an attack squadron there. Only so, can they truely be useful. 

Love it, all good points, +1 from me!

My suggested implementation was a ship could request AA support (just like they do now via quick commands) and with the CV clicking a button to acknowledge, could send the fighters.  Even if it took a short amount of time from them to launch and fly from the carrier.

This would be an additional method, you could still drop them the old fashioned way.  Only have 1 active.  Or, it could send the CV's personal CAP fighters which would make it more vulnerable to multiple strikes.

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Good idea to be able to send fighters to cover a ship. But if so, drastically reduce the ability of fighters to spot. This is really what good CV jocks are using them for. Kind of suck when fighters are actually better at spotting than spotting planes. But the thought of being able to attach fighters to cover a particular ship is really a great one. Fight cover for a DD in an endgame would really be a great option. Surface ship defensive fighters don't really work. It would be a nice feature if they buffed it up a bit. 

 

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I think it would be nice to just click the map and have fighters (after a small delay) appear there (they can even launch from the carrier and fly over at a set speed), anything that allows me to drop fighters on a friendly ship on the other side of the map.    They'd be much less effective for spotting as well like this, since you can't drop them directly on a DD and sending them out from the carrier on a delay to a spot where an enemy DD MIGHT be could easily be a total waste.

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11 hours ago, _Thanagor_ said:

The number one issue with patrol fighters is that you have to be on spot to summon those. So many times I didn't drop fighters on a friendly ship, not because I was selfish, but because doing so would be a poor trade. It is often like spending 1 minutes not harming the enemies so that the red CV must spend 30 seconds find a different target. This is the reason why many CV players find it more valuable to use fighters for spotting unless an vulnerable friendly ship is near our strike route. 

Some of the new command skills are designed to improve the fighters, including a 4-point one. However, I highly doubt those skills will ever be worth investing simply because of the way how they are summonned.

What I would like to see, is that a CV can send fighters directly to a friendly ship without having to fly an attack squadron there. Only so, can they truely be useful. 

You’re obviously a much better player than I am which means that if I disagree with you then I am wrong and if I agree with you it’s despite the worthlessness of my opinion in comparison to yours generally. 

So it’s just random luck that I agree with you. If necessary to save face we can just tell people that I agree with a better player for all the wrong reasons.

That said, the trade is generally not worth it unless the request Is something en route because time is a factor, even en route usually the fighters aren’t really timely usually showing up around the time the enemy cv has recalled or moved on. It is hilarious, however, to note how many players simultaneously think fighters are worthless and report you for not teleporting to their side of the map and putting some over their poorly positioned ship in time to save them even when they didn’t ask for help.

The fighters are better used for spotting in most situations IMO unless the enemy is an FDR.

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23 minutes ago, handybilly said:

Good idea to be able to send fighters to cover a ship. But if so, drastically reduce the ability of fighters to spot. This is really what good CV jocks are using them for. Kind of suck when fighters are actually better at spotting than spotting planes. But the thought of being able to attach fighters to cover a particular ship is really a great one. Fight cover for a DD in an endgame would really be a great option. Surface ship defensive fighters don't really work. It would be a nice feature if they buffed it up a bit. 

 

Interestingly one of the new captain skills (interceptor) is going to make your fighters immune to enemy fighters, but they lose the ability to spot ships.  Maybe they get something else small too?  

I don't think this is a good 4 point skill, but one they open the door to the idea it might change for other aspects down the road

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2 hours ago, michael_zahnle said:

How exactly do you "drop" fighters?  

'Drop' is a misnomer.  The fighters are summoned from the carrier, or presumably are hanging around with nothing better to do.  Pressing 'T' assigned them a mission.  The cooldown period is supposedly the time it takes to get a new fighter squadron into the area.

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55 minutes ago, iDuckman said:

The fighters are summoned from the carrier,

I don't think so. It would take much longer than it does currently for them to get from a back line hiding CV to the area requested. I see them more as an escort for the rocket/bombers that drop down from higher altitude when requested. The additional group to call after cooldown are either loitering farther away when the previous group was called or launched from the CV when the previous group was called. The cooldown period appears to cover the flight time from CV to the bombers.

In my mind when a CV is on the team the optimal fighter coverage tactic/strategy would be for the other ships particularly those with catapult to stay close to the CV and for ships without them to not stray to far away. 

Of course the prerequisite for this is that the CV has to move forward with the fleet and the fleet needs to group up with the CV.

Of course I doubt this will ever happen since scattering like roaches at General Quarters seems to be the preferred tactic/strategy or lack thereof.

 

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1 hour ago, Mudd_H_F__XX said:

I don't think so. It would take much longer than it does currently for them to get from a back line hiding CV to the area requested. I see them more as an escort for the rocket/bombers that drop down from higher altitude when requested. The additional group to call after cooldown are either loitering farther away when the previous group was called or launched from the CV when the previous group was called. The cooldown period appears to cover the flight time from CV to the bombers.

Yes, that's a good description.  "Summoned" would mean that the request has to go through the fighter direction center on the carrier.  The fighter are actually "nearby".

Another way to conceptualize it is that there's a quantum fighter squadron simultaneously assigned to the strike package and sitting on deck that materializes (resolves) when the squadron leader observes it. 

However, this concept causes: 864638848_mybrainhurts.gif.7d494f11ac3b59f3859db0b0bc813807.gif

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6 minutes ago, iDuckman said:

sitting on deck that materializes (resolves) when the squadron leader observes it. 

As I said that doesn't work due tp the flight time from CV to the bombers even if the fighters were airborne loitering around the CV.

Take 2 of these, don't ask! It will be all better in the morning.

 

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3 minutes ago, Mudd_H_F__XX said:

that doesn't work due tp the flight time from CV

You fail to appreciate the nature of quantum entities.  They can be in several places at the same time.  Well, not "be" actually.  But "potentially be".  Quantum makes my brain hurt.

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Just now, iDuckman said:

Quantum makes my brain hurt.

Take 4 then, that will fix you up over 2 or three days! Sweet Dreams!

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Which ones?  The blue or the red?  Or both?

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