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Mchief117

Some ideas for carriers

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A few issues i have encountered as a carrier captain and some ideas to make them more fun

 

1). Carrier squadrons are locked in size, instead of having #2 be fighters and #3 be bombers allow a player to select how many they want and then assign then to groups 2-10 , you could say select Fighters and then scroll up to three and press #2, squadron 2 would then launch with 3 fighters. you could then select fighters again , select 3 and hit #3 to launch a second squad of fighters in group 3. this way you could have a few big squadrons or many smaller ones depending on the captains choice.

 

2). the carrier is the only vessel that can be de-fanged, as of current even the most horrendous damage to a BB's main guns can be fixed in 30~ seconds or a call to the repair team yet a carrier under some bad luck(or the RNG gods bringing there wraith) can find itself little more than a poor mans battering ram, apply the same fix mechanic to aircraft in that one will be restored in the same time it takes to repair a main gun, this way CV captains will still value there planes but wont end up dead weight, due to a AA ambush or bad matchmaking.

 

3). Give fighters a "harras" ability vs ships, currently a CV going anti air is pretty useless if there are no carriers on the other side, harassing a ship would not do much if any damage to the structure but would knock out modules and gun turrets, BB's would have the most resistance to being harassed while smaller ships are more vulnerable.  

 

4). Dive bombers are pretty much useless, in one of my last games over the course of 12 minutes i dive bombed one BB 6 times using manual aim and making sure that the entirety of the small target redical was over his ship ( easier to do on big ships), and i barely got him down a quarter hp, some times i never hit at all, checking into the reports from the past i can find that dive bombers tended to do more damage than torpedo bombers, which is really weird. to that end Dive bombers damage should be increased to torpedo levels but leave the inaccuracy of the guided attack the same. A good dive bomber attack should be able to cripple a larger ship while smaller ships can still evade most of the time.

 

5). Planes AI and actions in general does not make sense, Fighters will stand still ( or more accurately fly in position) with a hostile group attacking it and not return fire, when dog fighting and they run out of ammo instead of running away they will stick around or not move at all and try and shoot down the other side with there finger guns, and planes in dog fights told to run away seem incapable of disengaging like the group is glued together. Now its true i have never flown a  plane but iv watched them enough to know that if you want to peel out there are ways of doing so and any one in a plane under attack is going to return fire or at least try and not die. So ya fix the above issues  

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quick reason #1 wont happen

fighters, people don't care about. even dive bombers aren't worrying

 

but torp planes massacre people.  so people being able to set priority target on them is the counter.

if you mix squadrons, then first off that doesn't match historical set ups anymore.    and 2nd off that would make torp planes that much more OP as you can't aim at them.    

 

add to that survivability differences in planes. mixing squadrons would fk up the entire durabiltiy set up.

making dive bombers and fighters weaker hp

and torpedo bombers stronger hp than they currently have.

 

in addition, dive bombers fly over ships

torp planes drop 1-2km away

 

so when u have them attack, that would mean torp planes drop on them.  or dive bombers drop in the sea.

 

also.  there are captain skills to improve resupply time of torp planes.  if u have fighters and bombers in the squadron with them. that would fk up the captain skill by either not working, or buffing all of them.

 

so no

 

 

 

for #2.

whats the point of killing planes then?  they have an unlimited number of planes. suicide them endlessly and repair more....no just fkin no

would kill the point of AA focused ships.



#3  i agree with this. not gun turrets, but knock out AA and torp tubes and 2ndary guns.

 

#4 yeah they need a buff....no arguments there

 

#5 fair neough

 

 

 

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quick reason #1 wont happen

fighters, people don't care about. even dive bombers aren't worrying

 

but torp planes massacre people.  so people being able to set priority target on them is the counter.

if you mix squadrons, then first off that doesn't match historical set ups anymore.    and 2nd off that would make torp planes that much more OP as you can't aim at them.    

 

add to that survivability differences in planes. mixing squadrons would fk up the entire durabiltiy set up.

making dive bombers and fighters weaker hp

and torpedo bombers stronger hp than they currently have.

 

in addition, dive bombers fly over ships

torp planes drop 1-2km away

 

so when u have them attack, that would mean torp planes drop on them.  or dive bombers drop in the sea.

 

also.  there are captain skills to improve resupply time of torp planes.  if u have fighters and bombers in the squadron with them. that would fk up the captain skill by either not working, or buffing all of them.

 

so no

 

 

 

for #2.

whats the point of killing planes then?  they have an unlimited number of planes. suicide them endlessly and repair more....no just fkin no

would kill the point of AA focused ships.



#3  i agree with this. not gun turrets, but knock out AA and torp tubes and 2ndary guns.

 

#4 yeah they need a buff....no arguments there

 

#5 fair neough

 

 

 

 

#1 - Strange I never said anything about mixing plane types in my post , all i wanted to do was to be able to set the number per squad so i could have say 5 squads each with one bomber or one squad with 5 ( or any in between).

 

#2 - must have miss read something but i believe i mentioned that you wouldn't be able to recreate your whole army effectivly, i believe it was "apply the same fix mechanic to aircraft in that one will be restored in the same time it takes to repair a main gun", with out the use of a Repair crew a main gun takes around 30 seconds ( at least for me) for the little red circle to disappear and allow me to use it, same would be for a CV, by this standard a CV who has for what ever reason lost all his planes would get one returned every 30~ seconds or in other words it would take a full 10 minutes ( half a battle) to get two squads back up and running ( assuming the CV lasts that long) 

 

#3 - i added the whole resistance thing to try and make it more realistic, theirs really no way a planes AA guns are going to stop an armored turret on a BB but a lot of the smaller ships don't have that kind of armor ( some don't have any armor) and hence could be damaged.

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Regarding three, you could give fighters the ability to be equipped with a single bomb each. not as accurate or as powerful as a dive bomb, but basicly the equivilant to a DD shell it'd slow the fighters down however and auto drop when the fighter engages enemy aircraft. it'd be of limited value but as the OP suggested, people who go with a fighter heavy load out need to be able to contribute somehow in a clear skies enviroment. 

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I have to agree with the harassing ships idea, and it can be pretty effective at times too. I've seen plenty of fighter gun footage from WW2 where a well placed round on a lightly armored ship can do lots of damage, on a BB not so much, but it would still take out modules like you said.

 

As far as the dive bombers, I'm not entirely sure. I think it would be fair if they did more damage, they should also be able to get citadel hits if the bombs penetrate the deck armor. But generally I don't think they should do as much damage as a torpedo, unless it is a citadel hit. Another nice feature would be an ability to use different fuses on your bombs. If you're hitting a battleship, you'll want to use a longer fuse so it penetrates the armor and explodes inside the ship, increasing chances for a citadel hit. But if you were to use the same fuse on a destroyer it would over penetrate and go right through, so you would want to use a shorter fuse.  

 

The fighters getting stuck into combat once engaged is one of the reasons I don't really play CV, so that is something I would very much like to be fixed. Maybe give them an ability to dive to escape, but then there's a cool down as they regain their altitude. So if they get attacked within short order, they wouldn't be able to use the ability for a certain amount of time.

Edited by czarpeppers

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Playing CV is so complex, can we also have automatic harrassing function that drop torps and destroy enemy ships ?

 

 

Personnaly, here is my ideas :

 

 1/ Put a range of action around the cv for its planes. It will avoid rush on other cv while remaining hidden in a corner.

 

 2/ Increase the minimal distance to launch torps. I know aiming is hard coz we have to press the Alt button, but still. That could give some time to avoid the torpedo spam for the ships.

 

 3/ Hurry to release the matchmaking patch for cv, the victory is always on the same team : The one which has more cv and/or high rank cv.

 

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Dive bombers sometime in the future will get AP bombs which means citadels?

 

Dive bombers need a survivabity buff too since they have to get really close and over all that AA.

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