Jump to content
Sign in to follow this  
You need to play a total of 10 battles to post in this section.
legiox

Is there any point in trying out the Independence?

13 comments in this topic

Recommended Posts

Members
140 posts
991 battles

I just tech'd into it, but still have my Bogue. Yes i find the Bogue has faults, but all my planes are maxed tech'd and I'm atleast getting some success in it. However, when looking at the independence i see I'm getting the same loadout as Bogue (either FT or Strike Force), but i will be going in a higher tier with guys i know will own me with better planes. 

Is there any upside to Independence from Bogue? Because I'm not seeing it. 

Share this post


Link to post
Share on other sites
26
[AMISH]
Beta Testers
103 posts
10,627 battles

I share your pain.  I was pretty happy with the Bogue.  I did well, even with the FT set up, which is what I ran.

 

Then I went to the Independence.  Same set up, FT, with a faster ship, and I'm having my butt kicked most games.  I'm set up the same as the Bogue.  All Commander percs/skills set toward aircraft bonuses, all ship upgrades set to benefit aircraft and I'm having my butt handed to me game after game.


 So, the only thing left is the Tier 5 perc/skill that gives you one additional plane per squadron.  I just don't know, but so far, I'm hugely unimpressed by the Independence.

Edited by SoldatKreg

Share this post


Link to post
Share on other sites
457
[GOAT]
Beta Testers
1,523 posts
7,150 battles

You should really be using the stock load out in both, Independence most of all. To quote myself on Bogue;

 

[quote name=

 

I think the stock load is the only real choice. Bogue doesn't have enough replacement planes to support three squadrons.

 

A fighter setup is essentially sacrificing your ability to influence the game, you wont likely be able to completely stop the enemy carrier from doing damage and you have little way to do any yourself. Best case scenario you completely neutralize the enemy carrier and pretend its a match with one fewer people per team. I don't see this as being useful.

 

The bomber setup can increase your damage potential a good deal if you are able to force a repair then put another set of flooding/fire on a target but if you end up facing enemies with AA and a carrier with any fighters you aren't going to have full squadrons for long. I just don't think this is a good option either.

 

The stock setup gives you a good chance to defend your planes and allies while doing damage that can change the course of the game and earn you exp. It can be difficult dealing with enemy fighter setups but remember if you are able to do some damage then you were already more useful than they were.

 

This same reasoning applies to the Independence, it just has the added bonus of getting a dive bomber with the stock load which allows for forcing your target to take a DoT for duration.

Share this post


Link to post
Share on other sites
Beta Testers
218 posts
5,775 battles

I used the stock loadout for the Independence, Ranger, and Lexington. You need that TB squad and that fighter squad to keep your lone TB squad alive. 

Share this post


Link to post
Share on other sites
17,906
[WOLF5]
Members
39,220 posts
31,549 battles

You need to play Tier VI CV and get how much the game changes for carriers at this tier.  You need to get used to seeing those outlandish IJN Fighter & Strike Specs and facing them as a USN CV.  You need to get used to dealing with deadlier shipboard AA.  Tier VI CV play is when the safeties are released from CV play.  IJN loadouts start pulling off their gloves at Tier VI.  If you skip and Free XP your way to Tier VII, that tier will be a huge shock to you.  Hiryu will own you.  The presence of a lot more deadly shipboard AA at Tier VII MM quality matches will rip you apart if you are not used to facing them.  Your experience in Tier V Bogue will not prepare you at all for higher tiered CV play.

Edited by HazeGrayUnderway

Share this post


Link to post
Share on other sites
1,367
Members
2,688 posts
4,560 battles

My experience so far has been positive.  I have three viable loadout options and a much better ship itself.  I can keep up ((And keep safer)) with the fleet and I have a torpedo option with fighters.  AA is getting worse but that is just solidifying my need to learn who to bomb and who to stay far away from.  Fighter fight outs with other Independence captains are a crap shoot,  though.

Share this post


Link to post
Share on other sites
8
[BOTES]
Members
42 posts
7,405 battles

Use the extra DB from the Independence to perform a 2-hit combo. Bait your target into using his repair kit, either by causing fire or flooding to his ship first, then swoop in with your other bomber squadron once his repair kit is on cool down. Once you face higher tier ships you'll be relying more on the DoTs from fire/flooding than the strike damage from the torpedoes or bombs themselves. 

Share this post


Link to post
Share on other sites
Alpha Tester
922 posts
5,325 battles

The Independence has a much needed higher top speed, increased amounts of AA guns, has upgrades for all planes and carries more planes than the Bogue. Crew skills and ship upgrade modules are important as well.

 

For crew skills I have:

 

Basics of Survivability (Rank 1, helps put out fires faster and faster recovery from flooding)

Situation Awareness (Rank 1, very helpful in determining when your ship is spotted by planes or ships)

Expert Rear Gunner (Rank 1, improves the rear gunners on TBs and DBs)

Torpedo Armament Expertise (Rank 2, reduces servicing time on TBs by 10%)

Dogfighting Expert (Rank 3, useful for fighting IJN fighters, not sure if it helps with fighting float fighters)

Aircraft Servicing Expert (Rank 4, increases hitpoints by 5% on all planes, reduces servicing time on all planes by 10%)

Air Supremacy (Rank 5, increases the number of fighters and DBs per squadron by 1, not unlocked yet but plan on getting it)

 

Upgrade modules on my Independence (I intend to keep it for earning credits so these are pretty much an investment):

 

Air Groups Modification 1 (+10% to aircraft guns effectiveness)

Flight Control Modification 1 (-10% to aircraft servicing time)

Propulsion Modification 1 (-20% chance of critical damage to engine, -20% to engine repair time)

Damage Control System Modification 2 (-15% to flooding recovery time, -15% to time of fire extinguishing)

 

Edited by SG_ONeill

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×