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Everything posted by Sir_Sinksalot
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It's horses for courses with Ops. DD's have there place on some of them, especially Mountain Range but I feel that in generally the gunboat DD's work better than the torpedo Boats. I have a nice mix of T6 DD's, Fushun, Gaede, Aigle and Fubuki but find the Fubuki which is a torpedo boat is much more limited and less reliable since many of the faster target ships tend to avoid most the torpedoes leaving you to try and deal damage with guns that aren't really good enough for punching holes in the side of cruisers while also being weak in a gunfight against other DD's whereas the Gaede, Fushon and even the Aigle which is frowned upon for having very derpy guns is actually one of the most potent gunboat DD's at tier6 I've played so far and with AP can shred groups of cruisers. I'd actually highly recommend the Aigle as a coal purchase. It's great value and really good in Ops, a very strong gunboat capable of punching through cruisers citadels reliably while also quickly HE shredding other DD's along with quickly knocking out BB's with probably the most powerful torpedoes of any T6 DD, or certainly one of the most powerful torps and so you can deal with any ship type really hurtfully and reliably... a nasty little thug tbh, great DD. I've also won a Huanghe light cruiser during that Lunar new year which is very much a sort of light cruiser/gunboat DD sort of hybrid that unlike the London actually has smoke that works lol so that's also a pretty effective DD style of ship in Ops. CV's? Ya they're very very effective too and I enjoy playing them in Ops. I actually assigned Captain Conway to the Furious since his skill set seemed most beneficial for CV's and I really enjoy the Japanese and U.S. counterparts which are better tbh but ya it's very easy to hit over 200-250k+ dmg with a CV on some of these ops reliably every battle and when I play them I feel I should use my spotting ability to influence and guide my inexperienced teammates through the challenge by spotting the important and more dangerous targets in each Ops mission. So if there's those 2 dangerous DD's and cruisers inbound on the convoy then I spot those first, which hopefully will steer my teams attention towards those ships instead of going south and lighting up the enemy CV instead. I feel if I was to spot the enemy CV in the south early that this will obviously draw the attentions of my inexperienced teammates who will instinctively then go south to attack those targets which would leave the convoy unprotected from those enemy DD's and cruiser and it would 100% be MY fault. So I need to box clever with a CV, all players do when they use them, and a DD too. Spot the wrong targets or less important targets and you can really screw a mission over by placing unnecessary attention on unimportant targets at the time while on the flip side of that you can really help influence a team to attack the more important and dangerous targets by spotting those first instead.
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Best find in "Try Your Luck" container?
Sir_Sinksalot replied to LiveWire___'s topic in General Discussion
So when WG say "twice as likely" is not twice as likely? WG lied? Either way, it's a bad deal and if it's to your figures, even worse than I thought. -
Best find in "Try Your Luck" container?
Sir_Sinksalot replied to LiveWire___'s topic in General Discussion
That's solid advice and the same conclusion and reasoning I eventually came to after a brief unsuccessful run with choosing nothing but TYL containers a while back. I took a look at the daily containers info page on the WG site and what they outline is that every type of daily container has a ~1.5% chance of being a SC. When a player rolls the dice by choosing a TYL container, they have twice the chance of getting a SC but in reality twice the zero % chance is not so good right lol? Ok ok, it's going to be a ~3% chance of being a SC with a TYL effort, but that's still a very low chance and not worth bothering with vs taking your chances with the resource container and at least still getting guaranteed amounts of coal every the time you try. The thing about it is this. Most the time with a TYL container you get some trashy flags, this is the most common contents which TYL containers are programmed to drop the most and that sucks right? However with the resources containers you will always get at least 400 coal and that builds up and up so while there is still small chance of a SC at least you are slowly working your way towards a free coal purchased ship right? And of course resource containers also have a chance of 400 coal X3 and maybe 500 or X2 500 xp, some flags which are the good type of flags such as +50% xp. The TYL containers can have some really nice stuff too but it's generally just flags, that is what they are programmed % to have the most of so... just not worth it imho. -
Ya, with BB's in particular, I find it's ill advised to ever break away from the convoy or lag behind which can easily happen if you get too focused on a wave of attacking enemy ships and slow or change direction to engage them more efficiently. The problem with doing that with a BB is that once the convoy is underway it actually move pretty quickly so if you are lagging behind fighting some enemy ships it's actually really hard to ever catch up to the convoy again which in turn is leaving the door wide open to an attack from some other wave of enemy ships which will attack the convoy instead of your BB. This applies to DD's and Cruisers too of course but they're generally have a higher top speed, are more agile and stop/accelerate quicker so this leaves a little margin for breaking off from the convoy briefly. That being said, if a DD or cruiser heads off down the map he still won't ever get back to the convoy again so I wouldn't advise it unless you're confident you have a solid team that can "hold the fort" in your absence and even at that, so far as hunting the enemy CV's goes, that really only needs just one cruiser. The south CV rolls with a light cruiser and a papery DD both of which a strong cruiser will rip apart quickly leaving a CV... that's a dead CV basically. The north CV doesn't even have any escort ships so both of these secondary mission targets only need one solid cruiser so there's just no need for several ships to break away from the convoy and head up or down the map and I feel it's too laborious and wasteful for the smaller guns a DD to bother with, just one cruiser will murder both targets quickly but generally most ships with the convoy have the range to hammer some shots into both CV's without ever breaking off from the convoy so long as the target gets spotted by someone. Just remember, almost all the enemy ships in this mission are programmed to head towards and attack the convoy. So don't worry about not having opportunities to deal damage, kill lots of ships and bag lots of xp. So long as you hang around the convoy, those enemy ships all come to you. Just gotta be a little patient and of course, don't stop or break away from the convoy to engage them, it's easy lose the convoy this way and just shoot on the move.
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Ya I would agree with that. It basically boils down to players stupidly letting the Raptor be the lead ship which means that by the time these 2 little assassins get spotted(by the Raptor sadly) they are already too close to be killed off before they unleash volleys of torpedoes which really won't miss much in a flotilla of tightly packed large ships moving slowly. While players are scrambling to deal with the DD's and focusing on them, chances are the enemy cruisers that follow soon there after, will also manage to get too close and yup, you guessed, unleash more torpedoes at the flotilla lol. It basically all boils down to properly escorting this flotilla and having ships spread around the flotilla, covering all approaches and in doing so, will obviously spot enemy attacks from ANY direction in advance which gives players time to get guns on those targets and take them out before they get too close. Even if it's the later spawning enemy BB's or Cruisers that kill the Raptor or other mission ships towards the end of the battle, chances are very strong that this is only because those flotilla ships had their hp massively reduced by the first DD and cruisers attack shortly after the Raptor leaves from repairs which left them in this precarious position of low hp. The repair ships heal players ships, but not the raptor or each other so keep that in mind especially if you see torpedoes heading for your mission ships, take the hit yourself and go heal, don't let those ships take damage. Even if you die, it's still always better than the Raptor dying and losing the mission there and then. My advice would be, if you are playing this mission with random players, NEVER assume that teammates know the mission or have the capacity to deal with anything. With this in mind, stay with the Raptor, keep it alive and don't deviate from that unless it becomes clear you are with a good bunch of players experienced with the mission though I would still say that BB's should never leave the flotilla to go off down the map and also if the mission is looking good and players want all 5 stars, then just 1 or 2 players should go chase the carriers it doesn't need the whole team or too many ships. Enemy ships still spawn and a surprising large number of enemy ships can sometimes spawn really close towards the finish when it seems that there shouldn't be any more. Otherwise, all that can happen is it becomes another needless loss.
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Captain Cunningham Worth 1000 RN tokens AND 1000 Doubloons?
Sir_Sinksalot posted a topic in General Discussion
Hi guys, I bagged that London cruiser yesterday. However, I think I'm going to be a little bit short of the required tokens to get this captain. If that turns out to be the case, and most likely it will be, there's currently an option in the armory to purchase I think, 40 RN tokens which would be more than enough to then get this captain. Thing is though, 1000 gold seems pretty expensive and lets not forget, it's not 1000 gold to purchase the captain, it's 1000 just for a few tokens which would only put me in a position to purchase the captain... so it's actually 1000 gold PLUS 1000 RN tokens. I don't know, to me that seems like a kick in the balls and really bad value tbh. What do you guys think? Is this a bad deal or is Captain Birdseye's skill benefits REALLY that much of a gain worth bothering with? Or does it boil down to what tiers you play the most and how serious you play this game etc? -
Captain Cunningham Worth 1000 RN tokens AND 1000 Doubloons?
Sir_Sinksalot replied to Sir_Sinksalot's topic in General Discussion
I managed to get him today without needing to spend the 1k gold. I suppose the answer to the question of "Is he worth 1k doubloons + 1k tokens" really lies in what RN ships a player has or thinks the may acquire in the future. Looking at my RN lineup I guess the answer would have been no he wasn't worth it. That is to say, not worth an additional 1k of doubloons on top of the 1k of tokens. However, if a player had some really nice RN ships and in particular, higher tier RN ships that they also really enjoy to play and wanted that extra little boost to this and that, then it was a no brainer really, he would have been worth it. During close competitive battles it's those little fractional gains across the course of a battle that can accumulate to make a difference between winning instead of losing. That being true, there really wasn't anything else in that RN token shop that stood out worth getting apart from premium time or some doubloons, the latter being at a bad rate especially since as you guys mentioned, one can buy 1k of doubloons for just a few euro anyway. So with that in mind, I picked up Captain Conway. Glancing through his "special skills", it appears to me that he would be most beneficial in a CV actually. Why? Well, it takes only X2 flooding achievements to activate his skills which is really easy to achieve and also can be achieved early in the battle so would be getting almost the entire battle of this benefit. Also, the skills themselves are a pretty decent gain being a boost to both long range AA resistance meaning your aircraft will last longer which is nice along with an increase to squadron speed which is also nice. Thing is though, a player would really want and Ark Royal or something since the only CV I have is the tier6 Fury and that's actually the weakest tech tree CV of the 3 nations since it flies with a squadron of only 6 aircraft instead of 8 or more so for the benefits Captain Conway brings, it still wouldn't be any better or even match the performance of the other two nations CV but I don't have any other RN T6 ships apart from the London and her sister ship the Devonshire and I'm not sure the cruiser skills he brings are all that impressive worth wasting him on that. Plus, I'm not sure any of the other T6 RN ships are all that good or fun to play or his skill would make them any less fun to play so... into the Fury he goes for now I guess.. I'll only be playing Ops mostly anyway so unless you guys would think Captain Conway would be better served in some other T6 ship, then I think he takes the helm of the Fury? Oh and btw, since I didn't need to spend the 1k doubloons on Captain Conway, what I did instead, though obviously didn't need to of course, was spent 1k of doubloons on a perma-camo for one my more played T6 ships, in this case, the La Galisson. "But why?" no one asked. Well, it's a ship I enjoy playing in Ops and thought the dazzle camo looks great, always wanted a ship with that funky style of artisan camo but more importantly, to give a little money back into the game I enjoy playing on the side. Sure, it's not much money, but if enough ppl put a little money into the game they enjoy every now and then, that would insure the game continues and WG don't just pull the plug on it. I'm not sure on player numbers, I know it's a lot smaller than WoT and if a lot of the playerbase are just playing for free then this makes the game non-viable as a source of income when held against the wages required to pay the staff to develop this and that along with other running costs. Is that an appeal to spend a little money? Not at all, to each their own. Still, I think this ship looks great! -
Captain Cunningham Worth 1000 RN tokens AND 1000 Doubloons?
Sir_Sinksalot replied to Sir_Sinksalot's topic in General Discussion
Just to clarify, this event ends on the 12th of the this month and so we will be able to bag RN tokens daily until this date? If so that's a game changer 958 RN tokens so should comfortably be able to hit 1000 RN tokens without needing to spend any doubloons? -
Hi guys, Just wondering on this one. So I've been using a couple of tech tree ships without a trained captain to complete this London marathon and popped in a captain from some other ship without re-training him. So what happens in this case? The ship appears to have the same gun range, view range, camo and everything else... so what's the drawbacks to it, I'm sure there's lots?
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Thanks guys. The first comment is accurate I was referring to a wrong captain used with a non-premium ship.
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[Poll] Where will you be using the RN Unique Historical Commander Andrew Cunningham if you manage to get him?
Sir_Sinksalot replied to Leo_Apollo11's topic in General Discussion
It was just a joke and I actually like the Devonshire even though without the Londons smokes. It somewhat makes up for it with a little more range, a little more reload speed, a little more torpedo range, faster torpedo reload. But ya, a cruiser that can smoke up is going to be really effective and fun to play in Ops or Co-op for sure. I'm actually really liking the PA Huanghe because of that ability to smoke but it would be different to the London in ways since it's a light cruiser and as luck would have I have a 14 skill point PA DD captain from the Fushun with Concealment expert so that cruiser is getting about with an 8.3 km detection which is really nice combined with smokes and a pretty punchy set of 13km guns so can get really close before popping that smoke and making citadel hits on the sides of other cruisers that much easier and likely or else popping those smokes and keeping the range to target outside that 8.3 km so when the smoke runs out I am not within detection range so long as I don't keep shooting obviously and so I can either just move off if needs be or else get up to speed or more favorable ship presentation before shooting again. Smokes on cruisers are really nice no doubt about it. I just never know when the last countdown is the last countdown!! At least I know I will get the London ship anyway, regardless of the captain and for me if I had to chose, I would chose the premium ship since I don't have a whole lot of those and I'm sure I'll be just fine with a slightly inferior captain, plus I'll still have lots of tokens to spend on premium time or credits etc. All for free and for just playing the game which is something I would have done anyway, so for me, all good and happy to get all this free stuff. -
[Poll] Where will you be using the RN Unique Historical Commander Andrew Cunningham if you manage to get him?
Sir_Sinksalot replied to Leo_Apollo11's topic in General Discussion
I don't think I will have enough tokens to get this captain. If I do manage to get him, I'd probably stick him in the Devonshire. That way, along with the London, I'll be able to use him for Ops and have not just one but two bad RN cruisers. -
Hi guys, Maybe you can answer me this one. While in port, I wanted to compare how the looks and detailing on the Ryujo hull A changes with hull B, I like that sort of thing and how ships evolve etc, for me it's interesting. So I selected Hull A but later on when I switched back to Hull B, a hull I had ALREADY purchased obviously, I got stung for another 750,000 credits. Now, while that's kinda funny to happen and "ahaahahah! you got burned!" I'm thinking maybe this is a mistake? There are American ships where there are hull choice options based on how a player may feel they want to play it, either go with an extra set of guns or else one less set of guns for additional AA. Do we really get charged every time for this even though we already purchased all hull options? I never noticed this until last night and I'm now afraid to ever play around with and try any other hull options again just in case I get charged just the same.
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Never Mind. Turns Out I Was Just Drunk ;)
Sir_Sinksalot replied to Sir_Sinksalot's topic in General Discussion
Ah, I just figured out what happened. 1. There are actually 3 hull options for this ship and I most likely bypassed hull B which meant I had never purchased it since I just skipped from hull A straight to hull C 2. I possibly would have noticed that last night if I wasn't drunk at the time. Thanks guys.- 8 replies
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...but Captain Birdseye costs 1000 tokens. I just have the final stage 4 directive left to complete which is only for 150 Royal tokens so that would still obviously leave me a long way short on the required tokens. I've noticed there's now a 10 extra token per day along with the usual 2 daily sets of mission for an addition 4 tokens each. Can you guys tells me if it's possible for me to accumulate enough tokens from the remaining dates and perhaps any future extra token offerings coming down the tracks I may not be aware of, enough to amass a final total of 1000 royal tokens by the end of this event? Or am I now wasting my time at this stage and should just spend them on other stuff? Also, should I even care if I get Captain Oldballs or not? I mean, sure, I would love to bag a 10 point captain for the new London cruiser when I complete this event but at the same time it's no big deal I guess and is the London even a decent cruiser? Sure, I'm getting a free premium cruiser, really delighted with that and grateful of course. It wasn't hard to get and will be nice for ops since she's a T6 but that's probably about the extent of it so I probably shouldn't really care if you tell me I won't have enough tokens by the end?
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I think CV should be removed (or rebalanced) - the whole community is complaining about the current state
Sir_Sinksalot replied to anonym_mUbHU0hZb1bv's topic in General Discussion
From a neutral perspective I would say players of this game are well justified in their objections to aircraft carriers. This game, primarily, at it's core, is a ship combat game in which ships will engage ships and the player will be very much engaged with and controlling their ships from start to finish. Their ships will be delivering the damage directly from guns on the ship or torpedoes but always on the ship and with the ship being interacted with and utilized 100% from start to finish. But that's not the case with a CV. A CV isn't a ship vs ship it's aircraft vs ship and a totally separate game mode overlapping a ship combat game that steps outside of the rules and does not conform to the style of combat for all other classes. When a player is using a CV, they are actually playing an aircraft game, not a ship game. For a CV player, the only part of the game that has anything got to do with ships is their targets, and that's all. Unlike all other classes, a CV player is not piloting a ship, they are piloting aircraft. The CV itself is nothing more than a floating airport and the extent of a CV players interaction with it is probably about 1% of their battle, briefly plotting a course on the map. For the other 99% of the time, that player is flying aircraft and as such, for them they are playing an aircraft game. The actual ship part of the game itself, for a CV, is redundant apart from the rare occasions to again, briefly click a map to plot a course to take a cap or come closer to the combat zone or run away but the actual use of direction keys and interacting with the ship, using it like another class, no, never and it's guns are all secondaries never anything to be controlled by the CV player so with that being true, I totally understand why players of this game can be annoyed by them and have objections. Personally I'm not bothered either way but I don't play randoms much tbh so I'm not experiencing that level of exposure. Generally, my brief random battles CV experiences with my T6 CV's was I was bottom tier in T8 battles, the only target I could reliably attack a couple of times without all my aircraft being destroyed was a DD and for all other classes they just had awesome AA measures and fighters so I would be lucky to even get one attack from an entire squadron before they were all killed, leaving me with a pretty dull and boring battle with nothing much to do. DD's were the only somewhat isolated targets and with the weakest AA while all the others had awesome AA and grouped together forming this impenetrable umbrella of shared AA between them so it was terrible to play tbh. Not sure if that's how it is for CV's at T8 and T10 but at T6 it was just terrible lol. -
I Currently Have 666 Royal Tokens...
Sir_Sinksalot replied to Sir_Sinksalot's topic in General Discussion
Now, when you guys say this event runs until the 8th of March, does that mean we can still obtain 20 daily tokens featuring on the 8th of March or is one of those "event ends 6 a.m." that day which is actually only covering the previous days time schedule same as WoT in which the final days event offerings is actually the previous day and just spills over onto the early hours of the morning of the featured end date which actually isn't offering anything at all that day? There's also only 29 days this month, so there's either, as of today and including today, either 180 tokens or 200 tokens up for grabs depending on the last day offering tokens being the 7th or the 8th. Since I'm currently on 666 with a further 150 available from the 4th directive that means I will either finish with 996 tokens(lol) or 1,016 tokens. I'm hoping it's the latter, not just to get the captain but it will allow a little margin for not completing 100% every single day which I have no intentions on doing, especially since now the "easy" daily has been cranked up to 3X1000 xp and the difficult is 3X1100 instead of what used to be the easy of 3X600 xp so I really doubt I will have the time or interest to be accumulate 6300 xp every day for 10 days straight. -
I Currently Have 666 Royal Tokens...
Sir_Sinksalot replied to Sir_Sinksalot's topic in General Discussion
A misread on my part. I have precisely 666(He's evil, burn him!!!) tokens. I haven't bagged the max tokens every day. -
Just wandering on this one guys. I've played the game just about long enough to have a few "keepers" I really enjoy playing and I see these permanent camo's for about 1000 gold(For the T6) and at a glance these camo's appear to offer the exact same thing as the perma-camo's that are on my premium ships but do genuine premium ships have some hidden stats that make more credits and xp or would a regular tech tree ship effectively become a premium ship with one of these perma-camo's purchased for them?
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I Currently Have 666 Royal Tokens...
Sir_Sinksalot replied to Sir_Sinksalot's topic in General Discussion
No I don't have any of those ships and how many days of this event is left anyway? I'm trying to establish if it's mathematically possible to gain an additional 340 tokens between now and events end with just one directive available to complete for 150 tokens and so need to find 190 tokens after that. It doesn't look good I think? -
Operations - Newport baswe defence - an nightmare !
Sir_Sinksalot replied to SEN_SEN_Channel_Portugue's topic in General Discussion
I'm delighted that WG managed to keep Ops in the game so no complaints from me. There was talk that with some update lately this mode would disappear for a while, possibly for good knowing how WG do things at times, so I have no complaints. The offering is good, it's very challenging and can be completed with sensible play. If players are bad or clueless, that's not a failing of the game mode, it's a failing of the player/s. You want an easy mode PvE? play co-op, and for me, that's tragically boring, so don't force Ops to be either thanks. Hard mode is always the best mode for any game. If Ops mode wasn't in this game or it was made stupidly easy like co-op, I doubt I ever play this game much at all, fact. I don't like randoms tbh, I play WoT for that and for that competitive PvP challenge at a faster pace so I play WoWs just to chill and have a bit of a challenge, not a frustrating annoying or easy experience. Ops ticks the boxes for me, the right amount of challenge, the right amount of chill, the right amount of time per battle, not too quick or dragged out. Lot's of nice little sub-missions to play for 5 stars that keeps it involving from start to finish... ya it's a good game offering really. More would be fantastic. -
Defense of Naval Station Newport
Sir_Sinksalot replied to Tordenskjold23's topic in General Discussion
What's imbalanced about? The only times I've lost is because players haven't a clue what they are doing or are terrible players or there's too many of the wrong class of ships that are not suitable for this style of corridor defending challenge best suited to rapid firing cruisers. -
For some reason when I glanced at the thread title I saw "2 MILF". I'll show myself out.
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50% Smaller Squadrons For More Acceptable CV's For Both CV + Non-CV Players?
Sir_Sinksalot replied to Sir_Sinksalot's topic in General Discussion
One of the many positives about games like these is that people who prior to playing that had little interest in these ships(like me!!) can't help but become more and more interested in them and want to know more about them, it's infectious. I stumbled across this interesting doc about early carriers and their origins that I thought some of you guys might enjoy. It features all the CV's from this game(I think). They become all the more interesting when you can see that they actually existed and were a part of history like this and how they evolved, what worked and stayed, what didn't work and got dropped, epic wins, epic fails... it's suddenly becomes very interesting when there's a connection with them. https://www.youtube.com/watch?v=DZA2NwyEdK4 -
50% Smaller Squadrons For More Acceptable CV's For Both CV + Non-CV Players?
Sir_Sinksalot posted a topic in General Discussion
Hi guys, Just a noob suggestion here. I only have the T6 tech tree CV trio and not played them a whole lot in randoms so my experience is only limited but to me a suggestion that might satisfy both CV and non-CV players alike would to be to reduce the squadron size by 50%, 2 attack runs worth of aircraft per squadron. What would the benefit be to both CV and non-CV player? Well, one of the problems for DD players is getting harassed and focused by a CV while DD's also tend to be isolated, the most weak on hp and also the most weak on AA which obviously all adds up being one of the more attractive targets especially during the start of a battle when a CV player is most likely to be using spotter/attack aircraft and the first most isolated non insta-dead squadron ship they encounter is the DD and strategically it also makes sense to harass and disrupt the enemy teams DD since that is their eyes along with defending caps and such. But what if the squadrons sizes of CV's were only 2 attack runs worth instead of 4? This way, a DD will be able to swat aircraft away much faster with it's typically weakest AA while also being at less risk from multiple attack runs since now there's only at most, 2 attack runs, most likely just 1. Of course, this same gain would apply to any ship that finds itself a bit isolated and down on AA and focused. Fine, that works for the DD player but what does the CV player get out of the deal? Faster regenerating aircraft to the tune of what would basically be like splitting the current squadrons into 2 squadrons, one goes, one stays on the carrier ready for go, although if you keep losing them quickly obviously they are still subject to restoration time so you certainly cannot spam aircraft, just have a more broadened mindset for choosing who and where to attack. How would this benefit a CV player while making CV's less DD or BB focused? Well, as you know, one of the biggest problems facing CV's is AA and fighters, which also tends to, as mentioned, make DD's a bit more attractive along with BB's since they are slow and easier to hit, so with DD's its a case of attack them because they are isolated and have weaker AA while with BB's it's a case of all the aircraft are going to get killed after just one attack run so better make that an attack that actually hits the target and does damage, being the biggest and slowest ship, that's where the BB gets the love more than some fast agile cruiser. BUT, if the squadrons were reduced in sizes so that a CV effectively has what is like a split squadron into 2, then a CV player can be far less discriminating when it comes to choosing the targets to attack and also this expands targets to those furthest away from the CV such as enemy CV's for example, since now a CV would still have a squadron of the same type of aircraft to play with while those lost aircraft are recovering and restoring. So if there's an enemy CV at the back that needs a slap of torpedoes to disrupt his efforts or a flank the furthest away from the carrier is failing, the CV player can now actually decide to take this on and be less concerned about recovery time and the normally much longer time involved with attacking a vary far target. This way, the CV is happy and the non-CV players that are closer and currently more attractive targets to the CV are getting less focused and attacked by fewer aircraft runs per squadron. Is this not a case of everyone is the winner? Now you could work this one of two ways. In both cases, squadrons are composed of two attacking runs worth of aircraft but to compensate for this CV aircraft either have 1. A second squadron back on the deck with aircraft restoration time the same as now. 2. CV's just start with one squadron same as now but to compensate for their smaller 50% less squadron size the restoration time is increased accordingly. What do you guys think? Do you feel the above suggestion of smaller squadron size would be a possible solution that both CV and non-CV players would find acceptable and spread CV targeting around more while giving DD's and the more attractive targets a bit of a breather along with giving CV players the tools to encompass a less restrictive targeting mindset?
