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Found 69 results

  1. KRBeC

    Hosho

    Hosho - první japonská letadlová loď, se kterou přijde do styku, pokud se pro tuto větev rozhodnete. Detailní informace viz. wiki [edit: jsem noob, odkaz přímo na stránku s Hosho tam neprotlačím, takže jen na wiki obecně ] Základní charakteristiky rychlá .. dosahuje přes 25 uzlů (pro srovnání Langley (USN tier4 CV) dává necelých 16 uzlů) tři squadrony letadel papírová .. jako všechny letadlovky velké rozestupy mezi torpédy krátká vzdálenost pro aktivaci torpéd Hodnocení Jedině kladné (hlavně proto, že je to konečně letadlovka).S CVs se dají dělat divy, když dostane pod kůži základní návyky spojené s hraním této třídy. Na svém tieru je bezkonkurenční (lodě nemají silnou AA obranu a nejen BBs ale i CAs jsou často dost neohrabané a snadno trefitelné). Ve srovnání s Langley (USN T4) má větší potenciál a je s ním více práce ale i zábavy (díky dvěma TB letkám). Jen jsem profrčel skrz na další v pořadí, ale v průměru jsem přes 60K dmg na bitvu a 1,5K epx (na to jsem z přechozích lodí fakt zvyklý nebyl, příjemná změna) a to jsem spíše průměrný hráč (alespoň soudě podle toho, jak jsem to schytával v CBT). Jestli se vám hra s Hosho nebude líbit, IJN CVs (nebo CVs obecně) nejsou lodě pro vás. Gameplay V první řadě je to letadlovka (CV), pokud s touto třídou lodí nemáte zkušenosti z dřívějšího hraní (CBT nebo USN větev), podívejte se po fóru a najdete řadu návodů, pro pořádek uvedu dva - poměrně obsáhle zpracovaný český návod (osobně bych některé věci dělal trochu jinak, ale to je vždy věc názoru) a jeden v angličtině (videa). Těď k vlastní hře s Hosho. Tak jako i u dalších IJN CVs i zde budou vaší hlavní zbraní torpédové bombardéry (TBs). Na rozdíl od amerických TBs mají kratší dosah (to vás nemusí nijak trápit), mezi shozenými torpédy jsou velké rozestupy (stojící cíl trefí 2 ze 4 shozených torpéd, vážně), takže musíte lépe "mířit", hlavně pokud jde o lodě, které se snaží menévrovat. Na druhou stranu mají kratší vzdálenost, kterou torpéda uplavou před odjištěním, takže je můžete shazovat blíže k nepříteli (s trochou praxe budete trefovat i DDčka, je to snad snazší jak s USN CV). Co je podstatné, máte k dispozici dvě letky TBs - můžete útočit na cíl ze dvou stran (proti tomu se de facto manévrovat nedá, z jedné strany to prostě koupí), nebo (a to je podstatné) zaútočit jednou letkou (většinou zásah torpédem způsobí zaplavování (flooding), což je celkem slušný damage-over-time efekt), když pak nepřítel použije opravy, zaútočte druhou letkou, druhý flooding už nemá čím opravit. Reload time vašich letadel je hodně krátký, nezapomínejte na to. Jakmile přistane letka, dejte jí rovnou povel ke startu (buď posláním někam po mapě, nebo jen zadejte kroužit kolem vaší lodi), jakmile je letka ve vzduchu, směřujte ji na cíl, který je pro vás důležitý (nebo který je prostě nejblíž). Není potřeba (a často to ani není žádoucí) čekat, až budou obě vaše letky TBs připraveny aby shodily náklad společně. Letadla se musí točit, tam a zpět, s minimem prodlev (samozřejmě jsou výjimky jako nepřátelské stíhače blokující cestu k nepříteli, nebo silná AA obrana (proti silné AA je lepší útočit najednou kvůli minimalizaci ztrát vlastních letadel)). Stíhači jsou vaší slabou stránkou. Jsou sice stejně silní (dmg) a o malinko odolnější než stíhači z Langley (americká letodlavka stejné úrovně), ale jsou ve skupině jen čtyři (američani mají šest). Pokud potkáte proti sobě Hosho, je to 50:50 (pokud někdo nemáte výhodu v kapitánovy nebo doplňcích), můžete se buď poprat (nejlépe poblíž nějakých vašich lodí s AA), americké stíhače spíš jen držte v šachu ale do přímé konfrontace se pouštějte jen když děláte prostor TBs k útoku (i tak letku stíhačů prostě obětujete). Zásoba letadel je další věcí, která vás na tomto tieru bude trápit. Každé letadlo, které máte v první fázi k dispozici má k sobě jen jedno náhradní v hangáru. Pokud tedy ztratíte řekněme čtyři stíhače, další čtyři, které vyšlete do vzduchu jsou zároveň vaši poslední a už je není čím nahradit. Útok na nepřátelské CV? Je opravdu celkem běžné, že nepřátelská letadlovka se pokusí zaútočit hned na začátku přímo na vás (většinou tiery 5+) a není špatné tuto taktiku též využívat (zejména když proti vám stojí americká letadlovka se setupem na stíhače, jejímž eliminováním si uděláte prostor pro TB). Bohužel pouze se dvěma letkami TBs je nepravděpodobné, že se vám podaří zničit nepřítele na jeden nálet (navíc při tom často ztratíte dost letadel, nebo alespoň času, a zatím nemáte moc čím nahrazovat). Na druhou stranu vždy počítejte s tím, že nepřítel může mířit přímo na vás (a když se dlouho neobjeví nepřátelská letadla, začněte si stíhače stahovat blíže ke své lodi kvůli obraně). Závěrem Váš cíle je dostat se na další letadlovku (Zuiho), samozřejmě. Zároveň je ale potřeba naučit se pracovat s více letkami letadel (říkejme tomu multitasking). IJN CVs mají hodně letek (menších) a koordinace může být později chaotická, nicméně bude vždy zásadní pro váš úspěch. Na tieru 4 budete mít více času a méně letadel, navíc soupeři nebudou mít silnou AA obranu, tedy ideální podmínky k tréningu útoku na manévrující cíl, silmultálního útoku z obou stran a pod. A rozhodně se naučte používat manuální shoz torpéd, bez toho se hrát nedá.
  2. I don't know if a topic was previously done before about this topic, but I think it's something we should care about as the Graf Zeppelin was really the only aircraft carrier done by the german Kriegsmarine. This project was intended so that the power of the Kriegsmarine would go further than just the confines of the Baltic seas. This carrier if it would have been finished it could of have been capable of transporting 42 fighters and dive bombers- 12 fighters and 30 dive bombers. It was expected that it would either carry 12 Junkers Ju 87, prepared to land on carriers, and thirty Bf 109 and Fi 167 torpedo bombers. This carrier was 262.5 meters long and an beam of 36 meters, its max. speed was of about 38 knots, about 62 km. The carrier was laid down 28 December of 1936, and it was launched the 8 of December of 1938, when it was 85% completed. Armament The armament was rather simple and did not fit any battery bigger than 15 cm cannons to defend themselves against other warships. 16 × 15 cm SK C/28 guns 12 × 10.5 cm SK C/33 guns 22 × 3.7 cm SK C/30 guns 28 × 2 cm FlaK guns Armor The Graf Zeppelin was finely defended, as at the belt the amount of protection was of 100mm (3.9) in. The flight deck was protected with 45 mm (1.8) in. Now the main deck was a bit better protected than the flight deck with 60 mm (2.4) in. Now my question is, will it be present in the German Kriegsmarine branch tree of World of Warships, or will it just remain as an iconic ship?
  3. RamboCras

    Midway TB, 1 squadron

    Hi, Upgraded my carrier to Tier 10 (mostly by playing battleships), watch some instruction video's and noticed that in all of them, there were 2 squadrons of Torpedo bombers. However, from the different selections, I can select, none have 2. I can only choose between 1 or no squadrons of TB? Has this been changed in some update?
  4. A lot of the problems i have with the controls stem from the rather outdated 1995 command & conquer style control scheme coupled with a bunch of system problems. Unit selection and issuing commands: selecting units and issuing commands both uses the left mouse button -> missclicks and wrong commands have large consequences -> lots of readjustments needed. drag-selecting over empty space does not retain the current selection, instead the carrier is selected. the game does not seem to register inputs every frame -> even slightly above average APM starts producing bad inputs in combination this means many quick clicks are registered as a drag when the mouse is moved by just a pixel -> command gets registered as a drag-select -> nothing was selected -> carrier gets selected -> carrier stars moving where the squad was commanded to go to. Handles to adjust attack indicators around are very small and hard to click on. Possible solutions: Use the de-facto standart controls for RTS with left click to select units and UI elements and right click to issue commands. retain the current selection when nothing is selected (sticky selection). The keybind to select the carrier is sufficient for quick access. read inputs into a buffer or increase the polling rate. Camera: When double tapping a squad/carrier selection key or through the minimap, the camera should jump there instantly, not take a lengthy pan over the map. There should be a key that jumps the camera to the current selection. Separate scroll speeds for keyboard scrolling and mouse scrolling and higher maximum scroll speeds. Overhead view zoom speed should be a separate setting from ship/binocular view zoom speed. option to rebind keyboard scrolling to WASD and ship steering to arrow keys while in overhead view.
  5. Hey there, I was recently playing a game as my Saipan in an attempt to get myself a 15 point commander. But half way through the game one of my torpedo squads stopped following orders and instead followed a fighter squadron. I bring them back to the ship and land hoping to fix it there. Instead both the fighter and the bomber squad then start circling my Carrier upon take of and dont do anything else for the rest of the game. 3 minutes later, my 2nd fighter squadron does the same leaving my fighting an enemy CV with 1 bomber squad and nothing else. Google tells me i issued a "Guard" order except there was no indication on how you cancel one of them.
  6. A rather gamebreaking bug that really needs to be sorted out. Planes flashing on the map and minimap for no apparent reason, giving away the location of the carriers.
  7. TheIdesOfMarch93

    AA Bonus Flag Requirements?

    So somebody explain this match above for me. How is it that I went up against a Ranger and Ryujo in my Air-Superiority Independence, roundly trounced both their planes with 63 kills, got my kills either through focused fire or catching them in my barrage, and I still didn't get the "Clear Skies" achievement?! "Clear Skies" and the corresponding reward flag that gives an AA boost to any ships equipped with it is pretty much the only reason why I play carriers at all. WoWS has been horribly inconsistent with how to record plane kills for the achievement, because I've gotten "Clear Skies" before 0.5.5 with barrage fire also included, and more than half of enemy planes killed credited to me. Quite clearly that is the case here so why is it I still didn't get the achievement? Those ten flags mean a lot to me when I take my Tirpitz out, because Tirpitz without any sort of AA boost, be it flags or stats (and don't tell me to use cruiser escort because it almost always never happens anyway) is just xp meat for even Independence manual DB drops! (On a side note whoever said that playing AS doesn't pay is talking through their noses. Sure you don't sink ships and you might still lose the match because of your surface fleet teammates, but at least then it's their fault for not being to shoot straight instead of you just glory-hunting for ship kills and leaving your team devoid of any air cover at all.)
  8. RyanUK600

    Japanese battleship Hyūga

    Wow, this ship is dank after Midway. It's a carrier battlship hybrid and it has a decent armament for what it can carry in planes. It's a modified 'Ise-class Battleship'. Potential premiums anyone?
  9. http://www.bbc.co.uk/news/uk-england-manchester-32899898 Some great footage of a range of ships (Destroyers and Carrier) from WWII. The link above shows some clips but I will see if they put the full reels on-line. See you at sea
  10. masek

    Air combat

    Hi, I am a bit confused about the air combat. Usually it works out like this: More fighters beat less fighters (if of the same type) But sometimes I see strange things happen: The enemy sends one fighter squad and I set my two squadron to attack his one. Both are fresh, the best my carrier can have (modules upgraded) and I put all my skill points of the captain towards the fighter. But though my opponent has the same carrier (and therefor the same fighters) he wins. And he wins fast. In mere seconds both my squads are gone. How does this happen? I only work through the strategic view. Am I missing something? I would be grateful for any hint. Yours, Martin
  11. So i have been looking at these planes fly around in air.. Ive noticed some very strange flying.. I was chugging along in my Cleveland and I was attacked by some torpedo planes. Point is, they where flying around me like gravity had nothing to do with the matter. I mean, they came over me, did a 180* turn in a split second and blasted my side with torpedoes from about 60 meters range.. Uhm.. what is going on here? Is this meant to be possible? Or is it something thats going to be fixed? I mean it looks plain silly, and I could look up some stats on those tropedo bombers.. and the turntime was certainly not 1.5 seconds
  12. I was looking for the details of the ships, and found that while the CAs, and BBs that historically had DP secondary arty have those guns listed both as secondary artillery, and AA artillery, in the case of the Saipan carrier, the 5''/38 single mounts only appear as Artillery, not as AA artillery also. Rest of US carriers with 5'' mounts have them correctly listed, both under arty, and under AA arty. Should I open a ticket? TIA
  13. Hey Guys, just got my Midway today. Currently I am still going with the "standard" Captains Skill's, which in my opinion are: But I am not sure about those. When I skilled like that I had a balanced setup between Fighters/Torpedo-/Divebombers in mind, like 1/2/2 or maybe even 2/1/2. Lastly I was playing against some Japanese Tier X CVs and it didn't go so well. Of course they outnumber our planes 3:2 but that really is becoming an issue if the IJN CV is attacking you directly. Even with a 2 Fighter-Setup (2/1/2) you just cant shoot down enough of his Torpedobombers and you will definitely get torped or set on fire by his Divebombers. So I was thinking about the 3/0/2 Setup (3 Fighters, no Torpedo- and 2 Divebombers). Now this would really be an defensive setup specifically geared against high-Tier IJN Carriers with a "Protector" role in mind. But with such a Setup you are going to need a different skill, and even a different module/upgrade layout. Right now I am using this Upgrade-Setup (Keeping in mind the balanced 2/1/2 or 1/2/2 loadout) But if I swap to the "Defensive" 3 Fighter 2 Divebomber Loadout I wont need the +15% Survivability for Attack Planes (Torpedo- and Divebombers). I could, and would, swap that for the +20% AA-Guns effectiveness emphazising on the defensiveness of the loadout, since the +5% Speed for Airplanes won't make such a difference because most of the time you will be intercepting and not following the enemy planes. The other upgrade in question is the Flight Control Modification which provides -10% servicing time. I could swap that to +20% Fighter survivability, but keep in mind that with a defensive loadout and against IJN Carriers you will most likely not battle his Fighters but rather his Dive- and Torpedobombers, so it could be better to have your fighters out faster after they reloaded when they killed the first wave. Now lets get back to the Captain's Skills. With a defensive 3/0/2 Loadout we won't need the first three tiers of skills I have currently put points in. In the first tier I would rather pick "Basic Firing Training" for better secondary and AA-Guns, again reinforcing the defensive concept. Second tier would be "Fire Prevention" because we won't have any Torpedobombers anyways. Third tier... this is a tricky one.. or maybe not since our Fighters are faster than any other plane in the game, so technically speaking the skill "Dogfighting Expert" would not provide any bonus. So I guess we would pick "High Alert" (-10% Reloading time for Damage Control Party), it seems like any other skill would be less beneficial. So, TLDR: I don't think it is a good idea to put the Midway into the role of a Strike-Carrier, meaning a 1/2/2 setup (1 Fighter, 2 Dive- and 2 Torpedobomber). Because any IJN Carrier can fulfill that role better and as soon as you get matched up against one you will be the less effective CV. Since the Midway has top-notch AA armament it should be better to built on its strength rather than trying to overcome its weaknesses. What do you think? Suggestions, Hints and Opinions welcome! Cheers Noray
  14. Orteiga

    Game Rewards

    Also, ich hatte eben ein schönes Spielchen in meiner Amagi Dafür das ich mit einer Moskva die irgendwann einfach in den Suizid Modus geschalten hat eine flanke gegen zwei Yamatos und eine Shimakaze gehalten habe, ich jedes repkit gezogen habe das ich konnte, die beiden Yamatos gesunken sind, wir das Spiel gewonnen haben und ich das Spiel überlebt habe, habe ich meinen Job denk ich ganz ok gemacht, oder hat da irgendjemand irgendwelche Einwände? Es gäbe jetzt vieles über das ich mich in der Situation aufregen könnte, beispielsweise das ich mit nem T8 Zwei T10ner fahren muss, aber mein Gott, man gewöhnt sich daran und wie man sieht ist es auch nicht unmöglich nicht Nutzlos zu sein. Das ist einfach das Matchmakeing und obwohl ich es nicht unbedingt fair finde die Möglichkeit überhaupt zu zu lassen, dass man mit nem Stock 8ter gegen 10ner gefahren lassen wird, hat das jetzt nichts mit meinem Problem hierbei zu tun, war ja zum glück nicht mehr stock, aber dieses vergnügen hatte ich auch schon. lol Mein Problem ist das hier: Ich verstehe ja das WG nen profit machen will und das sie dazu anregen wollen dass sich Leute nen Premium Account holen. Aber wirklich? Das ist nichts anderes als die mühe und die Zeit die man in so ein spiel gesteckt hat zu nichts zu degradieren. Selbst wenn ich nen Premium Acc hätte wäre ich über diese kümmerliche Belohnung für eine Runde deren Balance derartig aus meiner Richtung geschoben ist (Drei T8 Pro Team, Rest 9 und 10) bestenfalls "unerfüllt". Das momentane Reward System bestraft Spieler die ein Risiko eingehen, und das beeinflusst das Spiel wesentlich mehr als es die meisten zu realisieren scheinen. Natürlich sitzen die ganzen BB's immer am Kartenrand und spielen Scharfschütze, meiden Gefahr und drehen bei jeder Konfrontation ab, wenn die einzige Belohnung die sie fürs tanken bekommen Absurde Reperatur Kosten sind die kein Mensch bezahlen kann der keinen Premium Account hat, oder wirklich wirklich gute Runden hat. Ich wiederhole mich, ich kann verstehen das WG Leute dazu bringen möchte Premium zu kaufen, das ist völlig in Ordnung. Aber macht das bitte nicht auf eine weise die Spieler bestraft die ihren Job machen. Damit ruiniert ihr nämlich nur die Erfahrung von allen Kunden, inklusive derer die sich premium kaufen weil ihr das verhalten der Spieler wie schon angemerkt beeinflusst und sie völlig unnötig Frustriert. Nicht zu vergessen dabei ist, das auch wenn jemand keine ~13€ im Monat für Premium ausgibt trotzdem ein Zahlender Kunde sein kann. Ich für meinen teil habe ein Paar gekaute premium schiffe und auch schon einige male Premium Vorteile genossen, aber ich schweife ab. Ich würde ja gerne sagen "So gewinnt man doch keine Kunden" aber scheinbar funktionierts... Das mal dazu. Ein weiterer Punkt, mit dem ich selbst leider noch keine wirkliche Erfahrung gemacht habe weil ich der wohl schlechteste Carrier Spieler überhaupt bin, sind die verschiedenen Carrier Decks. Das ist jetzt nur von mir weitergegeben und meine Meinung dazu und wenn es jemand noch Confirmen könnte und einen elaborierteren post dazu abgeben könnte wäre das Klasse. Bei den schönen Flugzeugträgern herrscht nämlich auch ein Massives Ungleichgewicht in der Belohnung unter den verschiedenen Flightdecks. Verwendest du das Jäger Deck um den gegnerischen Flugzeugträger ab zu fangen wirst du unter Garantie um ein wesentliches weniger Geld verdienen als jemand der sich darum weniger schert, sich das Bomber Deck Schnappt und sich darauf konzentriert direkt schiffe zu versenken. Jetzt mal völlig ungeachtet dessen wie Carrier und deren Flight Decks momentan in der Meta stehen, rein theoretisch ist das eine exakt genauso gut wie das andere. Entweder verhinderst du schaden an deinem Team, oder du richtest welchen beim Gegner an. Wenn jetzt irgendjemand Argumentieren möchte "das eine ist viel leichter als das andere", mal vor weg, das ist kein Argument. Man kann nicht pauschalisieren ob man für nen guten alt Anflug auf ne gut kontrollierte Staffel mehr Skill braucht als für nen Drop auf irgend ein X beliebiges Schiff das da unten Rum fährt. es kommt immer darauf an wer Spielt, nicht was sich leichter anhört. Noch dazu hat die Schwierigkeit von dem was man tut nicht unbedingt etwas mit dem Einfluss aufs spiel zu tun. Hier gilt einfach das gleiche wie bei meinem ersten Punkt auch: Machst du deinen Job gut, hast du es nicht verdient dafür benachteiligt, oder sogar bestraft zu werden. Ist jedenfalls meine (ziemliche Carrier-Noobige), Meinung dazu. tl;dr Das Reward System ist Broken und einseitig/parteiisch und braucht nen Rework oder zumindest ein paar Updates. Meinungen erwünscht.
  15. So US CV captains get a comfortable and reliable premium carrier, but what about us IJN CV captains? Last time I checked with WG and premium CVs they said they "don't want to sell the carrier experience as it is now" and I'll say I could agree with that, but I don't really care. Here I'll throw some cash at the screen if only I could get 1 IJN premium CV. My proposal could be called the Japanese Saipan equivalent, yup its the Ibuki-class Light Aircraft Carrier. So Saipan being the Baltimore Conversion, this is the conversion from Ibuki so they're both converted from tier 9 CAs. First off lets get some stats in here shall we, also I will compare with Saipan. Ibuki Saipan Displacement 14 800 tons 14 500 tons Length 200 m 209 m Beam 21 m 23 m Draft 6.3 m 8.5 m Propulsion 72 000 shp 120 000 shp Speed 29 knots 33 knots DP 2x2 Type 98 8 cm DP none AA 16x3 25 mm 5x4+11x2 40 mm (4x4) + 16x2 20 mm (15x2) Aircraft carried 27 42 (48) So of course I find some info to be conflicting with in game stats (in game stats are in the parentheses), but this only proves that they can be adjusted to fit ingame or at a certain tier. So they are equal in most areas, with Ibuki's speed being made up for in better concealment as she's smaller, Ibuki's low AA would be made up by actually having long range AA/DP. The problem lies in the amount of planes carried as Saipan looks a lot stronger. Now this might just mean Ibuki will have to make due with tier 6, but personally I would like the two to be the same tier, for rivalry reasons of course. So I say just buff it up to just short of Saipan, let Ibuki have tier 10 planes or maybe just make up for it in some other stat change/consumable etc. In the end I don't really mind what prem CV arrives with the Japanese flag, but having the two rivals fight both at tier 9 and tier 7 seems like such a cool thing to do. At this point I'd buy any prem IJN CV SO PLEASE LET ME THROW MONEY AT YOU ffs Looking at this picture makes me sad, seeing it in game wouldn't make me sad. Get the hint WG?
  16. RoseDeSang

    CV Bug

    Hi there ! My nickname is Yudachi, I love play Aircraft Carrier. But, there is a bug that frequently occur and makes the game unplayable. I explain, Everything is fine when my planes are in the air, but, if I order them turn around a certain group of planes of a specific ship, they sometimes don't obey me anymore. Whatever I do my cursor is red, I can't move them or make them attack. The only solution to be able to use them again is to make them land and take off again. However, I never had any problem if I put them on a zone. Cordialy,
  17. This ship is seriously ruining my gaming experience in WoWs. 4 squadrons and only 1 of each can be active. Every other carrier have higher damage potential than this garbage, not to mention its impossible to win against a tier 5 carrier thanks to the rediculous small amount of planes one can have out at a time. Theres no way to win, when you have 2 squads of fighters vs an enemy with 4-5. Not to mention the torpedo planes are so slow both manual and automatic torpedo drops have little to no effect. 4 hour loss streak, and i still havn't gotten my first win yet. I have had team mates killing me on purpose, giving my position away, and abandoning me to lemming rush a point on the opposite site of the map, and when you politely ask for someone to turn around and stay nearby they just laugh. I know the hate for carriers is huge but trolling your own team mates won't do any good. I would litteraly rather have cancer than to play this ship again, and sadly im stuck with it until i get to tier 5.
  18. Hello all, since we are having official OBT very soon, let’s have another wall of text of mine, shall we? There are couple of things that I believe should be addressed by devs regarding CVs in this patch and sorting it in one place might be beneficial for discussion. So let’s start. Obvious one is MM but I don’t really want to talk about it too much. 1. ) Strike setups were not balanced in CBT so they should no be present in the OBT. This is main thing I would like to talk about. When we had CBT I was often defending full strike and full fighter setups as I believed that WG might be able to balance them against each other and against surface ships. Concept is great and I will still defend the idea itself. Problem is that WG simply did not have enough time to do it, because of their state both setups are creating multiple balance problems. Let’s look at it closer. Biggest problem of fighter setups was that on their own they do not give any significant advantage to their team. Please go see my topic about fighters for more detailed opinion about fighters. Shoft version: no skill involved and their role is not to benefit team, but to hinder enemy which you cannot stop fully and you can’t ensure it will be there in the first place. Strike setups on the other hand give the player extreme firepower. Players who are able to use them will change the tides of battles. By sacrificing defence they get biggest carry potential in the game. Because of the random nature of MM this setup became most optimal and obvious pick for anyone who knows this class inside out. Because of this dominant strategy recently we have seen increased number of CV snipe tactic in which you crawl around map edge and get rid off most powerful enemy unit before it can help his team. This tactic started being popular after introduction of tier IX and X. Both of those ships had significantly higher firepower while also being even more prone to airstrikes than CV in lower tiers. It was the best choice to simply pick off this easy and very dangerous target. Because those ships were so fragile, people started sacrificing CA presence on the frontline just so they can defend heart of their fleet. While there is nothing wrong with that in itself, other selfdefence tactic was to use map edge to make enemy approach more difficult. You can not send planes behind the edge so doing manual drop against enemy who is sailing near it is much more difficult. Highest tier games became CV snipe games with people doing anything to give them edge. If you don’t use map edge you are just too easy target and could be picked off by anyone. Game of "Snipe a CV" was and sin't fun. WG tried to balance the power of those strike CVs, but it was pointless. Finally they droped the idea and introduced all balanced setups. All top carriers can defend themselves against strike on open water if played right. WG also acknowledged this problem on low tiers and how powerful first CVs were and forced Lagley and Hosho to go with balanced setups creating much more interesting games on that tier if those two ships are thrown against each other. Problem is that other tiers were untouched and with some other changes CV sniping is actually dominant tactic on middle tiers. What changes you say? Why it was not popular before? Rudder shift, turning circle nerf to whole CV line and fact that low tiers do not have access right now to the turning upgrade. In earlier CBT patches all light CVs (from tier IV to VI) were turning more like crusiers or destroyers. If the CV skipper was good, he was able to maneuver between torp waves and was very hard to get. Right now they are turning like higher tier BBs and whole class has worst turning characteristics in game. While I do think that big CVs (tier VII-X) should act like that, but light class was overnerfed. So what we have as result? Even at tier V I have seen people using map edge to their advantage simply because their ships are not able to defend themselves. At the same time full strike setup is still most optimal one, especially with very lacking MM. To put it simply. Specialised decks are great idea, but in the situation where they were not polished (not even close) in the closed beta, they should be scrapped and they should not show up in the open version. Force balanced setups on everyone and adjust numbers accordingly. Sniping enemy CV should not be dominant strategy but opportunistic. Most CVs with the mobility nerfs simply do not have tools to survive snipes and while I think mobility should be buffed on tiers IV-VI, it in itself is not the issue. Issue is that the best choice of deck is strike deck and balancing them is a difficult task. Don’t do that in OBT, we need heathy gameplay here. 2. ) Map edge issues While I am thankful that WG said they will address this issue in the future, fact is that this form of CV defence is breaking the game. Just because people are forced to use it doesn’t mean it is something good. It needs to be addressed with small quick fix. Which is: Create another edge only for planes which would be few km beyond normal map edge. Biggest benefit of using map edge is that it significantly hinders control of enemy TB approach. You don’t have to grind the map, just being close will create enough problems for the enemy CV. If CV skippers were able to fully control their planes even beyond map edge it would completely solve this problem. Ofc there needs to be a limit, so creating new map edge that would work only or aircraft would stop anything silly like going beyond the map. This is very simple fix, but it is needed. You can address whole map edge in the far future, but this would lessen current impact of this problem. Last words: Those in my opinion are 2 biggest issues with CVs right now. Damage balance is less important. Torp damage progression is also something that can be added later. Earlier in CBT one of the biggest problems in CVs was that with each tier all of their statistics were being upgraded. Planes were faster, more though, dealt more damage, you had more of them and you had more spares. It is difficult to balnce something when each stat goes up, so I kinda understand why they have decided for the moment for all IJN torps to deal the same damage. We need balanced setups for everyone, then see how they perform and then devs can think about giving more progression from tier to tier. Those two on the other hand need to be addressed ASAP as they do impact how healthy and by extension “fun” gameplay is. I hope most of you agree with me on that and If not, feel free to present some counterarguments. Cheers
  19. TentacleHentaiGG

    CV Torpedobombers manuel drop range

    Hi guys, its awesome sh*t! You can destroy easily everything with them, i read somestimes ago that the min. range is 300m.... but in-game you just need the half of the lenght from the yamato, she is 263m long.... please, adjust the min. range.... discuss pls greetings scyfer
  20. OinkMooBaa

    Carrier Tier Gaps

    Can I just say. The fact that you can go up against carriers of different tiers is not fair. If you are a Langley you should not be able to fight a Bogue, you may say that you will also have a carrier of that tier on your team but regardless that carrier (if it encounters your planes) will ruin you and make you hate the game. At the same time if you play against a carrier a tier or more below you just dominate them but it is a hollow victory because you KNOW that you are superior to them in every way. What I propose is that the MM make it so only carriers of one tier can fight, having a 2 on 2 is still possible but you don't have 2 carriers that dominate the game and 2 carriers that wish they were never born. Also this is completely off topic but the Bogue is OP AF at its tier, and whenever I see one I quiver in fear and if I had manual drop at tier 5 and 4 still I would suicide off the bat because I know if it is AS it will dominate and even if it is stock it's fighters are ridiculously good (I saw a tier 5 bogue fighter squadron fight a tier 6 zuiho fighter squadron above the zuiho's konig (which has good AA and shreds most tier 5 planes) and the zuiho lost ALL its planes while the bogue left with it's entire squadron intact and proceeded to kill my dive bombers).. This probably sounds utterly Salt-Driven but the amount of games I have in my langley or zuiho where a higher tier carrier dominates me and the enemy lower tier is insane and there is nothing the lower tier fighters can do. And as I said the Bogue comment was salt-driven.
  21. Hello all, Those carriers cost a lot of XP and it seems it is nerved to much. I dont care you have to be more skillfull to be torping enemy ships, but one scoutplane takes out complete groups, thats insane. Also, the ships AA is to much, no almost every ship takes out planes. Yes there should be specialist ships with good AA, but not all should be specialist. So tell me, why should I take the carrier tier 8?
  22. FoolsFTW

    Airplane stats

    Hello, i have a questions concerning the stats/attributes of airplanes. When i hover over an airplane icon in the modules view in my harbour, i can see an overview of the airplanes stats. Example: Is this overview of stats realted to one single plane or the whole squadron? (I am not a native speaker please forgive any mistakes)
  23. So I started to Play with an aircraft carrier lately and experienced some crazy things I'd like to ask about: I mean it's simply logic that fighter planes from T4 Carrier lose against the one from T5 actually, but how can one T5 Fighter shoot down Torpedo Bombers and shortly before it shot the torp down, 2 of my fighters engage him. Result: 1 torp and 2 fighters shot down - and guess what: they're mine. How does that work? Second one, it was some sort of the other way around, two of my t5 fighters vs one of a t4, both t5 got shot down actually, and no, there was nothing else like AA or something. Third one, trying to give the Torpedo Bombers order to attack: Usually they start directly within a few seconds (2-5s) I guess, but then there are a few Players who seem like are able to block them from attacking (I had this Problem with the same Player three times). You give them the order to attack and they just start wasting time, flying around doing nothing so the supposed target can easily escape. It doesnt even work with changing attack Position or anything. So is it just Buggy as hell or are there any Bugs or similar ppl abuse? Ty and Sail Ho!
  24. I just thought about it, it would be great if your own planes have a different colour then the rest of the planes. I sometimes find it hard to see my own planes on the minimap. What is your thoughts on that issue?
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