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Found 224 results

  1. There is one thing I do not understand. Why do we have another Season of Ranked with Carriers. WG obviously knows something is wrong with the DD/Carrier-Interaction. Otherwise they would not publicize their plans to adjust those ships in several ways (changing the attack plane reticle, reducing air visibility of DDs, and so on...) If they know that they have to adjust those values (which is a fact) why would they introduce another competitive Season of ranked with Carriers? It makes no sense whatsoever to introduce a competitive Game Mode (or Season) if you know the Balance of whole Ship-Classes (not talking about individual ships here) is totally off! Now let's get started with OP Carriers or OP Ships in general. Someone with a WG Tag just noted that you would not ban individual ships from Game Modes (f.e. Ranked) and even asked why you would do such a thing... Well, the colleagues working at World of Tanks did JUST THAT. They banned several Reward Vehicles from Ranked Game Modes because they are too strong. So please do not tell us that this would not be an option.
  2. _NLForces_

    Advanced CV guide

    This is the guide to becoming a better carrier player, a guide I would have wanted when I started playing CV’s. This guide will not be for those who have never played CV’s. I will not be explaining the controls, and I will only slightly touch on the consumables. This is for the more serious players, who want to become good CV players. I hope it will be of help to you. Have fun! 1: Introduction To clarify; in order to become a better player, this guide can help, but it can’t do it for you. Practise makes perfect, any experience is good experience. But most importantly: Have fun. It is almost impossible to keep something up if you’re not enjoying it. Question yourself: is this ship type for me? Or even: is this game for me? If yes, you’ve come to the right place. Let’s get you started. 1.2 Basic rules To start off, let’s look at a couple basic rules that are vital in carrier gameplay: 1: Time to target is everything Travel time is killer. In order to have the maximum impact on a game, you need to make as many attacks per minute as possible. Push for a minimum of 1 attack per minute. Once you’ve got that down, try for 1.5 attacks per minute. Keep a notepad beside you with a pen. Make a tick every time you launch ordnance at an enemy (regardless if it hits or not—but it has to be one that you tried to hit). Then check the game duration at the end. Most people greatly over-estimate your average attacks per minute. Make sure to ride your boost continuously to fly as quick as possible. But don’t hold down W all the time, feather your boost button. Boost, let it recover for a second, boost again. You need to have it available if there’s fighters or AA that you need to avoid. Most importantly, ploink your carrier as close to the enemy ships as you dare. The shorter the time between attacks, the more attacks you will do. It doesn’t help dying fast though. Make sure you have an exit strategy, and turn tail before its too late. Also, never-ever trust autopilot. It will mess up the most basic maneuvers. Make sure to ‘babysit’ it by adding multiple waypoints (hold shift and click to add more) or better yet, do complicated maneuvers yourself inbetween attacks. So, don’t run to the backline instantly. Don’t hang around forever, waiting for the perfect attack run. Good enough is good enough. Attack, attack, attack. That’s the key to carrier gameplay! 2: There is always something else Now, what do you do when there are only uninviting targets? Iowa’s, Worcesters, Des Moines and ships escorted by AA cruisers. Answer: You ignore ‘em, look for something else. There’s always something else, you just don’t see it yet. I will explain target selection in more detail later in this guide. 3: Supporting teammates Unless there is some chad player on your side that you KNOW will shoot at what you spot, don’t waste time spotting targets for your team. Think of how many times you’ve stuck your neck out in a DD, spotted enemies that need killing but your team keeps lobbing shells at the battleship at the back. If you’re fortunate, your attack runs will coincide with spotting ships. 2: Materiel Now for materiel, the actual ship you’re sailing and aircraft you are flying. First, let’s take a look at what each tier of Aircraft carriers offers. TIER IV: This is where everyone starts with their aircraft carriers. The anti-aircraft at this tier is minimal, and so is your damage potential. However, with 0.8.5 the tier IV carriers are hopelessly OP. Club seals at your own discretion. TIER VI: Tier VI is like its predecessor, a learning tier. This is like getting your first bike, but with sidewheels. You start learning the real deal, but you’ve got a long way to go yet. TIER VIII: Early effectiveness. This is a path to your tier X, and I will not focus on them in detail (except for premiums). This is where your sidewheels are removed, and you are finally able to spread your wings (no pun intended) and explore the limits of the CV class. But remember, you’re still on a children’s bike. TIER X: The pinnacle of carrier design and gameplay. Brutal AA and smart opponents make this a very tough playground. It is however, the best way to master a carrier line. If you are thinking of getting a new carrier, here is a short overview of each line: United States Navy Imperial Japanese Navy Royal Navy Difficulty: ★★ Difficulty: ★★★ Difficulty: ★★ + High potential ++ Extremely high potential +/- Decent potential +/- Decent plane health - Low plane health + high plane health - low plane speed + High plane speed +/- Decent plane speed +/- Decent plane reserves +/- Decent plane reserves - Low plane reserves And an overview the premiums. First the good ones: Enterprise Kaga Difficulty: ★ Difficulty: ★ + High potential + High potential +/- Decent plane health - Low plane health - low plane speed +/- Decent plane speed + Large plane reserves ++ Extremely large plane reserves (Comes from the quick replenishment time) Saipan Graf Zeppelin Indomitable Difficulty: ★★★ Difficulty: ★★★ Difficulty: ★★ +/- Decent potential +/- Decent potential - Low potential + high plane health - Low plane health + high plane health + High plane speed + High plane speed ++ Extremely high plane speed -- Extremely low plane reserves - Low plane reserves - Low plane reserves 3: Gameplay Now for the raw gameplay. This is mainly about skill, judgement and experience. If you thought good CV gameplay is easy, think again. How I approach a match: 1. Check your matchmaking, check for strong AA ships and identify your targets. 2. First, launch rockets for scouting. 3. Fly in, make sure to bail immediately when you spot strong AA ships 4. Target Destroyers if possible (ESPECIALLY if they have AA turned on). When you can't find any, just strike something else. 5. Decide what target to go for. When unclear, go for another scouting run. Make sure to target DD’s as much as possible early on, to give your DD’s the upper hand. 6. Scan the map for inviting targets. See the next section for Target Selection. Rince and repeat. 3.1: Target selection This is probably the most important skill of a CV player. Being able to select the target that you are most effective at killing, and making sure to keep ‘winning players’ in check. If one enemy ship is holding back an entire flank, it might be a good idea to give him some pressure. Equally, when a flank is about to fall, give fighter cover to your allies and wear down the enemies. This of course depends on the distance to target. The closer, the better. Always make sure you use your carrier as effectively as possible. Don’t listen to your teammates here, YOU know how to use your carrier best, not your teammate. Things to consider when selecting your target: 1: Type of target 1. Does it have strong AA? 2. Is it big or slow enough to ensure a hit? 3. How much health does it have (left)? 4. Is it susceptible to weapons I have? 5. Can the team kill this target without my help? 2: position of target 1. How far away is my target? 2. Is it close to strong AA ships/under fighter cover? 3. How much influence has the target on the game? (prioritize enemies that are doing well) 4. Is it moving, or unable or unwilling to move? 5. How close is my target to other points of interest? (unspotted DD’s or other juicy targets) All this is different in every situation, so you will have to judge and learn yourself. 3.2 Map awareness Another major part of carrier gameplay is carrier placement. Getting yourself in the best possible position every time, without exposing yourself to unessecary danger. This is not a simple feat. It is heavily dependent on the map where you slam your carrier down. Make sure you anticipate falling flanks, by moving up or retreating. At tier X, you can even reliably bowtank enemy fire. Make use of this! Distract the enemy team by letting them shoot your heavily angled flight deck. Getting down to 50% health and having a million tanked damage is as useful as doing 50k yourself. As a final note, DO NOT TRUST AUTOPILOT! it is on the enemy team, and will try to kill you. Do complicated maneuvers yourself, and give autopilot very specific instructions on where to move if you’re in open water. 3.3 AA mechanics Now for one of the most complicated parts about CV gameplay; Anti-aircraft. These mechanics have been rattled countless times, but it's finally starting to slow down. With that said, here is a compressed and oversimplified overview of current AA mechanics (as of patch 0.8.11). DPS: (linear) With 100 DPS at 70% hit chance (100*70)=70 DPS. Sector reinforcement affects only DPS. FLAK: (non-linear) With 10 base flak clouds and 70% hit chance, it will mostly be 7 bursts, 10 is maximum number and 4 is minimum. Every two seconds, a salvo is launched Flak zones: With a single ship AA, 80% of flak bursts (but not more than 6) is being placed in zone A. Rest goes to B zones. If there are several ships firing, the rules are slightly different: up to 8 bursts can be placed in zone A, and up to 10 bursts in B zones. The most powerful burst are being chosen in this case. If a single AA group has multiple squadrons in range, flak bursts that would have been in B zone otherwise, are distributed into A zones so that AA covers all squadrons. The zone width is determined by your course and speed: Speeding up: wide (zone X1) Slowing down: narrow (zone X2) Depends on how fast you are going - it takes time to accellerate and decellerate. If you are interested in the topic of AA, the wiki has a pretty good article on it: https://wiki.wargaming.net/en/Ship:Anti-Aircraft_Fire If you're interested, I also compiled the AA of all tier VIII - X ships in text files: TIER X AA TIER IX AA TIER VIII AA 3.4 General tips This is the big thing. How do you get the absolute most out of your CV? Here I wil list some tricks I’ve picked up over my time as a CV main. If you don’t recognize one of these points, I recommend looking in to and potentially learning them. 1: Pre-drop Standard, every carrier gets between 3-4 attacks per full plane squadron (differs per carrier). However, you will usually only get one attack off. Maybe two if you are lucky. This means you will bring -and thus lose- twice as many aircraft as you need. To get around this, many players waste 1-2 attacks on the water, to send those back to the carrier and prevent them from getting shot down. This is called: ‘predropping’ I often predrop at least once. Especially when you are attacking ships with strong AA 2: Flak dodging The basic practise of flying around the black flak clouds. They hurt alot, but are relatively easy to dodge, unless there are too many ships firing at your planes. Simple WASD-hacks and some good ‘ol intuition will get you through any AA umbrella. Once you engage your attack mode, you won’t have to worry about flak anymore, as its damage is reduced by 80%. If you are struggling with this, don’t worry. Flak dodging will become second nature with experience. 3: Supporting teammates This is a touchy subject. Many people see CV’s as the one to protect them or their DD’s from enemy air attacks. The truth is that fighter gameplay is very limited, and a simple consumable is no deterrent for many CV’s. Add to that the average intelligence of teammates in WoWs… This is why I never prioritize covering teammates with fighters. I will only help them if I don’t need to change my plans for it. There is no use flying over a DD for 2 minutes, spotting and popping fighters, just for them to rush out and die to torps. No… your planes are better used elsewhere. This is not to say you may never spot for your team, or never prioritze DD’s, but don’t go out of your way to do it. Just do whatever the hell you want, be it helping your teammates or doing damage. Never listen to your teammate, as selfish as that may sound. 4: Consumables One different use for your fighters is to spot enemies, or keep DD’s spotted. Just be careful that it won’t be shot down. Try to let the fighters survive the full 60s. You have two other consumables, are Engine boost and Torpedo heal. Engine boost is extremely useful. Try to save it for when you really need it. Torpedo heal is easy. Use when your planes reach low health or when you really need to tank some damage. ‘nuff said. Also try to save this for when you really need it. 5: AA baiting This tactic is surprisingly effective, its the practise of letting AA target the initial attack squadron. After a drop, if you INSTANTLY press F, all planes will head back up to the sky. The full squadron will be higher, because it started off higher (duh). Since AA targets the closest group of aircraft, they will target the attack element, not the squadron. This means you will (in theory) only lose the attacking element, and not the full squadron. Keep in mind, if the AA is too heavy or when you are taking flak (from 3.5km or more) it will have ample time to shoot down both the attacking element and the squadron before it reaches its ‘safe altitude’. This trick works especially well with the Hakuryu torpedo bombers. Try this out for yourself, it might come in handy one day. 6: Slingshot Slingshot! A feared word in the ears of many cruiser captain. Slingshot! A argument brought up most often during CV discussions. But what is it really? Note: as of update 0.9.3 this no longer works for dive bombers, but for torpedo bombers this still applies, which makes it a useful skill to learn regardless. I will kindly use Yuro’s video to explain this mechanic. Click here to go to his video All credit goes to Yuro In my opinion, slingshot is a bit overrated. All slingshot does, is getting you to ANY ship without taking any damage (which is still retarded, don’t get me wrong) but the second you start the attack you will just lose your planes during and after the strike. Slingshot just means you can get close to the target and THEN lose your planes. It is still a very useful skill, and not at all hard to pull off. Try this out for yourself in a training room, and experiment with the different slingshot ranges. Note that this doesn't work very well for dive bombers anymore. It can still be done with torpedo bombers, however. 7: 'Cold' side of sector With the addition of the priority sector, you can take less damage from AA by simply flying on the other side of the sector reinforcement. This trick only works (well) with dive bombers. You do this trick by approaching at an angle to the enemies' bow. Once the AA opens up and you see the burst damage from priority sector, you change course and approach from the other side of his ship. You'll take notably less damage, make sure to put this to good use!
  3. AirSuperiority

    CV Midway

    CV Midway Rock`n`Roll ahead of the server maintenance
  4. JeTBarionIV

    CV autopilot: a sad story

    I'm fully aware that there already a couple of similar topics on the subject (worth mentioning El2aZeR's "Please revert auto pilot changes"). But I'd like to get more in depth of what is wrong with it IMHO. And since after a full year nothing happened yet, let's do send a reminder that we are still waiting. All the more with the current 15th Ranked Season whereas the problem gets really dramatic at times. 1) Needless to say, the possibility to switch at any given time between CV and squadron en route toward enemy is greatly missed. Remembering in the heat of the battle to move before picking up a new squadron is quite tricky, but if one does, be prepared to waste 10 to 15 precious seconds as the rule of "do it by yourself" is in full effect here. 2) Simply reversing has become a total gamble as the system shows a tendency to rather go for a loop around, which of course starts by going forward, sometimes the very last thing one needs to do in that moment. 3) Speed is another HUGE issue under the new system as that too is totally automatic. Let's say one comes under fire and wants to move a little further around the island used as a cover, just to change the angle. Plotting a small course is basically a suicide since it will be inevitably executed at 1/4 or 1/2 speed and if the selected way-point isn't perfectly satisfying its wicked logic, the system might even starts by first reversing. All in all the OLD system in effect before the Rework was far from being perfect, but at least it followed what was your choice, maybe your mistake. That would be acceptable. But doing the plotting for then discover that it was poorly executed and your ship is gone it's whole different story. A bitter one. Farewell, PS: if you want to reply, pls stay on topic.
  5. Hello fellow readers, Please allow me to make a suggestion in respect to the carrier gamplay. On its current state, the game doesn’t let the player take full control of the carrier, a feature that I believe is highly essential. Before the carrier rework, players could manually control the carrier along with its number of squadrons individually. Its understandable that this was quite an overheard for the vast majority of players (including myself) and therefore the new system was well accepted. Though my opinion is that we jumped from one extreme to another. From controlling multiple units simultaneously to not even having the ability to control the carrier manually. In the need to simplify the gameplay one very important feature of the game was removed. The truth is that dodging torpedoes by placing waypoints on the map is ineffective and gives the feeling that the game doesn't take itself too seriously. The ability to make precise navigation around obstacles is also not there. The game makes the player feel “disconnected” from the ship and doesn't give the chance to properly control it, or even admire it, during battle. Personally, this prevents me from buying premium camos for carriers as I never actually get the chance to enjoy them. Let me please make a very simple recommendation. Add one extra button in the squad selection like this: [Carrier] [Rockets] [Torps] [Bombs] (Buttons: 1, 2, 3, 4) When the control is on the carrier, the airborne squadron flies on a straight line just like it does when opening the map to issue waypoints. With one extra button the player gets the following: - Full control of their carrier even when squad is airborne. - Ability to properly dodge hazards without having to return the squad. - Precise navigation when needed. - Chance to admire the ship in combat. Pros: Very simple to implement. Lots of added features. No added overhead. (Players may never select their carrier and just fly their squadrons as they do currently) Cons: One extra button on the interface. Thanks for reading. I really wish this reaches the right people.
  6. Da der rework ja jetzt in trockenen Tüchern ist, eine kleine Bitte: Wäre es möglich, als CV vor dem Start die Anzahl der Flugzeuge zu wählen? In der Regel geht man vor allem zu Beginn des Matchs nicht mit vollen Squads an den Feind, sondern schickt auf dem Anflug erst mal ein paar Staffeln heim. Das ist nervig, nützt niemandem was und ist auch aus spielästhetischen Gründen unpassend.
  7. Hello, short and simple question: I am not a CV expert and start to use Lexington now. Do you guys have recommendations, which modules should be equipped and which captain skills are working well? Maybe something has changed after 0.8.7?
  8. Artillery cannons have a limited range, torpedoes have it too, just planes from carriers havnt a limited range ... WHY ?! I am now since the start onboard and can say, CVs changed the hole gameplay but not just in the good direction. Battles without them are ... how should i discribe it ... they are just perfect, no damn torpedoes or bombs just fighters and scout planes, just perfect. Battles with them are mostly just frustrating, no matter if you loose or win this damn carrier park in a corner and are mostly at the end in the top section of the list, or you get a cv beginner and your team have at start 2 ships less. These things had never been included in WoWs, but we have them now in game and they sell them now also as premiums, so i think not they will remove them. My idea: Give the planes of CVs a limited range and mybe buff all aa on ships except CVs. I had some pretty frustrating games now and are a bit pissed off, so sorry if i am a bit harsh, ouh and please be faire in the comments below :)
  9. Hey guys, been out of the game for around 3 years. After logging back and realizing i cant play tier 8 or below battleships because carriers. So then I thought I could counter their shenanigans with a fully AA decked cruiser. Guess what? I was wrong, they close in and get me spotted, entire enemy team spots me, planes vanish into thin air but i get no planes shot down cause apparently when a plane says "screw you i'm going home" it means they become invulnerable. Thanks for making carrier vision control even more risk free than it already was, cause that's what the game needed. I played a lot of DD's too back in the day but apparently every new ship has a more fancier than before powercreeped anti DD mechanics and gimmicks. 3 Questions. Why are carriers even more oppressive and uncounterable than before the glorious rework? What's the point of playing a gunboat DD when every new addition to the game (including these assholes in the air) just make you want to go back to port? Why do ships have anti-air when click of a button gives your planes force fields and invisibility?
  10. Widar_Thule

    Authentic "GRAF ZEPPELIN"

    AUTHENTIC GRAF ZEPPELIN Instead of taking their current approach to representing historic warships, I advocate that WOWS would strive to represent historic ships following an "AUTHENTIC" approach. To be sure, I do NOT mean a "SIMULATOR" or "REALISTIC" approach, but an "AUTHENTIC" approach. For those that do not understand the difference between the concepts: · AUTHENTIC - "Conforming to an original and/or the real world so as to reproduce essential features". · SIMULATOR - "A computer simulation (or "sim") is an attempt to model a real-life or hypothetical situation on a computer under real world conditions". · REALISTIC - "Resembling or simulating real life (conditions)". WOWS is NOT striving to be REALISTIC and I do NOT advocate that WOWS should be REALISTIC. Instead WOWS can and should be AUTHENTIC in their approach to historic ships, because if WOWS is not even that, then one might as well start playing some fantasy space combat game and not a game featuring historic ships whose statistics and performance are based on essential features of the real world historic ships.A ship in WOWS can be both AUTHENTIC and GAMEPLAY BALANCED, the two are not mutually exclusive. THE REASON FOR THIS TOPIC I post this topic for the benefit of the WOWS developers and graphical artists who are involved with the re-design of the WOWS GRAF ZEPPELIN. When looking at the outward appearance and characteristics of the GAMESCOM GRAF ZEPPELIN it becomes clear that the definitive study on the GRAF ZEPPELIN published by author Ulrich H.J. Israel in 1994 titled "Flugzeugträger Graf Zeppelin" has been overlooked by the WOWS developers and graphical artists. That book is probably the best single source on all aspects of the ship and her armament. Because Ulrich Israel his book in is German and there is no English language translation of it I have made an effort to translate and present key parts of that source, combined with other excellent source material from authors such as Siegfried Breyer, Gerhard Koop, Manfred Griehl, Adolf Galland, the detailed book series "Die deutsche Luftfahrt" (which consists of 35 volumes) and many other sources into this single topic. My goal is to provide as much overlooked data on GRAF ZEPPELIN to the WOWS developers as possible in the English language so that it hopefully is used during the re-design process of the WOWS GRAF ZEPPELIN. It is my goal and interest to see GRAF ZEPPELIN, which from a military technological point of view was a truly unique ship, depicted in WOWS in an authentic manner. RELEASE DATE OF THE REDESIGNED WOWS GRAF ZEPPELIN It would be best to NOT AGAIN RUSH GRAF ZEPPELIN TO COMPLETION LIKE WAS DONE FOR GAMESCOM. Instead it is better to take the time to get the ship right and display it in an AUTHENTIC manner before release, because experience shows that WOWS ships rushed to stores are usually never authentically corrected in order not to "hurt" the feelings of customers which have already bought the ship. I have bought the ships during GAMESCOM on release date but I do NO want to see the redesigned GRAF ZEPPELIN rushed to completion again, take the time to get her authentic and right! AUTHENTIC GRAF ZEPPELIN An AUTHENTIC German aircraft carrier GRAF ZEPPELIN in a 1943-1945 configuration, which is the equipment state that WOWS representatives have stated will release the WOWS GRAF ZEPPELIN in, has some unique ESSENTIAL features which should be represented. These features will be described in the following topic. In WOWS increasingly we see more and more concepts to try and come up "national" characteristics for new ships and ship lines to try and make them unique and interesting. For GRAF ZEPPELIN these "national" characteristics do not need to be made up, since the ship really was a unique design, the main points of which will be listed here. One thing to point out before we present the list is about the Hanger Deck space of GRAF ZEPPELIN, since this is usually overlooked when this ship is discussed. The GRAF ZEPPELIN was a very large Aircraft Carrier, the largest purpose built Aircraft Carrier up till 1942 and arguably up till the end of the war. The real world 1943 GRAF ZEPPELIN at 33,550 tons had 5515 m2 of Hanger Deck space, which was double that of the 36,000 tons LEXINGTON (2674 m2 hangar deck space) and the 25,500 tons ENTERPRISE (3195 m2 hanger deck space) had only 58% of the Hanger Deck space that GRAF ZEPPELIN (5515 m2) had. On 30 May 1942 the Supreme Commander of the German War Navy (Erich Raeder) ordered that the Air-Wing (including reserves) of GRAF ZEPPELIN in 1943 was to consist of 48x naval Me 109 G-6 (later designated Me 155 A-1) and 54x naval Ju 87 D-5 (later designated Ju 87 E-1). Given the Hanger Deck space on GRAF ZEPPELIN of 5515 m2 storing up to 102x Aircraft would certainly have been possible. The Hanger Dimensions are hard indisputable facts when you study the Hanger Dimensions of the Hanger Decks of GRAF ZEPPELIN, LEXINGTON and ENTERPRISE. In WOWS the LEXINGTON gets 72x Aircraft, the ENTERPRISE gets 96x Aircraft and the GAMESCOM GRAF ZEPPELIN gets 72x Aircraft. The ENTERPRISE in WOWS gets to use her RESERVE aircraft which were carried on board in a disassembled state, these RESERVE aircraft however the WOWS ENTERPRISE is allowed to use in a naval battle so there is NO reason to not also allow a redesigned GRAF ZEPPELIN to do that as well in WOWS then. Giving a re-designed WOWS GRAF ZEPPELIN the 102x Aircraft (including RESERVES) that were in real life ORDERED for her on 30 May 1942 and which her huge Hanger Deck space could store would be authentic. Balancing could be done for the 102x Aircraft GRAF ZEPPELIN, just as has been done for the 85x Aircraft KAGA and 96x Aircraft ENTERPRISE. Since the Tier 8 Carriers are also often as a result of WOWS Match- Making forced to send their Tier 8 Aircraft against the superb Tier 9 and 10 AAA of Cruisers and Battleships. Having a high number of reserve Aircraft makes both a 85x Aircrft Kaga and a 96x ENTERPRISE fun to play, in like manner a 102x Aircraft GRAF ZEPPELIN will be fun to play which is a good thing for a 50+ real world money ship. Based mainly on the excellent and most probably definitive GRAF ZEPPELIN primary source study published in 1994 by former Fregattenkapitän (Commander) of the DDR Volksmarine Ulrich Israel the following authentic characteristics for a WOWS GRAF ZEPPELIN can be listed. Since the book by Ulrich Israel is in German I have translated some of what is in the book into English to make this information available. Converting the authentic characteristics of the real world GRAF ZEPPELIN into WOWS requires making some compromises in order to let the WOWS GRAF ZEPPELIN both fit in with the other Tier 8 Carriers and still have the a decent balance between authenticity and game play, the following points are such a authenticity/game play balance compromise which would enable a unique and powerful but not overpowered re-design of the WOWS GRAF ZEPPELIN: In 1943 GRAF ZEPPELIN would authentically launch an IN-AIR Carrier-Group (Strike Force) consisting of: 6+8+8 = 22x Fighter-Aircraft (Me 155 A-1) and 8+8+8 = 24x Multi-Purpose-Aircraft (Ju 87 E-1). This authentic data can be translated into WOWS terminology which fits into the current Tier 8 Carrier design. An IN-AIR Carrier-Group for the re-designed WOWs GRAF ZEPPELIN is proposed which consists of 4+4+4= 12x (5+5+5=15x with AIR SUPREMACY Captain's skill) Me 155 A-1 Fighter-Aircraft and 5+5+5=15x Ju 87 E-1 (6+6+6=18x with AIR SUPREMACY Captain's skill) Ju 87 E-1 Multi-Purpose-Aircraft for a total IN-AIR strength of 27x Aircraft (33x with AIR SUPREMACY Captain's skill). This is still less than ENTERPRISE which has 36x IN-AIR Aircraft in WOWS. In WOWS game terminology the authentic GRAF ZEPPELIN 1943 IN-AIR Carrier-Group strength (Strike Force) would translate into 6x Squadrons total: 3x Fighter-Squadrons each with 4x/5x Me 155 A-1 = 12x/15x Me 155 A-1 and 3x Multi-Purpose-Squadrons each with 5x/6x Ju 87 E-1 = 15x/18x Ju 87 E-1. The size of 4x/5x (Me 155 A-1) and 5x/6x (Ju 87 E-1) IN-AIR Aircraft per WOWS GRAF ZEPPELIN Squadron is therefore not fully authentic but as close as possible when compared to the other Tier 8 Carriers in WOWS and as such a game-play compromise. GRAF ZEPPELIN would authentically have launched 5x Squadrons with 8x Aircraft per squadron, and 1x Group-Staff Squadron-Flight with 6x Aircraft. The authentic total launched by GRAF ZEPPELIN: 46x Aircraft. It is proposed that in WOWS the GRAF ZEPPELIN would only launch 27x Aircraft (or 33x Aircraft with the AIR SUPREMACY Captain's skill) in order to fit in with the other Tier 8 Carriers in WOWS. Authentically GRAF ZEPPELIN's 2x Fighter-Squadrons and 3x Multi-Purpose-Squadrons each consisted of 12x Flight-Aircraft and 6x Reserve-Aircraft. It is proposed for WOWS to make that 4x/5x (with AIR SUPREMACY Captain's skill) for the Fighter-Squadrons and 5x/6x (with AIR SUPREMACY Captain's skill) for the Multi-Purpose-Squadrons. Authentically GRAF ZEPPELIN's Group-Staff Squadron-Flight consisted of only Fighter-Aircraft: 6x Flight-Aircraft and 6x Reserve-Aircraft. It is proposed for WOWS to make that 4x/5x (with AIR SUPREMACY Captain's skill) for the Group-Staff Squadron-Flight. GRAF ZEPPELIN's 1943 authentic Total Aircraft strength: 54x Ju 87 E-1 and 48x Me 155 A-1 = 102x Total Aircraft. Of that number 8+8+6= 22x Me 155 A-1 and 3x8= 24x Ju 87 E-1 would authentically be IN-AIR and 26x Me 155 A-1 and 30x Ju 87 E-1 would be ON BOARD. That is the authentic real world data. The proposal for the re-designed WOWS GRAF ZEPPELIN (with the "AIR SUPREMACY" Captain's skill adding one more Fighter/Dive-Bomber Aircraft) is 3x Fighter-Squadrons with 3x4/5 = 12x/15x Me 155 A-1 Fighter-Aircraft IN-AIR with 36x/33x Me 155 A-1 ON BOARD RESERVES and 3x Multi-Purpose-Squadrons with 3x5/6 = 15x/18x Ju 87 E-1 Multi-Purpose-Aircraft IN-AIR with 39x/36x Ju 87 E-1 ON BOARD RESERVES. Since ENTERPRISE in real life had only 58% of the Hanger Deck space of the 8000 tons larger GRAF ZEPPELIN this is both authentic and workable in WOWS. Especially since the smaller ENTERPRISE in WOWS has 96x Aircraft (36x Aircraft IN-Air) and the KAGA has 85x Aircraft in total. So this proposal would give GRAF ZEPPELIN a maximum of 33x IN-AIR Aircraft and 102x Aircraft total, compared to ENTERPRISE with 36x IN-AIR Aircraft and 96x Aircraft total. The Supreme Commander of the German Armed Forces and the Supreme Commander of the German War Navy in 1942 ordered that torpedo bombers would be GRAF ZEPPELIN's main armament (when she was to be commissioned in 1943). The Me 155 A-1 was the naval version of the Me 109 G-6 Fighter-Aircraft and in 1942 it was ordered to supply GRAF ZEPPELIN with 48x of these Aircraft by 1943. It was designed to be launched from the GRAF ZEPPELIN catapults and specified to have foldable wings. The Ju 87 E-1 was the naval version of the Ju 87 D-5 Multi-Purpose-Aircraft (to be used in the roles of Torpedo Bomber, Dive Bomber, Smoke Laying Aircraft, Mine-Laying Aircraft, Reconnaissance Aircraft) and in 1942 it was ordered to supply GRAF ZEPPELIN with 54x of these Aircraft by 1943. It was designed to be launched from the GRAF ZEPPELIN catapults and specified to have foldable wings. Based on the real world information the AUTHENTIC WOWS GRAF ZEPPELIN Air Group setup should DEFINITELY be 3/3/0 (anti-capital-ship) with possible variants being 3/2/1 (all-round) or 3/1/2 (all-round) or 3/0/3 (anti-minor-ship) as alternatives to the authentic 3/3/0. All four options would be interesting to have as permanent options for the ship when the ship is re-released for sale. Releasing GRAF ZEPPELIN with an Air Group which can only fight Capital Ships (Battleships) well is to be avoided, since an Aircraft Carrier like every other ship in WOWS needs to be able to adapt to changing circumstances and Destroyers and Cruisers also need to be be targeted effectively for self-defence. GRAF ZEPPELIN's designed Top Speed in 1943: minimum speed 33.80 knots, maximum speed 34.25 knots. The re-designed WOWS GRAF ZEPPELIN should use these authentic values. GRAF ZEPPELIN was designed to be able to launch and land aircraft AT THE SAME TIME. This was probably the most UNIQUE feature of GRAF ZEPPELIN compared to other WW2 Carriers. If the WOWS programming code does not allow that, then adjust the processing times so that GRAF ZEPPELIN Aircraft can land and launch much faster. GRAF ZEPPELIN was designed to be able to launch 1x Fighter-Squadron and 1x Multi-Purpose Squadron AT THE SAME TIME and in HALF the launching time of other Carriers due to the 2x Compressed Air Catapults. If the WOWS programming code does not allow that, then adjust the processing times so that GRAF ZEPPELIN Aircraft can land and launch much faster. GRAF ZEPPELIN could authentically launch her Aircraft from her 2x Catapults without the need to turn into the wind as practically all WW2 Carriers had to do. This again translates into faster Aircraft launching times because GRAF ZEPPELIN could avoid the time consuming turning into the wind manoeuvres. GRAF ZEPPELIN was designed to be able to land 1x Squadron at a time even when Aircraft are being launched. If the WOWS programming code does not allow that, then adjust the processing times so that GRAF ZEPPELIN Aircraft can land and launch much faster. GRAF ZEPPELIN could have a faster rudder response and smaller turning circle than the GAMESECOM GRAF ZEPPELIN due her the 2x Voiht Schneider Shaft Propellers under the keel which could propel GRAF ZEPPELIN at maximum 4.5 knots IN ANY DIRECTION. The inauthentic 2x German War Flags painted on the Flight Deck of the current WOWS GAMESCOM GRAF ZEPPELIN should be removed and replaced with the authentic BRIGHT YELLOW bars which GRAF ZEPPELIN would have had painted on the Flight Deck. See details below. The wrong camouflage colours and pattern which is used by the WOWS GAMESCOM GRAF ZEPPELIN aircraft should be replaced with the authentic camouflage scheme and colours which the GRAF ZEPPELIN Aircraft would have had. See details below. The wrong Aircraft Markings and Emblems on the WOWS GAMESCOM ZEPPELIN (fighter) aircraft should be replaced with the authentic GRAF ZEPPELIN Aircraft Markings and Emblems. See details below. For the authentic lighting arrangements on GRAF ZEPPELIN I refer to the details below. The re-designed WOWS GRAF ZEPPELIN should get an authentic splinter camouflage scheme which should be similar to that of the 1942-1943 TIRPITZ, with which she was scheduled to operate together from her ordered berth at Faettenfjord, Trondheim in Norway. Images showing relevant TIRPITZ camouflage will be added to the topic. The 1939-era Fi 167 A-0, Ju 87 C-1, Me 109 T-1 were all outdated by 1942 and the German Air Force had no production lines for these aircraft and their outdated engines any more. The Air Force stated in 1942 that they would not build these aircraft and not equip GRAF ZEPPELIN with these aircraft. Instead the 1942-era Me 155 A-1 and Ju 87 E-1 were developed from then current models, weapons and engines. The torpedoes used by the Ju 87 E-1 were the 650-kg 450-mm German Torpedo Typ F 5 b (40 knot speed/2000 meter range) and the Italian Typ F 5 W (W for Whitehead-Fiume) (40 knot/3000 meter range). The main practical differences between the two torpedoes types were mostly Torpedo drop speed and Torpedo drop height. The 1942-era Ju 87 E-1 could be launched from the GRAF ZEPPELIN Compressed Air Catapult with a bomb load of at least 1000 kg (1x 1000 kg or 2x 500 kg), the older 1939-era Ju 87 C-1 would have been launched with 1x 500 kg and 4x 50 kg bombs. GRAF ZEPPELIN Aircraft would not take off under their own power from the Flight Deck as with most WW2 Carriers, but instead they were launched from 2x 21-meter long Compressed Air Catapults at a rate of 8x Aircraft per 3.5 minutes per Catapult at a speed from 0 km/h up to 140/155 km/h in 3 seconds, so 16x Aircraft would be launched in about 3.5 minutes. At the same time Aircraft could still land and be processed down to the 2x Hanger Decks due to the 3x 6.5 ton Elevators which could still be used when Aircraft were launched and landed. This in WOWS translates into faster Aircraft launching times, launching of 2x Squadrons at the same time and landing of Aircraft while launching. This makes the GRAF ZEPPELIN unique in WW2. German Aircraft used a special starter fuel mixture which allowed their Aircraft to heat their Engine Oil etc. temperature ready for flight in about 3 minutes. This saved both Aircraft fuel and precious time. On USA and other Carriers the Aircraft would have to run their Engines for 20+ Minutes in order to heat the Engine Oil etc. up for flight, wasting both valuable time and fuel. The German starter fuel mixture translates in faster WOWS launch times. Since GRAF ZEPPELIN was designed to also be able to operate alone, so in WOWS it would be authentic to give her 15-cm guns the same range as those of Tier 8 BISMARCK and TIRPITZ especially because she is so easy to spot in WOWS. The GRAF ZEPPELIN 15-cm guns were also intended to be used in an Anti-Aircraft role in case of a massed enemy Aircraft attack. The 15-cm guns would then be used in "Zonenschießen" (=Zone Fire) via "Sperrfeuer" (Barrage Fire). It would be authentic to let the re-designed GRAF ZEPPELIN use her 15-cm guns also in an Anti-Aircraft role. In WOWS the GRAF ZEPPELIN Commander can only be used on GRAF ZEPPELIN since there will be no other German Carriers in WOWS. It would make sense to therefore make that a Unique Commander, a possible name candidate is "Helmuth Brinkmann" the Commander of PRINZ EUGEN. In real life Captain (Kapitän zur See) Helmuth Brinkmann was chosen to command GRAF ZEPPELIN. The GAMESCOM WOWS GRAF ZEPPELIN has 2x Shields on the bow and an Eagle on the stern. In wartime not one single German War Navy ship went to sea with these, they were removed and kept ashore and were only to be used in peace time. So since WOWS is an arcade wargame the 2x Shields on the bow and Eagle on the stern should be removed. The Me 155 A-1 was armed with 1x MG 151/20 and the Ju 87 E-1 was armed with 2x MG 151/20. This was a 20-mm 750 RPM auto-cannon which could take down a fighter with only 3-5 direct hits. This weapon and the ammunition it used was harder hitting than any weapon used on the Carrier Fighters of other nations at the time and that should be taken into account when determining Damage Per Second for the Me 155 A-1 and Ju 87 E-1. Another key issue is that the Me 155 A-1, like the Me 109 G-6, would have all the armament in the nose. With nose armament is it much easier to hit an enemy target and fire accurately, that translates into higher DPM than wing mounted armament like on practically all USA fighters for example. Another key issue which translates into higher Hit Point Values for German Aircraft is that the 1942-era Me 155 A-1 and Ju 87 E-1 German Carrier Aircraft (like USA Carrier Aircraft) had both armour plating and self-sealing fuel tanks, while practically all Japanese Carrier Aircraft did not have this. Even the 1939-era Me 109 T-1 and Ju 87 C-1 had armour plating and self-sealing fuel tanks. GRAF ZEPPELIN had an armoured flight deck as well as some other interesting armour arrangements which I will add here when I have time to do so (To be continued...). GRAF ZEPPELIN RELIABLE SOURCES AND AUTHORS WOWS AND ULRICH ISRAEL'S GRAF ZEPPELIN STUDY CHARACTERISTICS OF AN AUTHENTIC 1943 GRAF ZEPPELIN An AUTHENTIC German aircraft carrier GRAF ZEPPELIN as she was scheduled to be commissioned on 1 April 1943 and scheduled to be ready for operations from December 1943 at the earliest and Spring 1944 at the latest some ESSENTIAL features which will be discussed in detail below as well as other relevant data. EDIT: PROPOSED WOWS GRAF ZEPPELIN AIR COMPLEMENT AND AIRCRAFT DATA GRAF ZEPPELIN FLIGHT DECK PAINTING EDIT: GRAF ZEPPELIN FLIGHT DECK LIGHTING EDIT: GRAF ZEPPELIN AIRCRAFT CAMOUFLAGE AND COLOURS EDIT: GRAF ZEPPELIN AIRCRAFT UNIT EMBLEM EDIT: GRAF ZEPPELIN AIRCRAFT IDENTIFICATION MARKINGS GRAF ZEPPELIN AUTHENTIC AIR COMPONENT 1943 GRAF ZEPPELIN HANGER DIMENSIONS AND CAPACITY NO OUTDATED 1939-ERA Me 109 T, Ju 87 C NO OUTDATED 1939-ERA Fi 167 GRAF ZEPPELIN AUTHENTIC IN-AIR STRIKE FORCE EDIT: AIR FORCE ORDERED FIRST PRODUCTION SERIES OF 220x NEW Me 155 A-1 and 115x NEW Ju 87 E-1 CARRIER AIRCRAFT IN 1942 WOWS GRAF ZEPPELIN SQUADRON SETUP GRAF ZEPPELIN AUTHENTIC ORGANIZATION OF CARRIER-GROUP GRAF ZEPPELIN 1942-ERA Ju 87 E-1 MULTI-PURPOSE-AIRCRAFT GRAF ZEPPELIN 1943 AERIAL TORPEDO TYPES FOR Ju 87 E-1 GRAF ZEPPELIN 1942-ERA Me 155 A-1 FIGHTER-AIRCRAFT EDIT: HIGH-ALTITUDE FIGHTER Me 109 H, Me 155 B, BV 155 GRAF ZEPPELIN 1943 MAIN ARMAMENT: TORPEDO BOMBERS GRAF ZEPPELIN 1943 Ju 87 E-1 BOMB LOAD GRAF ZEPPELIN COMBINED LAUNCHING AND LANDING GRAF ZEPPELIN AIRCRAFT LAUNCHING GRAF ZEPPELIN CATAPULT LAUNCHING PROCEDURE GRAF ZEPPELIN ELEVATORS GRAF ZEPPELIN SPECIAL AIRCRAFT STARTER MIXTURE GRAF ZEPPELIN NO TURNING IN THE WIND GRAF ZEPPELIN AIRCRAFT ARMING AND FUELLING GRAF ZEPPELIN PROVEN TECHNOLOGY AND TRAVEMÜNDE GRAF ZEPPELIN ARRESTING CABLES GRAF ZEPPELIN ARRESTING CABLE TESTING GRAF ZEPPELIN 1943 TOP SPEED GRAF ZEPPELIN VOIHT SCHNEIDER SHAFT PROPELLORS GRAF ZEPPELIN OPERATING ALONE GRAF ZEPPELIN 15-CM ANTI-AIRCRAFT GUNS GRAF ZEPPELIN 1943 OVERPOWERED GRAF ZEPPELIN AUTHENTIC 1943+ HULL CAMOUFLAGE PATTERN GRAF ZEPPELIN DESIGNATED COMMANDER GRAF ZEPPELIN NATIONAL FLAG ON FLIGHT DECK GRAF ZEPPELIN - NO NATIONAL EAGLE ON STERN GRAF ZEPPELIN - NO NAME PLATE ON SHIP GRAF ZEPPELIN - NO COAT OF ARMS ON BOW MG 151/20 AUTOCANNON ON Me 155 A-1 AND Ju 87 E-1 COLLECTION OF RELEVANT DATA ON WOWS TIER 8 CARRIER AIRCRAFT JAPANESE NAVY WANTS TO BUY GRAF ZEPPELIN IN 1942 AERIAL TORPEDOES AND THE BRITISH, JAPANESE AND GERMAN WAR NAVIES 1941+ GERMAN AND JAPANESE NAVY COOPERATION 1940+ GRAF ZEPPELIN DETAILED HANGER DECKS ANALYSES GRAF ZEPPELIN COMPARED TO USA AIRCRAFT CARRIERS FROM 1936 TO 1945 GRAF ZEPPELIN ARMOUR ARRANGEMENT
  11. Hello there folks! One thing that just rubs me the wrong way is the notion that Carriers have "Unlimited Planes", which just isn't true. Using the regen times of a Stock Hakuryu without any commander skills or modules the maximum theoretical regen of aircraft in a match (20 minutes) would be 16 Attack Aircraft (14 on deck), 15 Torpedo Bombers (20 on deck) and 17 Dive Bombers (18 on deck). In total this would give the Stock Hakuryu a maximum of 100 Aircraft in a game. If I recall correctly Hakuryu had a Hangar Capacity of 100 planes pre rework, which makes the maximum amount of Aircraft basically unchanged. My suggestion would be to show the maximum amount of planes available to the Carrier somewhere in the game (on the Tech Tree or in the Menus) so that the playerbase can put the notion to rest that CVs have "unlimited planes" to harass them. Edit: Counting all 9 Fighter consumables of the squadrons as well the 4 on the Carrier the Stock Hakuryu ends up having 179 Aircraft, which is quite the increase compared to before the rework. So reducing the "total" amount of Aircraft on a Carrier might be a reasonable nerf. (Also making the Fighters a bit more user-friendly would also help!)
  12. In-depth guide for more advanced carrier players. OUTDATED, LINK TO NEW GUIDE: This guide will not be for those who have never played CV’s. I will not be explaining the controls, and I will only slightly touch on the consumables. This is for the more serious players, who want to become good CV players. I hope it will be of help to you. Have fun! LINK TO .PDF FILE 1: Introduction To clarify; in order to become a better player, this guide can help, but it can’t do it for you. Practise makes perfect, any experience is good experience. But most importantly: Have fun. It is almost impossible to keep something up if you’re not enjoying it. Question yourself: is this ship type for me? Or even: is this game for me? If yes, you’ve come to the right place. Let’s get you started. 1.2 Basic rules To start off, let’s look at a couple basic rules that are vital in carrier gameplay: 1: Time to target is everything Travel time is killer. In order to have the maximum impact on a game, you need to make as many attacks per minute as possible. Push for a minimum of 1 attack per minute. Once you’ve got that down, try for 1.5 attacks per minute. Keep a notepad beside you with a pen. Make a tick every time you launch ordnance at an enemy (regardless if it hits or not—but it has to be one that you tried to hit). Then check the game duration at the end. Most people greatly over-estimate your average attacks per minute. Make sure to ride your boost continuously to fly as quick as possible. But don’t hold down W all the time, feather your boost button. Boost, let it recover for a second, boost again. You need to have it available if there’s fighters or AA that you need to avoid. Most importantly, ploink your carrier as close to the enemy ships as you dare. The shorter the time between attacks, the more attacks you will do. It doesn’t help dying fast though. Make sure you have an exit strategy, and turn tail before its too late. Also, never-ever trust autopilot. It will mess up the most basic maneuvers. Make sure to ‘babysit’ it by adding multiple waypoints (hold shift and click to add more) or better yet, do complicated maneuvers yourself inbetween attacks. So, don’t run to the backline instantly. Don’t hang around forever, waiting for the perfect attack run. Good enough is good enough. Attack, attack, attack. That’s the key to carrier gameplay! 2: There is always something else Now, what do you do when there are only uninviting targets? Iowa’s, Worcesters, Des Moines and ships escorted by AA cruisers. Answer: You ignore ‘em, look for something else. There’s always something else, you just don’t see it yet. I will explain target selection in more detail later in this guide. 3: Supporting teammates Unless there is some chad player on your side that you KNOW will shoot at what you spot, don’t waste time spotting targets for your team. Think of how many times you’ve stuck your neck out in a DD, spotted enemies that need killing but your team keeps lobbing shells at the battleship at the back. If you’re fortunate, your attack runs will coincide with spotting ships. 2: Materiel Now for materiel, the acutal ship you’re sailing and aircraft you are flying. First, let’s take a look at what each tier of Aircraft carriers offers. TIER IV: This is where everyone starts with their aircraft carriers. The anti-aircraft at this tier is minimal, but since the insane buffs to tier IV carriers, these are the most OP in the game. Play this to club seals, however boring and unfair. TIER VI: Tier VI is like its predecessor, a learning tier. This is like getting your first bike, but with sidewheels. You start learning the real deal, but you’ve got a long way to go yet. TIER VIII: Early effectiveness. This is a path to your tier X, and I will not focus on them in detail (except for premiums). This is where your sidewheels are removed, and you are finally able to spread your wings (no pun intended) and explore the limits of the CV class. But remember, you’re still on a children’s bike. TIER X: The pinnacle of carrier design and gameplay. Brutal AA and smart opponents make this a very tough playground. It is however, the best way to master a carrier line. If you are thinking of getting a new carrier, here is a short overview of each line: United States Navy Imperial Japanese Navy Royal Navy Difficulty: ★★ Difficulty: ★★★ Difficulty: ★★ + High potential ++ Extremely high potential +/- Decent potential +/- Decent plane health - Low plane health + high plane health - low plane speed + High plane speed +/- Decent plane speed +/- Decent plane reserves +/- Decent plane reserves - Low plane reserves And an overview the tier VIII premiums. First the good ones: Enterprise Kaga Difficulty: ★ Difficulty: ★ + High potential + High potential +/- Decent plane health - Low plane health - low plane speed +/- Decent plane speed + Large plane reserves ++ Extremely large plane reserves (Comes from the quick replenishment time) Saipan Graf Zeppelin Difficulty: ★★★ Difficulty: ★★★★ +/- Decent potential +/- Decent potential + high plane health - Low plane health + High plane speed + High plane speed -- Extremely low plane reserves - Low plane reserves 3: Gameplay Now for the raw gameplay. This is mainly about skill, judgement and experience. If you thought good CV gameplay is easy, think again. How I approach a match: 1. Check your matchmaking, check for strong AA ships and identify your targets. 2. First, launch rockets for scouting. 3. Set autopilot half a square ahead of your ship. 4. Fly in, make sure to bail immediately when you spot strong AA ships 5. Target Destroyers if they have AA turned on. When turned off, go for a cruiser or battleship. 6. Decide what target to go for. When unclear, go for another scouting run. Make sure to target DD’s as much as possible early on, to give your DD’s the upper hand. 7. Scan the map for inviting targets. See the next section for Target Selection. Rince and repeat. 3.1: Target selection This is probably the most important skill of a CV player. Being able to select the target that you are most effective at killing, and making sure to keep ‘winning players’ in check. If one enemy ship is holding back an entire flank, it might be a good idea to give him some pressure. Equally, when a flank is about to fall, give fighter cover to your allies and wear down the enemies. This of course depends on the distance to target. The closer, the better. Always make sure you use your carrier as effectively as possible. Don’t listen to your teammates here, YOU know how to use your carrier best, not your teammate. Things to consider when selecting your target: 1: Type of target 1. Does it have strong AA? 2. Is it big or slow enough to ensure a hit? 3. How much health does it have (left)? 4. Is it susceptible to weapons I have? 2: position of target 1. How far away is my target? 2. Is it close to strong AA ships/under fighter cover? 3. How much influence has the target on the game? (prioritize enemies that are doing well) 4. Is it moving, or unable or unwilling to move? 5. How close is my target to other points of interest? (unspotted DD’s or other juicy targets) All this is different in every situation, so you will have to judge and learn yourself. 3.2 Map awareness Another major part of carrier gameplay is carrier placement. Getting yourself in the best possible position every time, without exposing yourself to unessecary danger. This is not a simple feat. It is heavily dependent on the map where you slam your carrier down. Make sure you anticipate falling flanks, by moving up or retreating. At tier X, you can even reliably bowtank enemy fire. Make use of this! Distract the enemy team by letting them shoot your heavily angled flight deck. Getting down to 50% health and having a million tanked damage is as useful as doing 50k yourself. As a final note, DO NOT TRUST AUTOPILOT! it is on the enemy team, and will try to kill you. Do complicated maneuvers yourself, and give autopilot very specific instructions on where to move if you’re in open water. 3.3 General tips This is the big thing. How do you get the absolute most out of your CV? Here I wil list some tricks I’ve picked up over my time as a CV main. If you don’t recognize one of these points, I recommend looking in to and potentially learning them. 1: Pre-drop Standard, every carrier gets between 3-4 attacks per full plane squadron (differs per carrier). However, you will usually only get one attack off. Maybe two if you are lucky. This means you will bring -and thus lose- twice as many aircraft as you need. To get around this, many players waste 1-2 attacks on the water, to send those back to the carrier and prevent them from getting shot down. This is called: ‘predropping’ I recommend predropping at least once. No matter the nation or tier (maybe except tier IV). 2: Flak dodging The basic practise of flying around the black flak clouds. They hurt alot, but are relatively easy to dodge, unless there are too many ships firing at your planes. Simple WASD-hacks and some good ‘ol intuition will get you through any AA umbrella. Once you engage your attack mode, you won’t have to worry about flak anymore, as its damage is reduced by 80%. If you are struggling with this, don’t worry. Flak dodging will become second nature with experience. 3: Supporting teammates This is a touchy subject. Many people see CV’s as the one to protect them or their DD’s from enemy air attacks. The truth is that fighter gameplay is very limited, and a simple consumable is no deterrent for many CV’s. Add to that the average intelligence of teammates in WoWs… This is why I never prioritize covering teammates with fighters. I will only help them if I don’t need to change my plans for it. There is no use flying over a DD for 2 minutes, spotting and popping fighters, just for them to rush out and die to torps. No… your planes are better used elsewhere. This is not to say you may never spot for your team, or never prioritze DD’s, but don’t go out of your way to do it. Just do whatever the hell you want, be it helping your teammates or doing damage. Never listen to your teammate, as selfish as that may sound. 4: Consumables I’ll go over how to use your consumable in the best way possible. Your consumables are a very powerful tool, that can decide the game if used correctly. 4.1 usage of fighters. Use your fighters to spot enemy targets. They are basically a flying DD that appear and disappear at your command. Just be careful that it won’t be shot down. Try to let the fighters survive the full 60s. Don’t use your fighters on targets that have already been attacked, or targets that are uninviting to the enemy carrier. It’s easy for you as a carrier player to predict what target the enemy CV will go for. It’s also very important to not fly towards your DD to pop a fighter. You’ll just lead the enemy CV towards your DD. 4.2: Usage of engine boost Speed is damage done in CV’s. Managing your engine boost and engine cooling consumables is key to carrier gameplay. Make sure to ride your boost continuously to fly as quick as possible. But don’t hold down W all the time, feather your boost button. Boost, let it recover for a second, boost again. You need to have it available if there’s fighters or AA that you need to avoid. If you boost-recover-boost correctly, you can exploit the system to get an extra 10-15 knots of ‘free’ cruising speed. This only works for aircraft with a slow accelleration and decelleration. Use the time it takes to decellerate to replenish a bit of your boost bar. Once the speed drops too low for your liking, you boost to full again. The engine cooling consumable is extremely useful. Try to save it for when you really need it. Torpedo heal is easy. Use when your planes reach low health. ‘nuff said. Also try to save this for when you really need it. 5: AA baiting This tactic is surprisingly effective, its the practise of letting AA target the initial attack squadron. Show a graph of attack squad, actual squad. After a drop, if you INSTANTLY press F, all planes will head back up to the sky. The full squadron will be higher, because it started off higher (duh). Since AA targets the closest group of aircraft, they will target the attack element, not the squadron. This means you will (in theory) only lose the attacking element, and not the full squadron. Keep in mind, if the AA is too heavy, it will have ample time to shoot down both the attacking element and the squadron before it reaches its ‘safe altitude’. This trick works especially well with the Hakuryu torpedo bombers. Try this out for yourself, it might come in handy one day. 6: Slingshot Slingshot! A feared word in the ears of many cruiser captain. Slingshot! A argument brought up most often during CV discussions. But what is it really? I will kindly use Yuro’s video to explain this mechanic. Click here to go to his video All credit goes to Yuro As a USN CV main, I’m no expert at Slingshotting, but @Kytis is. This was his comment: “All slingshot does now is that you can get to ANY ship without taking DMG (Which is still retarded, don’t get me wrong) but the second you start the attack you will just lose your planes during and after the strike. Slingshot just means you can get close to the target and THEN lose your planes.
  13. hello guys, i am one of those guys that like to play aircraft carriers. i usually play the new hakuryu with quite decent results(average dmg around 120k, usually top 5 player). overall the game experience is fine, but i would like to point out 2 things: 1) when you are driving the planes, you cannot reinforce the anti-air gun sectors of the carrier. i think that this is quite "shitty" because i can't properly defend my ship from incoming planes. the only way i can do it is to recall my planes, reiforce the sector, and re-start the voyage(crap). it would be nice to have 2 different keys in order to reinforce the left or the right side of the ship without leaving the flight squadroon. 2) improve the auto-pilot. after the new patch there have been a lot of improvement on this topic, but still, is quite hard to go backwards and sometimes the ship collides with islands.
  14. How do you keep your bombers alive in Kaga / Shokaku (admittedly, mine's currently stock)? They appear to be made of paper, and it's like playing Tier4 again, and it's gonna be another long painful 3 captain skills before I get the second plane-health CO skill improvement. I'm not talking about preserving planes by squad-shortening, or sling-shotting - I mean how do you get them onto a ship without having them melt? People say "use Islands" – how? I mean yeah if there's a big island in exactly the right place you can fly over it and appear at the last minute and maybe still have time for your crosshair to recover and room to drop your ordinance successfully; but if it's outside / at the AA bubble's range, you're only cutting down on player positioning opportunity not on time spent (damage taken) in AA. If the target's too close to an island, torps have no water to land in (and your DB crosshair goes all janky too). And approaching from behind an island denies you the opportunity to angle correctly because it, not you, picks the attack angle on your target. If there's a small island, you're going to be visible regardless - unless you enter a TB attack run, which adds the frustration of having to fight crosshair bloom and move planes that now handle like flying barns around to try and get the run to connect with a ship who should be evading. I've looked at Youtube, but the videos I'm seeing don't seem to show players continually loitering over islands the whole game - which makes me question whether the "flying over islands changes your height and thus dodges flak" advice is actually true. If it is, how does it *actually* work mechanically? Because whether flying over land or water, my planes seem equally fragile. Likewise, Youtube seems to be sceptical of Concealment spec - which gels with my experience of some unspotted DD or incoming plane breaking my concealment when I've committed to an attack run on another target and thus nullifying the benefit. More planes, and faster replenishment, on deck seems more beneficial. How are you supposed to make use of the Torpedo Bomber heal? You get very few, healing one plane who is taking damage seems a waste, and planes seem to die so quickly that using it reactively mid-attack-run seems awkward to say the least. How are you supposed to minimise damage on an attack-run? Evasion seems to be near-impossible without sacrificing aim-bloom: Is it just a case of screwing aim and hoping to roll more badly-aimed dice than well-aimed ones from depleted survivors? Is it, likewise, a case of just going "screw my angle-of-approach, I'm gonna take the path that gets me in-and-out fastest even if it means my dive-bombs are gonna get scattered in the water all around that CA"? I assumed it was just a case of making your best-guess as to what sector is reinforced and accepting that you're going to get explosions in your face while you're trying to make your ordinance connect - now I'm not so sure given the number of videos on youtube where people seem to be able to fly planes down the throat of targets I've got melted by, and they seem to dance out with a fraction of the losses I take. Is there some way, other than guessing, to know which sector is currently reinforced in order to avoid it? Is there some trick to avoiding flak when you're on your attack run? I don't mean spiralling in on your target so that the flak is constantly spawning off-target, I mean once you're actually letting your crosshair recover and you're locked into an approach, what can you do other than eat damage to the face? I seem to recall people saying entering the attack run temporarily evades flak, but entering an attack run is usually dictated by where I need my planes to be at release-time. Is it worthwhile trying to time engaging attack runs to evade multiple incoming flak clouds? Because listening to guides, tutorials, videos, etc - I get the impression I'm over-thinking this, but there's gotta be some explanation - other than "not enough CO points, not fully upgraded Shokaku" - as to why my planes evaporate before they can apply meaningful damage.
  15. Reasons why Graf Zeppelin dive bombers need to be changed. Ta-152 a high altitude interceptor fighter is non-sensical for the dive bomber role for naval engagement since this fighter isn't designed for low altitude engagements. The Ta-152 loadout with 1x PD 500 AP bomb and size of attacking flight being only 2 planes, dealing in maximum 14,000 potential damage if you manage to hit both bombs in the citadel is the lowest potential damage in-game for dive bombers even Langley's HE bombs have higher potential damage with their two bombs being 14,600 potential damage at Tier IV. Ta-152 with 1x PD 500 AP bomb suffers the worst accuracy to hit in-game with their size of attacking flight being only 2 planes being tied with other Tier IV Carriers with similar size of attacking flight of being two planes per drop and having payload being only one bomb, while Graf Zeppelin is supposed to be a T8 carrier and should be balanced by its piers at same tier, Enterprise, Kaga, Saipan etc. Enterprise respectably having the size of attacking flight being 3 planes with having 2 bombs each respectably increasing its accuracy to hit and potential to do 35,400 maximum potential damage. More than twice Graf Zeppelin could possibly do with a single drop. Ta-152 suffers the worst dive-bombing run I seen in the game. It requires a player with a high skill ceiling to able to take advantage of the angle of the bomb drop effectively. The bombs only drop directly down if you drop them early as possible when the bombing reticle appears this is when piercing battleships with strong deck armor is possible which is highly unreliable due to the bombs dropping very early and the accuracy suffers but it's the only way to get the optimal angle for the bombs to pierce.. Ta-152 was designed by Wargaming to be a divebomber but it performs best as a horizontal bomber like the RN Horizontal bombers. Best result using these dive bombers is to side bomb cruisers with big side citadels but you sacrifice velocity to able to pierce in the last second of the run and have a chance to hit the torpedo belt which is highly armored, still being highly unreliable despise using it optimally. False advertisement, this cannot be pointed enough that Wargaming used Ju-87 Stukas in promoting the Graf Zeppelin but they never managed to be added due to the poor excuse of the Stukas being too slow to be viable for the dive bomber role in Tier 8, while a carrier like the Enterprise that use dive bombers that fly at similar speeds like the SB2C helldive but still are highly successful despite being slow. Graf Zeppelin currently sits at 48% winrate average being the least effective CV in the game at Tier 8. Suggestion 1. Bringing back the Ju-87 Stuka and use regular AP bombs. Majority of Graf Zeppelin owners want it back, the plane was highly iconic during the second world war and Wargaming put already lot of resources on making it, it wouldn't require more of wargaming money to use already made assets. Speed is useless if the weapon that is used isn't reliable, the Ju-87 in the second world war was a very reliable close air support plane that could dive and pull up in very steep vertical dives, perfect for naval bombing. It was already planned to be used for the real Graf Zeppelin for historical reasons it should be with the carrier. The SB2C helldiver that the T8 Enterprise uses flies at 160 knots which would practically be the same speed that the Ju-87 would fly in-game. Yet the SB2C helldiver on the Enterprise is the most successful dive bomber in T8 despite being slow. The argument of Stukas being too slow to be used in-game is completely false. Suggestion 2. Change the existing dive bombers into horizontal bombers. Option 1. PC RS 1000-500 series, Rocket-Assisted Anti-Shipment Bomb. Rocket Assisted Anti-Shipment Bombs was a short term project used during 1941 in the Mediterranean sea funded by Rhein Metal to sink allied ships, the project lasted till 1942 April and saw continuous anti-shipping action until the project was canceled due to the favor of other projects. All these bombs were meant to be dropped like conventional bombs at minimum 50´ angle. Meaning they were meant for the horizontal bombing. Most of these bombs were dropped by Focke Wulf 190 fighters, a logical replaced for the Ta-152. Since FW-190 saw anti-shipping action and had low altitude configurations. One notable record of the bombs hitting allied vessels was with the PC 1000 RS "Paul", were achieved in the Mediterranean on a cruiser "Dido class" the bomb hit at a speed of 1152 km / h and the igniter detonated on 0.065 sec after the impact, but as the bomb had already leaked out of the ship's bottom and detonated 5 m below the water. Switching from dive bomber to horizontal bomber would be logical for the high-speed planes the Graf Zeppelin already has and would not be too big of a change. Could penetrate 180 mm armor steel so a hit would be pretty deadly to big capital ships such as battleships, bombs were specifically designed to destroy the Nelson. Option 2. SB 800 RS SB 800 RS also known as the bouncing bomb was a later project after the Rocket Assisted Anti-Shipment Bomb project. The whole idea of the bomb is to hit the side of the ship and detonate as it sinks under the ship after reaching the right depth for the fuse to activate, while the plane needs to reach maximum speed to drop it so it would get enough velocity to bounce depending if the bomb is with the rocket-assisted motor or not. The whole concept is new and would be an interesting unique mechanic in-game, currently, Graf Zeppelin dive bombers perform most effectively by side bombing so the technique would be quite similar on how to use this bomb. Would require a lot of testing to get it to work and personally is my least favorite option but it exists if the developers need some new creative mechanic, would still be hundred times more reliable than the current state of the dive bombers right now. Footage of both Options in a rare restored tape.
  16. andymiky

    Saipan: A dead quirk (+ feedback)

    I don't necessarily mind if carriers are made to lose some more planes. Its true, sometimes I would end a game with more than half of my total planes and that is not very good. But lets turn to a carrier who's got a very interesting quirk. The Sipan. It main specialty is that it has tier 10 aircraft on a tier 8 carrier. But because of that the number of aircraft it can hold (about 27 if I remember correctly) with very small squadrons. Calculations when I bought it show that its suitability is 25% less in plane HP compared to Kaga, but it has about 25% more dmg than the kaga, plus all planes are very useful on the Saipan. How I played the Saipan was, at the beginning of the battle take out attack planes, predrop one squad so I have 2 runs left and go into battle, then, when they die take out another type of aircraft so I can have all plane types restocking timers work at the same time. That is the only way to make the 2 minute restock timers work. Against tier 10 AA ships it was already hard with me mostly doing runs on blobbed ships with only an attack run (2 planes when the rest I have already predropped). I am 41st on the leader-boards with the Sipan by average damage so this tactic of 1 run attacks worked very well even against tier 10 ships. It also means that through this tactic I was able to save a lot of my planes from unnecessary deaths. I got deplaned only once in all my 79 battles. Now, I get deplaned in max 15 minutes and that is by using the most conservative tactics. Let alone being up-tiered against tier 10 AA cruisers where this tactic doesn't work anymore. I come in with 4 planes and only one gets to drop. And to get that chance to hit 2 torps for 10k dmg I have to wait 6 minutes for the planes to restock. Now... I will always lose 1 aircraft at least on every single run. So in reality, I now have to wait 2 minutes to get a ticket so I can drop, cause I have to at least have 3 aircraft to go with. What was the point of this AA change? From what I see it was to make the plane kills more proportional to AA dmg dealt on planes. Which clearly was accomplished. But as I see it these are all the things that changed from this updated AA. 1. Plane kills increased 2. Price to pay for every run 3. Uptiered carrier is now a nightmare (a Benson can wipe out a Furious attack aircraft squad before it even does one run) 4. AA changes with no (as of yet) free respecs I don't mind loosing planes. I think that is normal to lose planes and if u play conservatively you should end the battle with about 25%-35% planes in hold. And if you are a bad player, you should be out of aircraft at about 15 minutes in. This should be when fighting against equal tier. I suggest make a variable AA defense. For example if a Worcester shoots at tier 10 planes, or planes of a tier 10 carrier, it does full AA dmg, if it shoots at tier 8 carriers an bellow, tier 10 AA only does 70% damage. That way carriers that are up-tiered don't feel like they are useless and would rather quit the game and play something else. Same could happen with tier 7 ships firing at tier 6 carriers, just the variable would change, and the ship can do 85% AA damage (both continuous and flak). So against same tier or +1 tier carrier, do 100% AA dmg, against carrier -1 tier than you, the AA does 85% dmg and -2 tier below you, the AA does 70% power. This is just an idea but then up-tiered carriers will feel a lot better and finally use and combining it with the AA dmg spread not across all planes like in 0.8.4 but across each run would be a good way forward for balancing carriers an make them killable but also fun. Also. If AP bombs are so overpowered, why not add a chance on AP bomb citadels? If an AP bomb lands on where a citadel should be, that bomb has a 35% change to citadel, or else its going to do normal bomb damage. That will eliminate most problems and finally bring AP bombs back from hitting cruisers for half HP with 1 strike. Like this, Haku won't be the uncontested best carrier just cause it can one shot cruisers with 80% certainty. The issue of the price to pay for every run is fine if you are given enough planes. I don't hate this update on the Audacious, but when uptiered or the quirk is that you have high quality planes but few of them, this update hits harder than it should have to the point that the Saipan is unplayable, and if you want to progress upwards in the carrier tree, be prepared for murder. Spread out the damage per a whole run, not 1 plane, nerf AP bombs by adding a chance to citadel on Jap AP bombs, and implement an AA variable to decrease the 'if I get uptiered I'll just exit the game' feeling. Let the AA feel powerful but not overbearing, let the AA kill planes but not be excessive. A carrier should be entitled to 1 run. If I spend 1.5 mins to fly to a target, I want to drop a full squad and then all my planes can die. This way, in 15 minutes I can drop 10 times and if I'm a good player I will hit my drop and get some damage. If I'm not a good player I want to be punished but at least let me do something. I don't play this game to be shot senseless and deplaned in 10 min even if I do my best.
  17. I was wondering sinds UK have now CV's but germany doesnt. Will be there a class of cv's for Germany?
  18. This proposed consumable "Evasive Maneuver" is an idea I picked up from @naztb and then refined it a bit more. If you like it or want to add additions, feedback and your constructive input is very welcome. If WG implements such an idea, then please no more CV OP complaints :D - Consumable "Evasive Maneuver" - Reduces ship turn radius by 50% - 3 charges - 12 seconds active - 90 seconds cool down To give everyone a chance, I wouldn't mind if any ship can fit it. Could also solve the "Too much radar/smoke/acoustics players" problem, if it would be implemented in the way that players have to make their choice of either taking the "Evasive Maneuver" consumable or Radar/Smoke/Acoustics instead.
  19. 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.
  20. Hello! I've been trying to get a picture of the strengths and weaknesses of the four premium CV:s. There's a lot of information out there, and about as many opinions as there are players. So I thought, this question may well be an old one and already answered, but what the heck - I'll just put up a poll and see what happens. I am usually the first one out with a vote on my own polls. Not so this time, for the simple reason that I don't feel qualified to form an opinion, as of now. For one thing, I don't own all four premium cv:s (yet). I also haven't played enough games in those I do own, to have a definitive opinion on those. Simply voting on the poll will of course be very helpful. But it would be even more interesting to also know your reasons for how you vote. Cheers!
  21. Vytvořeno pro Worldofwars.cz RTS mě vždy bavili nejvíc ze všech her, takže je logické, že jsem ve WoWs rychle vyzkoušel letadlový lodě a poměrně rychle je začal hrát jako moji hlavní třídu lodí. Myslím si, že hru za ně docela zvládám a protože to není pro začátečníka zrovna nejjednodušší třída, tak tady sepíšu pár základních rad i tipy pro pokročilé CV kapitány. Předem chci poděkovat hráči Sharana z oficiálního fóra, který mě toho dost naučil a povolil mi použít některé z obrázků, které použil ve svém vlastním návodu na CV.Zkratky, ovládání, atd.CV - letadlová loďTB - torpédový bombardérDB - střemhlavý bombardérCA - křižníkDD - torpédoborec (destroyer)deck - upgrade CV který rozhoduje jaké složení letek máteIJN - označení pro japonské lodě (imperial japanese navy)USN - označení pro americké lodě (united states navy)autodrop - automatický shoz torpédAA – protiletadlová obranaCV ve WoWs jsou jakousi formou extrémně zjednodušené RTS, ovládáte vlastní loď (pod klávesou 1) a několik letek letadel (2 až 9). Letadla i loď ovládáte tak, že vyberete danou skupinu (1-9) a kliknete na mapu kam je chcete poslat. Letka se poté hned zařadí do fronty na vzlet, můžete je takhle naklikat všechny a postupně budou vzlétat. Pomocí shift a klikání se dá vybrat více letek najednou. Stejně tak jako výběrem tažením ve chvíli kdy už jsou ve vzduchu. Vytvářet kontrolní skupiny (jak je známe z RTS) se v současnosti nedá, vývojáři uvažují o implementaci. Zmačknutí mezerníku vycentruje kameru na právě vybranou letku (nebo vaši CV).Tip: pokud vaše loď hoří, tak letadla nemohou přistávat ani vzlétat.K dispozici máte 3 druhy letadel – stíhače, torpédové bombardéry (TB) a střemhlavé bombardéry (DB) s tříštivými bombami. Složení letek určuje upgrade vlastní lodě zvaný „flight control“, složení letek si teda vybíráte před vlastní bitvou a je pak jen na náhodě jestli se nedostanete do bitvy kde váš deck bude nanic. Malé číslo (6 pro americké letky a 4 pro japonské) v pravém horním rohu ikony dané letky udává počet letadel v letce. Letadlová loď má omezenou kapacitu hangáru a tudíž počet vašich letadel není neomezený, ve hře vedle vašich letek uvidíte i symboly symbolizující druh letadel a číslo, které vám říká kolik letadel daného typu máte v záloze. Tip: Letadla přistávají PODSTATNĚ rychleji, pokud se vaše loď nehýbe (téměř o 2/3 rychleji), snažte se proto koordinovat vaše akce nejlépe jak můžete, aby jste pokud možno stáli ve chvíli kdy přistává větší skupina letadel.TB tvoří základ vaší ofenzivní síly, manuální drop je závislý pouze na vašem skillu a CV expert dokáže pomocí TB trefit jakoukoliv loď, včetně DD. Torpéda velmi často způsobují zaplavování, které způsobuje velké množství dmg po dlouho dobu (založené na % z maximálních HP). DB byli a jsou druhotné, jen opravdu zkušení hráči používají manuální drop u DB, protože je těžký na provedení a odměna za to příliš nestojí. DB dávají malý dmg a netrefují (počet zásahů je příliš závislý na RNG a stejně tak zda spustí oheň na palubě). Jejich hlavním použitím je způsobovat ohně (jeden oheň = 0,3% z celkových HP za sekundu, tři ohně tedy 0,9% z maximálních HP za sekundu). Tip: Vzhledem ke dřevěným palubám letadlových lodí, jeden oheň na CV způsobuje 0,4% z maximálních hp za sekundu.Automatický drop DB, červeně je označen výchozí bod, který se dá tažením přesouvat. Berte v potaz směr lodi a snažte se výchozí bod nastavit tak aby se ovál dopadu bomb co nejvíce překrýval s nepřátelskou lodí.Mějte na paměti, že japonské TB jsou připravené o něco pomaleji než DB, pokud teda chcete, aby TB šli po začátku hry na start jako první, tak nedávejte rozkazy ke startu DB, protože ty jinak půjdou první. Tip: rozkaz ke vzletu letky čekající ve frontě - nikoliv už vzlétající - se dá zrušit kliknutím na danou letku. Povel k automatickému útoku zadáte pomocí kliknutí myši a pak pomocí tažení můžete upravit výchozí bod pro útok. Nicméně doporučuju VŮBEC nepoužívat autodrop pro TB, ale hned se naučit používat manuální (prvních pár her v CV by jste měli odehrát proti botům, protože nebudete trefovat). Manuální drop se povede pomocí ALT, musíte ručně zadáváním příkazů dostat letadla do takové polohy, aby byl úhel pro manuální drop optimální - obrázek za tisíc slov:Automatický útok pomocí 3 IJN letek TB na nepřátelskou loď. Chytnutím a tažením označených šipek můžete měnit počáteční bod útoku. Automaticky drop „předpovídá“ rychlost lodi a míří tam kde bude při dané rychlosti. Manuální drop jedné USN letky TB, zde vše nastavujete sami, pozice dropu se nijak automaticky neupravuje, musíte odhadnout rychlost a směr nepřátelské lodě. Všimněte si, že na obrázku není označen počáteční bod, který by se dal „tahat“ tak jako u autodropu. Také pozor na čas potřebný k aktivaci torpéd (torpéda se aktivují ve chvíli kdy nad nimi uvidíte malé trojúhelníčky). Zásadní výhodou manuálního dropu je, že jej můžete umístit nepoměrně blíž k nepřátelské lodi a tudíž soupeř bude mít méně času na reakci a také samozřejmě menší rozptyl torpéd.Tip: Torpéda se aktivují po 300m ve vodě. Ale mějte na paměti, že vzdálenosti i rychlosti jsou ve WoWs zkreslené, aby byla hra akčnější, ale 300m zhruba odpovídá délce trupu té největší bitevní lodi.Manuální drop s IJN letkou. Důležitý je jasně viditelný kruh, pokud vaše letka je uvnitř tohoto kruhu ve chvíli kdy ji zadáte povel k útoku, tak letadla z něj musí nejprve vyletět, otočit se a vrátit se zpět k počátečnímu místu útoku. Vždy si dávejte pozor, aby letadla byla mimo hranici tohoto kruhu. Také si všimněte, jakým směrem vaše letadla letí, pokud letí na hranici kruhu a vy jim v tu chvíli zadáte povel k manuálnímu dropu prakticky do pravého úhlu od směru jejich letu, tak letadla přeletí počáteční bod, udělají otočku a pokusí se útok zopakovat. Letadla na vyšších tierech jsou rychlejší a dokážou i zatáčku provést rychleji, ale na nižších tierech berte ohled na to, že zatáčky musí být plynulé, jinak letadla přeletí.1 – trajektorie letadel před útokem. 2 - počáteční bod útoku, ve chvíli kdy letadla proletí tímto bodem, už nemůžete útok zrušit, letadla musí letět víceméně rovně ve chvíli kdy dosáhnout tohoto bodu, jinak přeletí a zkusí útok opakovat. 3 – Místo odhozu torpéd, pokud je některé letadlo sestřeleno před tímto bodem, tak svoje torpédo samozřejmě neodhodí. 4 – bod aktivace torpéd. 5 – maximální dosah torpéd.Nutné základní vědomosti-Damage torpédUž jsem se zmínil, že 1 oheň = 0,3%max HP za sekundu (0,4% pro letadlové lodě) a loď jde zapálit na 3 místech (příď, střed lodi a záď). Ale teď se podíváme na torpéda, co ovlivňuje jejich konečný damage a na zaplavování co způsobují.Torpéda pro letadla mají různý dmg, japonská mají v současnosti dmg stejný od tieru 1 do tieru 10. U Amerických torpéd se dmg zvyšuje s tiery. Ale určitě jste si všimli, že torpéda ani náhodou nezpůsobují takový dmg jaký je u nich psaný, co za to může? Mimo RNG totiž damage torpéd závisí také na místě zásahu, bitevní lodě mají po bocích lodi torpédovou obšívku (jméno z wiki, v angličtině anti-torpedo bulge), která je navržená k minimalizaci poškození od torpéd. Stejně tak se postupně vyvíjeli i další opatření pro minimalizaci poškození torpédy. To je samozřejmě modelováno i ve WoWs. Torpédová ochrana působí jako redukce poškození torpédy o 0 až 50% (0% redukce pro lodě tieru 1 a 50% redukce na tieru 10), redukce je lineárně rozložená mezi tiery (tier 5 = 25% redukce). Stejně tak poškození způsobované zaplavením je redukováno podle tieru lodi. Tier 1 obdrží 0,5% z max. hp za 1 sekundu, tier 10 obdrží 0,125% z max. hp za sekundu. Progres mezi tiery je opět lineární.-Rozdíly mezi Americkými a Japonskými CV-IJN CV mají 4 letadla na letku zatímco USN CV mají 6 letadel v letce-IJN CV mají téměř třetinové časy nutné pro opravu a přezbrojení letadel a mají větší počet letek, tudíž působí jako „mezinárodní letiště“ ze kterého neustále odlétávají a přilétají letadla.-USN CV mají mnohem lepší vzor dropu torpéd, torpéda jsou mnohem blíže u sebe a dokážou tak trefit 5 z 6ti torpéd z jedné letky. IJN CV mají podstatně větší rozptyl torpéd a dobrý CV hráč se musí snažit, aby trefoval alespoň 2 torpéda ze 4. Ale USN CV mají pouze 1 letku TB až do devátého tieru zatímco IJN CV mají už od pátého tieru 3 TB letky.-USN CV mají extrémně silnější stíhače, které Japonské stíhače samého tieru rozžvýkají za pár sekund.-IJN CV jsou podstatně hůře detekovatelné a měli by být situovány 4-5km za hlavní flotilou, kde nehrozí, že je objeví nepřátelské lodě a krátká vzdálenost k nepřátelské flotile minimalizuje čas potřebný pro jeden útok. Oproti tomu USN CV by měli být 8-10km za hlavní flotilou.Následující tabulka platí pro patch 0.4.0.1 a udává základní důležité vlastnosti IJN a USN CV. Největší pozornost věnujte složení letek (plane loadout), vzdálenostem pro detekci (concealment) a lodní AA.A teď se pojďme podívat na to, proč do osmého tieru jsou USN CV v podstatě odpad. USN CV mají v zásadě 3 možnosti složení letek. První „stock“ možnost je takzvaná „ode všeho trochu“, je to 1/1/1 pro většinu tierů. Další je deck orientovaný na stíhače, většinou 2/0/2. A posledním je „strike deck“ plně orientovaný na bombardéry a který nemá stíhače. Zásadní problém strike decku je, že není dost silný. Když nemáte stíhače, tak se nemůžete bránit útokům ze vzduchu a musíte se účastnit „zabij, nebo zemři“ minihry, kterou hrajou IJN CV (viz další sekce o rozdílech mezi tiery). Jenže jedna letka TB znamená, že právě ona bude primární cíl pro AA a všech 6 torpéd nikdy netrefíte. Zatímco IJN CV se třemi TB může předpokládat minimálně 6 zásahů torpédy. A DB nejsou dostatečně spolehlivým zdrojem dmg. Prostě potopit nepřátelskou CV na jeden nálet je extrémně těžké až nemožné, zatímco on nebude mít problém potopit vás. Základní „stock“ deck je to samé, nemá dostatečnou ofenzivní sílu, ale ani defenzivní sílu, jedna letka stíhačů vás neochrání před nepřátelskou CV a vy nemáte šanci ji potopit s 1 TB a 1 DB.A teď ten slavný „fighter deck“, na papíře přece vypadá dobře, získám převahu ve vzduchu, tím efektivně „vypnu“ nepřátelskou CV a náš tým vyhraje. Jenže je zde mnoho problémů co z tohoto dělají jen teorii:-Odporně nízká odměna za sestřelování letadel, exp odměna za sestřelená letadla sice byla zvýšena v 0.4, ale pořád je malá. I když se vaše letadla nezastaví celou hru a sestřelíte spousty bombardérů od CV vyššího tieru, pořád se budete topit někde pod půlkou tabulky podle exp. I když sestřelíte 60+ letadel, tak většina vašich expů za hru budete pocházet z toho směšně malýho dmg, který způsobily vaše dvě letky DB.-Absolutně žádná odměna za scoutování a spotování nepřátelské flotily pro vaše lodě.-Absolutně žádný skill potřebný k ovládání stíhačů, prostě kliknete na cíl. V případě duelu stejných stíhačů doufáte, že máte lepší upgrady pro vaši loď a že RNG bude na vaší straně. Obdobně DB jsou hrozně závislé na RNG.-Vyšší tier USN CV s váma doslova vytře podlahu, především na tieru 6 a 7 je skok v síle stíhačů neuvěřitelný. Top stíhači Independence mají 36 DPS a 1140 HP, zatímco stíhači Rangeru mají 84 DPS a 1400 HP. -Matchmaking, často budete proti žádné CV, často budete proti 2, proti vyšším tierům, proti jiné USN CV atd.-Impakt na hru. Tohle je ten nejdůležitější důvod, proč jsou CV orientované na stíhače na nic. Představme si ideální situaci, vy ve vašem Rangeru proti nepřátelské Hiryu, on nemá žádné stíhače, ale má čistý strike deck. Na začátku si pohlídáte všechny kouty mapy, aby vás nepřekvapil a nepotopil, začnete sestřelovat jeho bombardéry a dělat mu ze života peklo. Jenže mapa je velká, stíhači mají omezené množství munice a USN CV mají dlouhý čas pro opravu a přezbrojení letadel. On ve své IJN strike CV VŽDY dokáže dostat pár letek přes vaši obranu a rozdá minimálně dvojnásobný dmg než vy s vašimi 2x DB. To znamená, že jste v této hře na nic, on byl více užitečný pro svůj tým než vy. A toto je ideální situace pro vás… Pokud jste dobrý hráč, tak musíte mít možnost ovlivnit výsledek bitvy, to prostě americké CV se stíhači neumožňují. Není divu, že na ruském serveru se traduje, že za ně hrajou pouze BB hráči co dostali výprask od IJN CV. Závěrem chci říct, že USN CV nejsou žádná katastrofa, bohužel WG se rozhodlo nutit je do role ochránců nebes, která v současné době v náhodných bitvách nefunguje. Všechny americké CV od tieru 4 až po tier 8 včetně jsou jasně znevýhodněny. Na vyšších tierech jsou plně konkurenceschopné, ale pořád platí, že se dvěma latkama amerických TB nebudete riskovat nezdařený dropy proti malým cílům (DD a CA), ale radši půjdete na jeden nálet vypnout BB. Ofenzivní síla amerických CV na vysokých tierech je v kombinovaném náletu obou TB, které dokážou při 10-11 trefách vypnout "na ránu" devítkovou bitevní loď.-Rozdíl mezi CV tieru 4/5, 6/8 a 9/10Gameplay CV se zásadně liší podle tieru. Na malých tierech (4/5) nemají soupeři žádnou reálnou protiletadlovou obranu, ale lodě ve vodě tančí jako baletky díky absurdnímu poloměru zatáčení. Naštěstí nepřítomnost AA vám dává možnost kroužit kolem cíle tak dlouho, dokud nenajdete ten správnej úhel pro útok. Víc k tomu v sekci věnující se TB. V podstatě jedinou lodí s AA co vám může ublížit je prémiová Yubari. Naprosto zásadní je na tomhle tieru správné načasování útoků. Japonské CV mají už od tieru 4 dvě letky TB, zaútočte s jednou, pokud jste způsobili zaplavování, pak sledujte jeho HP (alt) a až se opraví, tak zaútočte s druhou letkou TB. Pokud opět způsobíte zaplavování, tak gratuluju, právě jste ho zabili (je jedno jaká loď, 3 torpéda + plná doba zaplavování zabije i BB čtvrtýho tieru). To samé se dá dělat i s DB, které vám přibydou na pátém tieru. Ohně a zaplavování by měli tvořit minimálně 1/3 vašeho celkového dmg za hru, zvládnutí tohoto je rozdíl mezi normálním a dobrým CV hráčem.Lodě na vyšších tierech jsou větší a otáčí se podstatně pomaleji, ale mají zásadně silnější AA. Zhruba od šestého tieru už nemůžete posílat letky po jedné a hrát si s ohněma a zaplavováním, tady už je potřeba dát všechny TB dohromady a útočit najednou, co nejrychleji a nezdržovat se v AA auře nepřátelských lodí. Od šestého tieru taky začnete potkávat cruisery, které mají skill na rozehnání letadel (vzor manuálního dropu u TB se promění na obrovský vějíř, netrefíte víc než 1 torpédo z letky, cílový ovál pro DB se cca zpětinásobí a prakticky nikdy nic netrefí), tohle je zásadní věc a je nutný vědět že to trvá 40s. Stejnou paniku způsobí pokud na vaši letku bombardérů bude útočit nepřátelská stíhací letka. Od pátého tieru taky začnete potkávat stíhače vystřelované z katapultu, které mají BB a CA, to je novinka od 0.4.0. Ty stejně jako předtím scoutovací letadla krouží kolem lodě, ale nově útočí na prolétávající letadla a taky způsobují paniku. Tyhle zrůdnosti s plováky prioritizují letky které útočí na loď, prioritizují letky s bombami (nebudou marnit čas letkami, co už shodily své bomby) a jsou absurdně silné. Vaše bombardéry sice nesestřelují příliš rychle, ale jejich odolnost je šílená, pokud máte smůlu tak dokážou zničit celou letku stíhačů (protože letadla s plováky přece vždy byly těm nejlepšími stíhači). Nicméně kruh, ve kterém krouží je velký a pokud přiletíte ze správného směru tak se jim můžete úplně vyhnout, případně doporučuju použít jednu letku jako návnadu (ideálně DB) a soustředit se na útok ostatními. Navíc zůstávají na místě i po potopení lodě, která tohle letadlo vlastnila.Ukázka jak se změní vzor dropu torpéd pokud jsou letadla v režimu paniky, ať už od nepřátelských letek stíhačů, speciální schopnosti křižníků, nebo katapultového stíhače.Od tieru 5 v případě IJN CV vs IJN CV začíná "snipování", tj. že okamžitě vzlétnete s TB a pak DB a pošlete je směrem k nepřátelský CV a všechno na něj vysypete a zkusíte ho zabít dřív než on zabije vás. Zuiho a vlastně i všechny další CV až do tieru 8 nemá šanci takový správně provedený útok přežít díky masivnímu nerfu obratnosti, takže je to skutečně o tom kdo koho zabije jako první. Na tieru 5 a míň ani neexistuje loď, která by vám mohla pomoct, k tomu potřebujete skill na rozehnání letadel kterej ale mají CA až od šestého tieru. Můžete se zkusit uhýbat a manévrovat proti soupeřovo letadlům, ale proti dobrému hráči to nepomůže. Na tomhle tieru je teda třeba "bugovat" okraj mapy. Doporučuji si v nějaký lodi vyzkoušet co se stane když najedete na okraj mapy a jak se tam loď chová, zároveň si vyzkoušejte jak tam (ne)funguje manuální drop. A to je důvod proč se okraj mapy "buguje", protože poskytuje poměrně dobrou ochranu proti TB. Okraji se budu věnovat později samostatně. Tahle samá "meta" platí pro tiery 6, 7 a 8. Na 7 a 8 si teoreticky můžete vzít deck se stíhačema, v reálu to prakticky nikdo nedělá (s vyjímkou amerických CV) a všichni hrají full-srike deck a pokusí se vás hned po začátku zabít. USN CV jsou v nevýhodě, protože jejich základní i fighter deck nemají dostatečný ofenzivní potenciál zabít na jednu vlnu nepřátelskou CV. Se strike deckem to jde, ale vyžaduje to precizní použití DB, protože máte jen jednu letku TB. Pokud máte fighter deck, tak IJN CV se vás bude chtít zbavit co nejrychleji, protože se dvěma letkama stíhačů jim dokážete hru sakra znepříjemnit. Ale 2 letky stíhačů jsou dost na to, aby jste zastavili jeho útok proti vám. Je třeba ale mít oči všude, takže pošlete letky stíhačů doleva a doprava a DB do středu mapy a hledejte jeho letadla. Pokud jde po jiných lodích, tak máte vyhráno a můžete mu jít dělat ze života peklo. Pokud jeho letadla nevidíte, tak nejspíš letí se všema někde u hrany mapy a snaží se vás překvapit, ale proto jste poslali obě letky stíhačů do stran… aby jste je včas našly.Tip: jestliže na vaší CV útočí letadla, tak VŽDY označte primární cíl pro vaši AA pomocí ctrl+kliknutí na letku, primární cíl dostává o 50% víc dmg – víc o tom jak funguje AA v samostatné sekci. Tiery 9 a 10 dostali v 0.4.0 zásadní proměnu decků. Jak Japonský (Taiho a Hakuryu) tak Americký (Essex a Midway) dostali decky se stíhačema a dostatkem TB i DB. Hakuryu má na výběr ze dvou zajímavých decků 4/2/2 a 1/3/4, ten druhý (strike deck) je v podstatě pokračovatelem celé linie japonských CV, na začátku taky jdete po nepřátelské CV a snažíte se jí potopit, jediný rozdíl je, že máte jednoho stíhače pro vaši ochranu. 4/2/2 je zajímavý deck, protože se 2 TB a 2 DB se pořád dá rozdat slušný dmg (zaplavit 2 TB, počkat až se opraví a zapálit 2 DB) a 4 letky stíhačů vás dokážou rozumně ochránit proti nepřátelské CV. Jediný problém je, že stíhači mají málo munice a dokážou tudíž zabít jen jednu letku USN bombardérů a pak je třeba je nechat přistát, priorita cílů a načasování je klíčové. Zatímco Midway má v podstatě jen jeden použitelný deck – 1/2/2. 2 letky amerických TB vám dávají obrovskou útočnou sílu, to je dost na „oneshot“ devítkové BB, pokud odchytnete nepřátelskou CV be stíhačů a cruiserů kolem, tak ji taky dokážete zabít „na ránu“. Midway má navíc v podstatě nekonečno letadel, díky menšímu počtu letadel ve vzduchu, větší kapacitě hangáru a delším časům pro přezbrojení se vám prakticky nestane, že by vám došly letadla, zatímco u Hakuryu to není až tak výjimečné. V dulech CV vs CV vyhrává ten kdo má kolem sebe víc CA, nic jiného vás nezachrání.-Kapitánské skillyKapitán může mít získat celkem 19 bodů, které je možné rozdělit mezi skilly, které mají zásadní vliv na vaši loď. Skilly jsou rozděleny do 5 skupin, skilly v první skupině vyžadují jeden bod, ve druhé dva, atd. Není možné nějakou skupinu přeskočit a schovat si body pro skilly z vyšších skupin, z každé skupiny si musíte vzít minimálně jeden skill.Rank 1: Jednobodových skillů, které jsou užitečné pro CV je několik.„Basic Fire Training“ zvyšuje účinnost vaší AA o 10%.„Basics of Surviveability“ snižuje dobu hoření a zaplavování o 15%.„Situational Awareness“ vás upozorní pokud je vaše loď spotnuta soupeřem, na rozdíl od šestého smyslu ve WoT tento skill ukazuje celou dobu co jste spotnuti, ne jen když jste se „rozsvítili“.„Expert Rear Gunner“ zvyšuje účinnost zadních střelců vašich bombardérů.Na první pohled skill pro CV je ten co zvyšuje účinnost vašich zadních střelců – a tím dává bombardérům schopnost se bránit. Já osobně bych si tento skill nevzal, ale raději bych si vzal jakýkoliv jiný. Jestliže vaše bombardéry ve vzduchu odchytne nepřátelská letka stíhačů, tak o všechny přijdete a je jedno jestli tento skill máte nebo ne. Občas vaše bombardéry sestřelí jednoho stíhače, ale to je tak vše (a to jen na nízkých tierech, na vyšších tierech jsou stíhači více a více účinní). Jedno sestřelené nepřátelské letadlo pro vás nic neznamená, pro soupeře taky ne a stejně přijdete o celou letku bombardérů. Z první skupiny jednoznačně preferuju „Situational awareness“. Pamatujte si vzdálenost na kterou je vaše loď objevitelná, pokud se například spustí situational awareness (tj, víte, že vás někdo spotnul) a v okolí není viditelná žádná loď nebo letadlo, která by vás spotovala, tak to znamená, že se k vám odněkud přiblížil torpédoborec. A nejspíše si hlídá vzdálenost od vás tak, aby jste ho vy neobjevili a můžete předpokládat, že jeho torpéda jsou už ve vodě – je čas začít nepředvídatelně manévrovat a vyslat letadla ho najít. Určitě se dá argumentovat, že by jste měli mít přehled o mapě a sledovat jestli někde není díra ve vaší obraně kudy by mohl DD proklouznout, ale ne vždy se to povede a situational awareness vám může zachránit život. Skill pro lepší AA je velmi užitečný, stejně tak kratší doba hoření, ale já dávám jednoznačně přednost situational awareness. U amerických CV Lexington a Midway, které mají doslova odporné spotovací vzdálenosti ztrácí situational awareness na významu a volil bych asi silnější AA.Rank 2: Zde jsou 2 skilly co připadají v úvahu.„Fire prevention“ -7% šance na oheň se pro CV hodí, protože když se dostanete na dostřel nepřátel, tak po váš všichni budou střílet HE, aby vás zapálili a vy jste tak už nemohli vysílat další letadla.„Torpedo Armament Expertise“ -10% čas pro přezbrojení vašich TB.Tady je to jasné, 100% Torpedo Armament. Jedinou vyjímkou je pokud hrajete za USN CV a chcete hrát decky zaměřené na dominanci ve vzduchu, tj. s dvěma letkama stíhačů, tak potom berte Fire Prevention, protože žádné TB mít nebudete.Rank 3: Opět dvě možnosti.„High Alert“ -10% čas před znovupoužitím oprav.„Dogfighting Expert“ – dává pomalejším stíhačům výhodu v boji. Pojďme si trochu postěžovat, protože současná podoba skillu Dogfighting Expert je na hlavu postavená. Kdo má rychlejší letadla? IJN > USN a samozřejmě vyšší tiery letadel jsou většinou rychlejší než nižší tiery. Tenhle skill měl původně trochu vyvážit šílený rozdíly mezi tiery u stíhačů. Zavedl do všeho ale jen totální bordel. Například díky tomuto skillu vylepšený stíhači ze Zuiho (T5 IJN CV) nedokážou porazit základní stíhače z Hosho (T4 IJN CV). Midway (T10 USN CV) má proudové stíhače, jednoznačně nejrychlejší ze hry. Díky tomuto skillu se stíhači z Lexingtonu (T8 USN CV) minimálně vyrovnají proudovým stíhačkám z Midwaye a minimálně budou ztráty 1:1, v horším případě dokáže i Lexington vyhrát. Tenhle skill je celkově absurdní a pokud plánujete vašeho kapitána použít na nějaké CV, kde budete používat stíhače, tak si ho musíte vzít. O 10% kratší reload oprav se hodí, ale pokud budete hrát alespoň jednu CV se stíhačema (tiery 9 a 10 100%), tak prostě potřebujete dogfighting.Tip: Nevylepšujte stíhače na Zuiho, používejte ty základní, jinak budete pravidelně prohrávat duely 1v1 s Hosho.Rank 4: Zde je pouze jeden skill, který stojí za zmínku. „Aircraft Servicing Expert“ - +5% HP pro všechny vaše letadla, -10% času pro opravu a přezbrojení všech letadel. Naprosto nutné.Rank 5: Pátá skupina 2 skilly vhodné pro CV. „Concealment Expert“ -16% vzdálenost detekce vaší CV.„Air Supremacy“ vám přidá 1 letadlo do letek stíhačů a DB (5 místo 4 u IJN CV a 6 místo 5 u USN CV), nepřidává letadlo do TB letek!Pokud budete používat stíhače, tak je to jasné a jeden stíhač navíc vám dává ve vzduchu velkou výhodu. Pokud ale například chcete zůstat na nižších tierech IJN CV, kteří nepoužívají stíhače, tak bych asi volil Concealment Expert. Japonské CV mají samy o sobě malé vzdálenosti pro detekci a tento skill jim ještě o dost pomůže a umožní jim stát jen cca 3 km za hlavní flotilou a vysílat jednu letku za druhou. Poté co dosáhnete pátého ranku, ještě pořád máte možnost získat další 4 skilly pro vašeho kapitána. Ale zde se bavíme o úrovni milionů expů pro jeden další bod, volte rozumně Já bych nejspíše vybral lepší AA za 1 bod, kratší dobu trvání požárů/zaplavení za 1 bod a -7% šanci na zapálení za 2 body.Klasické uspořádání skillů pro CV (všech 19 bodů).
  22. Randathamane

    So, The carrier rework then...

    Here is a simple poll for the community regarding the aircraft carrier rework. Simple question, is it better now or has it been broken?
  23. I've posted a few times about carriers and destroyers and hope this video of a game I played helps new users, not just learn how to play a CV, but to avoid attacks. The score is only 72K and it was only around my 10th battle in the Kaga, but I missed a few shots and it took me a while to get going. Spotting is really important early on and through the game. You'll note that I managed 100k spotting damage this game as I kept lighting up targets! Rockets are best for agile targets, and 1 or 2 well landed salvos will take a DD out. To avoid these attacks, turning towards the attacker makes it hard for the CV player to land the hit as you shorten the attack distance, thus widening the salvo spread. I find that cruisers can be tricky to hit with torpedo's as they are still relatively maneuverable, often turning away from the spread. I try to come in slightly from the front, and drop as close as possible, looking at the current posture of the ship. if its rudder is hard over, I know there will be several seconds where it cant turn so can use this to my advantage. Battleships can be easier to hit as they take an eternity to change direction and their size makes them a big target, again, use a similar attack pattern to cruisers, however sometimes coming in an 90 degrees to broadside works, especially on the ships blind side, where they may be focused on another target. Bombs are the most versatility, and can be used to attack any ship type, try to approach from the bow or stern, and land the bombs in the center, to score a citadel hit. I'm no expert and am still learning so am equally happy for people to comment how I can improve too, but I'm very much enjoying playing Carriers. My next target is to get a kracken and hit over 100k in the Kaga!
  24. natswright

    Got a free Kaga carrier

    Got a free air drop reward today, a KAGA carrier, with a 10 point captain! I never knew you could get a ship via a free drop, so I'm excited to try carrier player, although kinda feel thrown in at the deepend, with it being a tier 7 ship! Whats the ship like, I had a quick go in a training match and got to grips with the basics, but have never done any CV play!
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