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Found 70 results

  1. FRITZiee

    CV s

    Als DD hast du heute fast keine überlebens- Chance mehr, wenn ein CV dabei ist der auf dich schießt! Da kommt öfter viel Frust auf zumal ein DD meist immer vorne sein sollte. Ist er es und ein CV ist dabei hast du gleich dazu 5 bis 6 Schiffe auf deinem Hals die auf dich schießen. Dazu kommt dann auch noch Radar. Warum macht World of Warship die DDs so anfällig, wenn die schon vorne sein sollten, sollten die auch etwas überleben können.
  2. Nordavin

    3 carriers... I am done

    I just played a tier 4 Random battle... there were 3 carriers.... 3.... one, two, three. I am done. Goodbye world of warships, such a nice concept, such an easy way to destroy your own game.
  3. A strategy for countering CVs has been uncovered and the unicum destroyer main gets to hear it...
  4. Hallo, dies ist der Versuch, die Verbesserungsideen zum CV-Rework zu sammeln, die in diesem andern Thread ziemlich untergehen: Daher wollen wir hier nur die Ideen sammeln, bitte keine allzu ausufernden gar keine Diskussionen dazu und kein Hickhack, wer blöd ist und wer nicht !!! (EDIT: siehe Postings von floribe2000 = lieber gar keine Diskussionen, wahrscheinlich ufert es sonst eh immer aus; leider unterstützt dieses Forum keine einklappbaren Unterthreads, sonst wären Rückfragen leichter handelbar) Edit (floribe2000): Keine Diskussionen, da diese extrem schnell eskalieren bzw. ins Off Topic abdriften (siehe CV-Diskussionen). Diskussionen bitte im allgemeinen CV Thread. !!! Wer eine gute Idee dort drüben hatte - bitte gern hier nochmal schreiben !!! @_Riko_ hat einen guten Anfang gemacht! Ich zitier ihn hier mal (weiß nicht, wie Zitieren zwischen verschiedenen Threads geht). Also, er schrieb: Meines Erachtens funktioniert das jetzige Gameplay der CV nicht, weil die Spielweise der CV sich zu stark unterscheidet von den anderen Klassen, die sich alle ähnlich spielen. Darum wäre mein Vorschlag, die Spielweise der CV an die der anderen Klassen anzugleichen. Das könnte als ein Beispiel so aussehen: 1. CV selbst bleibt wie er ist. 2. Die Raketenflieger werden gestrichen. 3. Die Geschwindigkeit der Flugzeuge darf 70 Knoten nicht überschreiten. 4. Man hat nur 8 Flugzeuge an Bord, - 3 Torpedobomber - 3 Sturzbomber - 1 Aufklärer - 1 Jäger 5. Alle Flugzeuge haben einen TP Schnitt von 10 000 HP 6. Man erhöht die Kontrolle über die Flakabwehr, es soll möglich sein, effektiv der Flak auszuweichen. ( mindestens 50% Chance ) 7. Man fliegt nach Angriffen manuell zum CV zurück. 8. Flugzeuge an Deck bekommen eine Reparaturmannschaft 9. Aufklärer können nur Spotten ( fürs ganze Team und nur in einem bestimmten Radius, wenn sie ihn verlassen, gehen die Schiffe wieder zu ) 10. Torpdeo- und Sturzkampfbomber können nur für sich spotten 11. Jäger können Supporten, sonst nur andere Flugzeuge bekämpfen. ( hier wäre WoWp Ähnlichkeit ) 12. Flugzeuge, die abschossen werden, werden nicht ersetzt. Im Paket nimmt so die Frequenz der Lufteinsätze ab, die Wertigkeit der Flugzeuge nimmt zu, das Einsatzspektrum wird erhöht und ebenfalls die Kontrolle über die Flugzeuge. Jetzt muss man natürlich die Schäden balancen. Würde man das so machen, wäre man eher in der Spielweise der anderen Klassen als jetzt. Beispiele sind nur grob. Nochmal ich, Chassadhi: Am meisten gefallen mir ja die Torpdeo-Bomber aus Punkt 10! Ist das der Duft für harte Seemänner??? Willst auch Du bei jeder Meerjungfrau gut ankommen? - Dann nimm auch Du das neue ‹Torpdeo› - der Duft, der Meerjungfrauen provoziert!
  5. Micander

    Feature Vorschlag: Squads

    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.
  6. siraiaw

    Possible german cv line

    wargaming have confirmed they are working on additional cv lines, they have also semi confirmed that it would be an axis line, so if that line was a german line, what unique aspects would you think they would have? and what would you want in a new cv line, (please don't comment that cvs should be removed, that likely will not happen)
  7. Chassadhi

    CV-Wunschliste UMFRAGE

    Hallo, das nicht-WG-Team bittet Sie um Teilnahme an einer Umfrage. Es dauert nur wenige Minuten. :-) Bei jeder Frage hab ich gemacht, dass man mehreres ankreuzen kann, weil sich nicht alles gegenseitig ausschließt - also kreuzt all das an, was euch gefällt :-) Das waren so die Fragen, die mir einfielen ... Wie das im Detail mit der manuell zielbaren Flak und dem HP-Balken für Flieger funktionieren könnte (?), hab ich HIER erzählt ... Ziel ist bei der manuell zielbaren Flak: dass ich glaube, man wird niiiiie ein faires Fighterlebnis hinkriegen, wenn auf der einen Seite ein Mensch (der Staffelpilot) und auf der anderen Seite nur ein Bot (die Flak) steht, also muss ein manuelles Zielen möglich sein (oder halt wählbar: mancher Spieler nutzt das, mancher nimmt lieber die Auto-Flak) ... Ziel ist bei dem HP-Balken für Flieger: Ein Hauptfrustgrund ist ja "der CV haut mich, aber ich kann ihn nicht zurückhauen". Natürlich war er in der echten Seekriegshistorie so konstruiert, um genau das zu tun: zuschlagen ohne zurückgeschagen zu werden. Aber damit hat er letztlich die großen Pötte und stolzen Schlachtschiffe obsolet gemacht. Also können wir hier keine historisch korrekte Abbildung im Game wollen :-) Und man KANN es eben so machen, dass ein CV beim Austeilen auch selber einstecken muss - halt dadurch, dass er einen zweiten HP-Balken bekommt, für seine Flugzeuge - genaueres HIER - dadurch wird er fast so wie andere Schiffe: bleibt voll aktionsfähig (volle Staffeln! keine Wartezeit!) bis kurz vor Schluß, aber muss auch einstecken und ist bei 0% HP dann ganz weg wie alle anderen auch ... (genauer gesagt: sein Schiff ist natürlich noch da, aber handlungsunfähig, er kann keine Flieger mehr schicken - dann ist er so ähnlich, wie ein 1% Life DD, der in der Kartenecke rumtuckert und nicht mehr schießen kann, um zuzubleiben und so evtl. den Sieg zu retten) NACHTRAG AA-Skillung: Man ärgert sich ja oft, dass man Module oder Skillpunkte für AA rausgehauen hat - und dann ist gar kein CV im Battle! Oder man hat DefAA mit - aber kein CV ist da - da hätte man lieber Hydro mitgenommen. Sollten die Skillpunkte/Module/Consumables für AA extra laufen? Z.B. so: - DefAA ist (wie R) auf jedem Schiff dabei (z.B. als verbesserte O-Taste), somit kann man Hydro immer mitnehmen - zusätzliche 3 Kapitänsskillpunkte, die kann man dann setzen in: verringerte Sichtbarkeit für Flugzeuge / stärkere automatische Flak / stärkere manuelle Flak (oder so) - nur 1 Slot nur für AA-Module, wo man reinsetzen kann: stärkere Grundflak / kürzerer Flakburst-CD / mehr Explosionen (oder so)
  8. Vistulus

    British Premium CV

    Can we get a British premium CV now we have Graf Zep, HMS Ark Royal would be amazing or a reskinned Bogue/Ruler escort carrier.
  9. RedSer

    Potenziamenti Unici per le CV

    Quando renderete attivi i potenziamenti unici le CV??? Sono anni che aspetto, anni che dite di starci ancora lavorando e invece di farlo? Sfornate Cv nuove e addirittura lavorate per i sottomarini -.- Riuscirete per la fine di quest'anno appena iniziato a rispettare la parola data DUE anni fa? Grazie.
  10. Dark_Havoc

    Tier 10 HMS Audacious

    Temat dotyczący lotniskowca X tieru Audacious. Lotniskowiec X poziomu Audacious X Audacious znajduje się na samym szczycie brytyjskiej linii lotniskowców i pochwalić się może najwytrzymalszymi samolotami w grze. Pokaźny ładunek bomb i rakiet z pewnością okaże się przykrą niespodzianką dla niejednego przeciwnika. Natomiast bombowce torpedowe tego okrętu potrafią przedrzeć się przez obronę przeciwlotniczą nieprzygotowanych wrogów i zrzucić idealnie w nich wycelowaną salwę torped. Do słabszych stron okrętu zaliczyć można niezbyt dużą liczbę eskadr i przeciętną moc uderzeniową jego bombowców torpedowych. Nie posiadają one tylu torped co ich amerykańscy rywale, a ich siła nie dorównuje maszynom japońskim. Na szczęście zbieżny stożek torped zapewnia większą celność ataków. https://worldofwarships.eu/pl/news/game-updates/british-aircraft-carriers/#audacious
  11. In the current way CVs are to easy to unlock and play. To many people want to play cvs because of air superiority, especially in the lower tiers. And in higher tiers you usually get like two cvs on each team. I know alot of people just want CVs gone. As any potato can pres wasd, not fill in their actual role (support fighters, spotting) and just go #### on targets they want. Usually dds as their AA has the least dmg output. RTS imo from what I've seen would still be way better way for the CV as it requires strategic game play. Instead of throwing an infinite amount of planes to the enemy. Till they die. And I know cv rework gets talked about alot. But this is just a suggestion. Critism is always welcome. Unlocking the CV branch by having two T6 Techtree ships in a nation With this the player requires to unlock two T6 tech tree and have 10 matches won with them. Once this has been done the CV branch will be unlocked and the player can spend their xp onto the first CV. Unlocking the CV branch by having a set amount of battles The player will require to have at least 700-900 matches before getting acces to the the CV branch. After the set amount of battles is reached the player can now research the first CV of any nation. Unlocking the CV branch with special CV currency Simular to the PR event, but we'll call them Research Tokens. And it's available throughout the lifespan of the game. The player will gain Research Tokens only by playing Random battles with techtree ships of T4/T5/T6/T7/T8/T9/T10. You'll gain a base of 10 tokens per match if you've played actively in the match. The amount of tokens can be increased by your performance in the match. Let's say you survived and only got 20k damage you'll get 3 tokens. But if you did 50k and and died you'll get 7. And if you got 130k and survived you'll recieve 20. For a win you'll get +5 tokens to the base amount of tokens, when you lose you get none extra. To unlock and research a CV branch and its first CV of a nation you'll need 50 000 points. This will only unlock and research the first CV of the nation you picked. So choose wisely. As you need to regrind the 50k points to unlock another nation's cv branch. These tokens will only be required to unlock the T4 cv and are not needed for the T6/T8/T10 of the CV line. Unlocking the CV branch with a special XP bar With this method the base xp you gain will be used to unlock the CV branch. It could be like a personal mission. It can also be just a progress bar besides the CV line. You'll need 750 000 base xp to unlock and get acces to all CV lines. And it's impossible to use Free xp to bypass it. My words on this topic: Okay last two options I came with are absolutely ridiculous. Like that's way to much work. But I only made those too much cause we don't want it too easy for people to get acces to and play CV's. They don't require much if any skill anymore. And having dimwitts (like me) in them is a horrible experience for the team they are on. This whole thing is just a way to procrastinate the time in which the new inexperienced players can get their hands on tools that easily can ruins game play for both sides of the battle field. By using this procrastination the players can learn more about how the game works and maybe be better players. Than any potato cvs are right now. And yes I know they can still buy premium CV's that's "fine". Most CV's I've seen in battle are techtree CV's anyways. And only like 40% of wgs player base wil invest money into boats that aren't the best when there's a thing such as the Enterprise. And since GZ lost its rarity status the only ships they might buy are Saipan and Kaga.
  12. Priapo_Altieri

    Italian aircraft carrier? Aquila!

    Dear forum users, playmates. I decided to open this topic to make a suggestion to Wargaming! Just like Germany, Italy also attempted to build a CV. That's right! It will seem incredible, yet it is the truth. His name was Aquila and was 90% completed before the project was interrupted. Aquila (Eagle) was designed for the Royal Italian Navy during the Second World War, obtained with the conversion of the hull of the transatlantic Roma. (Not to be confused with the Littorio class battleship, launched afterwards). It was the first Italian aircraft carrier with a flight deck to have been built, but unfortunately it never entered service. A fate analogous to the Graf Zeppelin of Kriegsmarine. The Italian military leaders have always opposed the construction of aircraft carriers, but with the attack on the Taranto naval base on 12 November 1940, the effectiveness of the naval aviation embarked became evident and it was decided urgently to equip the Regia Marina with an aircraft carrier. Among the possible candidates for transformation into an aircraft carrier, a transatlantic liner was chosen that needed a lot of modernization work. The project was developed by the colonel of Navy engineer branch Luigi Gagnotto and included a unit with two superimposed bridges, with the lower deck used for takeoff and the upper one for aircraft landing. Exactly as it happened for the japanese aircraft carrier Kaga and the english one Furious. The ship would have been able to embark a total of about 54 airplanes, all with folding wings: 18 dive bombers Reggiane Re.2002, 18 fighters Reggiane Re.2001 and 18 torpedo bombers Savoia-Marchetti S.M.79. The armament consisted mainly in the AA defense: eight cannons of 135 mm, twelve anti-aircraft guns of 65 mm and one hundred and thirty-two machine guns of 20 mm. The engine was built using two apparatuses destined for light cruisers of the "Capitani Romani" class (available after the cancellation of the construction of four of the twelve planned units), equipping the Aquila with eight boilers and four turbines and recalibrating the power they allowed the ship to reach a maximum speed of 30 knots. Although it was damaged in November 1942, while it was still under construction in Genoa, on the date of the armistice of 8 September 1943, the ship was already 90% completed, practically ready for testing and sea trials and had already carried out the first static tests of the engine apparatus, but did not have time to enter active duty. On 9 September the ship fell into the hands of the Germans who took it over by entrusting it to the authorities of the Italian Social Republic, which attempted to complete it and put it into service in the Republican National Navy, but without success, due to the continuing Anglo-American bombardments, like that in the port of Genoa of 16 June 1944 in which the ship suffered serious damage. The Germans began a partial dismantling to recycle her iron and finally on 19 April 1945 the ship was attacked by underwater assault vehicles of the Italian cobelligerent forces, to prevent the Germans from using the big hull and sinking it to block the entry of the port of Genoa. At the end of the war, on April 24th 1945, it was found again floating, half submerged and placed in the middle of the port in an extreme attempt to block the passage in the port. It was towed to La Spezia in 1949, awaiting a decision on its possible re-use for civil use, but once the difficulty and the high cost necessary to bring the ship back to its original state of steamer was found, its demolition was decided upon in 1952. UPON DATA Type Aircraft Carrier Manufacturer Ansaldo - Genoa Final destiny Dismantled in 1952 Displacement 23.500 Gross tonnage 27.800 tsl Length 235,5 m Width 30 m Height 23 m Draught 7,3 m Flight deck length 211.6 - width 25.2 m Propulsion 8 boilers, 4 turbines - Power: 151,000 HP Speed 30 knots (56 km/h) Complement 1420 Armament 8x1 135mm, 12x1 65mm, 132x2 20mm Armour 70 mm vertical, 80 horizontal Aircraft carried 54 (fighters, dive bombers, torpedo bombers) What do you think about this mysterious metal creature? Would it have helped to improve the fate of the sea war for Italy, or would it have only slowed its inevitable fate? I hope this topic gets a bit of your interest and can be an inspiration for the Wargaming developer team. Perhaps they will find it appealing to add this to the still small tech tree of the Italian navy on Warld of Warships!
  13. Flavio1997

    Next ranked is gonna be Fun!

    So imagine the fun you will have whn a cv spots you and a smolensk with 2-2.5 secs reload he spam you...yayyyyy!
  14. Aircraft Assassination Competition 1 ( EU Server Only. ) The Rules :- 1. Competition starts at 14:00 CET 15/01/20, and finishes on Sunday 19/01/20 at 14:00 CET 2. The person that kills the most aircraft in WOWS is the winner. 3. Only kills with in the competition time count. 4. Only accounts in the EU server can claim the prize. 5. Only aircraft kills in Co-Op or Random Count, no other mode is eligible. 6. the winner has to claim his/her prize ( hit me up in pm ) 7. you have to prove in this thread your claim. 8. Prizes are courtesy of NSF Clan. 9. The prize may be subject to change dependant on what is in the shop at the competition time close. 10. CV AIRCRAFT KILLS DO NOT COUNT. ( thank you J ) Destroyers, Cruisers, Battle Boats only Count. AAC 1 Prize :- ( subject to change see rules ) Good Luck All. ---------------------------------------------------------------------- Stock Build Lenin
  15. Hello guys, just wanna give you some hints and tricks, which could help you, when you decided to play the CV rework. Trying to make just short descriptions. Note: I'm seeing this from an IJN view and this is not a complete guide. Table of content Autopilot with CV and AAA AP bombing with different impact angles Aiming with AP - dive bomber against light armored vessels (depends also on the AP bombs) Aiming with AP - dive bomber against heavy armored vessels My general advice for AP bombing Accelerating and slowing down Turning Keyboard and Mouse usage Using Fighters Autopilot with CV and AAA I recommend to chose a zig zag course with your carrier, which makes aiming harder for enemy aircraft attacks. Also switching the AA side is recommend. The Screenshot in the 'spoiler' shows, that the CV moves in zig zag to the east, while switching the AAA to the right side (to the south) Edit: I don't recommend that really anylonger, since the sector change, which "only" increases the continuous aa dps. Another tactic: Since fires and floods last very short, the threat of a burning flight deck is minimized. That encourages to go close with the team. A few km behind the last bb of the team could give some extra AA power. I wouldn't choose a sector with that tactic, because there is too much change, and the CV player is too inflexible for changing sectors. AP bombing with different impact angles The angle of the impact of the bombs depends on the angle of the plane. Take a look at the screenshot in the 'spoiler'. Steep angles of the plane leads to a better impact angle, thus thicker armor could be penetrated, while a shallow angle won't penetrate thick armor, but has the advantage not to over-penetrate thin armor. Aiming with AP - dive bomber against light armored vessels (depends also on the AP bombs) The first example is about a stationary Cruiser and where to start the dive. Look at the grey crosshair. The grey crosshair mostly shows, where the dive bomber will be in the dive stage, thus aiming in front of the cruiser would lead, that the stage after the dive would be directly above the cruiser. The next screenshot shows how it looks like, if you're above the crusier. The planes are not steep angled, since the dive is already over. Now showing an example for aiming at a moving cruiser, where to start the dive. In many cases you will have to accelerate, since cruisers are pretty fast. And another screenshot: this shows, that AP bombs penetrate dds (Kagero). Note: Not all AP bombs work against all light armor vessels, especially T10 AP bombers have a high penetration capability. Aiming with AP - dive bomber against heavy armored vessels Against heavy armored targets it's recommended to drop the bomb while the dive. I'm showing you a screenshot, when to start the dive against a stationary bb. The grey crosshair is directly above the BB. The next screenshot shows how it looks like, when to release the bomb. The planes are in a steep angle. Now an example how to aim at a moving BB. It just needs a little bit lead, look at the grey chrosshair, it is aimed at the tip/nose of the BB, since they're slow, and the BB will be at that point, when you start the dive. My general advice for AP bombing Generally I use the AP bombs only against larger cruisers and battle ships, because the ap bomb mechanic and penetration capability is pretty hard to figure out. The Shokaku can dive bomb dds, while the Hakuryu can't. Also I had the experience, that I divebombed a Buffalo multiple times and got only overpens, but in the training room, shallow or steep bombing - both lead to citadells. So it's still somehow confusing. Accelerating and slowing down When the planes are at max speed or slowed down, it will affect the dive. If a target is close, and the squad is accelerated, the squad will often shoot over the target, so it's more recommended to approach a target with normal spead, or slow down. With more experience speeding up can be a pretty good tactic. Turning The turning circle is smaller, when slowling down. This is pretty good for Divebomber and sometimes for Torpedobomber. Attackplanes often need some more range and a longer approach. So in case of the attack planes after an attack run - instead of a small turn - I accelerate to get farer away. Dive bomber = Slow down and turn Torpedo bomber = Depends more on situation Attackplanes = Accelerate and turn then Keyboard and Mouse usage Keyboard is mostly for maneuvering (avoiding aa), turning and coarse movements. While you should use the mouse for aiming. The mouse control reacts only in a cone of ~45°, outside of this cone area, turning with mouse is disabled. Beside that, the right mouse is for looking around, but it behaves in the same way like it would be with guns, thus the airplanes will move to the spot, where you aimed, before you hold down the right button. Using Fighters Generally don't use fighter directly on enemy strike planes, they take too long for the engage. Use them like a smoke to cover a helpess mate (especially dds in caps). You can also fly a head and place the Fighter in front of a DD. Just predict, where the dd or ship want to go and place it there, so it will have a bit cover to take the objective. Beside that, Wargaming anounced that one fighter kills one enemy planes. Most fighter consumables are more or less same, but the Enterprise has for example 6 fighters, and larger patrol area, while most CVs at T8 have only 3 fighter planes.
  16. Been watching Youtube vids of CV games. I've noticed the players sometimes "dump" planes i.e. attack empty sea and return to CV before reaching enemy. Why do they do this? Should all CVs do this? Should all planes types i.e. torp, bomb, fighter do this? etc etc Thanks in advance fellow semen
  17. I'm a CV main, and after months of suffering from the awful lies spouted by the DD mafia about how they're supposed to be defenceless against us CV players, I've decided to debunk the myth once and for all. Destroyers have extreme anti-air potential against aircrafts of all kind, and any decent destroyer player can easily annihilate even the most advanced aircrafts. But here's the difference between me and the torpedo-spamming monsters who indulge themselves in bullying larger ships: I bring PROOF. The kind of scientific proof that is undisputable, showing once and for all how competent players bully us carriers. I will now accept the apologies of DD main players who realized their conspiracy to hide the truth has been brought to light. And if you come here to claim that you can't do the simple maneuver shown in the proof, then my only answer is to git gud. And just dodge (TM).
  18. siraiaw

    CV Primary Objective

    What should be cv's primary objective in the game please if you have other ideas for what the cv's job should be please write your idea. and please do not say that cvs should be removed from the game, that most likely will not happen at this point. and if you wan't you can also come with suggestions as to how cvs can be change to fit the primary objective you chose
  19. Hello all, So after i recorded player numbers week by week over the last Year and payed close attention to the whole CV Rework ( I was testing since round 1 in October 2018) i tried to sum up some results in Graphs, explain certain jumps in player numbers and also added personal statements to what has been changed so far and its efficiency, as well as the game development from a top view perspective. This is a translation of my text in the german forum so if you find any gramatical mistakes -> please be gentle Time of data recording: 06.10.18 - 28.12.19 Source: Marplesyrup Server: EU There were 3 periods where Marple unfortunately did not provide data. I first thought about adding an average value here, but preferred the option of leaving so i won't falsify anything. Games per Class Games per class in percentage Total number of games played: Rank Season 14; all players Rank Season 14, only players who reached rank 1 My personal thoughts: - CV game numbers: For lowtier, the number of players has been significantly higher than in RTS for some time while for hightier the number of players has been around the same value as 2018. Im made some kinda roadmap where you can compare certain events with the patchnotes. Unsurprisingly, nerfs reduce the number of games while buffs increase them. Patch 0.8.7 helped a lot for lowtier with the changes in squad sizes while aside from SKK buffs nothing happened in the hightier at the same time. If you have been playing in Tier 4-7 range over the last few months I think you can confirm that there are "CVs everywhere". Old criticisms and what has become of them: Skillgap -> in my opinion, not much has changed. You only have one squad, but you can roam almost freely because the counterplay is missing. Even against +2 tier ships you always get at least one drop through which was not the case in the RTS. However, the lower third of the player base has much worse stats than in RTS which is most likely mainly due to the missing autodrop. Influence -> Nothing has changed for me and other Unicums. A lot of damage, high kill ratio and a lot of spotting. Those are for example my last 3 weeks played. One could argue that I can get the same values with other ships too, but to be honest I can't bring these constant values to the table with non CVs outside of a 3 man division while as a carrier I don't care too much if I play solo because it feels like I have everything under control anway. Apart from that I gladly accept donations for my prophetic statements . Much of what I once wrote when I created the original Fred in February 2019 is still an Issue. What has changed is the US DBs -> DD Interaction (fortunately) and the silver / premium story because I see the SKK on t8 currently on par with the Enterprise (also buffed in 0.8.7). I think it's really weird how many people have already predicted this last year / beginning of this year and it still happened. This is also the case with the flooding part, for Graf Zeppelin and Midway the Torps were buffed again afterwards, but only months later. You just can't balance a game using an Excel spreadsheet, there's more to it. General game development: This will certainly disappoint some Doomsayers but the game itself is still pretty healthy. There are no surprising swings in either direction, even the spike at Christmas is normal. The CV Rework did not make the majority of the players quit. For every one who quits, there is always a new one. This may hurt the general gameplay feeling (I find random games to be a pain because the players are so bad), but for wargaming nothing really changed.
  20. _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? 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. 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!
  21. 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?
  22. mein_nick_ist_besetzt

    Wind speed and direction - nerfing CVs indirectly

    The aircraft carriers don't have a very good press here, and the topics tend to devolve into flame wars. I acknowledge the fact, but I'll try nonetheless and ask you to bear with me. The general state of affairs has been summed up pretty well in some broad topics (I'll list two for reference only) so we're probably all in the same boat. The CVs play a separate game, have been shoehorned into untouchable damage dealers with no meaningful counter-play. Low in numbers, they wield a disproportionate influence in game (provided their captains can breath and click the left mouse button simultaneously) and by design lack a well adjustable balancing mechanism. The only existing one, the AA is a binary switch that flips between "CVs are OP" and "CVs are useless and unplayable". I have been thinking what other buttons could we push to tweak the balance, and I came up with something inspired with actual naval warfare history (I know - awkward in this game) Lift force. Historically, aircraft carriers needed to perform some more or less complex maneuvers to launch their aircraft due to the necessary lift force to get the planes with heavy payload of the deck. In reality the size of the naval theater mostly made those shenanigans irrelevant, but we don't play on that size of maps. So the proposal would actually involve adding two metrics to the game and one calculation on launching of the planes: the weight coefficient for each plane type / loadout combination. You might also call it necessary speed to get them off the deck. the wind direction and speed, randomly generated on map load, or dynamically changing throughout the battle - again static would work too for starters. the squadron icons would then be disabled if the "speed of carrier × wind speed < min necessary speed of squad" To me as a software engineer that doesn't sound incredibly complex to implement. It would give us some benefits though: Gameplay we get rid of the carriers camping behind an island. they need to start moving to get the birds off, thus potentially exposing themselves depending on the wind direction and speed requirement, getting a strike off might lead the carrier to venture into places where they don't want to be. This is potential counter-play option for almost everyone carriers need to start planning their next moves, while inflight, otherwise they loose time. Balancing the squadron speed requirement can be a potent tweaking tool - first because getting the carrier to speed takes time and second while it potentially renders some squads unusable in certain situations no more instant spotting at the beginning of the match. The carrier actually need to get into position to launch it's planes Money some questionable premiums (*cough* E *cough*) could be nerfed through a global mechanics change and put back to shop I could think of carrier consumable reducing the speed requirement (think steam catapults :P ) I can think of a few cons as well. One of them is putting complexity into CVs again. But then again, if we expect the cruiser people to know from the top of their heads if a 203mm AP shell fired from Myoko at a 7,43km away Zara angling at 47,78deg is able to score a pen or not, I think we can expect the carrier people to understand the basic angles as well. I'd love to hear from the Elder Winged Ones - @El2aZeR and @Sunleader come to my mind at this early hour, but pls get here everyone competent enough to have an opinion
  23. Also ich wunder mich halt warum man die neuen permanenten tarnungen nicht auf cvs packen kann.... Hätte das gerne gemacht. Ich frage mich warum es nicht geht, ist es bewusstes "diskriminieren" von cv Spielern, oder ist man einfach nur zu faul die tarnungen auch für cvs möglich zu machen? Egal was es ist ich finde es auf deutsch gesagt besch.... Und hätte gerne mal eure Meinung und ruhig mal ein offizielles Statement dazu. Warum erspiele ich mir den Schwachsinn wenn ich es nicht auf das Schiff packen kann wo ich es drauf haben will???
  24. GeoCruiser

    Bug Mino AA

    Bon, je vais passer vite fait sur le fait que les CVs ne sont pas balanced dans le jeu, pour arriver directement sur le fait que l'anti-air du Mino est buggée. Elle ne s'active pas en appuyant sur la touche de barrage "o". Ou plus exactement, lorsque l'on fait ça, elle se met en cooldown immédiatement. C'est déjà assez pénible de subir les tirs des alliés du CV parce qu'il me spot gratuitement, si je dois en plus le supporter plus longtemps à cause d'un bug.... Urgh.
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