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Found 12 results

  1. 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.
  2. I just had the quickest game ever in my entire experience. Ship - Nelson I was up tiered to VII - IX I sailed to the centre of the map and was singled out by enemy bomber planes from a Shokaku. On the first attack run the AP bombs hit me for 23K damage, the second hit me for 7k damage and the 3rd hit me for 12k damage. Holy crap I couldn't believe it, my Nelson got deleted and there was nothing I could do. I attempted to turn full rudder right/left but I was countered very easily by the enemy CV player. There were 2 or 3 ships also giving me AA support but none of them really helped that much. The Nelson AA is awful already so I'm not complaining about the AA being too low damage as I understand that's how the Nelson is balanced. But why do the AP bombs deliver so much damage? Because of being such a slow and wide ship I think this is why I took so much damage from the AP bombs. All I can say is that it makes me angry to see CV's - which let's be honest dont require very much skill - getting nearly 50k damage within 2 minutes of the game starting. Whereas in a cruiser or DD to achieve 50k damage in an entire game would be a good achievement. However the rewards are probably highly different and well stacked towards the CVs. So tell me war gaming are you happy with giving certain CVs (shokaku in this case) the ability to take away 75% of a BBs health within 2 minutes of a game starting? Is this fair balance? Can you honestly tell me you think you have a good balance between difficulty and reward here? And to the community I ask, do you think this is balanced? Or would you suggest reducing the damage potential of AP bombs? How can we balance this sky AP edit????
  3. Hey everyone. So... Shokaku. Got her a couple of days ago and honestly I'm extremely disappointed of her so far. The main problem is that of the games, that I have played so far, in 80% of the time I'm uptiered. I have gone full plane protection build and still I cant do anything to tier 9 and 10 ships. The problem is not the flak but the AA bubble of the ships. Its ridiculous that yesterday I lost a whole squadron to a Shima by flying above her. I lost my squadron in less then 2 seconds and I spotted the Shima 1 second into it. So some dds can completely devestate my squadron without me even seeing them? What? Okay I didnt mean to turn this topic into a rant. I'm not effective at all when uptiered. I basically only spot ships and try to de-cap. I barely average 50-60k dmg. What can I do to change this? Any tips and tricks are very welcomed ^-^
  4. Introduction This topic is entered in the game play section of the forum because it not only concerns Aircraft Carrier game play but overall game play in WOWS. The vaunted WOWS "Carrier rework" has been mentioned on and off over the past two years. During that time the current state of affairs of Aircraft Carriers in WOWS has not been significantly altered by meaningful changes let alone improvements. The only two noteworthy changes with regard to Carriers that have been implemented are (1) the new Flight Modes of the USA Carriers that was introduced at the end of 2017 and (2) the vastly increased number of new ships with very powerful Anti-Aircraft setups and/or Defensive Fire AA (for example ALABAMA, MASSACHUSETTS and the five new USA light cruisers). As a result there remains a virtual absence of meaningful WOWS Carrier changes to address some of the major Carrier related issues. The vaunted WOWS "Carrier rework" will in all probability not be implemented until somewhere around late 2019 at best, in other words it is a long term event. In order to improve the Carrier game play that currently exists in the short and medium term, that is in 2018-2019, some plausible solutions can be proposed and implemented to address the most serious issues for the benefit of both the opponents and proponents of Carriers in WOWS. This topic therefore aims to offers such possible and plausible solutions for the 2018-2019 short to medium term to improve Carrier game play from the perspective of both the opponents and proponents of Carriers. The solutions proposed are intended to be ones that can/should be fairly easily implemented by WOWS Developers with a minimum of effort and all need to lie within the framework of the current Carrier and general WOWS game play and game play mechanisms. In other words, the solutions proposed in this topic are NOT intended as radical solutions which are a full departure of the current WOWS Carrier game play and current overall WOWS game play. Instead the solutions proposed want to build on the strengths and possibilities of the current WOWS Carrier game play and current overall WOWS game play. The Current Carrier Related Major Issues Proposed Short and Medium Term Carrier related Solutions The individual solutions proposed in this section are to be regarded as possible solutions for the short to medium term to improve Carrier game play from the perspective of both the opponents and proponents of Carriers. The idea is to offer solutions that should be fairly easily to implement by WOWS Developers with a minimum of effort and that lie within the overall framework of the current Carrier and general WOWS game play and game play mechanisms. As such these solutions are intended to build on the existing strengths and possibilities of the current WOWS Carrier game play and current overall WOWS game play. SPOTTING SOLUTION (Alternative A) SPOTTING SOLUTION (Alternative B) FIGHTER SOLUTION (Alternative A) FIGHTER SOLUTION (Alternative B) FIGHTER SOLUTION (Alternative C) INVISIBLE SHIP AA FIRE SOLUTION DEFENSIVE AA FIRE SOLUTION DESTROYER PROTECTION SOLUTION CRUISER AND BATTLESHIP PROTECTION SOLUTION UNIQUE AND LEGENDARY COMMANDER CARRIER SKILL SOLUTION COMMANDER CARRIER SKILL LEVEL 1 SOLUTION COMMANDER CARRIER SKILL LEVEL 2 SOLUTION PLAYER BASE EDUCATION SOLUTION TIER 5 CARRIER SOLUTION CARRIER-AA DIVISION SOLUTION NON-USA BATTLESHIP AP BOMB VULNERABILITY SOLUTION
  5. Guten Morgen, hatte gerade ein Gefecht auf einer dieser Karten mit Sturm ( den fünf Minuten Timer und dann wird die Sichtbarkeit reduziert ). Ich sitzte in meiner Shokaku und möchte mein Team mit meinen Fighter decken ( hatte den anderen Träger alle seine Fighter abrasiert bevor der Sturm Timer auslief ). Ich sitze nun da und sehe "Aha, G3 Torpbomber nähern sich" also Staffeln dort hin-geschickt. Sie kommen auch rechtzeitig an und was sehe Ich? Genau nichts. Ich kann die Gegner Flugzeuge nicht sehen ( die freundlichen Schiffe flakken fröhlich vor sich hin, sprich sehen sie ). Denke mir nichts dabei ( kann mal passieren, gibt ja sowieso den Bug das Fighter/Flugzeuge mit der Position rumbuggen. Teleports inclusive, und Nein das liegt nicht an meinem Internet, das läuft fehlerfrei und flüssig ). Ein paar Games später wieder eine Sturmkarte, dieses mal Amerikaner als Gegner. Ich sehe Bomber, lasse Pi mal Daumen Sperrfeuer machen und erwische einen. Plötzlich sind meine Fighter "unter Beschuss" und Ich sehe niemanden ( auch keine Schiffe weit und breit ). Auf der Minimap erkenne Ich dann "Ah da sind seine Fighter", nur dumm, Ich sehe sie nicht, kann sie nicht markieren zum Angreifen. Staffel eins dümpelt also durch die Luft während sie im Kampf ist. Die zweite Staffel die Ich geschickt hatte zur Unterstützung sieht auch Niemanden ( obwohl die Minimap feindliche Jäger bestätigt und diese auch mit einer meiner Staffeln kämpfen ). Sprich Ich kann diese wieder nicht anvisieren. Das muss doch ein Bug sein oder mache Ich was grundsätzlich falsch? Brauche Ich irgendwelche Skills oder Module ( ansonsten fällt mir eben nichts ein woran es liegen könnte )
  6. First off I’m not some jaded carrier player. Carriers are not even my main class that I play. Out of 3500+ games I played 460 something where in carriers, or around 13%. My main class right now are battleships and cruisers. I’m just an average carrier player myself, but lately I shy away from them, but from a simple reason, they are too much of a drain of time and silver and I almost never get as much out of the games with them any more. But in the beginning I did start as a carrier player, long time ago, over a year now, when I was an alpha tester. I loved them, I enjoyed them and always said how they bring a new 4th or 5th dimension to this game. Without them the game loses something. Soon I fear most of us will start taking our high tier 8+ carrier out for some fresh air only from time to time. Why? Well let me tell you about my new carrier Shokaku and how much it cost me before I even played one game with it. So first I buy it at a discount at 8.5 mil (Japanese fleet weekend EU server). Then you have too spend 14k free xp for normal tier 8 planes (fighters, torpedo bombers) and 30k free xp for the 2/2/2 config. That’s 14x2 + 30 = 58k free xp and 3.4mil to buy all of that. Add another 1.7 mil for the upgrade slots (that’s without the concealment upgrade) and your are at a grand total of 13.6 mil without playing a single game. And I’m using the minimum I think I need not to be destroyed by the other CV. How is this different from other classes you ask? Well, unlike carriers most other ships will do fine without immediately spending free xp for that hull or radar or you don’t need all those upgrades but if you miss them in a carrier they are necessary so your planes if not upgraded immediately are not going to come close at being worth anything in tier 8 matches. Now finally, after all that you spend some time playing in your shokaku and you have a good game with 128k dmg and a kill some 11 planes shot and your grand total of net earning is : 63 611 silver (this is premium) no other flags, camo or other modifiers apply. Without premium 7 207. I also own the Essex tier 9 and its the same story, yesterday with 154k dmg my net income was exactly 100k and some change. Now comes 0.5.14 (disclaimer: not confirmed)with the cost of planes almost doubling for high tier carriers. For tier 8 is around 77% more expensive per plane and going to 112% for tier 10 (on average) As you see I didn’t even touch other issues everyone says carriers have, but this economic ones puts them at a clear disadvantage then the other 3 classes in the game and makes more people shy away from them, and new players can’t afford them without premium time and premium ships. Even without this playing carrier after tier 8 is a net loss for almost everyone and it’s going to influence the game in a negative way. You lose that extra dimension I talked about and the game is then just plane flat and monotone. I don’t know who is running the things in WG but they seriously need to fix at least the economic side of carriers cause this is just another reason players don’t see them as much in higher tiers. TL;DR: In a decent game for tier 8 carriers u earn around 60-80k profit and for tier 9 is around 100-120k while the investment in carriers is more then in any other class of ships what monetary and what in free xp, and at the end of a line is a net loss of credits for increasing worse carrier experience.
  7. A project to build the entire Imperial Japanese Navy at scale 1/2000 has started. It would be interesting to see the forthcoming updates and photos since the shokaku and zuikaku carriers look promising. http://remorika.com/12000-model-ships-imperial-japanese-navy-nihon-kaigun-photo-gallery/
  8. I was playing a normal carrier game and this happened. Also please WG fix the carrier replays so that the given orders are shown.
  9. Video comparing the Shokaku class carrier Zuikaku and the Yorktown class carrier Enterprise. Disclaimer: I made it. Notes on Accuracy & “Methodology”----------------(1) To put it simply, when it comes to data about WW2 ships everything seems to be a bit off. Many sources differ. I have like 3 different crew values for the USS Enterprise, basically every book, website and Wikipedia article has one or several different values.(2) Furthermore, thanks to various commenters on reddit and the paradox forums I know that this is very common. Just to give an example, take a look at this very well illustrated and sourced forum post: http://www.shipmodels.info/mws_forum/...(3) The same goes for articles (see sources: Wildenberg and the link).(4) So, I tried to use only one source for each value in order to keep the data as clean as possible, also I did some cross-referencing, but take everything with a grain of salt.(5) Mid 1942 is also the general “cut-off date”, thus proximity fuses, Japanese deck parks, etc. are not taken into account.(6) Values and equipment is from Mid 1942 or before. Zuikakus plane loadout is from the attack on Pearl Harbor, because she and the Shokaku were not present at the Battle of Miday.(7) Note that especially the AA loadout changed considerable several times, in the end the Zuikaku had 96 25mm AA barrels and the Enterprise was equipped with 40mm bofors.
  10. Hi, this is frag movie after last Ranked Season on RU server. Most of the season I played at Shokaku. I'm curious to hear your opinion. Thank you for attention. Link on my profile: http://worldofwarships.ru/ru/community/accounts/751163-Tub/!/pvp/overview/