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Aircraft Carriers: Check out the Changes! - Discussion Thread

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17 hours ago, Asthaven said:

After playing a few battles all I have to say is that CV Gameplay is very promising. There are a few issues with it though.

 

1. There should be ability to use consumables while in flight (Repair party, AA defence etc.)

2. Other ships needs some kind of counterplay other than maneuvering like manually operated AA to add some kind of skill factor into the game.

3. CV's needs to start with Aircraft being unprepared and I think to add some skill factor into it players should decide before launching a flight which group should be prepared next.

4. While flying attack airplanes players should be able to engage in air to air combat to defend against other air attacks.

5. there should be an ability to call fighters to defend the sector or certain ship or our carrier if needed.

1. Yes

 

2. I don't really agree with that. The rework is by far better than the current version. I rarely got killed by a CV just because I set my AA correctly and dodged the squad.
I mean I got of course hitten sometimes, but it's not a 12 torp cross drop instant death. I played Aoba and Fusa, which are known for bad AA :D

You can react pretty easily to the enemy CV, because he has only one squad, and he can't turn around that easy, so if he approaches you, you often get an idea of his strike and you can prepare yourself. It's really better than the live version. I love it!

Also the new AA is a mix of consisten damage, RNG and Skill. The Short range AA provides consistent damage over time, so it limits the RNG factor. The mid and long range AA is a bit RNG, and depends on the dodging of the CV and also on your positioning and setting of the AA

 

3. That could be done, I'm fine with that

 

4. That's a bad idea, if CV is able to fight too much other CVs, we get the current state back. People will complain, when you don't defend them all the time. I don't want that.

 

5. Many people complain about the lack of support. But that's the issue, right now the CV has too much support capability, so he is responsible to protect the team, otherwise he is bad and get flamed by his mates. It's better, when the CV has less support possibities. And btw the Fighter planes are actually good, you can create a safe zone for a short time. Once i got 44 plane kills with Haku (Of course not only planes, but I guess the planes shot 10-15)

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3 hours ago, ASharpPencil said:

Why I cant play them? I got invite to the test...

Did you got the invite, or just the email to sign up for the test? You need to get an Email with a user name and password.

 

If you didn't get one yet, you will get one maybe later, they're sending them in different waves

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37 minutes ago, KazeAmaru said:

Why is this test even up?

 

I mean we play against bots like 99% of the time. Bots who play, bad as one can.

It doesn't gives us the opportunity to test out AA capability, how easy are the torpedos to dodge. ETC.

 

Also only T6 or T10, what e.g. with a T6 vs T8 to see how the planes fare then? Again nothing.

 

Also why are captain skills disabled?

This test, is NOT even close to being representative. All Data "gained" from it, is totally useless.

 

I mean even the mechanics do not work, 7 rockets hits on target sir? That will be exactly, bloody 0 DMG. But here have some silver ribbons for hitting. EVERY DAMN TIME:

It is a start.

For every CV-game you have to play a non-CV game, so you can face other players as CV. I played Aoba and Fuso against other CVs. The bad players did 0 damages to me. Better players are able to hit, but if you dodge good, you will still not get rekt that hard like it is on the live version

 

The rockets are more for disabling AA and crippling DDs. Maybe there is no Ribbon for shatter?

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8 minutes ago, Pikkozoikum said:

It is a start.

For every CV-game you have to play a non-CV game, so you can face other players as CV. I played Aoba and Fuso against other CVs. The bad players did 0 damages to me. Better players are able to hit, but if you dodge good, you will still not get rekt that hard like it is on the live version

 

The rockets are more for disabling AA and crippling DDs. Maybe there is no Ribbon for shatter?

Honestly then remove the rocket strike squad on the double.

No one needs to disable one ship's AA capabilities. As they usually go convoy anyhow and the gain from it is nothing. Also even if it'd be AA disabling, from my experience I can say it doesn't do good at it. Like maybe one module at best then?

Why would one use or start those rocket planes up at all then? I mean it literately makes no sense at all. Why would I want to cripple the AA of. let's say we hit perfectly and strike two ships before being shot down ( highly unlikely ), instead of doing DMG when my planes most likely won't make it back?

Also driving convoy now basically disables ANY CV play, it doesn't help that planes melt too easily against one CL already. So drive around with three ships, he will have to sacrifice the whole quad or seek other targets. So if you cannot find a singled out enemy, better strike their CV or AFK.

 

The strike ability of CVs was like quadruple nerfed. NO RTS, NO simultaneous drops anymore, MUCH stronger AA, Fighter consumeable blocking areas for several minutes. Bomb damage reduces, flooding chance reduced.

I see that between the live version and ideal are discrepancies however I can confidently say the "solution" presented is one. It could be sold as a pointless mini-game to play during loading-times. You have no meaningful impact on the game, at all. Yes you had too much on live, but the middle ground surely must be found between Test, which is like "Oh hay, we are the enemy team we drive convoy, so GTFO or lose your planes immediately" and live.

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16 minutes ago, KazeAmaru said:

Honestly then remove the rocket strike squad on the double.

No one needs to disable one ship's AA capabilities. As they usually go convoy anyhow and the gain from it is nothing. Also even if it'd be AA disabling, from my experience I can say it doesn't do good at it. Like maybe one module at best then?

Why would one use or start those rocket planes up at all then? I mean it literately makes no sense at all. Why would I want to cripple the AA of. let's say we hit perfectly and strike two ships before being shot down ( highly unlikely ), instead of doing DMG when my planes most likely won't make it back?

Also driving convoy now basically disables ANY CV play, it doesn't help that planes melt too easily against one CL already. So drive around with three ships, he will have to sacrifice the whole quad or seek other targets. So if you cannot find a singled out enemy, better strike their CV or AFK.

 

The strike ability of CVs was like quadruple nerfed. NO RTS, NO simultaneous drops anymore, MUCH stronger AA, Fighter consumeable blocking areas for several minutes. Bomb damage reduces, flooding chance reduced.

I see that between the live version and ideal are discrepancies however I can confidently say the "solution" presented is one. It could be sold as a pointless mini-game to play during loading-times. You have no meaningful impact on the game, at all. Yes you had too much on live, but the middle ground surely must be found between Test, which is like "Oh hay, we are the enemy team we drive convoy, so GTFO or lose your planes immediately" and live.

Just think about, that this is a team game.

You have following scenario: There is a cap, that is important for the win, an enemy dd is entering it, you see that as japanese carrier, that the cap get capped. What will you do now?
Will you start your Deepwater-Torpedo bomber? Will you start your AP-bomb Dive bombers?

You use the Rocket planes, you approach the dd, you spot him, and you shoot the engine down, while your mates sink that ship.

That is a good mechanic and it's not OP like it is in the live version, where you cross drop with 12 Torps and instant kill the dd.

 

The damage of the CV is still good, but no imbalanced one hit alpha strikes.

 

You can use rockets on aa-strong Cruisers. That works pretty well. The attack planes are faster and to strike with them is easier. It's more unlikely to lose them.

 

No idea why you see that as mini game, that's totally not true. otherwise the RTS gameplay is also a minigame... If you don't like the rework, well it's up to you, but I like it and for me it works well. My highest damage so far was 250k btw

Quote

The strike ability of CVs was like quadruple nerfed. NO RTS, NO simultaneous drops anymore, MUCH stronger AA, Fighter consumeable blocking areas for several minutes. Bomb damage reduces, flooding chance reduced.

 

RTS, simultaneous drops -> That are issues of the current versions... that are reasons for the rework

The AA is not stronger, the AA is different and way more fair and less RNG.

Fighter consumable is an issue for you? Most people complaining, that it is too weak xD In my opinion, it is decent, if you use it correctly.

Bomb damage is increased, I guess? I do 15k-30k with one wing with good hits.

Flooding chance is same?

 

I don't know, but you're just guessing?

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4 minutes ago, Pikkozoikum said:

Just think about, that this is a team game.

You have following scenario: There is a cap, that is important for the win, an enemy dd is entering it, you see that as japanese carrier, that the cap get capped. What will you do now?
Will you start your Deepwater-Torpedo bomber? Will you start your AP-bomb Dive bombers?

You use the Rocket planes, you approach the dd, you spot him, and you shoot the engine down, while your mates sink that ship.

That is a good mechanic and it's not OP like it is in the live version, where you cross drop with 12 Torps and instant kill the dd.

 

The damage of the CV is still good, but no imbalanced one hit alpha strikes.

 

You can use rockets on aa-strong Cruisers. That works pretty well. The attack planes are faster and to strike with them is easier. It's more unlikely to lose them.

 

No idea why you see that as mini game, that's totally not true. otherwise the RTS gameplay is also a minigame... If you don't like the rework, well it's up to you, but I like it and for me it works well. My highest damage so far was 250k btw

It seems you either have a different test server, or your view is heavily biased.

7 Hits, on a CL ( I checked post battle DMG report ( did cause, one small AA module to fail. Yeah totall worth losing four planes for that. Oh boy, that ship is crippled. Better should run now, his AA defense are so down right now. (Jokes aside, just check your post battle statistic and you will see Rockets are useless)
 

Cool now instead of dropping 12 torps, I can drop two, which are so easily evaded by non BB ships that even the bots manage it even if I drop them close so that they arm 10m in front of the ship. ( Players just turn their CL and BB into your attack route. You have to abort and thus take prolonged AA fire. If you do not drop close, they evade with disturbing ease ). Also 5k per Torpedo hit, almost no flooding chance? Yeah sound balanced to me. Oh and then I need to do another attack run to get torps three and four out, by that time even a shitty AA of a BB has killed one or two planes already.

 

Oh and also, did I mention we can now only move one squad at a time. So we cannot even fake attacks, draw defensive AA fire and return that squad to the carrier? Because we [edited]sit there, approaching the enemy fleet again for 30s by which even the most retarded people have huddled together.

Sorry but no. Right CVs are extremely underpowered and this patch, if it goes live similiar to what it is now. Will be the end of the CV players base, none other will pick it up. Because it is no fun to be non-impactful to the game.

 

Either bring back simultaneous drop, or multiple squads. Or crank up the dmg, which most crybabies here will not want, so pick a thing from the former.

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2 minutes ago, KazeAmaru said:

It seems you either have a different test server, or your view is heavily biased.

7 Hits, on a CL ( I checked post battle DMG report ( did cause, one small AA module to fail. Yeah totall worth losing four planes for that. Oh boy, that ship is crippled. Better should run now, his AA defense are so down right now. (Jokes aside, just check your post battle statistic and you will see Rockets are useless)
 

Cool now instead of dropping 12 torps, I can drop two, which are so easily evaded by non BB ships that even the bots manage it even if I drop them close so that they arm 10m in front of the ship. ( Players just turn their CL and BB into your attack route. You have to abort and thus take prolonged AA fire. If you do not drop close, they evade with disturbing ease ). Also 5k per Torpedo hit, almost no flooding chance? Yeah sound balanced to me. Oh and then I need to do another attack run to get torps three and four out, by that time even a shitty AA of a BB has killed one or two planes already.

 

Oh and also, did I mention we can now only move one squad at a time. So we cannot even fake attacks, draw defensive AA fire and return that squad to the carrier? Because we [edited]sit there, approaching the enemy fleet again for 30s by which even the most retarded people have huddled together.

Sorry but no. Right CVs are extremely underpowered and this patch, if it goes live similiar to what it is now. Will be the end of the CV players base, none other will pick it up. Because it is no fun to be non-impactful to the game.

 

Either bring back simultaneous drop, or multiple squads. Or crank up the dmg, which most crybabies here will not want, so pick a thing from the former.

The cripple was meant for the DD to break the engine?

 

The CV is underpowered, when the player is bad. The CV is just not OP anylonger and dominates a whole match

 

Here, just one exmaple how few damage the carrier does:

 

 

20181019005151_1.thumb.jpg.d18e7edf130a2f0ec4f69cf48dbf3a1b.jpg

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Many people are mad because of "underpowered" rockets. If it is well aimed and target is adequate it can do pretty mess with enemy's ship HP.  Here is a screen of Tiny Tim in action. Shima get those 15k dmg only form rockets. And it was only one squadron attacking it - so  it was exactly 4 raids.

 

I am just affraid about one thing - when players will master their new CV interface it will be difficult to play on BBs...

shot-18.10.19_15.01.38-0148.jpg

 

Another problem, also mentioned above, is playing with bots all the time. It is quite annoying. When I play on CVs I'm attacking players. What's more I'm warning enemy that I will attack his/hers ship with a specific kind of planes. Then sometimes we talk about the raid I have made, and was it difficult to avoid it.

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9 minutes ago, Pikkozoikum said:

The cripple was meant for the DD to break the engine?

 

The CV is underpowered, when the player is bad. The CV is just not OP anylonger and dominates a whole match

 

Here, just one exmaple how few damage the carrier does:

 

 

20181019005151_1.thumb.jpg.d18e7edf130a2f0ec4f69cf48dbf3a1b.jpg

 

1 minute ago, SdKfz_186_Jagdtiger said:

Many people are mad because of "underpowered" rockets. If it is well aimed and target is adequate it can do pretty mess with enemy's ship HP.  Here is a screen of Tiny Tim in action. Shima get those 15k dmg only form rockets. 

 

I am just affraid about one thing - when players will master their new CV interface it will be difficult to play on BBs...

shot-18.10.19_15.01.38-0148.jpg

 

Cool story, no one cares about T10. I never talked about T10.

 

Also 57 Rockets, even if half miss, only 15 made DMG. Sounds also like a good ratio ( not at all ).

 

Plus yeah citadelled, so how likely is that on non bot players. Unlikely, or highly unlikely. Thus case and point.

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9 minutes ago, KazeAmaru said:

Plus yeah citadelled, so how likely is that on non bot players. Unlikely, or highly unlikely. Thus case and point.

 

With AP bombers it is easy to citadel enemy ship. It's just question of aiming nothing more. It doesn't matter if it is a bot or player. What's more I found bots harder to hit due to it's "awareness", players can have momentary "tunnel vision", bots can't.

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1 minute ago, SdKfz_186_Jagdtiger said:

 

With AP bombers it is easy to citadel enemy ship. It's just question of aiming nothing more. It doesn't matter if it is a bot or player. What's more I found bots harder to hit due to it's "awareness", players can have momentary "tunnel vision", bots can't.

Feel free to evaluate T6 CVs and you will see they are crap and just as I described. Utterly pointless. T10, I didn't test yet because I want to do so several times in a row for which I need to gain enough games on non CV ships anyhow for the service costs.

 

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9 minutes ago, SdKfz_186_Jagdtiger said:

Many people are mad because of "underpowered" rockets. If it is well aimed and target is adequate it can do pretty mess with enemy's ship HP.  Here is a screen of Tiny Tim in action. Shima get those 15k dmg only form rockets. And it was only one squadron attacking it - so  it was exactly 4 raids.

 

I am just affraid about one thing - when players will master their new CV interface it will be difficult to play on BBs...

 

Well, guess here is the difference between good players and bad players. Good players will be able to avoid a lot damage. You get only  one Squad, so a BB can predict from which direction you will strike, and can make it really hard for you. Also if the bb is alone, well maybe that is his own fault? I played mostly Fuso and Aoba on the Test Server, and it wasn't that hard to dodge the enemy CVs, but they're maybe also bad with the new CV, can't tell.

6 minutes ago, KazeAmaru said:

 

 

Cool story, no one cares about T10. I never talked about T10.

 

Also 57 Rockets, even if half miss, only 15 made DMG. Sounds also like a good ratio ( not at all ).

 

Plus yeah citadelled, so how likely is that on non bot players. Unlikely, or highly unlikely. Thus case and point.

Okay that is pretty much facepalm.

 

Planes shoot a lot rockets with a high spreading, it's normal that most rockets miss. that is also realistic... What would be a good ratio? 100%? How do you know, what a good hit ratio for rockets is? :Smile_facepalm:

 

When I play Shima and shoot 15 torps and only 2 hit, what ratio is that? 13% hit chance. That's worse than 15 of 57 (26%). So dd torpedos are bad?

 

Citadelling a BB is not that difficult, I do that all the times against players. Planes are faster than Ships. But there is a difference between good players and bad players. Bad player won't hit often for sure.  That's not a balancing issue...

 

It feels like you're more guessing without knowing it really.

 

Btw my average Damage with T6 CV on the testserver is 85k damage, which is pretty good?

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2 minutes ago, Pikkozoikum said:

Well, guess here is the difference between good players and bad players. Good players will be able to avoid a lot damage. You get only  one Squad, so a BB can predict from which direction you will strike, and can make it really hard for you. Also if the bb is alone, well maybe that is his own fault? I played mostly Fuso and Aoba on the Test Server, and it wasn't that hard to dodge the enemy CVs, but they're maybe also bad with the new CV, can't tell.

Okay that is pretty much facepalm.

 

Planes shoot a lot rockets with a high spreading, it's normal that most rockets miss. that is also realistic... What would be a good ratio? 100%? How do you know, what a good hit ratio for rockets is? :Smile_facepalm:

 

When I play Shima and shoot 15 torps and only 2 hit, what ratio is that? 13% hit chance. That's worse than 15 of 57 (26%). So dd torpedos are bad?

 

Citadelling a BB is not that difficult, I do that all the times against players. Planes are faster than Ships. But there is a difference between good players and bad players. Bad player won't hit often for sure.  That's not a balancing issue...

 

It feels like you're more guessing without knowing it really.

 

Btw my average Damage with T6 CV on the testserver is 85k damage, which is pretty good?

Okay smartie,

 

Now why does a T6, hitting 7 Rockets on a CL ( not CA, LIGHTly armored cruiser ) do _0_ DMG on several runs and games? Either bug or not intended. I tried hitting, deck, bell, aft and bow.

No difference. Yes I can decap with it, DMG? Not a chance.

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2 minutes ago, KazeAmaru said:

Okay smartie,

 

Now why does a T6, hitting 7 Rockets on a CL ( not CA, LIGHTly armored cruiser ) do _0_ DMG on several runs and games? Either bug or not intended. I tried hitting, deck, bell, aft and bow.

No difference. Yes I can decap with it, DMG? Not a chance.

If you want do damage, use Torpedos or Bombs? Btw, which CL?

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1 minute ago, Pikkozoikum said:

If you want do damage, use Torpedos or Bombs?

 

Cool story. Then I ask again. Why implent rockets, if their spread is horrible, their DMG next to none existent? Why insert the class? Rather give me a fighter squad or something useful. After all It prevents me from bringing more spare planes of TB and DB into the game. So there should be a merit besides "Oh if you have them around and someone might cap, you can decap"

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3 minutes ago, Pikkozoikum said:

Well, guess here is the difference between good players and bad players. Good players will be able to avoid a lot damage. You get only  one Squad, so a BB can predict from which direction you will strike, and can make it really hard for you. Also if the bb is alone, well maybe that is his own fault?

 

Let me disagree with it. Even knowing from which direction enemy's planes will strike won't rescue you from getting hit hard by torpedoes/rockets/bombs if you are alone - and that is the thing u cant avoid in some games, but it is not so bad. You are the last player in BB against CV and some ships? Baaam! Game over. You cant stick to your team because they spreaded all along the map? Baaam! You decided to be a hero in Yamato and sail away alone? Baaam! The point is - random games are random. And random teammates are... random... But in the end even playing BB and being away from your team wont cause instant death with one air raid as it is possible right now.

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1 minute ago, KazeAmaru said:

Why implent rockets,

Did you tryed the deepwater torps or AP bombs of the japanese against a dd? That's why. Rockets are good against dds and do some damage. But they're not op and one hit a dd.... That would be OP. A CV is not meant to be stronger than every other ship type

1 minute ago, KazeAmaru said:

if their spread is horrible

The spread has to be "horrible" because you shoot many of them? Ryujo has 4 rockets per plane, so you would shoot 8 rockets. What kind of spread do you want? hitting 100% all the time? Other planes have even more rockets, they shoot 24 per wing or even more

2 minutes ago, KazeAmaru said:

their DMG next to none existent?

Ryujo rocktes do 1800 damage. Shooting with rockets is like a dd HE salvo.

2 minutes ago, KazeAmaru said:

Rather give me a fighter squad

There are Fighter squads, when you press "T". Manuel fighters are removed for a good reason.

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1 minute ago, Pikkozoikum said:

Did you tryed the deepwater torps or AP bombs of the japanese against a dd? That's why. Rockets are good against dds and do some damage. But they're not op and one hit a dd.... That would be OP. A CV is not meant to be stronger than every other ship type

The spread has to be "horrible" because you shoot many of them? Ryujo has 4 rockets per plane, so you would shoot 8 rockets. What kind of spread do you want? hitting 100% all the time? Other planes have even more rockets, they shoot 24 per wing or even more

Ryujo rocktes do 1800 damage. Shooting with rockets is like a dd HE salvo.

There are Fighter squads, when you press "T". Manuel fighters are removed for a good reason.

No one uses AP bombs or deep water Torps on DDs.

 

Also, the Rockets simply maybe have a label of "could do 1800" which they never do. Doesn't matter, 0 DMG on CL, DD, CV, BB. I gets up to 7 Hit Ribbons and exactly 0. So I hit almost perfectly for nothing.

 

Tell me again, why should I waste my hangar carrying them?

 

I know why fighters were removed because the lowies couldn't handle the strafe mechanic. Plus the never got the balance right between IJN and US

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15 minutes ago, KazeAmaru said:

 

Now why does a T6, hitting 7 Rockets on a CL ( not CA, LIGHTly armored cruiser ) do _0_ DMG on several runs and games? Either bug or not intended. I tried hitting, deck, bell, aft and bow.

No difference. Yes I can decap with it, DMG? Not a chance.

 

 

I have played some battles at T6, and didnt notice this kind of a problem. There was always some DMG. Maybe not much, but always! 

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1 minute ago, SdKfz_186_Jagdtiger said:

 

Let me disagree with it. Even knowing from which direction enemy's planes will strike won't rescue you from getting hit hard by torpedoes/rockets/bombs if you are alone - and that is the thing u cant avoid in some games, but it is not so bad. You are the last player in BB against CV and some ships? Baaam! Game over. You cant stick to your team because they spreaded all along the map? Baaam! You decided to be a hero in Yamato and sail away alone? Baaam! The point is - random games are random. And random teammates are... random... But in the end even playing BB and being away from your team wont cause instant death with one air raid as it is possible right now.

I never got sunk by a CV yet, when playing Fuso or Aoba. It's way easier than the current live version to dodge, espacially in a cruiser.

In Fuso I take sometimes a torp or two.

If you're alone... well, what if a DD is alone against a Wooster? What if a BB is alone against a dd?  It's normal that some ship types lose against others. But this is not a 1on1 game, and if someone decides to go alone in cv match, then it's the players fault, not the designs fault.

 

Other Question, what happens, when you go alone in a bb in the current live version?


It's so much easier to dodge the reworked squad, than the 4x3 crossdropping squads

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2 minutes ago, KazeAmaru said:

Also, the Rockets simply maybe have a label of "could do 1800" which they never do. Doesn't matter, 0 DMG on CL, DD, CV, BB. I gets up to 7 Hit Ribbons and exactly 0. So I hit almost perfectly for nothing.

 

Tell me again, why should I waste my hangar carrying them?

 

tell me which CV did u play?

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1 minute ago, KazeAmaru said:

No one uses AP bombs or deep water Torps on DDs.

 

Also, the Rockets simply maybe have a label of "could do 1800" which they never do. Doesn't matter, 0 DMG on CL, DD, CV, BB. I gets up to 7 Hit Ribbons and exactly 0. So I hit almost perfectly for nothing.

 

Tell me again, why should I waste my hangar carrying them?

 

I know why fighters were removed because the lowies couldn't handle the strafe mechanic. Plus the never got the balance right between IJN and US

IJN T6 dive bombers and higher have only AP bombs, IJN T6 Torpedo bomber use deep water torps.

 

1. Give me a prove, that you never do damage with rockets against dds and light armored cruisers (Which light armored cruisers do you mean?)

2. If you don't like these planes, don't use them.

 

I guess you play with T5 planes? Stock armament is bad, no matter if you play CV or antoher ship type.

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44 minutes ago, Pikkozoikum said:

IJN T6 dive bombers and higher have only AP bombs, IJN T6 Torpedo bomber use deep water torps.

 

1. Give me a prove, that you never do damage with rockets against dds and light armored cruisers (Which light armored cruisers do you mean?)

2. If you don't like these planes, don't use them.

 

I guess you play with T5 planes? Stock armament is bad, no matter if you play CV or antoher ship type.

I just used the rockets until only BBs were left. Destroyers and Cruisers targets only

Now let's remove the 15 rockets I shot on a BB ( of course 0 DMG, but I didn't expect different. However exploding shells do deal DMG to superstructure and can deal fire, however Rockets apparently aren't equipped with any explosives. Kappa WG ). Rest were on softer targets.. 11k DMG and 32 Rockets, which 5 Bombs can do. Even DD hits can score 0 DMG. Severly underpowered at least at T6

 

Lemme calculate that for ya: 12k ( rounded up for making the point even clearer ) / 32 = 375. Totally worth it... NOT

Case and point

Unbenannt.png

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6 minutes ago, KazeAmaru said:

I just used the rockets until only BBs were left. Destroyers and Cruisers targets only

Now let's remove the 15 rockets I shot on a BB ( of course 0 DMG, but I didn't expect different. However exploding shells do deal DMG to superstructure and can deal fire, however Rockets apparently aren't equipped with any explosives. Kappa WG ). Rest were on softer targets.. 11k DMG and 32 Rockets, which 5 Bombs can do. Even DD hits can score 0 DMG. Severly underpowered at least at T6

 

Case and point

Unbenannt.png

 

Beside that all, I guess the T6 isn't adjusted yet. When you play T10 it feels completly different, so I guess they will change something there anyways

But I would say, that rocket planes are not meant to be the main damage source... It's for special cases. What are you doing ,when a DD is approaching you? You use rockets to slow him down and spot him. So your mates can kill him, while you damage his engine and rudder with rockets.

When you play a Tirpitz, are you also complaining, that your torps don't do the main damage source? You rarely use the torps on the Tirpitz, it's the same with the rockets planes, only for special cases.

 

11k damage doesn't sound that bad, if you hit dds with that? Dds have only ~10k hp. That means you "killed" a dd with your rockets aside other damage sources.

 

(btw I guess the IJN have the weakest rockets, US rockets seem to be better and I guess the RN will get better rockets than IJN as well)

 

 

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To Start with I think this will be fun to play if there are 3 carriers in the map max.

The one squad control is a bit tricky and its easy to do mistakes like starting your run sec to late and so on.

The AA from ships is brutal and you can focus fire on larboard or starboard side.

Over all i think this can be a way instead of the old RTS and in the end thatch the aim.

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