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Migantium_Mashum

CV help how would you skill the captain with 21 points?

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I am not a CV man (Never have been) but I have a tier VIII Kaga sitting in Port and I can place a 21 point Captain on it...

 

Just for COOP to get some of the Combat Missions completed...

 

Any advice as to what skills you'd recommend?

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don't take torp speed increase, take the skill that decreases arming distance.

 

Take the skill that gives you one more heal charge for torp bombers. 

 

The rest you should easily be able to get together yourself. The fighter skills don't make any sense on Kaga so don't touch them. 

 

Also the 4point skill that reduces dmg of flak clouds absolute nonsense and a Noob trap don't take

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yesterday i was watching this vid this guy has ideas

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32 minutes ago, Migantium_Mashum said:

I've gone for this...

 

 

Screenshot (247).png

dude no I told you not to take... ugh. 

 

@Aixinplease help this guy I can't make a screenshot of my strike build atm

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Just now, Zuihou_Kai said:

dude no I told you not to take... ugh. 

 

@Aixinplease help this guy I can't make a screenshot of my strike build atm

Lolz.. CV ain't my thing.

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4 minutes ago, Migantium_Mashum said:

Lolz.. CV ain't my thing.

copy this

 

if you want me to explain to you why those are taken feel free to send me a pm

IMG_20210126_214651.png

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I got something similar... last 2 pouints will go to Air Supremacy, I think.

That's the one that @Zuihou_Kai has circled. I use this commander also on Haku. 

Maybe I should change the DE to AP+3%, but hey. Haku also has rockets. 

 

1697631707_Kagaskills.thumb.jpg.c752d546f1df6a523f70de0cb86427d9.jpg

 

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I dont know about coop but in general with cvs you can go for;

 

Tier 1: Air Supremacy

Tier 2: Torpedo Bomber, Improved Engines

Tier 3: Sight Stabilization, Aircraft Armor, Demolition Expert, Survivability Expert

Tier 4: Proximity Fuse

 

The idea is to increase your damage output, to lose fewer planes, recover losses quicker and strike more rapidly. I wish the new fighter squadrons skills were relevant but since CV play aint changed there aint any reason to go for those. One last thing; flak clouds arent your enemy, clusters of tier 9-10 ships and their continuous AA is. The secret to dodging flak is to preserve at least half of your boost by the time you approach the 5-6 km range where the long range AA starts firing. After that just switch between accelerating and decelerating your squad while randomly going a bit to the left or a bit to the right at the same time. It usually works.

 

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3 minutes ago, BLUB__BLUB said:

I got something similar... last 2 pouints will go to Air Supremacy, I think.

That's the one that @Zuihou_Kai has circled. I use this commander also on Haku. 

Maybe I should change the DE to AP+3%, but hey. Haku also has rockets. 

 

1697631707_Kagaskills.thumb.jpg.c752d546f1df6a523f70de0cb86427d9.jpg

 

don't take air supremacy. 5% faster regen translates to at best 2 more planes regenerated per squad type per game it's not worth it. 

 

Take 5% longer engine boost time instead. More engine boost means you reach targets faster = more dpm = more dmg

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1 minute ago, Zuihou_Kai said:

don't take air supremacy. 5% faster regen translates to at best 2 more planes regenerated per squad type per game it's not worth it. 

Correct - I was indeed doubting about that, as I never run out anyway. But... but... 

But I also don't really need any of those engine things, always have plenty...  

Sort of "OK gotta take one, which is the least meh", kinda. And "one point left" untill I grind two more.

 

Enlighten me, plz!

Why "last a gap", I usually press F as they'll not make it to the drop anyway.

Once yellowed they'll die anyway last gap or not (or maybe I just suck...). 

And 5% longer boost vs 20% sooner re-boost. Curious there. 

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9 minutes ago, BLUB__BLUB said:

Correct - I was indeed doubting about that, as I never run out anyway. But... but... 

But I also don't really need any of those engine things, always have plenty...  

Sort of "OK gotta take one, which is the least meh", kinda. And "one point left" untill I grind two more.

 

Enlighten me, plz!

Why "last a gap", I usually press F as they'll not make it to the drop anyway.

Once yellowed they'll die anyway last gap or not (or maybe I just suck...). 

And 5% longer boost vs 20% sooner re-boost. Curious there. 

sometimes there is to many long range auras around a ship you just got a drop off and if you F boost in long/mid range AA flak can spawn on the exit boost killing those last 3 planes which is an unnecessary loss. 

 

With last gasp your boost fully refills to max meaning you can boost away from the target you dropped and bring at least 2 of those 2 planes back home. 

 

 

Also about the longer boost and why you should take it. 

 

If you feel like you have plenty most times... that means you aren't using your boost efficiently enough. Practice using your boost often and a lot. 

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Vor 1 Stunde, Zuihou_Kai sagte:

dude no I told you not to take... ugh. 

 

@Aixinplease help this guy I can't make a screenshot of my strike build atm

well I am a bit late but this is my version

Screenshot (125).png

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2 hours ago, BLUB__BLUB said:

Maybe I should change the DE to AP+3%

Way too expensive for those little gains: it's not even an extra bomb per game, most likely.

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9 hours ago, tocqueville8 said:

Way too expensive for those little gains: it's not even an extra bomb per game, most likely.

True, but sometimes all options that are reasonable are already filled.

And then you have some points left.... so I just go "what is the least worthless". 

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2 hours ago, BLUB__BLUB said:

True, but sometimes all options that are reasonable are already filled.

And then you have some points left.... so I just go "what is the least worthless".  

I think for 3 spare points I'd go for

- an extra fighter consumable, useful both for spotting and AA cover

- 5% extra plane regen.

 

Sure, it's only 1-2 planes per game, but that's not the point: you don't have to wait the same regen time as usual and then get an extra plane every 12 minutes or whatever. Instead, after the first few sorties and losses, you have about 1/20 chances of being able to go out with an extra plane (assuming you're circling your squadrons).

That doesn't sound like much, but there are going to be further losses, so the benefit is marginally greater: if you can launch 6 dive bombers instead of 5 (or 9 instead of 8, but you pre-drop 3...), and let's say you lose 3 to AA on the way in, you'll be able to drop with 3 instead of 2, which is 50% better after all.

It's still only a small gain, but it's a small gain for 1 point, not a small gain for 3 points...

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24 minutes ago, MementoMori_6030 said:

Why would you need CV captain skills in coop? :Smile_amazed:

To be efficient. 

It's always a good thing to try to do things right when doing them even if it's for low effort tasks

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Vor 20 Minuten, Zuihou_Kai sagte:

To be efficient. 

It's always a good thing to try to do things right when doing them even if it's for low effort tasks

Ok, I will now go and try to stabilize my aiming reticle for a bomb drop into my toilet's submerged citadel. :Smile_trollface:

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