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ST 0.10.6, soviet aircraft carriers

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[WG]
WG Staff, Administrator, Community, WG Team
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Soviet aircraft carriers Komsomolets, Serov, Pobeda, Admiral Nakhimov and Chkalov have been added to the game for testing.

 

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Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

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Spoiler

Soviet carrier Komsomolets, Tier IV

 

Hit points – 31,700. Plating - 16 mm.

AA defense: 3x2 100.0 mm.
AA defense long-range: continuous damage per second - 25, hit probability - 100 %, action zone - 4.6 km;
Number of explosions in a salvo - 1, damage within an explosion - 910, action zone 3.5 - 4.6 km.

Maximum speed - 17.0 kt. Turning circle radius - 640 m. Rudder shift time – 7.8 s. Surface detectability – 8.8 km. Air detectability – 5.6 km.

Available consumables:
Slot 1 - Damage Control Party;
Slot 2 - Fighter;

Aircraft:

Attack aircraft
Hit points - 830, cruising speed - 126.0 knots, size of attacking flight - 4, aircraft per squadron - 4, aircraft restoration time - 60 s, detectability range - 10.0 km, number of aircraft on deck - 8.
Rockets in payload - 4, maximum rocket damage - 1450, armor penetration - 26 mm, chance to cause fire – 4 %.

Torpedo bombers

Hit points - 1,220, cruising speed - 87.0 knots, size of attacking flight - 4, aircraft per squadron - 4, aircraft restoration time - 72 s, detectability range - 10.0 km, number of aircraft on deck - 8.
Torpedoes in payload - 1, maximum torpedo damage - 3,833, aerial speed - 41.0 knots, torpedo range - 6 km, torpedo arming distance 661 m.

Dive bombers

Hit points - 1080, cruising speed - 92.0 knots, size of attacking flight - 4, aircraft per squadron - 4, aircraft restoration time - 71 s, detectability range - 10.0 km, number of aircraft on deck - 8.
Bombs in payload - 1, bomb type - HE, maximum bomb dammage - 6,100.0, armor penetration - 32 mm, chance to cause fire – 35 %.

 

Soviet carrier Serov, Tier VI

Hit points – 39,500. Plating - 19 mm.

AA defense: 20x2 12.7 mm., 4x4 37.0 mm., 8x2 100.0 mm.
AA defense short-range: continuous damage per second - 231, hit probability - 95 %, action zone - 1.5 km;
AA defense mid-range: continuous damage per second - 91, hit probability - 100 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 105, hit probability - 100 %, action zone - 5.8 km;
Number of explosions in a salvo - 4, damage within an explosion - 1,120, action zone 3.5 - 5.8 km.

Maximum speed - 35.5 kt. Turning circle radius - 880 m. Rudder shift time – 9.5 s. Surface detectability – 12.3 km. Air detectability – 8.2 km.

Available consumables:
Slot 1 - Damage Control Party;
Slot 2 - Fighter;

Aircraft:

Attack aircraft
Hit points - 830, cruising speed - 149.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 58 s, detectability range - 10.0 km, number of aircraft on deck - 12.
Rockets in payload - 4, maximum rocket damage - 2,150, armor penetration - 26 mm, chance to cause fire – 8 %.

Torpedo bombers

Hit points - 1,220, cruising speed - 87.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 67 s, detectability range - 10.0 km, number of aircraft on deck - 12.
Torpedoes in payload - 1, maximum torpedo damage - 3,833, aerial speed - 41.0 knots, torpedo range - 6 km, torpedo arming distance 771 m.

Skip bombers

Hit points - 1,190, cruising speed - 112.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 67 s, detectability range - 10.0 km, number of aircraft on deck - 12.
Bombs in payload - 1, bomb type - HE, maximum bomb dammage - 6,100.0, armor penetration - 32 mm, chance to cause fire – 35 %, skips count - 2.

 

Soviet carrier Pobeda, Tier VIII

Hit points – 55,200. Plating - 19 mm.

Maximum HE shell damage – 1,800. Chance to cause fire – 8%. HE initial velocity - 950 m/s
AA defense: 6x2 130.0 mm., 16x2 45.0 mm.
AA defense mid-range: continuous damage per second - 315, hit probability - 100 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 123, hit probability - 100 %, action zone - 6.0 km;
Number of explosions in a salvo - 6, damage within an explosion - 1,540, action zone 3.5 - 6.0 km.

Maximum speed - 33.5 kt. Turning circle radius - 1,090 m. Rudder shift time – 14.9 s. Surface detectability – 13.8 km. Air detectability – 12.0 km.

Available consumables:
Slot 1 - Damage Control Party;
Slot 2 - Fighter;

Aircraft:

Attack aircraft
Hit points - 1,000, cruising speed - 161.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 76 s, detectability range - 10.0 km, number of aircraft on deck - 12.
Rockets in payload - 4, maximum rocket damage - 3500, armor penetration - 40 mm, chance to cause fire – 17 %.

Torpedo bombers

Hit points - 1,470, cruising speed - 115.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 91 s, detectability range - 10.0 km, number of aircraft on deck - 12.
Torpedoes in payload - 1, maximum torpedo damage - 5,400, aerial speed - 35.0 knots, torpedo range - 6 km, torpedo arming distance 752 m.

Skip bombers

Hit points - 1,310, cruising speed - 120.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 89 s, detectability range - 10.0 km, number of aircraft on deck - 12.
Bombs in payload - 1, bomb type - HE, maximum bomb dammage - 8,700.0, armor penetration - 54 mm, chance to cause fire – 49 %, skips count - 3.

 

Soviet carrier Admiral Nakhimov, Еier X

Hit points – 67,100. Plating - 19 mm.

AA defense: 6x4 130.0 mm., 8x4 57.0 mm.
AA defense mid-range: continuous damage per second - 326, hit probability - 100 %, action zone - 4.0 km;
AA defense long-range: continuous damage per second - 270, hit probability - 100 %, action zone - 6.0 km;
Number of explosions in a salvo - 10, damage within an explosion - 1,890, action zone 3.5 - 6.0 km.

Maximum speed - 31.0 kt. Turning circle radius - 1160 m. Rudder shift time – 17.1 s. Surface detectability – 15.1 km. Air detectability – 13.4 km.

Available consumables:
Slot 1 - Damage Control Party;
Slot 2 - Fighter;

Aircraft:

Attack aircraft
Hit points - 1,090, cruising speed - 168.0 knots, size of attacking flight - 8, aircraft per squadron - 8, aircraft restoration time - 70 s, detectability range - 10.0 km, number of aircraft on deck - 16.
Rockets in payload - 4, maximum rocket damage - 4,750, armor penetration - 40 mm, chance to cause fire – 27 %.

Torpedo bombers

Hit points - 1,470, cruising speed - 124.0 knots, size of attacking flight - 8, aircraft per squadron - 8, aircraft restoration time - 81 s, detectability range - 10.0 km, number of aircraft on deck - 16.
Torpedoes in payload - 1, maximum torpedo damage - 6400, aerial speed - 35.0 knots, torpedo range - 6 km, torpedo arming distance 940 m.

Skip bombers

Hit points - 1310, cruising speed - 125.0 knots, size of attacking flight - 8, aircraft per squadron - 8, aircraft restoration time - 80 s, detectability range - 10.0 km, number of aircraft on deck - 16.
Bombs in payload - 1, bomb type - HE, maximum bomb dammage - 8,700.0, armor penetration - 54 mm, chance to cause fire – 49 %, skips count - 3.

Soviet carrier Chkalov, tier VIII

Hit points – 51,700. Plating - 19 mm.

AA defense: 8x2 130.0 mm., 8x4 37.0 mm., 16x2 37.0 mm.
AA defense mid-range: continuous damage per second - 417, hit probability - 100 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 116, hit probability - 100 %, action zone - 6.0 km;
Number of explosions in a salvo - 5, damage within an explosion - 1,470, action zone 3.5 - 6.0 km.

Maximum speed - 32.3 kt. Turning circle radius - 1,040 m. Rudder shift time – 13.2 s. Surface detectability – 13.6 km. Air detectability – 11.7 km.

Available consumables:
Slot 1 - Damage Control Party;
Slot 2 - Fighter;

Aircraft:

Torpedo bombers
Hit points - 1,470, cruising speed - 115.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 89 s, detectability range - 10.0 km, number of aircraft on deck - 9.
Torpedoes in payload - 1, maximum torpedo damage - 5,400, aerial speed - 41.0 knots, torpedo range - 6 km, torpedo arming distance 1,101 m.

Dive bombers

Hit points - 1,310, cruising speed - 125.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 89 s, detectability range - 10.0 km, number of aircraft on deck - 9.
Bombs in payload - 1, bomb type - HE, maximum bomb dammage - 8,700.0, armor penetration - 54 mm, chance to cause fire – 49 %.

Skip bombers

Hit points - 1,310, cruising speed - 125.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 89 s, detectability range - 10.0 km, number of aircraft on deck - 9.
Bombs in payload - 1, bomb type - HE, maximum bomb dammage - 8,700.0, armor penetration - 54 mm, chance to cause fire – 49 %, skips count - 3.

All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.

 

You really have a bad run at the moment.

You either bring unatractive ship lines or design them unattractivly (RM BB, KM DD).

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So...  i only looked at nakhimov, the t10 one. They deal low damage (didn't check rockets) and we can  deplane them... i like this idea, to deplane aircraft carriers

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[LAFIE]
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Slow plane speed, low plane hp..and only one drop per squadron?

 

That does not sound like the best combination for strong CV's, even if they get the rocket boost at tiers 8 and 10..

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Skip bombers and Torpedo bombers with long range combined with low concealment of planes will mean stealth bombing for sure! 100% sure!

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16 minutes ago, ColonelPete said:
  Reveal hidden contents

Soviet carrier Komsomolets, Tier IV

 

Hit points – 31,700. Plating - 16 mm.

AA defense: 3x2 100.0 mm.
AA defense long-range: continuous damage per second - 25, hit probability - 100 %, action zone - 4.6 km;
Number of explosions in a salvo - 1, damage within an explosion - 910, action zone 3.5 - 4.6 km.

Maximum speed - 17.0 kt. Turning circle radius - 640 m. Rudder shift time – 7.8 s. Surface detectability – 8.8 km. Air detectability – 5.6 km.

Available consumables:
Slot 1 - Damage Control Party;
Slot 2 - Fighter;

Aircraft:

Attack aircraft
Hit points - 830, cruising speed - 126.0 knots, size of attacking flight - 4, aircraft per squadron - 4, aircraft restoration time - 60 s, detectability range - 10.0 km, number of aircraft on deck - 8.
Rockets in payload - 4, maximum rocket damage - 1450, armor penetration - 26 mm, chance to cause fire – 4 %.

Torpedo bombers

Hit points - 1,220, cruising speed - 87.0 knots, size of attacking flight - 4, aircraft per squadron - 4, aircraft restoration time - 72 s, detectability range - 10.0 km, number of aircraft on deck - 8.
Torpedoes in payload - 1, maximum torpedo damage - 3,833, aerial speed - 41.0 knots, torpedo range - 6 km, torpedo arming distance 661 m.

Dive bombers

Hit points - 1080, cruising speed - 92.0 knots, size of attacking flight - 4, aircraft per squadron - 4, aircraft restoration time - 71 s, detectability range - 10.0 km, number of aircraft on deck - 8.
Bombs in payload - 1, bomb type - HE, maximum bomb dammage - 6,100.0, armor penetration - 32 mm, chance to cause fire – 35 %.

 

Soviet carrier Serov, Tier VI

Hit points – 39,500. Plating - 19 mm.

AA defense: 20x2 12.7 mm., 4x4 37.0 mm., 8x2 100.0 mm.
AA defense short-range: continuous damage per second - 231, hit probability - 95 %, action zone - 1.5 km;
AA defense mid-range: continuous damage per second - 91, hit probability - 100 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 105, hit probability - 100 %, action zone - 5.8 km;
Number of explosions in a salvo - 4, damage within an explosion - 1,120, action zone 3.5 - 5.8 km.

Maximum speed - 35.5 kt. Turning circle radius - 880 m. Rudder shift time – 9.5 s. Surface detectability – 12.3 km. Air detectability – 8.2 km.

Available consumables:
Slot 1 - Damage Control Party;
Slot 2 - Fighter;

Aircraft:

Attack aircraft
Hit points - 830, cruising speed - 149.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 58 s, detectability range - 10.0 km, number of aircraft on deck - 12.
Rockets in payload - 4, maximum rocket damage - 2,150, armor penetration - 26 mm, chance to cause fire – 8 %.

Torpedo bombers

Hit points - 1,220, cruising speed - 87.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 67 s, detectability range - 10.0 km, number of aircraft on deck - 12.
Torpedoes in payload - 1, maximum torpedo damage - 3,833, aerial speed - 41.0 knots, torpedo range - 6 km, torpedo arming distance 771 m.

Skip bombers

Hit points - 1,190, cruising speed - 112.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 67 s, detectability range - 10.0 km, number of aircraft on deck - 12.
Bombs in payload - 1, bomb type - HE, maximum bomb dammage - 6,100.0, armor penetration - 32 mm, chance to cause fire – 35 %, skips count - 2.

 

Soviet carrier Pobeda, Tier VIII

Hit points – 55,200. Plating - 19 mm.

Maximum HE shell damage – 1,800. Chance to cause fire – 8%. HE initial velocity - 950 m/s
AA defense: 6x2 130.0 mm., 16x2 45.0 mm.
AA defense mid-range: continuous damage per second - 315, hit probability - 100 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 123, hit probability - 100 %, action zone - 6.0 km;
Number of explosions in a salvo - 6, damage within an explosion - 1,540, action zone 3.5 - 6.0 km.

Maximum speed - 33.5 kt. Turning circle radius - 1,090 m. Rudder shift time – 14.9 s. Surface detectability – 13.8 km. Air detectability – 12.0 km.

Available consumables:
Slot 1 - Damage Control Party;
Slot 2 - Fighter;

Aircraft:

Attack aircraft
Hit points - 1,000, cruising speed - 161.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 76 s, detectability range - 10.0 km, number of aircraft on deck - 12.
Rockets in payload - 4, maximum rocket damage - 3500, armor penetration - 40 mm, chance to cause fire – 17 %.

Torpedo bombers

Hit points - 1,470, cruising speed - 115.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 91 s, detectability range - 10.0 km, number of aircraft on deck - 12.
Torpedoes in payload - 1, maximum torpedo damage - 5,400, aerial speed - 35.0 knots, torpedo range - 6 km, torpedo arming distance 752 m.

Skip bombers

Hit points - 1,310, cruising speed - 120.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 89 s, detectability range - 10.0 km, number of aircraft on deck - 12.
Bombs in payload - 1, bomb type - HE, maximum bomb dammage - 8,700.0, armor penetration - 54 mm, chance to cause fire – 49 %, skips count - 3.

 

Soviet carrier Admiral Nakhimov, Еier X

Hit points – 67,100. Plating - 19 mm.

AA defense: 6x4 130.0 mm., 8x4 57.0 mm.
AA defense mid-range: continuous damage per second - 326, hit probability - 100 %, action zone - 4.0 km;
AA defense long-range: continuous damage per second - 270, hit probability - 100 %, action zone - 6.0 km;
Number of explosions in a salvo - 10, damage within an explosion - 1,890, action zone 3.5 - 6.0 km.

Maximum speed - 31.0 kt. Turning circle radius - 1160 m. Rudder shift time – 17.1 s. Surface detectability – 15.1 km. Air detectability – 13.4 km.

Available consumables:
Slot 1 - Damage Control Party;
Slot 2 - Fighter;

Aircraft:

Attack aircraft
Hit points - 1,090, cruising speed - 168.0 knots, size of attacking flight - 8, aircraft per squadron - 8, aircraft restoration time - 70 s, detectability range - 10.0 km, number of aircraft on deck - 16.
Rockets in payload - 4, maximum rocket damage - 4,750, armor penetration - 40 mm, chance to cause fire – 27 %.

Torpedo bombers

Hit points - 1,470, cruising speed - 124.0 knots, size of attacking flight - 8, aircraft per squadron - 8, aircraft restoration time - 81 s, detectability range - 10.0 km, number of aircraft on deck - 16.
Torpedoes in payload - 1, maximum torpedo damage - 6400, aerial speed - 35.0 knots, torpedo range - 6 km, torpedo arming distance 940 m.

Skip bombers

Hit points - 1310, cruising speed - 125.0 knots, size of attacking flight - 8, aircraft per squadron - 8, aircraft restoration time - 80 s, detectability range - 10.0 km, number of aircraft on deck - 16.
Bombs in payload - 1, bomb type - HE, maximum bomb dammage - 8,700.0, armor penetration - 54 mm, chance to cause fire – 49 %, skips count - 3.

Soviet carrier Chkalov, tier VIII

Hit points – 51,700. Plating - 19 mm.

AA defense: 8x2 130.0 mm., 8x4 37.0 mm., 16x2 37.0 mm.
AA defense mid-range: continuous damage per second - 417, hit probability - 100 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 116, hit probability - 100 %, action zone - 6.0 km;
Number of explosions in a salvo - 5, damage within an explosion - 1,470, action zone 3.5 - 6.0 km.

Maximum speed - 32.3 kt. Turning circle radius - 1,040 m. Rudder shift time – 13.2 s. Surface detectability – 13.6 km. Air detectability – 11.7 km.

Available consumables:
Slot 1 - Damage Control Party;
Slot 2 - Fighter;

Aircraft:

Torpedo bombers
Hit points - 1,470, cruising speed - 115.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 89 s, detectability range - 10.0 km, number of aircraft on deck - 9.
Torpedoes in payload - 1, maximum torpedo damage - 5,400, aerial speed - 41.0 knots, torpedo range - 6 km, torpedo arming distance 1,101 m.

Dive bombers

Hit points - 1,310, cruising speed - 125.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 89 s, detectability range - 10.0 km, number of aircraft on deck - 9.
Bombs in payload - 1, bomb type - HE, maximum bomb dammage - 8,700.0, armor penetration - 54 mm, chance to cause fire – 49 %.

Skip bombers

Hit points - 1,310, cruising speed - 125.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 89 s, detectability range - 10.0 km, number of aircraft on deck - 9.
Bombs in payload - 1, bomb type - HE, maximum bomb dammage - 8,700.0, armor penetration - 54 mm, chance to cause fire – 49 %, skips count - 3.

All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.

 

You really have a bad run at the moment.

You either bring unatractive ship lines or design them unattractivly (RM BB, KM DD).

Finally - was about time for these :Smile_trollface:

 

On your comment - not only bringing unattractive lines - even destroying existing ones.

 


Remember Bayern??? :Smile-angry: :etc_swear:
 

This game really lost its appeal.

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Wargamings time zone warp for Soviet ships is fascinating. 

 

Compare the T6's between Germany and SU. The former looks like a steam-punk comic design, while the Soviet one looks like nuclear age aviation guided missile cruiser. 

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[FAILS]
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If I were to voice what I actually think about this tech tree, I would get banned from the forum, so I'll just say: I do not think that adding more carriers to the game is good, as plane-ship interaction is still vastly imbalanced, and having 100% of a tech tree being paper ships is not desirable either.

 

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I think readers here so far are missing the significance and ramifications of "one squadron - one attack" concept.

The main limitation of reworked CVs has always been how many strikes could be conducted. Normally 1 or 2 at most were possible, despite bringing enough aircraft in the squadron for up to 4 or even 5 strikes. 

 

1. First and funniest, this is WG admitting their whole concept for reworked CVs is a failure.

The whole idea of the rework was based on multiple strikes with lower alpha damage from squads zooming over the map with warp-speed.

 

2. This bad boy brings a LOT of alpha damage to the table. 

For starters, the TBs bring 50% more dmg than FDR per strike (8x 6400 vs 8x 4200) and can drop outside effective AA range (6 km range on torps)

Secondly it brings a lot of plane safety aswell.

All planes exposed to AA will be dropping payload and they will recall the instant the payload is droppen. Time in AA zones are thus minimized.  And if you need to get close, the TBs have a heal to compensate for the low HP pool.

Third, has anyone actually thought about what the RFs will do to DDs?  8x 4 TinyTims per strike! Midway for reference has 3x3 and will often hit DDs for 2-5k. This thing could potentially one-shot a tier 8 DD!

 

The big question is what the soft stats will look like.

- can planes turn while fully aimed like FDR TBs? 

- What are the max speed of planes going to be? (Wouldnt surprise me if they can ignite more rockets to briefly boost the Max speed which isnt listed)

- duration of engine boost and heal?

 

 

37 minutes ago, lafeel said:

Slow plane speed, low plane hp..and only one drop per squadron?

 

That does not sound like the best combination for strong CV's, even if they get the rocket boost at tiers 8 and 10..

The rest yes, but one drop per squadron is a huge advantage.

WG will buff HP to potato satisfaction and we still dont know the max speed with engine boost on. These things could have monstrous aggressive potential and skill cieling.

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3 minutes ago, GulvkluderGuld said:

I think readers here so far are missing the significance and ramifications of "one squadron - one attack" concept.

The main limitation of reworked CVs has always been how many strikes could be conducted. Normally 1 or 2 at most were possible, despite bringing enough aircraft in the squadron for up to 4 or even 5 strikes. 

 

1. First and funniest, this is WG admitting their whole concept for reworked CVs is a failure.

The whole idea of the rework was based on multiple strikes with lower alpha damage from squads zooming over the map with warp-speed.

 

2. This bad boy brings a LOT of alpha damage to the table. 

For starters, the TBs bring 50% more dmg than FDR per strike (8x 6400 vs 8x 4200) and can drop outside effective AA range (6 km range on torps)

Secondly it brings a lot of plane safety aswell.

All planes exposed to AA will be dropping payload and they will recall the instant the payload is droppen. Time in AA zones are thus minimized.  And if you need to get close, the TBs have a heal to compensate for the low HP pool.

Third, has anyone actually thought about what the RFs will do to DDs?  8x 4 TinyTims per strike! Midway for reference has 3x3 and will often hit DDs for 2-5k. This thing could potentially one-shot a tier 8 DD!

 

The big question is what the soft stats will look like.

- can planes turn while fully aimed like FDR TBs? 

- What are the max speed of planes going to be? (Wouldnt surprise me if they can ignite more rockets to briefly boost the Max speed which isnt listed)

- duration of engine boost and heal?

 

 

The rest yes, but one drop per squadron is a huge advantage.

WG will buff HP to potato satisfaction and we still dont know the max speed with engine boost on. These things could have monstrous aggressive potential and skill cieling.

 

Bingo

 

Only one attacking flight. 

 

Which means they will deal much more damage in one flight compared to damage-per-flight for other nations. 

 

Which again mitigates AA since the full squadron means only one attacking run worth of AA damage taken. 

 

Which again means less risk of losing entire squadron.

 

Which again completely offsets the risk of "running out of planes" that other carriers have to mitigate. 

 

AFAICS this will create a low skill CV line where you can just spam squadrons, because even despite low HP and cruise speed, you are still unlike to loose all of them in one squadron sortie. 

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19 minutes ago, YidDogg said:

AFAICS this will create a low skill CV line where you can just spam squadrons, because even despite low HP and cruise speed, you are still unlike to loose all of them in one squadron sortie. 

This would mean FDR levels of HP for the planes. Something they currently lack (but knowing WG they will ofc buff it). Slow planes from FDR are also notoriously vulnerable to flak.

I dont think low skilled players will faceplant flak any less than before or even realize they can drop from outside AA range. The skillgap will be larger than for normal carriers I think, not smaller.

 

They key will be to push up agrresively with your team behind some island and start deleting targets on that flank. Bad players will never do this and they also fail at target selection which is very important with slow planes.

Will work on players up to somewhere around Gale/Storm league where players figure out its better to be positioned to kite away instead of bow in. 

How it will work at the very top level will depend on more tweaks, nerf/buffs and details than we currently have.

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Just now, GulvkluderGuld said:

This would mean FDR levels of HP for the planes. Something they currently lack (but knowing WG they will ofc buff it).

 

 

They don't need it. 

 

They only require one attacking run (flight) to deal MORE damage than FDR. 

 

For 3 attacking runs a normal squadron (presuming it has enough surviving planes for full 3rd flight) will be exposed to 5 sequenses of AA:

 

1st in

1st out

2nd in

2nd out

3rd in

 

and possibly a bit before being recalled out of AA range. 

 

So WG has just "balanced" the SU CV's by cutting their AA exposure to 20%, possibly less. 

 

That is your very starting point when discussing whether their HP is too low or approach speed too slow. 

 

They will completely redefine the meta as for AA effeciency and counterplay. 

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Oh boy here we go again, I was gonna make German cruiser lines today but no, I'm giving up about them...

Tbh i was expecting Soviet CVs but not this early, We got Soviet lines each year for 3 year already and i was thinking they will pause for a year. For short i was expecting at worst French CVs.

Now to actual point, does our developers actually play their game? Like this new line is very OP, just like any other Russian ship came out before. 

One squadron - one attack is very powerfull despite speed of aircraft and their HP they are very good, If im correct these CVs will be hardest to deplane mainly because knowing the AA system they will lose almost no aircraft in attack and after attack your planes go immunity faster so good luck deplaning them.

Then amount of ordinance that T10 has, It can probably delete T10 DDs with single attack of rockets, 32 rockets, 8 torps and 8 bombs per attack. This attack power and survivability is limited by "speed and HP", reminder on all aircraft of T10 they have repair consumable.

 

I wanna ask why always Russian ships get OP stats in their announcement? In anything else it gives hope like Germans or Japanese ships but on Russians it just pisses me off.

 

Well atleast i don't have to care i'm finally leaving this game after getting and playing Hannover and Elbing.

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5 minutes ago, YidDogg said:

 

They don't need it. 

Current HP is (significantly) lower than damage from 1 flak puff.

If these slow planes are anywhere near as vulnerable to flak as the slow planes of FDR then yes, they will need more hp.

I dont think they have the range to entirely ignore AA with TBs/Skip bombers (and we still dont know what kind of reticle the RFs get - something long range FDR style or more close range midway are both possible)

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Vor 1 Stunde, principat121 sagte:

Skip bombers and Torpedo bombers with long range combined with low concealment of planes will mean stealth bombing for sure! 100% sure!

the planes don't have low concealment. All planes apart from the IJN Torpbomber are detected at 10km.

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29 minutes ago, GulvkluderGuld said:

Current HP is (significantly) lower than damage from 1 flak puff.

If these slow planes are anywhere near as vulnerable to flak as the slow planes of FDR then yes, they will need more hp.

I dont think they have the range to entirely ignore AA with TBs/Skip bombers (and we still dont know what kind of reticle the RFs get - something long range FDR style or more close range midway are both possible)

 

It doesn't really matter.

 

All they need HP for is to complete 1 (one) attacking run, then disappear in the cloud with a few (at least 1) intact plane.

 

Very few squadrons at T10 survive 3 full attacking runs. The Soviets only need 1(one) to pull their entire damage count. 

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Many around me say they will uninstall the game if it continues to develop in this direction, and especially if the subs come. I play less and less myself, but I don't want to uninstall the game because I still somehow hoped Wargaming would listen to the feedback from the Playerbase. That was probably very naive, because obviously I now have my answer .. sad.

 

Or is that a belated April Fool's joke? Are u kidding Wargaming?

 

You monitor our feedback? Of course!

 

 

 

 

Edited by Tanatoy
image removed : please remain respectful
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