anonym_y6CaWNkPnGRA Players 1 post Report post #26 Posted December 30, 2015 (edited) Hos is it possible that CV Independnce planes can kill all planes with one sweep? Must be a bug Once again. 2 dive bombers 2 torpedo plaes on fighter. On sweep, fighters gone. Edited December 30, 2015 by anonym_y6CaWNkPnGRA Share this post Link to post Share on other sites
Sweetheart Players 12 posts 576 battles Report post #27 Posted December 30, 2015 (edited) That is true, but how do I make the game bearable to play for myself? Take solace in the fact that you will most likely win the battle and certainly get more xp/credits. Playing against a fighter deck on any tier is frustrating. Holy thread necro btw, this is from august. Edited December 30, 2015 by Sweetheart Share this post Link to post Share on other sites
[HEROZ] GulvkluderGuld Players 3,467 posts 22,096 battles Report post #28 Posted January 5, 2016 (edited) Indepence vs Ryujo - No competition! Ryujo AA deck - 3F, 1TB, 1DB Indy Balanced deck - 1F1TB1DB Let me summarize my experience with this matchup: Most Ryujos take the AA deck and park 3 fighters center of map. I position my Fighter to intercept his strike and send my strikecraft elsewhere. If i'm lucky, i land a fighter barrage on his TB or hos Fighers when he tries to strike. I then lose my fighter while I go strike something else. Half the time there are no available targets, however (all protected by tier6+ CAs). The second time he strikes, I try to repeat this tactic. Most games sees me kill 10 aircraft and hit 3-4 torps and maybe 1-2 DBs while losing everything. If the Ruyjo is just moderately competent, he doesn't lose his TB twice in a row, and so he will do far more damage. I cant go AA deck like OP IJN, if I want to retain some strike capability. How is this balanced in any way whatsoever? Ryujo AA Loadout - 1 fighter, 2 TBs, 2 DBs Independence Strike Loadout - 2 fighters, 0 TBs, 1 DB So, let me summarise my experience so far with the Ryujo when i'm up against an Independence. I send all of my planes around the map edge in an attempt to blow him out of the water. I come across 1 of his fighter squads. Fearing for the safety of my planes, I counter them with my fighter squad. All of my fighters die and none of his fighters are lost. I am left with 2 TBs and 2 DBs. I make my way toward the Independence and proceed to get shredded by the SINGLE fighter squadron. ...? How is this balanced in any way what so ever? Don't tell me to use friendly AA, anything under tier 6 doesn't have any, and why should I have to use skill to counter something that takes no skill to pull off? US CVs are easy mode and ridiculous to fight against. Nothing I can do can prevent my entire strike force being shredded by OP US fighters. Edited January 5, 2016 by GulvkluderGuld Share this post Link to post Share on other sites
[ASEET] Gnomus [ASEET] Alpha Tester 313 posts 19,980 battles Report post #29 Posted January 6, 2016 Hos is it possible that CV Independnce planes can kill all planes with one sweep? Must be a bug Once again. 2 dive bombers 2 torpedo plaes on fighter. On sweep, fighters gone. Most likely "new" fighter special attack. Sometimes it seems to do massive damage in seconds. Just keep your planes dispersed, so he can't catch your whole deck in one place at one time. Share this post Link to post Share on other sites
[HEROZ] GulvkluderGuld Players 3,467 posts 22,096 battles Report post #30 Posted January 6, 2016 (edited) Most likely "new" fighter special attack. Sometimes it seems to do massive damage in seconds. Just keep your planes dispersed, so he can't catch your whole deck in one place at one time. The damage seems to be a factor of the # of planes in the squad and their individual damage output. Bombers always gets annihilated by a sweep, no matter the nation or their direction relative to the sweeping direction. Fighters lose 2-3 units if heading towards the sweeping fighter, more if going other directions. Edited January 6, 2016 by GulvkluderGuld Share this post Link to post Share on other sites
Meriv Players 17 posts 2,996 battles Report post #31 Posted January 18, 2016 Just got my independence, i'm still stock, i play with strike groups, going for 1F1TB1TDB is too general and that 10 fighters dont influence the outcome at all. How correct would be to "waste" the skill points on AFT at tier 4 and BFT at tier one? I already have rear gunner+ torpedo reload+ dogfight This way i would be increasing the range by a 40% (combined with the AA upgrade), it isnt a lot but if combined with a daring gameplay and the independence 30knots would this play well? would that two skill be still usefull in the next tiers? Share this post Link to post Share on other sites
[HEROZ] GulvkluderGuld Players 3,467 posts 22,096 battles Report post #32 Posted January 18, 2016 (edited) Just got my independence, i'm still stock, i play with strike groups, going for 1F1TB1TDB is too general and that 10 fighters dont influence the outcome at all. How correct would be to "waste" the skill points on AFT at tier 4 and BFT at tier one? I already have rear gunner+ torpedo reload+ dogfight This way i would be increasing the range by a 40% (combined with the AA upgrade), it isnt a lot but if combined with a daring gameplay and the independence 30knots would this play well? would that two skill be still usefull in the next tiers? Eeerm, AFT on a CV captain? And AA module? Why would you do that? Are you aiming to use your CV as a BB anti-air escort? AFT only improves the CV anti-air gun range. Tier 4 has the 2nd best CV perk, Aircraft Servicing Expert (only the tier 5 skill is better). 10% faster servicing time on all squads is amazing, particularly to the USN with notoriously long servicing times. If you have spare skillpoints on your captain after ASE and the tier 5 skill, consider getting the tier 1 skill that reduces fire duration (and after that the tier 2 Fire prevention). I play Indy (fully upgraded now) in 1/1/1 configuration with 50k average damage. IMO it is by far the best setup. Don't worry though - for the first 2-3 games in my stock Indy, I nearly quit CVs altogether. Stupid tier 6 cruisers would wreck my airgroups in no time, and I spent the remaining 15 mins trying to ram somebody. Get the B hull for extra hanger space and get plane upgrades ASAP. Dont waste xp on other loadouts, they suck anyway. Ryujos and Indys in AA setup can be a pain due to infinite fighers replenishment and a 1/1/1 indy WILL lose all planes eventually, but AA decks can never really do the same amount of damage. And damage = impact. Learn to stay away from tier 6+ CAs. They wipe out your planes in no time. Same with tier 8+ BBs. Learn to use fighter barrage. 12 fighters can be killed by your 6 if used correctly. (I've even killed 12 Ryujo fighers without losing a single figher of my own, but he was REALLY bad). Edited January 18, 2016 by GulvkluderGuld Share this post Link to post Share on other sites
Meriv Players 17 posts 2,996 battles Report post #33 Posted January 18, 2016 (edited) I dont want to go for BB escort, just an experiment i just did some math, if this is true: http://www.worldofwarshipsguides.com/independence/ AA guns: Stock: 14×1 20 mm guns with a range of 2.1 and a DPS of 70 8×1 40 mm guns with a range of 3.5 and a DPS of 33 1×2 40 mm guns with a range of 3.5 and a DPS of 8 2×1 127 mm guns with a range of 5 and a DPS of 6 Upgraded: 14×1 20 mm guns with a range of 2.1 and a DPS of 70 9×2 40 mm guns with a range of 3.5 and a DPS of 81 2×4 40 mm guns with a range of 3.5 and a DPS of 36 Means that at 3.5km i will have 117DPS*1,5 (focus fire)=175,5*1,1 (Basic fire training)= 193/36 (DPS of a single Fighter)= 5,36 It means that in the outer layer of my AA it is like to have a fighter squadron In my Inner layer the total DPS ends being 309=8,57 fighters Now with skills and upgrade i can increase the AA range by 40% 3,5-> 5km and 2,1->3km It would equal to the AA of a cleveland, being still in tier 6 i would still play a lot in small/medium size maps, i should find some forward positions to "park" myself that would give my strike groups enough air cover to retreat or to trap the enemy greedy squadrons, even better if the Ryujo comes after me. It would be really dangerous/careless (since i left WOT i don't care about the stats anymore) but i would attain still a good AA capability(that would allow me to still contribute without having to ram someone), concentrate on the strike groups and the exp. And when reaching the Lex i would be redristibuite (in 5 years i never spent a cent in WG, dam US carriers and what you make me do ) for a "carrier" skill tree. What i'm losing on the other hand is 20% survivability on fighters upgrade (that i wouldn't use) and 10% service (1,4s for torpedo bombers). Edited January 18, 2016 by Meriv Share this post Link to post Share on other sites
[HEROZ] GulvkluderGuld Players 3,467 posts 22,096 battles Report post #34 Posted January 18, 2016 (edited) I assume you refer just to the dps in the guide? till dont see what you want to use the AA for though. Bait fighers over your CV? Or bait strikecraft to attack you? Or protection from CV sniping? I was sniped succesfully once in 100 games without any aa buffs on my CV, so my recommendation is learning to "read" when the enemy CV might attempt at snipe and to use Fighter Barrage smartly as a counter. Without Defensive Fire, any strikecraft getting through to you will easily hit your CV with multiple bombs/torps. Especially if you are parked stationary somewhere. I habitually (if rarely) sink Clevelands and Pensacolas after burning the DF consumable, so AA alone will not protect your CV. It's better to find easier targets, because it costs (at least) half a squadron, but it is doable when DF is down and you are guaranteed tight torp spread You best defense agaist strikes is nearby friendlies (CAs). Second best defense is Fighter barrage, which will wipe out any strike-craft squad caught inside it. Maybe if you play a strike deck the aa will protect from parked fighters over your CV, but at the price of less survivable strikecraft = less torps on target due to planes dying before getting in range. But anyhow, by all means experiment and report here how it turns out. Its a game and we have different playstyles Edited January 18, 2016 by GulvkluderGuld Share this post Link to post Share on other sites
[BLOBS] Spellfire40 Beta Tester 5,330 posts 13,776 battles Report post #35 Posted January 18, 2016 Carrier balance atm: IJN: great game if no enemy carrier, terrible game against USN carrier USN: great game against IJN carrier, terrible game against no carrier and thus, since MM will give you both, balance will be achieved. This is why black and white balancing is a terrible idea imo! You forget one thing. IJN can take Fighter loadout too. and still do more anti ship DPS than an Independence. and with 3 Fighter squads and manuel atack you wipe his airwing. Share this post Link to post Share on other sites
[PRAVD] Takeda92 Weekend Tester 3,802 posts 8,478 battles Report post #36 Posted January 18, 2016 You forget one thing. IJN can take Fighter loadout too. and still do more anti ship DPS than an Independence. and with 3 Fighter squads and manuel atack you wipe his airwing. Dude, that's a comment from August! Share this post Link to post Share on other sites
alpreb Players 6 posts 3,915 battles Report post #37 Posted January 19, 2016 Dude, that's a comment from August! It's quite a necro thread we have here Share this post Link to post Share on other sites
[BLOBS] Spellfire40 Beta Tester 5,330 posts 13,776 battles Report post #38 Posted January 19, 2016 Dude, that's a comment from August! My bad didnt looked at teh date ,-) Share this post Link to post Share on other sites