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Newbie looking for advice regarding US and Japanese CV

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o/ Everyone : )
 

I am a new player climbing up the US carrier tree (literally just got the Independence :D), and have a few questions regarding carrier gameplay:

 

1) I notice that the Japanese appear to have a lot more planes on their carriers in between tier 7-8 than US ones. Hiryu and Shokaku general builds in fact seem to have twice (!) as many squads of aircraft as US ones 2/2/2 vs 1/1/1). I realise US squads are bigger than japanese ones, but this is still a 33% difference in aircraft numbers.

 

What am I missing here? What are balancing advantages of the US carriers vs the Japanese ones?

 

2) What are the best flight control mod for US carriers for random battles in tier 7-8? I suspect the default 1/1/1 build does not appear to be viable, since it will leave the US CV weaker than the japanese in all respect (8 vs 6 planes), so I assumed I am expected to specialise. However both build seems to be heavily dependent on dive bombers for hitting power (the AA build in fact doesnt have torpedo bombers at all). I have noticed that dive bombers seem to do a lot less damage than torpedo bombers even when landing perfect or near perfect manually aimed hits, and it is much harder to manually aim dive bombers well than torp bombers. What build would you recommend for tier 6-8 US carriers?

 

Almost everyone I have met has said that the best Japanese build is their 2/2/2 build for carriers in random battle, is this true?

 

3) I was told by the person who recommended this game to me to "grind a beeline to the Lexington, it is an awesome ship". However I dont notice a huge improvement from the Ranger to Lexington. What am I missing here?

 

 

 

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Alpha Tester
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Best advice is go to youtube lots of great cv players there showing theres skills .... just watch what they do and adopt what works :)

 

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View PostTrigger_Happy_Dad, on 04 April 2016 - 09:32 PM, said:

In Random you can wreck a lot with IJN / USN CVs....

 

Langley / Hosho - both very strong when played well...low tier ships have basically no AA...and no clue ;)

 

Bogue /  Zuiho    - imho Zuiho is much stronger because of much better plane setup (1-2-1), Bogue is excellent for getting that daily Clear Sky award (for 10x November Echo Setteseven signal flags);

 

Independence / Ryujo  - imho Ryujo is much stronger because of much better plane setup (1-2-2), Indy is not that bad when using strike setup (0-1-2) though....

 

Ranger / Hiryu - pretty balanced imho, both have their advantages and disadvantages....

 

-  Ranger's strike setup (0-1-3) is very powerful, you have to be good at "aircraft-chess" though and attack the right targets at the right time.... ;)

-  Hiryu's 2-2-2 setup is much more flexible than Ranger's avaiable setups (2-0-2 / 0-1-3), but IJN squadrons have less and weaker planes and Ranger has the better AA....

 

 Lexington / Shokaku 

 

- imho they are pretty balanced too, at least in RANDOM Battles....imho Lexington / Shokaku are like Ranger / Hiryu, just with better planes and much harder mm, you'll see a lot of tier X battles...(tier x AA is argh)

 

tier IX / X - no idea yet. ;)

(played 2 games in my stock-Taiho so far, was no fun, saving free xp to upgrade it some day) ;)

statsc3kk3.jpghttp://warshipstats....igger_Happy_Dad

 

 

P.S. When your Ranger / Lexington captain looks like this:

215zymm.jpg

 

....you'll have 3 x 7 bombers......= 21 x 250kg / 500kg bombs...any enemy ship will look like crap after being hit with that + lose a metric ton of AA guns + will have 4-X fires.... ;)

 

 

 

 

 3) I was told by the person who recommended this game to me to "grind a beeline to the Lexington, it is an awesome ship". However I dont notice a huge improvement from the Ranger to Lexington. What am I missing here?

 

 

Lexington has much better AA + stronger and faster planes than the Ranger, and the upgraded Lexington bombers use 500 kg bombs (instead of 250kg  bombs).

 

 

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Alpha Tester
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tumblr_n23fh2aqXw1rxzudco1_500.gif

Ok, those are good questions, let's start from the first

 

American CVs generaly are worse than IJN counterparts until tier IX. They do have some advantages that make them more or less competetive in random battle mode, but it's not very consistent. As you noticed yourself 2/2/2 against 1/1/1 is a bit too much, but it's playable. Let's break down advantages of USN over IJN in terms of attack:

 

Torpedo Bombers - there is six of them. It's a lot of torpedos packed into one drop. As a result they can drop what you could call wall of torps. Those torp walls are impossible to manuver around, unless you are destroyer you will get hit by something. Additionally those torps are guaranteed to hit different sections of the ship, this has it's own big advantage, but I will not go into details right now. Anyway USN TBs are capable of devastating drops and they do hit super hard.

There is a cost to it ofc. Cost is that you need to be very good at manual drops. You want for those torps to activate in the last second, because the longer they swim the wider drop gets. Not only that, but USN Tbs are slower and have longer reload times. You do not have so many chances, so each has to be done well. USN TBs are difficult.

 

Dive Bombers - There is a lot of them and main advantage is that paniced or not, they will set people on fire. Pretty much straightforward. Just make sure enemy doesn't have repair and send attack. I advice using manual drop, but overall this unit is easy to use and effective no matter the situation. Since they are so consistent you can imagine what 3 wings of those planes can do. Inferno

Now those two things combined and you get pure strike decks. 0/1/3 setups for ranger and lexington. Lexington is better because her DBs deal much more damage. 

 

Currently on USN picking setup is very difficult task. Strike setup is a gimmick, it leaves you defenceless and as a result kinda forces you to snipe enemy carrier or be afraid whole game, this setups is not consistent. Balanced setup is still consistent, but it lacks a bit in almost every aspect, not to mention you really need to know how to use TBs. Fighter setup is waste of time and if you play them you will never improve as a CV, it's not setup you learn on, you can play them but never when you learn, it's pointless.

 

Currently USN are playable, but you have to accept a lot and know a lot to make them really work. At least Indi is more or less balanced, even though I consider IJN counterpart a monster.

 

Yes, Japanese 2/2/2 setup is the best. It is consistent, it can defend and it can attack and none of their other setup provide big enough advantage to ignore how versitale 2/2/2 setup is.

I don't know when your friend recommended you Lexi, but few patches ago Lexington had 2/1/1 setup as their balanced choice. She had super strong air superiority presence while retaining good strike capabilties. For some it might have been boring, but imho it was fun setup to play. Lexington back then was as strong and as consistend as Shokaku, those two were equal.

 

 


Currently I would tell you to switch to IJN CVs, but if you want to stick with the USN. Stay a bit on Indi and play 1/1/1. Focus on your TB drops, make them perfect. Then when you go to ranger play it with 1/1/1 configuration for a bit, then 0/1/3. Then think which setup really fits your playstyle. Do you prefer to feel safer, but have to really really try to make it work? Or you prefer easier but more risky setup. Most people pick the second option as that setup has a lot of power, but I still think it depends on the playstyle.

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 Bogue /  Zuiho    - imho Zuiho is much stronger because of much better plane setup (1-2-1), Bogue is excellent for getting that daily Clear Sky award (for 10x November Echo Setteseven signal flags);

 

Bogue on a 0 1 2 set up is stonk.... in 2 games yesterday i had done 230k damage and 7 kills.  

 

But you need to learn manual drop skills ( practice on bots in co op at first to give you a idea, plus you will get less flak from players that dont under stand that every body cant be a pro when they start playing a cv lol )

 

 

Also remember your ship can move and if its moving its easyer to avoid attacks from the enemy cv.  BUT remeber to keep a eye on the map so you dont sail in to a sticky position on the map lol.  Get skills in avoiding torps as when your running with no fighters you will need it.  If being attacked by bombers make sure you set your aa on targets.

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Also thinking about it learn about ships and there AA as selecting the correct target so you dont waist  your aircraft to AA.

 

CV micro management means your going to be busy... very busy.  Lots to do in a game and if running ijn cv with lots of wings it can be mental.

 

Staggering you attack can also benefit you... send in a wing so you set fires or flooding. Wait for them to repair and then send in the next... if you set more fires or flooding they cant repair a 2nd time.

 

Remember your going to be busy.

 

Keeping track of all your aircraft and what they are doing

 

Keeping track of the enemy aircraft and what they are doing

 

Keeping track of your ship direction/position 

 

Spotting cap points for your DD and spotting the enemy DD

 

Avoiding aa ability on bombing runs and staggering attacks

 

Keeping a eye on the map on what the enemy are doing and supporting where needed.

 

Trying to balance staying close to the fleet to help turnaround of aircraft but not to close you become a target.

 

LoL I play a few games in my CV then leave them for a wile due to the amout of work it takes.

 

To be a good/great cv pilot you got to be good at micro management.

 

 

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I know this is really remedial stuff but it's useful and good practice so I'll state it anyway.

 

Pressing 1 selects your carrier. Pressing M brings up your map. You can then set way points for your ship and get it moving. In most games it's better to be mobile than being an air strip and sitting still. Carriers are big, get up to speed slowly and turn like a brick. It's a lot easier to change direction of you are moving.

Your auto plotted course should also take into account that you turn so badly. Don't out on sharp adjustments.

You can also only ping the mini map and give context specific f key communication when you have your carrier selected. By this I mean "target this ship" or "capture this area".

 

Double pressing the number associated with your plane takes you directly to it. Why this is useful:

 

Of you get into the habit of sending your fighters to scout specific parts of the map, always use a consistent system. Fighter 2 to the left most call point, fighter 3 to the middle, etc.

 

So if I spot something on the mini map, incoming planes, a DD to keep lit, etc, I know which one it is immediately.

 

A simple double press takes me to the tactical mode, no more thought is required, no time is wasted.

 

I'm not a terribly good player in CV, I don't play then enough to perfect the timing needed for manual drops. It requires a lot of practice and a different mind set.

 

So, practice, practice and practice some more.

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O/  : )

 

Thank you very much for all your advice, I will definitely try to implement them in game.

 

 

Bogue on a 0 1 2 set up is stonk.... in 2 games yesterday i had done 230k damage and 7 kills.  

 

But you need to learn manual drop skills ( practice on bots in co op at first to give you a idea, plus you will get less flak from players that dont under stand that every body cant be a pro when they start playing a cv lol )

 

 

Also remember your ship can move and if its moving its easyer to avoid attacks from the enemy cv.  BUT remeber to keep a eye on the map so you dont sail in to a sticky position on the map lol.  Get skills in avoiding torps as when your running with no fighters you will need it.  If being attacked by bombers make sure you set your aa on targets.

 

 

 

 

 

Lexington has much better AA + stronger and faster planes than the Ranger, and the upgraded Lexington bombers use 500 kg bombs (instead of 250kg  bombs).

 

 

 

Hmm, I confess I am wary of using strike builds as it leaves my (highly unskilled) self open to attack. That said I notice aa in tier 6 and 7 is a LOT more deadly than at tier 5. Is it feasible to simply stay near sniper battleships and use their blanket AA cover? I notice also that the Independence is a LOT faster and more mobile than bogue, so perhaps I can also try dodging shots?

 

Also +1 respect to your win rate:ohmy:

 

(Mine is 46% now, and was 40% 2 days ago, idiot that I am :P).

 

I know this is really remedial stuff but it's useful and good practice so I'll state it anyway.

Pressing 1 selects your carrier. Pressing M brings up your map. You can then set way points for your ship and get it moving. In most games it's better to be mobile than being an air strip and sitting still. Carriers are big, get up to speed slowly and turn like a brick. It's a lot easier to change direction of you are moving.
Your auto plotted course should also take into account that you turn so badly. Don't out on sharp adjustments.
You can also only ping the mini map and give context specific f key communication when you have your carrier selected. By this I mean "target this ship" or "capture this area".

Double pressing the number associated with your plane takes you directly to it. Why this is useful:

Of you get into the habit of sending your fighters to scout specific parts of the map, always use a consistent system. Fighter 2 to the left most call point, fighter 3 to the middle, etc.

So if I spot something on the mini map, incoming planes, a DD to keep lit, etc, I know which one it is immediately.

A simple double press takes me to the tactical mode, no more thought is required, no time is wasted.

I'm not a terribly good player in CV, I don't play then enough to perfect the timing needed for manual drops. It requires a lot of practice and a different mind set.

So, practice, practice and practice some more.

 

ty for your advice Gene, didnt know about the double click thing, but I think this could be a decisive advantage!

 

 

 

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Seeing as you already have been given some good tips I would like to just say this:

 

IJN CVs are like a scalpel, you surgically remove your targets, however while performance wise they can push out more, it also requires more micro from you as the player, even if you were to stack (fly on top of each other) your TBs and DBs (though DB stacking is honestly not recommended with manual drop as you throw away quite a lot of potential fire damage over time due to the accuracy of the drop against larger ships (dropping both on the same spot will usually not set more than 2 fires, sometimes you can get 5-6 hits and 1 fire because all the bombs landed on the same place

 

The USN CVs, especially once you fully upgrade a Strike Lexington are more like sledgehammers. You can absolutely devastate a single large and immobile target, but don't expect reliable damage against even cruisers.

I have even divebombed a Shoukaku with 3 squadrons and hit 3-4 bombs. Total. THe size of the drop pattern is such that RNG can easily mess with you.

Since no USN tech tree CV currently has more than 2 TB squads it becomes quite difficult to sink DDs in 1 go despite the higher torpedo damage per hit.

 

In general the IJN CVs have the "balanced" setup, giving you good power against all targets while the USN either focus on killing single squadrons (fighter setups not only don't teach you how to play, they are also useless if you meet an experienced player who will just out damage you, and therefore do far more for his team than you) or killing capital ships

 

(Dive bomber, wait for damacon. If no damacon use second DB, damacon will most often be triggered. If not use 3rd DB then send TBs for flooding. Having 2-3 fires [or even 4] and a flooding will devastate any target, not to mention DBs can quite often be seen doing 3k damage to a single target with a solid hit per bomb)

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Lexington has much better AA + stronger and faster planes than the Ranger, and the upgraded Lexington bombers use 500 kg bombs (instead of 250kg  bombs).

 

 

 

 

 

 

Lexington has much better AA + stronger and faster planes than the Ranger, and the upgraded Lexington bombers use 500 kg bombs (instead of 250kg  bombs).

 

 

 

Very nice video... you seem to disable the carrier's rudder so it can't turn... and thus your torpedo hits will strike my easy.

 

I have a question about that video though:

 

Do you actually play like that ? Meaning you watch your planes while you play in 3D (most have a beafy system for that ;)) ? Or did you do this during the replay just for the youtube video ? :)

 

(This topic has been discussed before, but what the hell, let's do it again, advised based on american carriers):

 

Anyway here are some of my tips, I will not give away everything so for somethings I will turn them into question, first the questions:

 

1. If you find you are getting sniped a lot try understanding why that is:

 

1.1. Is it a tactical issue ?

1.2. Is it a captain issue ?

1.3. Is it a ship module issue ? :)

1.4 Should I change my setup ?

 

These are all valid questions ;)

 

2. Goals, then you have to wonder to yourself:

 

2.1. Do I want to level fast ? In that case go with strike setup, it's risky but it can give the most XP.

2.2. Do I want to conserve credits and still get some xp ? In that case go with fighter setup, and keep fighters close to CV to intercept enemy planes on time.

2.3. How can I prevent the enemy fighters from attacking my fighters ? There is/are techniques for that, but you will need to figure that out :)

 

3. Tactical decisions:

3.1 Ask yourself, do I want to win really badly ? (Perhaps ranked games) In that case sometimes supporting your team and taking out difficult targets while you die might be worth it.

3.2 Ask yourself, do I want to remain alive no matter win or loose ? In that case prioritize your carrier over your planes, especially your location, concealment and range. Be invisible to the enemy, evacuate from dangerous areas on time. Destroy ships which are closest.

 

Some overal advice:

 

1. Battleships are easiest to destroy, they are slow.

2. Carriers, especially japanese can be destroyed quite easy because of their lack of carrier AA defense, however this requires luring away their fighters. They may be defended by other ships, so it's a gamble.

3. Destroyers can sometimes be very difficult to destroy and sometimes very easy... sometimes automatic torpedo drop works wonders... dropping torpedoes into smoke can lure them out, this is even a time for ships... just pretend you see them and fire into smoke... the DD might get nervous thinks he is spotted and starts to leave the smoke prematurely :)

Automatic bombing is probably a safe bet against destroyes except those rare occasions where you can see it's easy to manual drop hit them. Definetly try some games with manual dropping only to practice it.

4. Cruisers are the most difficult to take out because of their pesky AA defense. Definetly ask your team/battleships to take those out first.

 

Advice during loading screen:

1. Learn which battleships are easiest to bomb, and which are hardest. Tell your teammates to take out the hardest, tell them you take out the other ones later on, tell them to avoid those for now and focus on cruisers, though it can depend on the setup of the enemy.

2. Examine carefully which ships you can take out easy and which ones are hard, adept your tactics/strategy to this.

3. Ask yourself: Is there a way to tell what kind of setup the enemy carrier is playing ? This can greatly help at determining the correct attack patterns/tactics early on :)

 

Basically there are a couple of situations:

 

1. Two CV games.

2. Many battleship games.

3. Many cruiser games.

4. Many destroyer games.

 

Countering these:

 

1. These are the most dangerous one, if you get double attacked by two CVs you are probably going to die. Perhaps sticking as close as possible to team might be better in this case or hope to get lucky or drive away and try to take out an enemy CV before he takes you out, this will relief some of the damage done to you, but can be difficult to achieve. Basically in these games, the team really should defend you, unfortunately this happens very little. Which ever team defends their CV best will usually win, except if carriers are T8 and all other ships T10 or so, then they might be able to win without CVs, it will remain risky though for them.

Not going to discuss these games any further because it's way difficult :) I guess focus on surviving :)

 

2. Very nice for you for obvious reasons, just stay very far away from them at all times.

 

3. This is your worst nightmare damage-wise... focus on enemy carrier destruction, much better chance there, or pick off that one dd to blind the enemy somewhat then pick off enemy carrier to blind them further.

 

4. Your team is in great danger. They can probably not handle that many DDs unless there are skillfull anti-dd players in the team. Cruisers will usually struggle to find the DDs, though perhaps radar will change some of that. In this type of game it might be much better for you to play SPOTTER and take a few DDs out or keep spotting until your team takes some out. If your team does not manage to do so, then they either suck, or don't realize the importance of killing those DDs, if you see nobody attacking those DDs then it's time for you to act up as commander, and press F3 on the most dangerous DD to get your team's attention to focus on these threats.

 

Additional tips:

 

1. Definetly install aslain's mod pack, and the minimap improvements, this will show your ship's to ship spotting range, and even your ship's detectability by planes. This will make it easier for you to remain hidden.

2. Definetly focus your attention to enemy ship which is within your spotting range. Even if it's a pesky DD out of range, it's still dangerous because he can cause another battleship to fire at you. You might not even see this batttleship because it might not even be detected, usually it will be, but there is no garantuee.

 

Avoiding torpedoes:

 

Different techniques:

 

1. An easy one which requires little oversight is: Set your carrier turning at max in one direction and set engine to 50%. This will usually cause a somewhat small but fast turning circle, which will make it more difficult for your enemy to torp you.. bombers will also struggle a bit more.

 

2. There are modules that can speed up your acceleration, you could try the: "stand still and then move" trick when enemy tries to torp you, with a bit of luck you might een evade those torps completely, this might work on lower tiers where players might not yet know this trick and low tier cvs can be fast...  in higher tiers not so sure about this, never really tried that much... however I usually account for this trick... so I rather miss some torps in front or in back if I suspect it's gonna move slower, faster, or reverse etc... depends on situation... or get additionally close.

 

3. There are concealment modules and skills... expensive though.

 

Time to cut this posting short:

 

1. The default setup is kinda interesting... it's not played a lot... whoever I once faced a skilled player with it, and it was a though nut to crack. Especially in a lexi vs lexi fight this default setup becomes a bit of a [edited].

Guy used his fighter to defend his lexi rather well... meanwhile he can strike me... while I have difficulties to strike him back with just a strike team...  I'd love to see more players play with this setup... it does have reduced ammount of planes, but the mix can be a survivor and an attacker at the same time which can make it quite dangerous.

 

2. Beware of the auto pilot, friendly ships in front of it can upset it, when you see teammate ships getting to close and you get this "noob" feeling that he might actually obstruct you, it's time to zoom in and asses the situation ?! Does he know how to escort a carrier properly ? Or is it a big fat noob about to screw up your auto pilot... if you see him screwing up... give him a verbal warning in chat not to do that ! ;)

 

3. Letting the auto pilot manouver between islands is bestly done at 50% engine power as well as turning, anything higher than that and it might run into the islands.

 

4. Islands can be used to conceal your carrier, however it might also prevent your carrier from firing at incoming planes, carrier might see it to late.

 

5. Avoid placing your carrier into smoke, this might obstruct your AA defense.

 

Last bit of advice which is kinda funny:

 

1. If you suspect the enemy CV is a BOT, go take it out... it should be easy to do...:

1.1 First find a hole in your enemy teams defenses... so spread out your planes to find that hole.

1.2 Then squeeze all your bombers through the hole.

1.3 Once through the hole keep your bombers out of range from the enemy carrier's AA and enemy ship AA.

1.4 Then start bombing the carrier with just one bomber, see how it goes, see if it's on fire... let it burn.

1.5 As soon as it stops burning, bomb it again, until it burns again...

1.6 Then bomb and torp the sh*t out of it since it's repair is probably gone especially if the first burning stopped fast, otherwise repeat 1.4

1.7 With a bit of luck and skill the bot CV will be dead before teammates can defend it, good riddings to it ! ;) =D (If you have the time for it, you could even let it burn to death and safe the torps for another ship :) assuming you play strike setup that is.)

(Some bots will just turn the carrier non stop... and will never attack your carrier as long as it has not been spotted)

Edited by SkybuckFlying
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Very nice video... you seem to disable the carrier's rudder so it can't turn... and thus your torpedo hits will strike my easy.

 

I have a question about that video though:

Do you actually play like that ? Meaning you watch your planes while you play in 3D (most have a beafy system for that ;)) ? Or did you do this during the replay just for the youtube video ? :)

 

 

Thank you very much! :)

 

No, when I play I use the normal "bird's eye view", I just choose that "aircraft view" for my videos, looks better imho! ;)

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Thank you very much! :)

 

No, when I play I use the normal "bird's eye view", I just choose that "aircraft view" for my videos, looks better imho! ;)

 

The disabling of the rudder ? Was it just luck ? Or did you actually go for that effect ? If so how often do you succeed in disabling the rudder ? :)

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The disabling of the rudder ? Was it just luck ? Or did you actually go for that effect ? If so how often do you succeed in disabling the rudder ? :)

 

That was just luck.

 

But thx to you I now have a nice new idea to try out - aim for their rudder with bombs! ;)

 

(bombs can be very much RNG sometimes, should be pretty difficult to deliberately take out an enemy ship's rudder with bombs)

 

:honoring:

Edited by Trigger_Happy_Dad

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The most important things you should learn first are your routines: dropping torps, moving your carrier, switching between minimap (the tactical view, I do not know how it is called) and plane, coordinating 6 squadrons (i autodrop sometimes if it gets to fast)  + your carrier. Ok, you are not playing IJN, but you will still have to coordinate, react and make decisions. 

 

What helps me most, is a clear decision system what I do in what situation, starting with which planes gets launched first over the general tactical approach (snipe carrier vs. kill the closest enemy and so on... ) which ships to take out first to the actual movement and distance plus the tracking of enemy dds. If you have routine in all of this, a lot of things will get easier and then we can talk about all the little dirty tricks. 

Edited by N00b32

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Because CV's are crapto play? If I wanted to play a point and click RTS then I could play a better one than CV's in WoWS. I tried CV's in the closed beta and had about 10 battles before I got bored s***less with the play style.

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Because CV's are crap to play? If I wanted to play a point and click RTS then I could play a better one than CV's in WoWS. I tried CV's in the closed beta and had about 10 battles before I got bored s***less with the play style.

 

Tastes differ.

 

For me it's fun to use different tactics to outplay the enemy, I like "aircraft-chess". ;)

 

Also - if there were more high tier CV players, torpedo walls wouldn't be such a problem....

Edited by Trigger_Happy_Dad

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Fighter setup is not pointless, as a Fuso captain who nowadays dies every round to torps and bombs, i would appreciate a little air cover from time to time - it's called teamwork. Some people will say that using strike setup and taking out the enemy CV is more efficient as a means of AA, but that relies on a specific set of variables - throw even one enemy cleveland into the mix and you may not even get close to the enemy CV while they pick off your team one by one.

Honestly, I am so sick of zero air cover it's putting me off playing the game altogether, so please mix it up a bit with your loadouts and don't just stick to strike.

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Fighter setup is not pointless, as a Fuso captain who nowadays dies every round to torps and bombs, i would appreciate a little air cover from time to time - it's called teamwork. Some people will say that using strike setup and taking out the enemy CV is more efficient as a means of AA, but that relies on a specific set of variables - throw even one enemy cleveland into the mix and you may not even get close to the enemy CV while they pick off your team one by one.

Honestly, I am so sick of zero air cover it's putting me off playing the game altogether, so please mix it up a bit with your loadouts and don't just stick to strike.

Well, you have IJN CVs for that task. USS are useless with fighters setup. If you dont do damage you loose credits and you stop being useful for the team.

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Fighter setup is not pointless, as a Fuso captain who nowadays dies every round to torps and bombs, i would appreciate a little air cover from time to time - it's called teamwork. Some people will say that using strike setup and taking out the enemy CV is more efficient as a means of AA, but that relies on a specific set of variables - throw even one enemy cleveland into the mix and you may not even get close to the enemy CV while they pick off your team one by one.

Honestly, I am so sick of zero air cover it's putting me off playing the game altogether, so please mix it up a bit with your loadouts and don't just stick to strike.

 

Why don't you play carriers and actually understand what is going on and why fighter setup has problems. And also understand why you have no air cover.  

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Also - if there were more high tier CV players, torpedo walls wouldn't be such a problem....

 

Because after you had taken out the enemy CV, and perhaps some juicy lumbering BBs you might finally go for the DDs causing the torp walls?

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Because after you had taken out the enemy CV, and perhaps some juicy lumbering BBs you might finally go for the DDs causing the torp walls?

 

Depends on MM.

 

Sometimes you are basically forced to hunt enemy DDS in your CV - or lose your aircraft in tier VIII - X AA, like here:

 

3shimvgxbl.jpg

(I often get into tier X battles with my Shokaku / Lexington, tier X BB / CA AA is brutal.....so you better hunt DDs first or lose tons of planes)

 

Attack Iowas? Or that North Carolina with that New Orleans right next to it in the beginning? no, thx ;)

 

I used my aircraft to spot those enemy Shimakazes, attacked them, damaged them, forced them to turn away from cap-zones = win for my team.

 

http://wowreplays.com/Replay/3724-Trigger_Happy_Dad-Shokaku-Tears-of-the-Desert icon_achievement_DOUBLE_KILL.png

 

Alternatively I could have thrown away my planes by trying to snipe Lexington (brutal AA) or attack any other tier VIII / IX - AA ship...

 

If the enemy team has more DDs and I'm playing a CV - I always try to spot and kill enemy DDs = better chances to win.

 

Trigger_happy_dad and me had one argument here on forums in #bringBackAFT topic. (He is pro-AFT, I am against it)

 

Fortunately, we set our differences aside in one random encounter this morning and results were spectacular :) 

 

Man, thanks for great game. Scouting was awesome. Other CVs can learn something from you and WG should really give rewards for spotting, just like in WOT.

 

Here is the replay.

 

 

 

http://forum.worldof...py-dad/#topmost

 

 

I could make dozens of videos showing this (helping your team by spotting attacking enemy DDs with planes), but it costs too much time and not many people would watch them so why bother....

Edited by Trigger_Happy_Dad

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Players
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Why don't you play carriers and actually understand what is going on and why fighter setup has problems. And also understand why you have no air cover.  

 

I do play carriers, often. I used to play strike until i saw the result of everyone doing that from the perspective of my battleship, so now i equip fighters and get clear sky almost every time.

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I do play carriers, often. I used to play strike until i saw the result of everyone doing that from the perspective of my battleship, so now i equip fighters and get clear sky almost every time.

 

I would certainly not protect a Fuso. There are too much bad players at that level that just don't do enough damage to give away the damage of a strike setup for the protection of a BB. If I know a good player is in that Fuso, I would most certainly protect him from an enemy carrier snipe. But I have seen so much **** with my Ryujo, it left a trauma so deep, I do not trust anyone in that tier or below to do anything useful. Ever. 

 

Basicly I am more useful in a strike setup than the average T VI Fuso. So no, there is no point in helping the Fuso. That may sound extremly selfish from me and I do agree to a certain level. But then again I have seen teams in my Ryujo....

 

I have come to the conclusion, that you have to do everything alone in carriers up to T VII, the strike setup gives me the tools, a more AA oriented setup is just trusting the team to do basic things, which I do not do. 

Edited by N00b32

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