[2DQT] RUSSIANBlAS Players 8,241 posts Report post #151 Posted January 16, 2017 Bought a Shokaku today, couldn't be bothered to wait for a discount as I've got too many credits anyway. It's rough to play as I'm not spending free XP on it. First investment was in the 2/2/2 deck, although I'm wondering if that was a mistake as at T8 and higher games there is almost no point providing air support to your allies. I've tried protecting ships with my single fighter and found that most ships can handle in-coming planes themselves! Share this post Link to post Share on other sites
[TORAZ] El2aZeR Beta Tester 15,786 posts 26,801 battles Report post #152 Posted January 16, 2017 I just free-exp loadout & fighter upgrades on a new CV, rest can usually wait. Sole exception were the T6 torp bombers you still get on Shokaku stock, which I immediately got rid of. Share this post Link to post Share on other sites
[2DQT] RUSSIANBlAS Players 8,241 posts Report post #153 Posted January 16, 2017 I would but I must have Missouri (only about 80k free XP from it!!) plus I have more than enough camos and flags to yolo my way to upgrades 1 Share this post Link to post Share on other sites
anonym_1YeUldJS8pjx Players 847 posts Report post #154 Posted January 17, 2017 (edited) Evasive Manoeuvre...Did we ever, fellow CV Captains, have a problem with this in the first place? Did we ever think to ourselves "I'm losing so many planes on the way BACK from the drops?" do they think we just send our planes back though waves of AA fire? Its getting there thats the problem. The question to me is: when exactly is the skill active and when not? And yes, I'm losing ~35% of my bombers to enemy AA after the drop (when the way back begins) which is a problem in the Indypendence e.g. But how's about the planesspeed when I manually set a course near my CV after leaving enemy AA and therefor break the automatic return mode? Can maybe anybody test this on the testserver? Edited January 17, 2017 by anonym_1YeUldJS8pjx Share this post Link to post Share on other sites
[CG] Redcap375 Players 4,371 posts 15,291 battles Report post #155 Posted January 17, 2017 The question to me is: when exactly is the skill active and when not? And yes, I'm losing ~35% of my bombers to enemy AA after the drop (when the way back begins) which is a problem in the Indypendence e.g. But how's about the planesspeed when I manually set a course near my CV after leaving enemy AA and therefor break the automatic return mode? Can maybe anybody test this on the testserver? i bet my morgage that it will only work on auto back to cv. Its more noobie friendly that way, hence the new skills. Will ask m8 to test. which is great when you auto go though 2 ships aa! Or you can click and dot around them...like we do now? Share this post Link to post Share on other sites
anonym_1YeUldJS8pjx Players 847 posts Report post #156 Posted January 17, 2017 i bet my morgage that it will only work on auto back to cv. Its more noobie friendly that way, hence the new skills. Will ask m8 to test. which is great when you auto go though 2 ships aa! Or you can click and dot around them...like we do now? Îf it's only on Auto return that would be great. Cause in that case you use it to lose less bombers while still within AA range of attacked ship and after leaving AA range you speed up by setting a manual course back to CV (and fly around enemys). But as we can try the skills out (and reset them again cheap with won doublons) I will give this a try on my Indypendence. Share this post Link to post Share on other sites
[CXIV] Cadelanne Players 519 posts 3,718 battles Report post #157 Posted January 17, 2017 In Taiho today, getting sniped by Essex, he barely uses his fighters and I kill half his strike wing. His last DB squad still drops 4 bombs with 2 fighters on their back and the consumable enabled, for 15k and 2 fires. Was so mad x) Share this post Link to post Share on other sites
[CG] Redcap375 Players 4,371 posts 15,291 battles Report post #158 Posted January 18, 2017 Îf it's only on Auto return that would be great. Cause in that case you use it to lose less bombers while still within AA range of attacked ship and after leaving AA range you speed up by setting a manual course back to CV (and fly around enemys). But as we can try the skills out (and reset them again cheap with won doublons) I will give this a try on my Indypendence. Fighters catch your planes whilst 30% less speed and your toast, 70% HP or not And your 30% longer in aa bubble (my Cleveland will love that) Can anyone do the maths on this? 30% more time spent in a complete 7.4km aa bubble against increase of HP (70%)? I have a job, wife and kids Not taking into account enemy CV fighters up your behind. Share this post Link to post Share on other sites
[CG] Redcap375 Players 4,371 posts 15,291 battles Report post #159 Posted January 18, 2017 In Taiho today, getting sniped by Essex, he barely uses his fighters and I kill half his strike wing. His last DB squad still drops 4 bombs with 2 fighters on their back and the consumable enabled, for 15k and 2 fires. Was so mad x) I would count that as a victory m8. All his strike planes for a suicide CV snipe? Bet he lost his bombers doing it too. I take it he 1-1-3? Share this post Link to post Share on other sites
[TORAZ] El2aZeR Beta Tester 15,786 posts 26,801 battles Report post #160 Posted January 18, 2017 Can anyone do the maths on this? 30% more time spent in a complete 7.4km aa bubble against increase of HP (70%)? I have a job, wife and kids It probably depends on how strong the AA is. Most likely AA BBs & Cruisers will not care much about a 70% increase in health. I mean, we're already pretty selective of our targets, the ones we can strike will be equally as disinterested about a 70% increase in health as the ones we can't. That and the fact that the skill only activates when on the return command makes the skill hilariously situational at best and highly self-destructive at worst. You'd need to plan your attack so that your planes are immediately on the perfect return course, in any other situation you're faced with the dilemma of deciding to take advantage of the HP boost but stay longer in AA or to forgo the skill but get out faster. The only real use of the skill I can see is that it'd be easier to bait Def AA against potatoes. Fly them into the outer AA bubble, let them pop Def AA then issue the return command to instantly vanish thanks to the boost in plane concealment. Not sure if that alone is worth taking the skill, though. Share this post Link to post Share on other sites
[2DQT] RUSSIANBlAS Players 8,241 posts Report post #161 Posted January 19, 2017 That stupid burning take off skill... WG should HALVE the time it takes to re-arm when you're burning then that would have made it almost worth taking. As it would give you half a chance vs stuff that has the jump on you. Share this post Link to post Share on other sites
[TORAZ] El2aZeR Beta Tester 15,786 posts 26,801 battles Report post #162 Posted January 19, 2017 WG should HALVE the time it takes to re-arm when you're burning then that would have made it almost worth taking. As it would give you half a chance vs stuff that has the jump on you. Or in clutch situations you could DB yourself to get your planes out faster. Share this post Link to post Share on other sites
[2DQT] RUSSIANBlAS Players 8,241 posts Report post #163 Posted January 19, 2017 (edited) Or in clutch situations you could DB yourself to get your planes out faster. Yes! DB'ing the tip of the ship so you don't take much damage and have 60 seconds of turbo rearm. Edited January 19, 2017 by Negativvv Share this post Link to post Share on other sites
[CG] Redcap375 Players 4,371 posts 15,291 battles Report post #164 Posted January 19, 2017 Chaps.. So the day has arrived with the new skills. Some people never wanted this day to come and others have welcomed it, well, depending who you work for and what line you play. So, we need to talk to new CV captains about what to expect and advice on what skills to use. God knows their going to need it in CV's now. So, as i'm at work (i know its great) i Havant been on the new skills yet but here goes. For a New CV Player i would recommend the following with a 10 Point captain. Just giving two ships as an example. US CV LEXINGTON (0-1-3) (AS are dead) Skill 1 - Aircraft serving expert. This is a no-brainer and needed for both US and IJN CV's. Skill 2 - Torpedo acceleration. Don't even read the range bit as it doesn't matter a jot in CVs. 5% faster torps = less time for the enemy to get out the way is a given. Skill 3 - Torpedo Armament. 20% less time to reload torps?? YES THANK YOU!!!! Skill 4 - Air Supremacy. If there was one skill to auto take under any circumstance that this is it. Given. Boom..If you have 3 more skill points then I would suggest the following: Skill 3 - Demolition expert. Anything to set that ship on fire with the RNG that is flying around is always a good thing. More points? Then just pick a AA skill or Detection, both of which will serve you well. The LEX on defensive aa chews planes up anyway but more is better. IJN CV TAHIO (2-3-2) Skill 1 - Aircraft serving expert. This is a no-brainer and needed for both US and IJN CV's. Skill 2 - Torpedo acceleration. Don't even read the range bit as it doesn't matter a jot in CVs. 5% faster torps = less time for the enemy to get out the way is a given. Skill 3 - Torpedo Armament. 20% less time to reload torps?? YES THANK YOU!!!! Skill 4 - Air Supremacy. If there was one skill to auto take under any circumstance that this is it. Given. Humm, well that looks like the same as the Lex Red? Well yes it does but thats how i would roll with it too. If you have 3 more skill points then I would suggest the following: Skill 3 - Demolition expert. Anything to set that ship on fire with the RNG that is flying around is always a good thing. Pick a AA skill, Prob BFT. Concealment is good but IJN CV's fair better anyway. We have been used to not having this skill so do we need it now? So why havnt i included any of the following: Skill 1 - Dog fighting expert. Dont use fighters with US CV's so... IJN Planes arent there to win fights, they are there to disrupt formations, lock up the poor people who still play AS and to strafe that one group of US torp bombers. 10% extra ammo wont make any difference what-so-ever. You find their planes, you strafe them Skill 1 - Evasive thingygig. Noobie trap. Get used to actually moving your planes around the map. 30% less air speed - 30% less attack time = Not a good idea. Reloading takes long enough thank you. Skill 2 - Expert rear gunner. You CAN go faster then fighters anyway. If they do catch you then your toast regardless. Those who still stick with "for ship planes its useful" well the time it takes to kill one of them with a IJN Bombers/Torps your group is already dead because You've been flying about their AA aura trying to get this thing off you. You wanna drop those tin fish ASAP. Even more crap as they can now have 2! Used to have it as it was the only other skill 1 worth anything, but better save the points with this one as its now skill 2. Not worth it. Skill 3 - Emergence take off. If your on fire your close to becoming dead if its from other ships. When you become lit up on the Map every captain and his sea dog will be bringing down the fire on you. Other CV's? Well, just use the repair skill wisely. Remember, he has sacrificed a whole group of planes trying to take you out and waiting to take you out :-) What makes me laugh is that of all the new skills im really not going to include any of them. I'm not doing it because i want one over on WG or anything like that chaps as i'm cool, its just that i see no reason to take them. If it isnt broken, don't fix it. CV skills were never the problem, and they know that. Its the other problems that is (CV balance, AA and UI). I personally think the new skills have dumbed the game down. I know why WG have done it (buying XP for captains and all the business jazz) but its just not cricket. IMHO. Other captain, what do you think? Healthy discussion Share this post Link to post Share on other sites
[CG] Redcap375 Players 4,371 posts 15,291 battles Report post #165 Posted January 19, 2017 Skill 4 - Concealment expert is interesting and useful. But we have lived to captain CVs without it and it hasn't been much of a problem. Better spent with AA skills? Or use it to move further forward "Cant believe i've said that" as i already move further forward than most CV players. Share this post Link to post Share on other sites
anonym_1YeUldJS8pjx Players 847 posts Report post #166 Posted January 19, 2017 (edited) What makes me laugh is that of all the new skills im really not going to include any of them. Maybe because you haven't them tried out and just judge them by reading stuff from people who haven't tried them out either. Yes, some of those are not usefull for higher tier CVs but I see use for some of them when you want to play a lower tier keeper CV where saving planes can be essential even at the cost of speed. Don't know if 4 attack runs are better then 3 if I have incomplete squadrons on attack 3+4. Dogfighting Expert might be usefull for anybody that plays with fighters. Eavasive maneuvers most likely prevents plane losses. It should activate directly after the drop of bombs when you're still quite a while within AA range of the bombed ship. So a constant 75% HP buff might be usefull there while only 30% longer in that (decreasing) AA fire. If the speed even gets back to normal again when I manually select a course (back near my CV) after leaving enemys AA range and select a manual landing ("F") when they are near my CV I do not lose 30% on flight time. That way I can still be faster than enemy fighters while having a protection immediatly after bombing and when pressing F key. But so far I haven't found out if that's the case or not (but it seems to be so). I'll give it a try cause on my Independence every plane counts in these tier 8 matchmaking days. Expert rear gunner. With the buff it might also be usefull to get rid of a BB fighter (there might be 2 of them so more likely that one engages) when I try to attack my target. It worked before every now and then, it should work even better now. Emergency takeoff. Might help to get bombers out against that attacking DD when your team left you behind again (Hello Bogue/Langley/Ranger). Might be helpful to get fighters out when you're out of damage control and more enemy bombers appear. Depending on CV this probably is not that much an issue that I would spend 3 points. At least not for my Indy. I don't think that there is one skill setup that fits all CVs. And especially CV players have the comfortable situation that they can choose the "must have" skills you already mentioned for 10 points and have another 9 points to spare which suits their CV and setup best (additional CV skills, bombing skills, AA skills, concealment skills, ...) Edited January 19, 2017 by anonym_1YeUldJS8pjx Share this post Link to post Share on other sites
[BOTS] deadly_if_swallowed Players 1,678 posts 13,867 battles Report post #167 Posted January 19, 2017 Dogfighting Expert might be usefull for anybody that plays with (US) fighters. Dogfighting Expert 1 PointIncreases the attack power of fighters while in combat against higher-tier aircraft. The greater the difference between the tiers, the greater the increase.+10% to average damage per second of fighters for each tier of difference between them+10% to fighters ammunition 1. The only tier at which you can encounter higher tier aircraft is Tier 7 (Saipan). If those Saipan planes do not get away quick enough or miss their strafe, Ranger fighters already shred them once engaged, so no need for another 20% dps buff. Only Hiryu fighters strugge due to tier difference without balancing numbers. But I'd never give up Torpedo Acceleration just to draw some benefit in case I go into air combat with a Saipan. 2. USN fighters already got their ammo buffed by 33%. Saipan fighters have enough ammo for 3 strafes in a row. 3. Actually, strafing already made this perk obsolete. It could be lvl 1 and I would still not bother taking it. Eavasive maneuvers most likely prevents plane losses. It should activate directly after the drop of bombs when you're still quite a while within AA range of the bombed ship. So a constant 75% HP buff might be usefull there while only 30% longer in that (decreasing) AA fire. As long as the speed gets to normal again when I manually select a course (back near my CV) after leaving enemys AA range and select a manual landing when they are near my CV I do not lose 30% on flight time and can still be faster than enemy fighters while having a protection immediatly after bombing and when pressing F key. I'll give it a try cause my Independence has very little planes to spend in these tier 8 matchmaking days. I think this skill was intended for CVs up to Tier 6 anyway. As soon as you get the T7 fleet carriers with plenty of hangar capacity, you will want faster plane rotations. I don't think moving planes to anywhere near your CV will undo the speed nerf. Otherwise, together with the speed buff after dropping the load, it could be abused pretty hard for spotting; by just switching between stealth and speed whenever you see fit. Share this post Link to post Share on other sites
[CG] Redcap375 Players 4,371 posts 15,291 battles Report post #168 Posted January 19, 2017 Maybe because you haven't them tried out and just judge them by reading stuff from people who haven't tried them out either. Ok i get that. But your not taking into account Clan mates that have If enough people say there is a fire, there normally is one. Yes, some of those are not usefull for higher tier CVs but I see use for some of them when you want to play a lower tier keeper CV where saving planes can be essential even at the cost of speed. Don't know if 4 attack runs are better then 3 if I have incomplete squadrons on attack 3+4. Like? Which skill are you talking about? Dogfighting Expert might be usefull for anybody that plays with (US) fighters. M8 i wish this was the case but AS are so few now-a-days. I too thought like this until i reached the RANGER with (0-1-3) set up. The grind is painful and the damage output is woeful. If you like to play that kind of CV then i'm cool with that, but your ice staking up a hill. Each to their own. And the tier difference remember> only the Sipain comes to mind. Eavasive maneuvers most likely prevents plane losses. It should activate directly after the drop of bombs when you're still quite a while within AA range of the bombed ship. So a constant 75% HP buff might be usefull there while only 30% longer in that (decreasing) AA fire. If the speed even gets back to normal again when I manually select a course (back near my CV) after leaving enemys AA range and select a manual landing when they are near my CV I do not lose 30% on flight time. That way I can still be faster than enemy fighters while having a protection immediatly after bombing and when pressing F key. But so far I haven't found out if that's the case or not (but it seems to be so). I'll give it a try cause on my Independence every plane counts in these tier 8 matchmaking days. "Most likely" Expert rear gunner. A buff might also be usefull to get rid of a BB fighter (there might be 2 of them so more likely that one engages) when I try to attack my target. It worked before every now and then, it should work even better now. They have two now. US planes do better but worth 2 skill points? Emergency takeoff. Might help to get bombers out against that attacking DD when your team left you behind again (Hello Bogue/Langley). Might be helpful to get fighters out when you're out of damage control and more enemy bombers appear. Depending on CV this probably is not that much an issue that I would spend 3 points. At least not for my Indy. Its not much of an issue like you said. If a DD spots you and wants you dead, your dead. Thats providing your fighters are cueing up to land/landed not if there already on other side of the map. 100% Slower service time with a DD ramming down your neck? Good luck. IMHO I don't think that there is one skill setup that fits all CVs. And especially CV players have the comfortable situation that they can choose the "must have" skills for 10 points and have another 9 points to spare which suits their actual CV and setup best (additional CV skills, AA skills, concealment skill, ...) And your right, there isnt. But there are some skills that are "First picks" and the ones i've highlighed is the ones i personally think would help New players more. IMHO. AS CV then fine, you will pick slightly different skills but i cant with a clear conscience ell New players to go down that direction. When i DO feel like playing a AS i jump in my Ry (3-1-1), it does quite well. Good to keep your skills up. But then i think i am handy-capping the team as i can be more useful causing damage instead (2 torps). Some good thoughts tho Share this post Link to post Share on other sites
VC381 Players 2,928 posts 6,549 battles Report post #169 Posted January 19, 2017 To be honest, I'm just glad I get the same build for 10 points instead of 15. Gonna experiment with concealment expert on Shokaku (let's see how close and I get to reduce my cycle times) and AA on my Lex, because there's nothing funnier than that one time someone does try to snipe you and nothing makes it to the drop. 1 Share this post Link to post Share on other sites
anonym_1YeUldJS8pjx Players 847 posts Report post #170 Posted January 19, 2017 (edited) Dogfighting Expert 1 Point Increases the attack power of fighters while in combat against higher-tier aircraft. The greater the difference between the tiers, the greater the increase.+10% to average damage per second of fighters for each tier of difference between them+10% to fighters ammunition It's a general +10% ammo amount for your fighters and maybe additional damage if tier difference appear (not mentioned in patch note on website). Edited January 19, 2017 by anonym_1YeUldJS8pjx Share this post Link to post Share on other sites
[CG] Redcap375 Players 4,371 posts 15,291 battles Report post #171 Posted January 19, 2017 Dogfighting Expert 1 PointIncreases the attack power of fighters while in combat against higher-tier aircraft. The greater the difference between the tiers, the greater the increase.+10% to average damage per second of fighters for each tier of difference between them+10% to fighters ammunition 1. The only tier at which you can encounter higher tier aircraft is Tier 7 (Saipan). If those Saipan planes do not get away quick enough or miss their strafe, Ranger fighters already shred them once engaged, so no need for another 20% dps buff. Only Hiryu fighters strugge due to tier difference without balancing numbers. But I'd never give up Torpedo Acceleration just to draw some benefit in case I go into air combat with a Saipan. 2. USN fighters already got their ammo buffed by 33%. Saipan fighters have enough ammo for 3 strafes in a row. 3. Actually, strafing already made this perk obsolete. It could be lvl 1 and I would still not bother taking it. I think this skill was intended for CVs up to Tier 6 anyway. As soon as you get the T7 fleet carriers with plenty of hangar capacity, you will want faster plane rotations. I don't think moving planes to anywhere near your CV will undo the speed nerf. Otherwise, together with the speed buff after dropping the load, it could be abused pretty hard for spotting; by just switching between stealth and speed whenever you see fit. Two very good points which i agree with . Share this post Link to post Share on other sites
anonym_1YeUldJS8pjx Players 847 posts Report post #172 Posted January 19, 2017 (edited) I would take a general +10% fighter ammo amount for only 1 skillpoint. And it doesn't only affect tier 7. At lower tiers there can still be 2 CV per side. And the other one might be a higher tier one. You will encounter that often in tier 4 and 5 when beeing matched against 2 CVs - one of your tier one a tier higher.As I said - it's a skill for someone who uses fighters and has a low tier keeper CV. Edited January 19, 2017 by anonym_1YeUldJS8pjx Share this post Link to post Share on other sites
[CG] Redcap375 Players 4,371 posts 15,291 battles Report post #173 Posted January 19, 2017 Im personally against seal clubbing and as you can see by my stats, i don't do it. Seeing a 15 point CV captain at tier 4-5 makes me laugh Only when my Clan/Div m8 want a quick low tier game do i play it them. Playing new CV players with all the experience you've gained at tier 9-10 CV isn't proving anything. Just makes new CV captains not wanting to grind the line. Some people do it which is cool, i don't care. Then again some people hide their stats, say they are a good CV players only to realise that they are Sealing Clubbing every day in a Langley! That doesn't make anyone a good CV player, just power trips Share this post Link to post Share on other sites
[CXIV] Cadelanne Players 519 posts 3,718 battles Report post #174 Posted January 19, 2017 To me being able to pick CE with air superiority is the only real improvment for CVs. I think it really matters tho. Seal clubbing is BAD, can only agree. Well, I used to seal club in Zuiho back in the days for this huge amount of silver per game, but I've always considered it really dull and wouldn't do it more than necessary. Now ofc this isn't even an option anymore Share this post Link to post Share on other sites
Tomasberkut Players 129 posts 4,318 battles Report post #175 Posted January 19, 2017 How are your captains ? I went with the standart CV build + conceal, leaving the last few points free, I dont know where I want to spend them yet. Maybe fiery takeoff but that remains to be seen, I think of going for a secondary or manual AA build. Dont know yet. The Midway feels far more powerfull than it used to, the hangars feel even more vast now. I was in a match with a really nice playing oponent, his planes melted so fast im afraid to get my Haku out. I need to see how murderous a Shokaku with 9km concealment is. When I think of the cycle time it makes me have a cold shiver. I have a feeling everyone is speccing their ships towards AA. Shame on you gents, making CV look powerfull and all. Share this post Link to post Share on other sites