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Redcap375

The CV Captains Cabin

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Quick PSA:

Enterprise fighters are now once again the bloodthirsty berserkers we've seen in testing. Crossing them is not recommended especially in a same tier CV.

Not that anyone really plays Enterprise tho.

Spoiler

Vvt1uaj.jpg

 

Yup, that's a 10 plane fighter squad.

 

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Chaps :cap_tea:

 

It's a sorry day today, it truly is but also a fresh start in a way and it's a relief. 

 

I have been a CV player since Beta and started this thread back in 2016 to help, advise and just kindly chat to other CV captains.  I loved what being a CV player meant with the pressures that came with it.  Skill set the CV captains apart where learning your trade meant something.  I enjoyed not just the damage it could do if left unchecked, but the tactical aspect, proper 1 vs 1 duals with the other CV captain and actually helping the team the best I could.  That's what the old CV system was all about.  But WG want less skilled individual players, rightly or wrongly.

 

Today......I have sold (free XP) all my CV's, premiums and all. :Smile_sad:

 

I simply can not play anymore of this awful, boring, pathetic dumbed down CV console play anymore. It's taken everything that was being a CV player away.  Your no longer a Captain, but a pilot. A very repetitive pilot at that. 

 

There is no point going on and on so will keep it short and say thank you to everyone who has poster in this thread to help fellow captains find their feet.

 

Anyway, take care and good luck to future CV captains that actually like the rework. Maybe you can make another thread like "The pilots hanger".  Would be a lot more fitting, however I think that cabin might be a little empty and void of atmosphere. 

 

:Smile_honoring::Smile_honoring::Smile_honoring::cap_tea:

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14 hours ago, Redcap375 said:

I simply can not play anymore of this awful, boring, pathetic dumbed down CV console play anymore. 

 

Time to join us in Communist China? :)

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On ‎3‎/‎10‎/‎2019 at 6:29 PM, Redcap375 said:

It's a sorry day today

If I could '+' you a thousand times I would Redcap375.

I immediately sold all my old CVs when the Rework  CV FARCE went live.

Did I want to leave the old style of CV play? No.

However, on principle, I will never play the new reworked CV FARCE style of play.

 I sincerely hope the reworked FARCE CV play is an utter failure.

Yes, it is a sorry day for you to have to abandon the beloved older CV play (as it was for me).

Think of your decision as a liberation from the WG DIKTAT (absolute power corrupts absolutely).

Unfortunately, after four+ years of 'RTS' CV play, WG has decided for purely mercenary reasons to begin the ruination (imho) of another of their products.

So, do as I have done (in NA). Sell all your CVs & use the extra resources for any new tech tree lines WG offers (esp the incoming Ru BBs).

We all know the 'stalinium' will be strong there (such an 'easy' prediction, rofl).

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5 hours ago, antean said:

 I sincerely hope the reworked FARCE CV play is an utter failure.

...nahh, i thinking yr underestimating the brilliancy of WG, they need some time balancing analyzing, yeah, but eventually they succeed (...I actually think WG so brilliant persons, they actually play 3-d-chess here...and they prove ta be correct 100% in time, they always do, is my experience with WG: they always deliver for us, the player base, cuz that is win-win for all). Experts are not on forums, nahhhh, the real experts are WG (cuz they have all relevant data and the brilliant people, so just give it some time & ya see, for sure). And besides that, cheer up: eventually we, the players, will have one of the greatest games ever(!)...no competition others there, will be great, legendary game!!!

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I am not a cv player but i want to start to learn :cap_book:

I need some help with captain build of all 3 lines please

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Vor 22 Stunden, Atorpad sagte:

I need some help with captain build of all 3 lines please

For the japanese I suggest:

1 point: faster rebuild of planes, engine boost duration +10%, last gasp for engine

2 point: torpedo acceleration

3 point: Survivability Expert and air armor 

4 point: sight stabilization, concealment

I chose concealment cause it brings down torpedobomber detection range from 7.5 to 6.8 km. That's usable for surprising attacks (all other planes have something like 10km detection range). But it looks also legit to improve your speed instead by taking 2x2points adreanlien rush and speedboost e.g.

 

for the US: its more or less the same with a few differences:

  • 4P concealment seems more important for moving around the battlefield cause US CV shiphulls have bad detection ranges
  • demolition expert might be a choice to consider because you have 2 sources of fires (rockets and divebombers)

Didn't play UK CVs

 

After all I don't think there are many differences between nations. You want:

  • more planes available faster
  • planes more durable
  • faster planes
  • everything that maximizes damage of your attacks

For CV protection the slot 3 module with the additional +2 flakbursts helps (cause alternative longer attack runs wasn't something I was really missing). But you don't need to spend further points for ship protection besides maybe concealment which helps ship + planes.

 

@antean Downvoting my thoughts is easy. Making an own suggestion was to difficult?

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Just had to share last night's gem with the CV captains cabin. I presume throwing away planes has become a thing now?

The top 3 enemy ships alone shot down 190 planes, the whole enemy team totals at 271 plane kills.

 

image.thumb.png.5f5f8a5ca4ec040c74c58c42a22eeaf8.png

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23 minutes ago, deadly_if_swallowed said:

The top 3 enemy ships alone shot down 190 planes, the whole enemy team totals at 271 plane kills.

 

So basically that means feeding all strike planes in addition to all fighters to the enemy team.

....I have so many questions.

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Now, I sound a bit "In" for this retarded rework mostly cuz right now, it's what CVs have become (and really, I love my CVs a ton. Straight when I used to play Houshou or nerfed Zuihou against AS Bogues). Unfortunately, WG has catered to the noobs right AFTER release which is a sad testament to the class. (But really, I just wanna see my Hiryuu back in port aswell :Smile_hiding:)

 

What has WG done for CVs?

1) Aesthetics. They have given CV players a "feel" of how pilots actually fly in, animated planes really nicely and modelled them in a decent way. (Still bugs me that some carry rockets behind the prop)

2) Planes have HP bars. It's not a random RNG fest to shoot down planes now.

3) Multiple armament per plane. Some carry two torps, some carry a hundred bombs. It''s good imo.

4) Questionable "Infinite" hangar.

5) Made AA even more so retarded.

6) Dumbed down the skill, i.e - Fighters, to the level of a consumable.

7) Made CVs a damage farming fiesta rather than their historical support role.

8) Toned down the damage farming and "DoT" farming aspect of CVs so much it killed the meaning of the rework quite a bit. For one, I have to work more than a DD player to deal 50k damage. Not to mention, I get punished harder here if I lose my planes than in RTS. (And the fun fact, I cant even avoid losing those planes!)

9) Dumbed down the gameplay to the point where your SHIP is literally controlled by a BOT.

 

When compared to RTS, CVs have changed from "Literally the one thing your team depends on" to "The floating trashcan/XP Pinata" If I want to support my team, I (and them) have to rely on a useless consumable which stays around, flying in a tiny circle for a minute, which the enemy can dodge. If I want to sink a ship, I should fly out my squadron a minimum of three times to actually get him down. It's not funny anymore. We had our laughs, we complained, but now its gone over the top. If I want to live in a CV, I either have to delay my sinking by sailing to the edge of a map like a "tRuE cV pLaYeR" or rely on my team. Both of which are NEVER going to happen. I'm sorry but, if a Battleship can DELETE a cruiser in one volley, why in the world can't I, as a CV player, deal even half damage to the cruiser? I do my part well, dodge the flak as you want me, stand still while aiming as you force me, and then only see my torpedoes do 3k per hit and NOT EVEN GET A FLOODING! And when I look up, I see, "Oh, they got shot down by AA while trying to escape" which means I cant even fly back out with the squadron because Im playing like you are forcing me to. I.E - LITERALLY Fly out all planes on my deck because I have unlimited planes! 

I'll be honest, the rework looked fun on release, it just needed a few number changes on some ships, and literally everything would be fine, but you HAD to listen to the tens of thousands of BB mains complaining how they cant survive a flooding because they already damage conned one fire. You destroyed Midway's torp damage output, destroyed IJN TBs which were the gimmick of the IJN CVs, destroyed Rockets for IJN CVs cuz they cant rely on DBs to hit a DD. And right now i'm asking, What's next? Target RN CVs? cuz they seem bloody darn OP, literally everything IJN and USN CVs need!

This was a rant, yes I am aware, but sadly WG will never listen to us CV players. It just kills me, with the fact that one class that actually was everything in the world is getting such a sad treatment here. I do not dislike the action gameplay as I feel it adds more iimmersion atleast to an extent. What I dislike is their choice of balance decisions which, might I add, were formed due to the complaints of OTHER players. As the gameplay goes, literally any ship has carry potential. But they have dumbed down CVs SO MUCH that "Carrying" a game is just gonna end badly for you no matter what tier you play.

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On 3/14/2019 at 2:53 PM, Skurios_Volleys_Fan said:

 

@antean Downvoting my thoughts is easy. Making an own suggestion was to difficult?

Sometime you need to ignore some people ..

Thanks for detailed guide btw

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20 hours ago, El2aZeR said:

 

So basically that means feeding all strike planes in addition to all fighters to the enemy team.

....I have so many questions.

Some questions are better left unanswered

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On ‎3‎/‎14‎/‎2019 at 4:23 AM, Skurios_Volleys_Fan said:

Downvoting my thoughts is easy. Making an own suggestion was to difficult?

I note your post was #2208. Did you miss my post #2205? It's not that far away from yours. I'm entitled to downvote anything I disagree with (just as you are). What is your problem?

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1 hour ago, antean said:

I note your post was #2208. Did you miss my post #2205? It's not that far away from yours. I'm entitled to downvote anything I disagree with (just as you are). What is your problem?

But the person you downvote is also entitled to ask why you disagree with him. As far as I've read, you seem to be talking about how bad the rework is. Well time to open up a bit because for some it's not that bad. And you can't downvote them just because your thoughts are negative. Just leave them be if you do disagree with them. On the contrary, you can always offer ideas (and not bring back RTS cuz WG will never do that sadly) to better the current gameplay.

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On 3/14/2019 at 2:47 PM, Atorpad said:

I need some help with captain build of all 3 lines please

Also, if you're just starting out, I would like to add on a bit (as far as I've played anyways).

 

For a 10 point captain you should focus on getting -

1) Air Supremacy (staple of every CV), 2) Torpedo Acceleration (Also staple of every CV), 3) Aircraft Armour (MUST HAVE), 4) Sight Stabilization (Also a must have. CE is lesser important)

 

However, if you have a 19 point commander, it would probably look something like this for IJN CVs -

2019-03-16.thumb.png.4925b5b374ca22a815ca66bd38ff44af.png

IJN CVs are REALLY Restricted in the sense that they have AP bombs instead of HE ones. So they really have to stick to that type of commander setup. Also, as IJN Planes have the least HP of the lot, they really need survivability expert as the planes just dont survive at times. CE Benefits Haku TBs as they can get down to 6.4km detect with 8km torps. 

 

For USN CVs, you have two options. To follow the generic IJN Route, with the only change being from CE to Radio Location (Until it gets removed from CVs) to bully DDs, or go for the "I love watching the world burn" build (You can also choose Radio Location here for max hurting of DDs :cap_haloween:)

1688431564_2019-03-16(1).thumb.png.2de6033d691bcf4729eca80ef02d6592.png

USN CVs are imo the most flexible as they have much better HP from their IJN Counterparts while also carrying the strongest HE Bombs from tier 8. You can absolutely delete DDs with them. The rockets are also very damn good if you choose the Tiny Tims as they can penetrate upto 33mm of armour.

 

For the upcoming RN CVs, I would probably recommend the "I love watching the world burn" build. RN CVs currently have planes with the highest HP in the game but with a drawback of having smaller squadrons. So unless you really want to ruin someone's day by going with the generic IJN CV build, I would recommend going for all out fire damage as their bombs have a ton of potential.

 

As far as Upgrades go, build your CV according to national trait. For IJN - best to go with Attack Aircraft attack time (cuz 5s is a bit too little when you have only them to rely on imo)

For USN - Go with Torpedo bomber attack time if you wish (Depends on your playstyle).

For RN - Go with TB attack time (also changeable according to playstyle)

Basically for choosing upgrades, anything that benefits your planes is a must have. CVs have good AA so unless you have money to spare, AA upgrades should be a last priority. You should also take the upgrade which increase the amount of planes on deck cuz that is a REALLY BIG lifesaver.

(What every CV must have)

-Air groups Mod. 1

-Flight Control Mod.1

-Concealment system Mod.1

-Air Groups Mod. 2

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11 minutes ago, aidenthedestroyer said:

Also, if you're just starting out, I would like to add on a bit (as far as I've played anyways).

 

For a 10 point captain you should focus on getting -

1) Air Supremacy (staple of every CV), 2) Torpedo Acceleration (Also staple of every CV), 3) Aircraft Armour (MUST HAVE), 4) Sight Stabilization (Also a must have. CE is lesser important)

 

However, if you have a 19 point commander, it would probably look something like this for IJN CVs -

2019-03-16.thumb.png.4925b5b374ca22a815ca66bd38ff44af.png

IJN CVs are REALLY Restricted in the sense that they have AP bombs instead of HE ones. So they really have to stick to that type of commander setup. Also, as IJN Planes have the least HP of the lot, they really need survivability expert as the planes just dont survive at times. CE Benefits Haku TBs as they can get down to 6.4km detect with 8km torps. 

 

For USN CVs, you have two options. To follow the generic IJN Route, with the only change being from CE to Radio Location (Until it gets removed from CVs) to bully DDs, or go for the "I love watching the world burn" build (You can also choose Radio Location here for max hurting of DDs :cap_haloween:)

1688431564_2019-03-16(1).thumb.png.2de6033d691bcf4729eca80ef02d6592.png

USN CVs are imo the most flexible as they have much better HP from their IJN Counterparts while also carrying the strongest HE Bombs from tier 8. You can absolutely delete DDs with them. The rockets are also very damn good if you choose the Tiny Tims as they can penetrate upto 33mm of armour.

 

For the upcoming RN CVs, I would probably recommend the "I love watching the world burn" build. RN CVs currently have planes with the highest HP in the game but with a drawback of having smaller squadrons. So unless you really want to ruin someone's day by going with the generic IJN CV build, I would recommend going for all out fire damage as their bombs have a ton of potential.

 

As far as Upgrades go, build your CV according to national trait. For IJN - best to go with Attack Aircraft attack time (cuz 5s is a bit too little when you have only them to rely on imo)

For USN - Go with Torpedo bomber attack time if you wish (Depends on your playstyle).

For RN - Go with TB attack time (also changeable according to playstyle)

Basically for choosing upgrades, anything that benefits your planes is a must have. CVs have good AA so unless you have money to spare, AA upgrades should be a last priority. You should also take the upgrade which increase the amount of planes on deck cuz that is a REALLY BIG lifesaver.

(What every CV must have)

-Air groups Mod. 1

-Flight Control Mod.1

-Concealment system Mod.1

-Air Groups Mod. 2

Replace Torpedo Acceleration with Improved Engines. 

 

CVs either have crappy torps with short arming distance or have fast torps with not so short said distance. In both cases TA is hampering you without bringing anything worthwhile to the table, while plane speed is universal both for moving around (duh), offense and defense.

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26 minutes ago, Panocek said:

In both cases TA is hampering you without bringing anything worthwhile to the table

 

Actually TA is superb with T8 USN torps. It reduces the lead you need to take significantly while retaining just low enough arming distance that you can easily cross drop.

Those are pretty much the only torps I would for sure recommend taking it tho and even then I'd only recommend taking it after you've got your core build down. I'm very much contemplating to switch out of it on my Midway. Maybe the RN ones will benefit as well.

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6 minutes ago, El2aZeR said:

 

Actually TA is superb with T8 USN torps. It reduces the lead you need to take significantly while retaining just low enough arming distance that you can easily cross drop.

Those are pretty much the only torps I would for sure recommend taking it tho. I'm very much contemplating to switch out of it on my Midway. Maybe the RN ones will benefit as well.

On Lex/Enty TB maybe, but then these are only USN TB actually worth considering buffing them. And streeeeetching it, Ranger as well, not so much for her TBs being any special, but rather maintenance crew can't be arsed to load two bombs on DBs

 

UK CVs, due to their reliance on TBs to dent tougher cookies... Not really. Targets you can't bomb usually are big enough to land torps without accelerating them. On other hand targets too small to reliably bomb are going to be elusive targets for TB as well so go back to square one ¯\_(ツ)_/¯

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1 minute ago, Panocek said:

Targets you can't bomb usually are big enough to land torps without accelerating them.

 

True, but it gets a lot more comfy with TA. Or at least that has been my experience with the Furious. That alone is worth two leftover points in my eyes. There is really nothing else in particular you can take anyway if you go for my build like this:

https://wowsft.com/ship?index=PASA110&modules=113221&upgrades=122413&commander=PCW001&skills=139075624&consumables=11&lang=en

 

What else would you pick? JoAT? LG + DCF? AR? None of these seem particularly worthwhile imo.

 

Then again you probably don't have that problem since you go for CE.

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1 hour ago, Panocek said:

Replace Torpedo Acceleration with Improved Engines. 

 

CVs either have crappy torps with short arming distance or have fast torps with not so short said distance. In both cases TA is hampering you without bringing anything worthwhile to the table, while plane speed is universal both for moving around (duh), offense and defense.

imo USN and RN CVs need TA as their torps are slower than Japanese torps (I believe IJN ones do like 40kts from tier 4). And tbh, using Improved Engines increases your speed, which is not entirely great as you need to slow down to get your attacks in while also being able to turn quicker. Using Improved engines on IJN planes is also a waste as those planes go extremely fast (for their tier) anyways. On Lexi or Midway, TA is viable as stock speed is around 35kts. As far as RN CVs go, I have not really looked into them, but I would expect TA to be useful there as well.

 

Honestly though, IE is not entirely useless, I just see it as a waste on my Japanese planes when they already go faster than Lexi and Implacable ones. (Actually, I need to check my build. I think I use IE instead of TA cuz apparantly TA increases the torp arming distance aswell not sure about it though.)

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6 minutes ago, aidenthedestroyer said:

imo USN and RN CVs need TA as their torps are slower than Japanese torps (I believe IJN ones do like 40kts from tier 4). And tbh, using Improved Engines increases your speed, which is not entirely great as you need to slow down to get your attacks in while also being able to turn quicker. Using Improved engines on IJN planes is also a waste as those planes go extremely fast (for their tier) anyways. On Lexi or Midway, TA is viable as stock speed is around 35kts. As far as RN CVs go, I have not really looked into them, but I would expect TA to be useful there as well.

 

Honestly though, IE is not entirely useless, I just see it as a waste on my Japanese planes when they already go faster than Lexi and Implacable ones. (Actually, I need to check my build. I think I use IE instead of TA cuz apparantly TA increases the torp arming distance aswell not sure about it though.)

Considering even mythical IJN torps are mainly anti capital ship ordnance, whether they go 35 or 40kts isn't going to matter much if you executed your strike correctly and guy on receiving end happens to not have bigass magnet to lift boat off the water. And faster planes means less time to react for pleb on the surface while you spend less time in AA range. Which is EXTRA handy in "too fast" IJN torpedo bombers with maxed out concealment.

 

If you need to slow down and "turn quicker" means you've botched initial preaim and latter matters only if you turn around within AA, something less than viable as even Moosashi flak can remind you of its presence.

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Thank you all for detailed help even the guy who dislikes everyone without any constructive opinion

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I've been watching some KOTS, and I keep hearing the phrase "fighter despawning" being thrown around, and I don't know what they're talking about. Could anyone care to enlighten me?

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4 hours ago, who_dares_wins said:

Could anyone care to enlighten me?

 

There is currently a bug where fighters straight up disappear while attacking a squad without dealing any damage if said squad drops their ordinance once.

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