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[YARRR]
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So I've been asked by the guy who accused me of cheating via counterstrafing to share my secrets.

 

In essence, counterstrafing is really simple, though there are a few rules to establish first:

- The UI is a mess, there will be times when it screws you over, making you lose your window of opportunity.

- The fighter icon is not indicative to the position of your nor the enemy fighters. Why? Well, I believe that fighters are in reality just a single dot independent from the models, but the position of the icon itself is actually averaged from the position of the actual fighters. This is why the icon sometimes flies all over the place and causes you to miss strafes even when the icon is still in the strafe path since the actual dot that represents the "hitbox" has either long gotten out of it or just grazed it and took no losses because RNGesus hates you (also requires an understanding on how AA/fighter dps really works).

- Giving multiple commands via apm spam usually only slows down your fighters and is thus undesirable.

 

Now with that out of the way let's get to counterstrafing! Imagine the following scenario:

You're click fighting a squad and a second enemy squad swoops in to ping pong you. At this point you have two options.

1. Strafe out first and let the enemy kill their own squad.

2. Wait for the enemy to strafe out and counterstrafe.

Both options are risky, which is why having a second squad yourself helps immensely. If you go with option 1 you make yourself vulnerable to baits. Option 2 on the other hand gives the enemy a small window in which he can catch your fighters without killing his own if he times his strafing out right, giving you no time to react.

But since barely anyone is aware that counterstrafing is an option or simply can't get the timing right number 2 is usually my tool of choice.

 

So how do you counterstrafe? Well

1. When the enemy squad is strafing out, take note of which direction they are going. The icon is buggy in this regard as it may circle around a bit before going in the actual direction (remember what I said about the icon above?), but with enough experience you can usually tell in 9 out of 10 cases.

2. Give ONE move command (not an attack command) in that direction first. This gets your squad out of the "stun" they receive when an enemy is strafing out.

3. Place the strafe command in the same direction so that your fighters will start strafing either immediately or shortly after. Don't place it too close or your fighters will circle around to get into position like idiots.

4. Watch as enemy fighters fall out of the sky.

 

Simple, no?

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[DUSD]
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This is useful. I've witnessed some counter exit strafes in my games and it truely is handy. So the first squad leaving the dogfight loses one plane from exiting but if you follow it with your squad you dont even lose planes?

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[ITA_C]
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I do not think this is an violation  and the fact that there is not a clear explaination from wg on what one cv can do , leave to the players hand free on how to use that messed ui , so thank you man, i have learn a new thing

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[YARRR]
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10 hours ago, LongJohn_ said:

So the first squad leaving the dogfight loses one plane from exiting but if you follow it with your squad you dont even lose planes?

 

Nah, you don't. Counterstrafing has literally no penalty.

 

7 hours ago, Torped1ne said:

I do not think this is an violation

 

No worries, pretty sure those aren't meant to be serious. :)

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Might I add something? When you notice that you are going head on with an enemy squadron, and you know they are about to strafe head on, break to the side, then set a strafe ASAP intercepting them as they pass. If done correctly the UI will 'snap' your planes around and usually demolish their squadron(s) as they remain infront of yours for an entire strafe run (or as close to as you can get).

 

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[NWP]
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There is some crazy strafe bug where the yellow marker doesn't match the plane movements and you get some crazy rubber band strafe that seems to murder a lot more planes...

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[YARRR]
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Yeah, seen that before though I didn't notice an increase in power.

My best guess would be a fighter or two somehow got slingshot in some other direction, thus causing the icon to display erratic behavior.

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2 hours ago, El2aZeR said:

Yeah, seen that before though I didn't notice an increase in power.

My best guess would be a fighter or two somehow got slingshot in some other direction, thus causing the icon to display erratic behavior.

 

it's more that the AoE marker has little bearing on how the planes are spraying. I get weird wipe outs on enemy bomber waves when it derps that way. Probably isn't any more powerful but just more erratic in how it kills stuff. 

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Thank you "El2aZeR" for posting your Fighter Strafing technique. And also thanks to "Farazelleth" for sharing his "6.3.2.3 Fighter Squiggle Strafe" technique.

 

These two Expert Carrier Commanders and forum members have done the WOWS Carrier player base a GREAT service by posting these sort of insider Fighter Strafing techniques.

 

Since they have made this information freely available in this way NO ONE can accuse them of cheating in a secret underhand manner. To me it looks as if these two Fighter Strafing techniques are either a glitch/bug OR it might be that these techniques are working "as intended" by WOWS Development. The only people who can answer that for sure are representatives of WOWS Development.

 

The first thing that comes to mind when looking at these techniques is: "why does WOWS Development not communicate and "teach" these Fighter strafing techniques on their wiki page and in their own videos?"

 

That leads me to some questions for the mostly absent forum moderators and WOWS Development representatives on KEY important game issues such as these.

 

I ask the Forum moderation and/or WOWS Development representatives to:

 

1.      State that the two Fighter strafing techniques as described by "El2aZeR" and "Farazelleth" in this topic respectively his video, are "working as intended" and that they are not a "glitch", "bug", "game exploit" or "cheat". That way everybody will know that these two Fighter Strafing techniques are "allowed" and "the" way to go when using Fighters for strafing in WOWS.

 

2.      If these two Fighter Strafing techniques are "working as intended" I kindly ask WOWS Development to make a text explanation and two videos showing "how to" use these techniques and make them available on the official website and on the official WOWS wiki so that ALL WOWS Carrier players learn how to use/execute them and not only those players that visit the forum or Farazelleth's YouTube channel in order to "level the playing field" for all WOWS players of ALL skill levels and ALL levels of experience.

 

3.      If these two Fighter strafing techniques are NOT "working as intended" I kindly ask WOWS Development to make sure that they are REMOVED from the game. Because these two Fighter Strafing techniques give a HUGE advantage to those which are aware that they exist and know how to use/execute them, as opposed to the great mass of players who have no clue that these two Fighter techniques even exist as is evident from the average Random Battle match in WOWS.

 

Even though I am doubtful that we will EVER get a response from WOWS Development or even the forum moderation on these two KEY Aircraft Carrier Fighter Strafing issues, I hope that this will be addressed since in my opinion these two Fighter Strafing techniques give a HUGE advantage to the most skilled and experienced Carrier Commanders in WOWS, which puts these Expert Carrier Commanders even further ahead of low skilled and average skilled Carrier Commanders than they already are. And that means that not only will the lower skilled Carrier Commander be a disadvantage when facing these Expert Carrier Commanders, but also all the 11x players will be at a disadvantage that are on the side of the lower skilled Carrier Commander when he is absolutely clueless about the existence of these two Fighter Strafing techniques, let alone able to counter them.

 

Again, many thanks to "El2aZeR" and "Farazelleth" for sharing these two Fighter Strafing techniques!

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Yes, the concept of counterstrafing works pretty well. My variant, because I may be a bit slow with commands for doing it against a strafe-out, has been going face-on to the other guy for a click-fight, then he strafes too close and, since my planes are already ordered to engage, the moment his go past mine they become the pursuers and are in the proper heading for a full counterstrafe. USN fighters are probably better in that regard (more and tougher) because you lose less punch if some are shot down due to RNG.

 

On 28/11/2017 at 12:51 AM, Negativvv said:

There is some crazy strafe bug where the yellow marker doesn't match the plane movements and you get some crazy rubber band strafe that seems to murder a lot more planes...

I've experienced that bug too. It looks like some space battle scene from a '90s anime, just viewed top-down: shots/missiles are fired in one direction, then the whole horizon is filled with explosions.

 

Salute.

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But there are no "fire and forget" self-guided missiles. There are small caliber machine guns. The desired effect can not be obtained.

All mechanics are wrong, unrealistic and unfair. I think it should be replaced with the possibility of fighters for ship attacks.

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[YARRR]
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9 hours ago, lord_darth_vader_bg said:

All mechanics are wrong, unrealistic and unfair. I think it should be replaced with the possibility of fighters for ship attacks.

 

Yeah, no.

Alt mechanics bring skill into CV play. If you can't handle them, git gud.

Using fighters to attack ships would be a ridiculous waste of resources. Only idiots would use it. Literally the last thing CV play needs is another noob trap when there are already so many.

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On 26/12/2017 at 7:04 AM, lord_darth_vader_bg said:

But there are no "fire and forget" self-guided missiles. There are small caliber machine guns. The desired effect can not be obtained.

All mechanics are wrong, unrealistic and unfair. I think it should be replaced with the possibility of fighters for ship attacks.

 

Like the enthusiasm but no mate. There is so much god-knows-why hate for CV's at the moment this wont help things, especially for the major DD players.  

 

These nuggets of information makes a CV captain and WG should make it readily available.  so this isn't in any of their vids already?  it took me what, a few games, in a CV to figger how to pull this thing off.  I am surprised it people don't know how to do this. 

 

People that scream "report this man now!" need to take a long look at themselves and share the love :Smile_facepalm:.  Its smart play and adds to the skill of the CV player, its what sets them apart.  Playing CV vs CV is like fencing :Smile_izmena:

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On 12/26/2017 at 11:33 PM, El2aZeR said:

Using fighters to attack ships would be a ridiculous waste of resources. Only idiots would use it. Literally the last thing CV play needs is another noob trap when there are already so many.

 

You have to admit it can add another interesting dimension into the game that will be pretty interesting. Plus more decision making, waste ammo to say suppress enemy AA and damage equipment (rudder, engine, aa mounts etc) and do some minor health damage and potentially set fire or use it to provide air cover :Smile_coin: 

 

Plus if it makes my life easier cause someone only wants to strafe at ships all day while I strafe their planes I'm all for it :fish_haloween: 

 

 

Dunno why it has an Irish tune but I guess that's a plus :Smile_teethhappy:

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There is no need to add another role for already-duty-overloaded-fighters. They can do so many things already, such as defending your ships, scouting enemy ships or torpedoes, escorting your bombers, engaging/denying enemy fighters. It's impossible to be everywhere with them. When you add another feature to them, some players will lose their focus on the more important ones, which is taking care of the team. It'll only increase the amount of "CVs are crap", or "y u no help me CV?" or "idiot CV reported" etc..

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3 hours ago, Fubucky said:

There is no need to add another role for already-duty-overloaded-fighters. They can do so many things already, such as defending your ships, scouting enemy ships or torpedoes, escorting your bombers, engaging/denying enemy fighters. It's impossible to be everywhere with them. When you add another feature to them, some players will lose their focus on the more important ones, which is taking care of the team. It'll only increase the amount of "CVs are crap", or "y u no help me CV?" or "idiot CV reported" etc..

 

You say "escorting your bombers", when they escort without any fighters around? They could easily strafe the ship. I would like that. But I'm also no fan of dog fighting

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10 hours ago, Fubucky said:

There is no need to add another role for already-duty-overloaded-fighters. They can do so many things already, such as defending your ships, scouting enemy ships or torpedoes, escorting your bombers, engaging/denying enemy fighters. It's impossible to be everywhere with them. When you add another feature to them, some players will lose their focus on the more important ones, which is taking care of the team. It'll only increase the amount of "CVs are crap", or "y u no help me CV?" or "idiot CV reported" etc..

 

CV gameplay is about creativity and flexibility. Think about it. From the perspective of a team player, I send my fighters out to help my DD scout the caps at the start of the game. With ship strafing I can help my DD chase away that enemy DD without having to wait for my DBs or TBs to come over and then attempt to drop on that DD. My friendly DD gets more immediate support in addition to scouting now. See. One team play aspect straight away right there. 

 

 

reece.jpg

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11 hours ago, pra3y said:

From the perspective of a team player, I send my fighters out to help my DD scout the caps at the start of the game.

 

And why would you need to do that when TBs service faster anyway? Just launch TBs first and go for an early kill, you don't need fighters to pick up an additional role they don't need.

Besides, strafe DDs and put myself at an early disadvantage when I inevitably lose a fighter or two while doing so? No thanks.

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17 hours ago, pra3y said:

CV gameplay is about creativity and flexibility. Think about it. From the perspective of a team player, I send my fighters out to help my DD scout the caps at the start of the game. With ship strafing I can help my DD chase away that enemy DD without having to wait for my DBs or TBs to come over and then attempt to drop on that DD. My friendly DD gets more immediate support in addition to scouting now. See. One team play aspect straight away right there.

 

5 hours ago, El2aZeR said:

And why would you need to do that when TBs service faster anyway? Just launch TBs first and go for an early kill, you don't need fighters to pick up an additional role they don't need.

Besides, strafe DDs and put myself at an early disadvantage when I inevitably lose a fighter or two while doing so? No thanks.

I agree that strafing ships is quite nonsense because of the reasons stated by El2aZeR, but I'm more inclined to pra3y's POV about fighters first. My reasoning is as follows: CVs are not only mirrored by MM, but their spawnings are also roughly symmetrical, or at least I haven't been in a battle where they weren't.

Hi4JMkm.png

Using Sea of Fortune's map as an example, out of the 5 possible combinations (centre-centre, west-west, east-east, west-east and east-west) you are sure about the other's location in one of them (centre) and have a 50% chance of facing off when appearing to one flank. In spite of the faster servicing for TPBs the advantage in speed for the fighters compensates that, so they both arrive at the same time above the capture if their "legs" (distance travelled) are equal. Thus the TPBs have to retreat and the zone is under advanced control of the player that sent fighters first (if he screws afterwards by letting himself being baited over AA is another issue). This also provides this player with another advantage: since his fighters are now in a forward location and pushed away a strike, it's likely that the other one will react -a sign of temporarily losing the initiative- and send (some of) his own fighters to that spot, which means that the strike planes can go somewhere else directly without a forced roundabout.

 

Salute.

 

P.S.: When going for proper interceptions any good player uses, even if he's not aware of it, the concepts of "leg" and the Tizzy Angle. "Legs" were also used by the IJN in their planning and execution of Pearl Harbor: the attack force took off from a short one and landed back after a long one, reducing their own fatigue and limiting the exposure of the ships to an aerial counterattack (any USAAF plane that could have tried would have to travel two long "legs", limiting their available time above the search area and/or target). Even Pearl Harbor itself was doable thanks to the external fuel tanks that extended the radius (i.e. the "legs") of land-based fighters, which liberated the carriers from the burden of providing cover to the assaults in the Philippines and Malaya.

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10 hours ago, El2aZeR said:

 

And why would you need to do that when TBs service faster anyway? Just launch TBs first and go for an early kill, you don't need fighters to pick up an additional role they don't need.

Besides, strafe DDs and put myself at an early disadvantage when I inevitably lose a fighter or two while doing so? No thanks.

 

My reply is roughly what Estaca has said, although I'll add with abit of theory crafting that ship strafing in that context would be abit better than a TB drop. No doubt a TB drop can kill or heavily damage the enemy DD and reload faster, but is it a gurantee? For me I mess up drops here and there, so those drops will become wasted while the enemy DD just lols. Harder to miss with a ship strafe assuming it works like a normal strafe. So in exchange for better "accuracy" just make them do little damage but able to incapacitate/destroy modules or start fires. So it acts as a good an immediate deterent againt enemy DDs while providing friendly DDs the necessary support they need with more gurantee. 

 

In addition, between this topic and the British CV one i was thinking instead of using regular ammo, why not give the fighters say only 1 charge of ship strafe apart from the regular fighter ammo so it can be more "controlled" and if you wanna ship strafe again u have to reload. Would help abit with the potato constantly strafe ship reasoning and wasting fighter ammo, but I'll prefer the wasting fighter ammo part given the reason i stated in my earlier post :Smile-_tongue:

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[YARRR]
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5 hours ago, Estaca_de_Bares said:

I'm more inclined to pra3y's POV about fighters first. My reasoning is as follows: CVs are not only mirrored by MM, but their spawnings are also roughly symmetrical, or at least I haven't been in a battle where they weren't.

 

Fighters will catch up to TBs rather quickly, so if you've launched TBs first you can get two scenarios:

1. Enemy CV chose to go somewhere else or made the mistake of launching both TBs and DBs before fighters = free opening strike on whatever is stupid enough to go out of position shortly after the start of the match.

2. Enemy CV launched TBs then fighters or fighters first and meets you = pull back TBs, move up with fighters. Nothing lost, nothing gained, play out the rest of the match accordingly.

 

Launch fighters first on the other hand and scenario 1 simply doesn't happen. You'll lose the potential opportunity for an opening strike while gaining nothing.

Thus launching TBs first is the best option, followed up by fighters then DBs. Worst thing you can do is launching all bombers before fighters, fighters first isn't bad but doesn't benefit you either.

I, too, launched fighters first for the longest time until I realized TBs first is superior.

 

32 minutes ago, pra3y said:

So in exchange for better "accuracy" just make them do little damage but able to incapacitate/destroy modules or start fires. So it acts as a good an immediate deterent againt enemy DDs while providing friendly DDs the necessary support they need with more gurantee. 

 

You will still immediately be on the backfoot when it comes to air control. I don't see why you should risk that when you can just go with TBs. Either you deal a big chunk of damage to the enemy DD, outright kill him or at the very least you will force him off the cap with nothing lost on your part. Wasting your fighters on that and putting yourself at an immediate disadvantage would hardly be worth it, especially when there is such a stellar alternative.

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