Jump to content

Search the Community

Showing results for tags 'Aircraft Carrier'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • World of Warships - Asia Language Based Communities
    • English Speaking Community
    • 繁體中文討論區
    • 日本語コミュニティ
    • 한국어 커뮤니티
  • Mod Section
    • Player Modifications
  • Public Test Forums
    • English Speaking Community
    • 繁體中文討論區
    • 日本語コミュニティ
  • Locked Threads
    • Locked Threads

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Drag Interests

Found 25 results

  1. WarGaming is still balancing aircraft carriers (CV) and anti-aircraft (AA) in this game so that players who play CV and those who counter them would be satisfied without ruining each other’s gameplays and enjoyment. Therefore, I would humbly contribute a few of my own suggestions with some comprehensive explanations for CV and AA to be considered by the developers. 1. Reversion to 0.8.4 continuous AA with some tweaks Update 0.8.5 is a massive change to how continuous AA behaves. Starting from this update, continuous AA damage focuses only on a single plane instead of spreading out the damage on several random planes. This causes one plane to take continuous AA damage until it is taken down. Consequently, it is much easier to take down planes as long as the hostile plane squadrons are in AA range. This is good for those who are playing against CV but bad for the CV players especially those who unfortunately get dumped as bottom tier such as Shokaku in a tier 10 match. This also causes CV with little initial plane capacity such as Saipan and RN CVs to get deplaned before the match ends. Hence, it would be wise to revert back to 0.8.4 AA system of which continuous AA damage is spread out on three or more planes. Of course this should come with some improvements. First of all, medium and long AA ranges should be overlapped. This is to ensure higher chance to shoot planes down. Since the AA ranges are overlapped, flaks could be removed from long range AA because overlapped AA should be enough to deal damage on planes thus taking them down. Last but not least, continuous AA damage on a single plane should only be possible by the usage of AA priority sector reinforcement. The AA guns on a ship will focus damage on multiple planes instead if the player does not reinforce AA priority sector. 2. Limitation to plane capacity and removal of plane regeneration ability Yes, you are reading this right. Each CV should have limited plane capacity just like in the RTS era based on this table. For that reason, CV hull should no longer be able to regenerate planes. This change is so that CV players would be more careful in delivering their attack instead of deliberately wasting their planes on grouped ships with combined AA. This change should reward CV players who plan their attacks excellently and punish those who play badly by wasting their planes. Players should consider pre-dropping their payloads on water or land masses to prevent from being deplaned (run out of planes) early. With this change, the old AA Defense Expert achievement should be reintroduced when any type of ship manages to shoot down at least 80% of total hostile aircrafts in a single battle. It is undeniably disastrous if a CV is deplaned. If such case happened, the CV hull should get extra +10% surface and air concealment so that the player can hide until the end of the battle. To prevent from being deplaned early, the Air Supremacy captain skill should give 2 extra planes for each plane type. For example, Hosho with initial 24 planes capacity can have up to 30 planes with this skill. This skill should be the first one to be chosen by players. 3. Repair party consumable for all types of planes regardless of tiers All types of planes should be given Repair party consumable regardless of their tiers. Currently, only torpedo bombers of tier 8 and 10 CVs have this consumable. This consumable is useful to restore planes HP and to prevent excessive plane lost which may cause a CV to be deplaned easily. 4. More buff for Survivability Expert commander skill on planes As of update 0.8.5.1, Survivability Expert commander skill gives extra +25 HP on planes for each CV tier. This is not enough with the renewed single-plane-focus AA system. Therefore, it is suggested for this skill to give extra +50 HP on plane per CV tier to ensure the longer endurance of aircrafts especially if 0.8.5 AA mechanic is permanent. For example, one torpedo bomber of Graf Zeppelin has 1470 HP. With this proposed SE skill, it would have 1870 HP. This is a major improvement that should be considered to minimize aircraft losses. 5. Panic effect of fighter planes & DFAA while taking down planes Currently, fighter planes (ship-borne catapult fighters and patrol fighters) shoot down hostile planes with the 1:1 trade-off. For example, a ship that launches 3 fighter planes is able to shoot down 3 hostile planes. Meanwhile, Defensive Fire Anti-Aircraft (DFAA) increases the continuous AA damage for limited period of time. Since the CV rework, fighter planes and DFAA do not cause panic effect on plane attack despite being able to shoot down or at least damage the planes. When a ship uses DFAA, the flaks that it produces are dark orange-reddish compared to bright orange-yellowish flaks without DFAA. Therefore, I would suggest the reintroduction of panic effect on attack just like during the pre-rework era. If a squadron is doing attack run within an AA range of a ship currently using DFAA or while being engaged by fighter planes, the drop reticle should be widened. For instance, rocket and bomb reticle should be enlarged to 3 or 4 times of its minimum size. Meanwhile, torpedo drop path could be widened to an extreme 70-80° angle so that the enemy ship could try to dodge the torpedoes thus increasing its survivability chance. 6. Ability of planes to spot torpedoes Before the rework, planes were able to spot hostile torpedoes thus saving the life of ships by giving them enough time to react and torpedobeat. However, this splendid feature was removed once 0.8.0 update hit the live server. Currently, the only way to be aware of incoming torpedoes early is by taking Vigilance commander skill or having a teammate to spot them for you. Therefore, this feature of all types of planes being able to spot torpedoes should be re-implemented. This is to diversify the usefulness of planes. For example, catapult spotter is only able to extend the firing range for a few percentages. With the reintroduction of this ability, it can spot torpedoes once it flies right on top of them. CV-borne aircrafts also should be able to spot torpedoes coming from hostile ship hiding in smoke. 7. Planes take off delay During the RTS era, all CV-based planes had preparation time at the start of the game. The duration of preparation time varied with CV tiers and number of planes in a squadron. In the current reworked CV gameplay, there is literally no preparation time for aircrafts. An aircraft carrier is able to instantly launch aircraft squadron right at the moment when a match starts. Planes are able to spot enemy ships and the direction of their movements in less than 1 minute. This somehow disrupts the ships from moving stealthily to capture points or strategic areas especially for destroyers (DD). WG actually experimented with plane preparation time in the Public Test Server. However, this feature was cancelled when it was supposed to be implemented in 0.8.4 patch. Therefore, the developers should re-implement this feature with some balancing. The aircrafts preparation time for CV is suggested as in Table 2. With this feature, ships of both teams can go to their strategic areas without being spotted too early. A new Upgrade to reduce the plane preparation time by 5 seconds should be provided for CVs of tier 8 and above. Table 2: Suggestion for plane preparation time CV tier Plane preparation time in seconds 4 10 5 15 6 20 7 25 8 30 9 35 10 40 8. Ability to turn off automated consumable usage on CV hull in settings Currently, consumables usage for CV hull is automated. When CV hull is detected by enemy aircraft or ship, escort fighters will be automatically launched and fly around the hull for six minute. Other than that, the Damage Control Party (DCP) will be automatically used when the CV hull is on fire/flooding or when any module on CV hull is incapacitated. This automation is so that CV players can keep controlling their plane squadron without going back to their hull control mode in order to use consumable. Moreover, the developers stated that this is for not spreading the player’s attention too thin in battle and reducing the overload of micromanagement. This automation has its own detriments and can be easily exploited by enemy CV. There is a slight cooldown time of fighters consumable for about 40 seconds once the six-minute patrol has ended. An enemy CV who intends to CV snipe can wait for the patrolling catapult fighters to land and attack the CV during the cooldown period, provided that the enemy CV can avoid the flaks. It is quite bad when the DCP activates only because the rudder/engine is incapacitated or the hull is on fire which will automatically extinguish in just 5 seconds. It is absolutely head tilting when the CV hull is flooding during the DCP cooldown period because it has been wasted just to repair incapacitated module or 5-second fire. Hence, there should be an option to turn off automated consumable usage in Settings just like how the collision avoidance system can be turned on and off. When this option is turned off, a CV player can decide whether to use the consumable or not by cancelling their plane control and going back to the CV hull control mode. Another alternative and much better option is to allow CV hull consumable to be used manually while being in planes control mode. The developers just simply need to adjust the UI of planes control mode by allocating a space for the consumable buttons. An example is shown in the figure below. When a CV player is controlling their planes, they can decide to use the hull consumable by pressing the button assigned to the desired consumable. 9. Zoomable tactical map for precise waypoints setting Currently, CV players rely on waypoints to set their course while piloting their planes. Sometimes, the waypoints fail to navigate the CV hull in the correct direction, causing the hull to be stranded on island or ram friendly ship. This failure often puts CV in dangerous and awkward positions thus making them vulnerable to enemy attacks once detected. This is always caused by complex waypoints being set through islands with small gaps between them even with the collision avoidance system enabled. Therefore, I suggest a tactical map that can be zoomed exactly to 4 horizontal grids so that CV player can set more precise waypoints through islands thus slightly reducing the chance to run aground. A CV player can use the default M button to go to tactical map view and use the mouse wheel to control the zoom level. They can go back to normal view by pressing M again or Esc. This feature should be limited for CV only because it is the only type of ship that uses waypoints for navigation. 10. Reintroduction of odd tier CVs with special planes Odd tier CVs such as Bogue, Hiryu and Essex existed during the glorious RTS CV era. Once update 0.8.0 is released, odd tier CVs are completely removed from the research trees whereas tier 7 Saipan and Kaga are uptiered to 8. There was once a plan to re-implement those old odd tier CVs in alternate CV line but until today, there has been no news about it. Therefore, I would like to suggest the odd tier CVs reintroduction with planes of special functions which emphasis on team support that vary for each nation. The special planes should replace or be optional with the rocket planes. For example, odd tier IJN CVs should have planes that can lay off smokes. The squadron should be set in 2×1 configuration. Once a player starts smoking run, the plane will fly as low as torpedo bombers in attacking phase while generating smokes that can last for about 1 minute. The smoke should be able to cover the whole flank thus blocking enemy’s line of sight. Secondly, odd tier RN CVs should have planes that can extinguish fire on friendly ships. The squadron should be set in 3×1 configuration. The cruising speed of the planes should be 95 knots. The fire extinguishing mechanism should be the same as the RN carpet bombs dropping mechanism. When doing fire extinguishing run, the plane will sprinkle water on friendly ship. This is really helpful for ships especially BB with long fire duration. When a ship is on fire and their DCP is in cooldown period or when all the DCPs have been used up for RU BB, the player should ask the CV with the water sprinklers to help them extinguish the fire. Next, odd tier USN CVs should be provided with seaplane that can land on capture points thus capturing them. Only one seaplane can be launched at a time. During the capturing process, the CV player cannot launch another plane or the capture will stop. Of course the capture seaplane is susceptible to hostile AA and fighters. Therefore, it is only sensible to capture the points together with the presence of allied ships when there is no hostile ship in the vicinity. This is also a novel way for CV to get Capture or Assisted in Capture ribbons without using their own hull to cap. Odd tier IJN and USN CVs should be given different type of bomb from their even tier nation counterparts. HE bombs should be provided to odd tier IJN CVs meanwhile AP bombs are for their USN counterpart. The tables above show the suggested plane capacity of the odd tier CVs and their plane preparation time respectively. Since I am not familiar with Royal Navy ships, I will leave that to WG to decide which odd tier RN CVs to be added. 11. Restriction of one CV per team for tier 8+ CVs Before the CV rework, CVs of tier 8 and above were not accompanied by another CV of same or different tier in a team. Therefore, there was only one CV per team given that the CV tier is 8 and above. This restriction should be implemented once again because tier 8+ CVs are quite impactful in high tier matches despite having lower alpha damage output. This is also to ensure that two queuing CVs get into a match faster without having to wait for the 3rd CV in the queue. 12. ±1 tier matchmaking limitation for CV The matchmaking for CV should be limited to ±1 tier which means that CV should always be midtiered. Currently, CV has ±2 tier matchmaking except for tier 4 CVs of which they are restricted to ±1 unless if they are in failed division. If a CV is the top tier ship in a ±2 tier match, surely the bottom tier ships will be the easy targets for the CV especially if the bottom tier ship is alone or having bad AA. For example, Normandie in a double tier 8 CV match against Lexington and Saipan. In addition, CV being the bottom tier ship in a ±2 tier match is detrimental for the CV player too. As an instance, Shokaku being placed in a tier 10 match against Minotaur and Worcester with overpowered AA. Despite having regenerable planes, bottom-tiered CVs can always be deplaned by ships with AA two tiers higher. Therefore, a matchmaking limitation of ±1 tier for CV must be implemented. 13. Repair Party consumable for destroyers regardless of tier DD is the type of ship with the least amount of HP. Even with the reduction of attack time for rocket aircrafts and the change of HE bomb reticle, DD is always being an easy target for CV especially those with weak AA. Smoke is used by DDs to temporary hide themselves from CV attack but once it has ended, they are vulnerable to CV attack again during the smoke cooldown period. The usage of radar also renders smoke useless for DD, giving chance for CV and other ship types to attack them. Therefore, all DDs should be provided with catapult fighters Repair Party consumable regardless of their tier and nation. Currently, tier 9+ Russian destroyers and Kidd are the only DDs with this consumable. With the provision of Repair Party for DD, their survivability is improved and they can live a bit longer despite being attacked by CV or any other ship types. Even in a match without CV, Repair Party could be useful for them to restore their HP after being hit by shells or torpedoes. If the developers can provide Repair Party for all ships in WoWs Blitz, then they should do the same for at least all DDs in WoWs PC. 14. Improvements to Graf Zeppelin’s bombs and torpedoes Currently, the damage of AP bombs and torpedoes carried by the planes of Graf Zeppelin (GZ) are pretty anemic. The AP bombs often ricochet, do not penetrate or overpenetrate even with the normalization improvement by 5° in the 0.8.5 update. Usually, the bombs do not even hit their targets at all due to the large scatter of bomb drops. The torpedoes still deal little damage even after its alpha damage has been increased to 5333 in the 0.8.5 update. The existence of torpedo bulge on ships makes GZ’s torpedoes less impactful. Therefore, I would suggest a few balancing parameters for bombs and torpedoes of GZ. 14.1 AP bomb improvements The AP bombs could be improved by the following means. The first alternative is to add two more bombers in an attack run. A good loadout would be 3×4 bombers which means that there are 3 attack flights with 4 planes per flight. This should be able to increase the probability of bomb hits on ships especially BB. The second alternative is that a plane should carry 2 AP bombs just like how Midway and Lexington can bring 2 HE bombs per plane. The loadout should be kept as 4×2 bombers with two AP bombs per plane to increase the chance of bomb hitting target ship. With 4 successful hits to citadel, the bomb could deal up to 28k damage. The bomb normalization angle should be improved by 5° more to reduce ricochet and overpen. 14.2 Torpedo improvements There should be two modules of torpedo bombers that can be chosen by players. The first module is the default 3×3 loadout with tier 8 Ta-152C-1/R14 planes. One torpedo deals up to 5333 damage with 6.7 km range. The torpedo damage for this default module is pretty weak thus I suggest for another alternative. The second alternative module has 4×2 loadout with tier 7 planes that should have 200 less HP and 30 knots slower than the default tier 8 torpedo bombers. However, one torpedo should be able to deal up to 9500 damage given that the planes survive in AA auras. The torpedo range should be shortened to 5.3 km too for balancing. In conclusion, the alternative module has torpedoes that can deal more damage which is balanced by weaker and slower planes. Careful and planned attack will reward players with more impactful damage. This concludes my suggestions for CV and AA tweaks for this game. Thank you for taking your time reading this lengthy post. Lastly, I hope that WG takes at least one of the ideas for their consideration.
  2. OK so I've been seeing so many remarks, comments, complaints, etc (Reddit, forums and otherwise). Most of them can be boiled down into 'CV OP', 'AA Broken', 'Delete CVs'. Even when there's constructive feedback on an issue it rarely addresses all the problems folks are raising or that are there. So in simple terms, IMO here's what's needed to fix the CV/AA and ship interaction issue with a few common remarks debunked. The main areas I'll go over: Where do we sit as of 0851 Common Inaccuracies Damage & XP Rewards CV:AA, The Tiering Issue CV:DD, Cause & Effect Where do we sit as of 0851? CVs can do well when top tier, T4 is fairly easy to get some damage numbers that are respectable, overall CV population at this tier is high. Otherwise, being top tier, CVs are ok and it's possible to get some decent numbers, bottom tier they are useless and mid-tier it's hit and miss. For the ships in battle, certain ships are far more likely to be punished and this contributes to the anecdotal evidence 'CV OP'. Outside DDs, this generally comes down to CV:AA balance ship-to-ship. For DDs concealment also plays a part. So: CV interaction with certain ships is poor. CV interaction with DDs is still an issue. CV interaction with uptiering/downtiering is obviously skewed. CV:AA is still all over the place. So as I mentioned above, CV:AA interaction needs to be fixed and CV:ship interaction needs to be fixed. Common Inaccuracies 'Plane speed is an issue' No it isn't. If the speed of planes was the issue, simply adjusting it's metric would fix the whole CV condition, it won't. They've tried to do this with an element of 'national flavour' to IJN CVs, it's barely noticeable. I notice the speed difference between IJN and RN but the biggest difference I notice between the two WRT actual combat performance is HP, not speed. If you nerfed plane speed you would need to increase something else to make up for DPM, which means alpha strike damage. This is the exact opposite of what the player-base would want. Alpha-strike is one of the most rage-inducing things in Warships, think Yamato deleting you at 25km or detonating... 'The ability to strike anywhere without being hit is the problem' This is a popular one, often championed by folks like Flamu. No your royal WeeGeeness this isn't the issue. To keep the gameplay engaging and fair there needs to be a risk-reward element. At the moment trust me, try being a bottom-tier CV and to strike anywhere at whim... Without mitigating plane-losses you will quickly notice you have no DPM because you only have 1-2 planes to launch per wing. And this is where there is a big issue that you notice when you are targeted in a flanker or DD by a CV, CV:AA interaction. 'Zero interaction CV:CV is the problem' Again a fallacy. It is possible to get a balanced game if you nail the CV:AA interaction to a balanced state without a proper plane:plane interaction being involved. One of the main reasons CV:CV interaction was all but removed was due to the CV skill disparity so drastically affecting matches. By removing it WG effectively reduced the potential impact of de-planing or alpha-striking the enemy CVs. 'Spotting power is an issue' Spotting is a factor in the CV issue but it isn't a major one outside DDs. Most ships outside BBs are spotted when you get to AA range which is often around the 5-7km mark. CVs get a bit of an early spot on enemy BBs comparative to DDs but usually this just confirms the classic clock-motion play that happens in most maps, just a bit earlier. This is actually enabling the match to get on with it earlier rather than later. Damage & XP Rewards Before I start with the CV specific stuff there's one global element in Warships that's a major contributing factor that making changes to would improve the immediate situation even if you ignored all the other changes I suggest. That is the ratios of XP Rewards to Damage over Spotting, Tanking and Assisted Damage (what I classify is damage on a target someone else is engaging). Basically XP rewards from Damage should be drastically reduced and rewards for Spotting and Tanking be boosted. It encourages types of gameplay for the team and that often lead to victory but are not really rewarded enough in game. Assisted Damage is an extra modifier I would add. Basically it'd be a small reward for focusing on an enemy your ally is focusing on or perhaps being focused by. It doesn't need to be too drastic but would reward team play. Overall (for CVs and DDs) spotting damage XP buffs would make these classes rewarded for being a team player instead of trying to farm damage. Tanking damage would reward kiting ships and BBs that soak potential damage for their teams as opposed to sniping and farming trash damage at range. (The epitome of trash damage is fire damage on ships with uber-heals, eg. Conqueror, RN CLs). Any damage that is healed, I would add to Tanking damage - this directly rewards players who frequently get Dreadnoughts but aren't rewarded for it. Basically make damage-farming for XP not useless but not the only way to top the boards aside from capping/defending ribbons. These XP changes I think should occur regardless of CV:AA changes. CV:AA, The Tiering Issue The biggest inconsistency with CVs and AA right through the game is when you are top tier or bottom tier. Generally speaking if you are top tier, you can strike most opponents with ease and if you are bottom tier you can barely strike any. This leads into issues like targeting only weak AA targets (ie DDs, see CV:DD, Cause & Effect further on). The easiest way to fix CV and AA balance in this condition is to flatten the curve. Basically this means reducing the AA damage difference tier to tier. When you do this you effectively allow a T6 CV to target all but the best T8 AA ships. To maintain balance you flatten plane HP as well. The at-tier difference between a T6 CV and a T6 ship remains relatively similar, however the difference between a T6 CV and a T8 ship is reduced. Yes it's a big thing to introduce but the CV Rework was a far more drastic change than what is essentially some numbers. So how do you differentiate CVs up/down tiers, simple. Do it with number of possible bombs/torps per drop and by number of aircraft per wing that they already do. A note here, IMO the AA would still be OP compared to CV possible damage output, personally I'd drop the overall damage per strike but make AA kill less planes but that's something you can fiddle with after you fix CV:AA tiering issues. The reason for my suggestion like this is that you reduce the damage suffered difference between 0 AA ships and uber AA ships but it's a fine line to tread. But this point isn't part of my thread, it's just a personal footnote idea. CV:DD, Cause & Effect Out of all interactions in the game, the CV:DD one is the worst. DDs get caps, win games and have huge damage potentials because of how crucial this role is, they are natural targets for CVs and so there's a fine line between the two. The two issues with the CV:DD interaction is that the CV can spot/do damage to the DD without the DD being able to do much. This issue applies to some flanker ships as well and my solution will cover this as well. The first thing I've noticed in the more recent updates is that certain DDs I can't spot-then-attack with rocket planes. What I mean by this is spot them then start my attack run immediately, I actually need to make a second pass. For many of these interactions, this is almost in a good place. For DDs I'd suggest buffing their Air-Detected range a bit more and for flankers with poor AA, do the same. This way, CVs would be able to do damage to DDs most of the time but gives the DDs a bit more wiggle room for skill. As I said earlier it's almost there, I miss my rocket runs sometimes, a swing a bit more towards the DD would be good. Basically make it so DDs and flankers keep their AA off until they are spotted. The trick is balancing the air detectability with the various ship AA ratings, ie you don't want a Mino suddenly being like 'bye bye planes' and have no chance for the CV to even get a plane or two out. The effects of all these changes would be to make DDs far more viable and make them hard enough to strike that it's almost worth pulling out a different wing of aircraft and going after something else. With changes to XP rewards, CVs would be rewarded for spotting and not farming damage, which is currently an issue but more than that there would be a choice involved to keep trying to strike a ship and make successive passes or take the plane losses and let the team deal with DD/flanker. Conclusion Overall the current CV:AA system is still borked, not to mention DD issues and XP issues. Some games CVs enable teams to win by spotting targets or striking a weak outlier to get those urgently needed points but only to rank bottom 3 in XP. Other games CVs farm damage and due to doing so to 'save a star' or for stats, they lose but top XP and think to themselves 'yeah but I topped'. Too many games CVs are useless and have no ability to not be so. No matter how many T10s are in a match, I can have a decent game in my Amagi, Atago, CM or Rich or just about any T8 CA/BB as long as I can get some AA cover from allies where needed. In my Shokaku or Implac, I have no such luck, there are legit games where I can annoy/strike the lone DD and that's about it. After that I spot but I'm essentially resigned to being bottom of the XP board. At the same time you can be top-tier in a CV and laugh at all the ships you can easily strike. The changes I suggest above would address all that. NB: Obviously the actual numbers would need to be refined but as long as you set some sort of success conditions you can always adjust towards success. It really does feel like WGs measures of success are far too generic and need to be more specific down to ship, plane and torpedo. I hope you enjoyed this.
  3. HamzY

    Rework the Anti Air

    Can You Please, PLEASE Rework the Anti air. The low tier suffer from constant Aircraft attack and can do nothing to retaliate.
  4. Hello, here's some changes to the first CV rework REWORK that i posted earlier. 🙂
  5. Hello, i hope this isn't too late. Here's how i think the CV rework could be improved. I like the main point of the rework btw. I'll just put it in bullet form to make it easier to read. SHIFT key toggles control between the aircraft carrier and the squadron. squadron mode (where you control your planes like in the rework) is the CVs equivalent to the scope mode of other ships. When you are flying your planes and you SHIFT back to CV mode, your planes climb to a HIGH ALTITUDE are in the map, where the planes circle around until you get back to them. They can't spot enemy DDs in high altitude and can only be reached by big AA guns, and other AI controlled planes (consumables). So if you an enemy CA is in range of a high altitude squadron, she can engage it. Planes returning to their CVs always fly at low altitude. When you are in squadron mode, you can still stir your ship via the Q and E keys which is the already old feature of locking in your rudder to a port or starboard turn, and use the mouse wheel to control your CVs forward and reverse movement and speed. I hope this helps. Thank you. :)
  6. It's quite interested me after I watching a teaser video about CV rework. how they make a new UI and controller for the aircraft. sadly they remove the dogfight mode for the fighter and making it the firework carrier (carrying a missile) who make a nonses remembering all IJN aircraft wasn't using any missile in WW 2. I came here with a little suggestion that came in my mind after watching that video who may fit with the change the new CV playstyle + The first thing is about Carrier and Aircraft new Mechanism 1. makes all plane have an ammunition payload, so when the aircraft is out of ammo (releasing torp/bomb/ammunition) they will entering the "count down timing" for the aircraft returning to the carrier manually, that means we still have a control of the aircraft after launching strike, so we can dodge the incoming AA from enemy ships, also if the countdown is end the aircraft wil automaticly returning to the CV with the shortest path, means there is a chance that the aircraft will flight above an enemy ship and take heavily damage from AA. 2. we only can control 1 squadron and 1 aircraft type per flight. and can use the next squadron if the previous squadron has already landing or entering the "auto returning mode". 3. after landing, the aircraft will automaticly re-arming (reload the ammo and replace the shooted down aircraft) that means the landing aircraft will have a re-arming countdown so we can't spamming 1 type of aircraft. 4. The number of aircraft is limited depending on the hangar capacity 5. we can control the CV using manual control or using way pont mode + Second is Altitude mode for the aircraft 1. High Altitude mode make the aircraft fly in high altitude. the aircraft will gain a wide range of view and less detection range from the enemy ship, take less damage from AA but with the cost lowered speed and slow manuever, also in this altitude the aircraft only can detect BB and CV. 2. Mid Altitude mode in this state the aircraft will fly in middle altitude. making it fly with normal speed and normal manuever speed, take normal AA damage and can detect all type of ship. also the range of view and range of detection is normal for this state. 3. Low Altitude mode in this altitude, the aircraft will gain increase flight speed but the cost is the aircraft will take more damage from AA also decrease the range of view and increasing range of detection from enemy ship. but in this state tha aircraft can detect the ship who hide in smoke screen. + Third is about the aircraft itself ~ the aircraft is still have the same role, Fighter, Torpedo bomber, and Dive bomber. remove the rocket flare from the fighter, that's make a nonsense. don't change the fighter role. 1. Fighter Aircraft - for the fighter, they can enter the 3 types of altitude (low, mid, high) good for scouting the map (also wasn't change his main role for scouting). - for the UI, make it like a FPS game, beside controling 1 aircraft we will controling 1 squadron at once, atacking the same direction (in the middle of the creen/crosshair) - the fire counted only if the projectile hit the enemy aircraft - have a some of shooting range before can attack enemy aircraft properly - fighter have a higher speed rather than TB and DB, making it always moving and manuevering if we want to attack enemy strike aircraft. this also makes the player can't sit down in the back and take a free shoot of enemy TB and DB 2. Torpedo Bomber - fly only in mid and low altitude. - have a slower speed rather than fighter and DB - have a rear gunner with the same firing range with the fighter. rear gunner controlled by AI and the damage and accuracy is determined by RNG - the TB only can entering the strike mode in low altitude - how TB strike is more likely what we seen on the video, but removing the torp blind spot from the indicator so if we drop the torp too close they will not cause any damage and if we drop the torp too far away the enemy ship will dodge it. 3. Dive Bomber - fly only in mid and high altitude - have a medium speed and doesn't have any rear gunner - can only entering the strike mode in high altitude - the spread bomb indicator determined by the altitude, more lower the altitude is more smaller the spread indicator - the way DB dropping bomb is determined by the player, if the DB is entering the lower altitude maximum height without dropping any bomb, the attack will automatically canceled and the DB will flight back to medium altitude. this also means a kamikaze attack since the aircraft will take more AA damage in low altitude . that's all from me, sorry if there is any misspelled word, coz english is not my native language. thx for reading this long post, and have a nice day ^^
  7. How_To_Play_This

    CV Division question

    Can I ask a question to developer directly? Will there be an update for CV division matchmaking? If there will be, when? This screenshot was taken on 2nd Feb 2018 and as you can see Ryujo division with Cleveland and Graf Spee. Playing against this kind of division- especially in Solo- is not FUN at all. Ryujo+Atlanta, Saipan+Atlanta, Saipan+NC etc. They are [content removed] division and make Random Battle not fun at all. There should be a measure against this kind of division Ex. If division contains CV then they will only facing division which also contains CV. Don't ask what is the outcome in this battle because it seems really obvious for those who suffer the same fate.
  8. Good day Everyone! I have this issue that there is something wrong with the new USN Carrier Load-out. I just played USN CV Lexington against IJN CV Shokaku Load out: 1-1-2 against 2-2-1??? Do you think Lexington have a chance? my answer is YES, IF the Shokaku player is inexperience. but what if PRO vs PRO? I wonder how can I bait those 2 fighter against my only one fighter. I don't know if the other line is okay on this new Load-out. Some says that Ranger (Tier VII) have a problem too, i just don't know. Happy Gaming!
  9. TanTheBomber_2016

    bogue

    hey I need some tips playing bogue, so far my experience with bogue is bad, people get angry at me when I can't do damage to enemy ships when I use AS loadout, people get angry at me when I use strike loadout because I can't achieve air superiority and report me then tell me to go use AS loadout. people get angry at me when I use stock loadout because I can't intercept 2-3 enemy squadron at a time and sometime tell me to go use AS loadout. but I don't like AS loadout I want to be relevant to the game I want to kill some ship too not flying fighter around spotting ships/torps and left click enemy squadron people blame me for everything here is some example 'wtf cv y u no intercept' (3 squadron from ryujo 1 of them is a fighter) 'cv why didn't u strike that bb?'(that bb is texas) 'noob cv no spot'(dd in smoke but atleast I spot torps for my team) i admit i made some mistake too such as letting all my squadron strafed or let zuiho strike my teammate but i think im not bad or amazing at the game, I know what to do as a cv I have some experience on my old account 1-2 yrs ago I really need some advice, I don't want people to be angry at me. Thanks you this is what people say to me when they realized I'm not AS bogue Thread closed on OP's request. ~amade
  10. Hi All, If I have two groups flying currently, say: Group 1 (1,1,1) and Group 2 (1,1,1), and I want to control them separately, how do I switch between the two? Currently each time I want to swap, I push "2", hold shift, push "4", hold shift, push "6" to select group 1, then if I want to select group to I push "3", hold shift, push "5", hold shift, push "7". Surely there is a faster way of switching between two groups, without having to reselect each plane individually each time?? Thank you.
  11. I got a suggestion to improve CV gameplay:What if we actually remove the concept of fixed loadouts, so CV players will actually start with no squadrons at all?Instead, THE PLAYER will determine which squad composition he will go for, like in RTS games! And that's not all - you will also have the option to "swap" squadrons by storing said squad in the "hangar" and launch an alternative squad to your liking; you can swap w squads once the squad you want to replace has returned to the CV, and "swap time" would be equivalent to servicing time if not slightly longer. Squadrons automatically get rearmed and restored once in the hangar, and if you lose a squad you have the option to either deploy stored squads or launch a different squad type of your own liking. Going the extra mile, we can even add the option to queue up numbers of squads of each type ahead of time while you're controlling your launched squadrons, ready to be swapped at any given notice. However, you still have to take into account reserves to replace lost planes, and each squad would cost credits. IMO CV gameplay becomes more dynamic this way; turning CV battles into a chess game. For example: CV1 goes full spam on TBs;CV2 finds out and launches a full spam of fighters instead.CV1 realizes this and sends some of his TBs back and store them in the hangar; replaces them with fightersCV2 spots an ambushing DD; replaces some of his FTs with DBs to intercept it; DD was eliminated; swapped DBs with TBs to engage BBsso on and so forth~If a similar system gets implemented it might get RTS players to try CVs, and eliminating the fixed loadout-based system could also prevent "one-sided" CV matches caused by a mismatch in loadouts.
  12. Here it is: 1.During WWII, the Japanese navy had submersible aircraft carriers. These carriers were able to carry three aircrafts underwater to their destinations, resurface, launch their planes and quickly dive again before they were discovered which is the I-400-class submarine. 2.One US aircraft carrier has a more powerful air force than 70% of all countries. 3.French named one of their aircraft carriers after Ferdinand Foch, who interestingly said, “Airplanes are interesting toys, but of no military value”. 4. Brazil once tried to sell an aircraft carrier on eBay http://www.kungfo0.org/theweb/ebay/carrier.html 5.It costs $7 million per day to operate the newest class of US Aircraft Carriers, the Gerald R. Ford Class 6.The Nimitz-class aircraft carrier can operate for 20 years without refueling. 7.During WWII, the US Navy had two freshwater aircraft carriers on the Great Lakes to train its pilots it called the USS Sable (IX-81). 8.All the poop generated on the US Navy’s newest aircraft carrier will be vaporized by plasma. 9.Besides the USA only 1 other nation has ever built a nuclear-powered aircraft carrier, France and its called Charles de Gaulle . 10.China’s First Aircraft Carrier was a decommissioned Ukrainian Aircraft Carrier that was sold to a Chinese businessman to be a “Floating Casino” in 1998 its called Liaoning. Here are the First 10! If you guys do enjoy it I will try to find 10 more I hope!!! For some reason I wish to explain the about the Aircraft Carrier and put a picture for it unfortunately WG would not allow for some reason says that the link is not allow for the Administration I don't know why writing facts to WG is a wrong thing lol
  13. BluuOrange

    Matchmaker does not send in CVs

    With the number of ships in queue hitting 40 from time to time, and the number of CVs in queue being 2 or more pretty much the whole time, I would have expected to get a match quicker than this. (Ironically, I got a match 7 seconds after taking the screenshot, but it looked very much like I could have been included in a match within 30 seconds. Matchmaking for my non aircraft-carrier ships was consistently less than 30 secs.)
  14. i have only 1 question... How to get 6 aircraft per squadron??? i only have 4 aircraft/squad.
  15. A day in the life as a USS Bogue (CVE-9) Commander in battle 1600 Hours: General Quarters, General Quarters all hands man your Battlestations, incoming enemy ship and bogies on north and east. 1602 Hours: Bridge, Helms: Engines ahead flank and set course to 0180. 1604 Hours: Aviator's ready room: All right listen up, our main priority target is the 3 Imperial Japanese Navy Battleship and 2 Kuma Light Cruiser, there are also being escorted by 2 Zuiho aircraft carrier. 1606 Hours: Plotting room: Estimated the enemy battleship positions is at Grid A7 to A10. 1608 Hours: Bridge: Launch the Dive bombers and the Torpedo bombers. 1610 Hours: Air Plot: Squadron 2 successfully took off and circling around await for instructions, Squadron 3 is taking off and Squadron 4 is waiting to take off. 1614 Hours: Air Plot: Squadron 2, 3 and 4 is now on the way to enemy Battleships positions. 1616 Hours: Bridge, Helms: Engine 1/3 and set course to 0130 1618 Hours: Radio Central: Picking up enemy radio traffic signal, trying to locate their positions over. 1620 Hours: Forward Air Defense: No sight of any enemy ships or planes movement. 1622 Hours: Air Plot: Squadron 2, 3 and 4 are on T-Minus 4 minutes to the enemy positions. 1624 Hours: Air Plot: Squadron 2, 3 and 4 are on T-Minus 2 minutes to the enemy positions. 1626 Hours: Main Communication: This is Squadron 2 taking a lot of anti-aircraft gun fire, Squadron 3 dropping the payload now, Squadron 4 dropped the payload returning to the carrier. 1628 Hours: Air Plot: Squadron 2, 3 and 4 is now heading back to carrier over. 1630 Hours: Main Communication: This is Squadron 2 1 enemy Battleships Myougi is confirm sunk. 1632 Hours: Ordinance tool & issue room: Get ready to load up the Ordinance for 2nd wave of bombing. 1634 Hours: Air Plot: Squadron 2 had landed and lowering to hangar to load up the Ordinance while Squadron is still landing, Squadron 4 is still circling around the carrier. 1638 Hours: Air Plot: Squadron 2, 3 and 4 are on the hangar to load up the Ordinance for 2nd wave of bombing. 1640 Hours: Forward Air Defense: Incoming enemy Dive bombers on our 6, Fire all the anti-aircrafts guns now. 1641 Hours: Bridge, Helms: Engines ahead flank and make a full starboard now. 1642 Hours: [Enemy Dive Bombers score 2 hits on the deck] 1643 Hours: Bridge: Multiples fire on the flight deck get the damage control team to assess the damage. 1644 Hours: Forward Air Defense: Incoming enemy Torpedo bombers on the port side, all anti-aircrafts guns on port side concentrate fire on them. 1646 Hours: [Enemy Torpedo Bombers score 1 hits on the port side] 1647 Hours: Bridge: Flooding on the port side compartment 201 and 210 engine room. 1648 Hours: Bridge: Get the damage control team to assess the damage. 1650 Hours: Damage Control Team: Manage to put out the fire on the flight deck and flooded the fuel with carbon dioxide to minimize the fire also managed to secure the leak on Compartment 201 and 210 engine room. 1652 Hours: Air Plot: Get ready to launch the bombers now. 1654 Hours: Bridge: Launch the Dive bombers and the Torpedo bombers. 1655 Hours: Squadron 2 successfully took off and circling around await for instructions, Squadron 3 is taking off and Squadron 4 is waiting to take off. 1658 Hours: Air Plot: Squadron 2, 3 and 4 is now on the way to enemy Battleships positions. 1700 Hours: Bridge, Helms: Engine 1/3 and set course to 0145 1702 Hours: Air Plot: Squadron 2, 3 and 4 are on T-Minus 4 minutes to the enemy positions. 1704 Hours: Air Plot: Squadron 2, 3 and 4 are on T-Minus 2 minutes to the enemy positions. 1706 Hours: Main Communication: This is Squadron 2 taking a lot of anti-aircraft gun fire, Squadron 3 dropping the payload now, Squadron 4 dropped the payload returning to the carrier. 1708 Hours: Air Plot: Squadron 2, 3 and 4 is now heading back to carrier over. 1710 Hours: Main Communication: This is Squadron 3 1 enemy Battleships Myougi and 1 enemy Light Cruiser Kuma is confirm sunk. 1712 Hours: Ordinance tool & issue room: Get ready to load up the Ordinance for 3rd wave of bombing. 1714 Hours: Main Communication: Squadron 2 had landed and lowering to hangar to load up the Ordinance while Squadron is still landing, Squadron 4 is still circling around the carrier. 1716 Hours: Main Communication: Squadron 2, 3 and 4 are on the hangar to load up the Ordinance for 3rd wave of bombing. 1717 Hours: Main Communication: Squadron 2, 3 and 4 are on the way to bomb enemy Heavy Cruiser IJN CA_Furutaka. 1718 Hours: Main Communication: Squadron 3 and 4 taking heavy enemy Anti-Air fire. 1719 Hours: Main Communication: Squadron 3 diving down on enemy heavy cruiser IJN CA_Furutaka and scored 2 hits on it. 1720 Hours: Main Communication: Squadron 3 is returning back to carrier meanwhile Squadron 4 diving down and managed to ignite 1 fire on enemy heavy cruiser IJN CA_Furutaka on it forward bow. 1721 Hours: Main Communication: Squadron 2 is on the way to enemy heavy cruiser IJN CA_Furutaka meanwhile Squadron 3 and 4 is heading back to base to rearm for it second ordnance run. 1722 Hours: Main Communication: Enemy heavy cruiser IJN CA_Furutaka confirm sunk. 1723 Hours: Gamed ended. 1724: Scored a Victory. Hope you all enjoy my [CV] USS Bogue (CVE-9) Roleplaying today. [To be continued]
  16. Retia

    Graf Zeppelin Leak

    Guys, this is prolly the best news of the year, if not decade. WG finally added the Graf Zeppelin to the Live client's game files. And it's actually amazing. So, as we all know the Graf Zeppelin was kinda bad irl, mostly because it had the aircraft loadout of an escort carrier while being larger than a Yorktown-class carrier. However in order to overcome this hurdle WG gave it manual control over it's 16(!) 15cm cruiser size guns. That's right folks, it has 15 bloody guns that the CV player can actually aim regularly like with any other ship. DDs might wanna beware of it. Luckily it's armor is pretty crappy, so in a gun-duel it'll prolly still fail hard. It's aircraft loadout as mentioned before is pretty crappy, but this is improved by giving it FW-190 Doras as fighters. From what I've gathered the FW-190 in particular wouldn't have been capable of carrier launching and landing due to the long time it takes to lift off and stop, but I guess WG just pulled some good old WT-E100 strings on this one. Same with the rocket boosted(!!!) Stukas, that are carrying 1000kg bombs. In return the Graf Zeppelin only has very few aircrafts. Her two fighter squadrons come with 4 fighters per squadron and the Stukas are running on a 3x3 setup. So in total you have 2 fighter squadrons and 3 bomber squadrons. There aren't any torpedo bombers yet, which is kinda annoying, but I assume that's just due to the ship not being released yet. Here's where you can find the files: Also an actual in-game picture that I took by modding my Ranger to look like the Graf Zeppelin by utilising the files from the folder: Link Disclaimer: This is not a breach of the supertest NDA since the files are all in the live server client.
  17. Vio_Strygun

    Carrier replay

    So I kinda noticed how bad the Replay feature for carrier is, they didn't show much, no aiming reticule, no movement indicator, and no squadron selection as you can see in my replay video here: but for some reason this guy's replay have them is there any setting that I need to do to show those up or I need to download some kind of mods for it? Or was 0.5.3.2 patch gave them since my replay is from 0.5.3.1
  18. This is my video from RU server. Thank you for attention. Enjoy watching. Link on my profile: http://worldofwarships.ru/ru/community/accounts/751163-Tub/!/pvp/overview/
  19. anvianvi

    Taiho random battles Frag movie

    Fragmuvi of random battles (RU server). Enjoy watching. Thank you for attention. Link on my profile: http://worldofwarships.ru/ru/community/accounts/751163-Tub/!/pvp/overview/
  20. A day in the life as a USS Bogue (CVE-9) Commander in battle 1600 Hours: General Quarters, General Quarters all hands man your Battlestations, incoming enemy ship and bogies on north and east. 1602 Hours: Bridge, Helms: Engines ahead flank and set course to 0180. 1604 Hours: Aviator's ready room: All right listen up, our main priority target is the 3 Imperial Japanese Navy Battleship and 2 Kuma Light Cruiser, there are also being escorted by 2 Zuiho aircraft carrier. 1606 Hours: Plotting room: Estimated the enemy battleship positions is at Grid A7 to A10. 1608 Hours: Bridge: Launch the Dive bombers and the Torpedo bombers. 1610 Hours: Air Plot: Squadron 2 successfully took off and circling around await for instructions, Squadron 3 is taking off and Squadron 4 is waiting to take off. 1614 Hours: Air Plot: Squadron 2,3 and 4 is now on the way to enemy Battleships positions. 1616 Hours: Bridge, Helms: Engine 1/3 and set course to 0130 1618 Hours: Radio Central: Picking up enemy radio traffic signal, trying to locate their positions over. 1620 Hours: Forward Air Defence: No sight of any enemy ships or planes movement. 1622 Hours: Air Plot: Squadron 2,3 and 4 are on T-Minus 4 minutes to the enemy positions. 1624 Hours: Air Plot: Squadron 2,3 and 4 are on T-Minus 2 minutes to the enemy positions. 1626 Hours: Main Communication: This is Squadron 2 taking a lot of anti-aircraft gun fire, Squadron 3 dropping the payload now, Squadron 4 dropped the payload returning to the carrier. 1628 Hours: Air Plot: Squadron 2,3 and 4 is now heading back to carrier over. 1630 Hours: Main Communication: This is Squadron 2 1 enemy Battleships Myougi is confirm sunk. 1632 Hours: Ordinance tool & issue room: Get ready to load up the Ordinance for 2nd wave of bombing. 1634 Hours: Air Plot: Squadron 2 had landed and lowering to hangar to load up the Ordinance while Squadron is still landing, Squadron 4 is still circling around the carrier. 1638 Hours: Air Plot: Squadron 2,3 and 4 are on the hangar to load up the Ordinance for 2nd wave of bombing. 1640 Hours: Forward Air Defence: Incoming enemy Dive bombers on our 6, Fire all the anti-aircrafts guns now. 1641 Hours: Bridge, Helms: Engines ahead flank and make a full starboard now. 1642 Hours: [Enemy Dive Bombers score 2 hits on the deck] 1643 Hours: Bridge: Multiples fire on the flight deck get the damage control team to assess the damage. 1644 Hours: Forward Air Defence: Incoming enemy Torpedo bombers on the port side, all anti-aircrafts guns on port side concentrate fire on them. 1646 Hours: [Enemy Torpedo Bombers score 1 hits on the port side] 1647 Hours: Bridge: Flooding on the port side compartment 201 and 210 engine room. 1648 Hours: Bridge: Get the damage control team to assess the damage. 1650 Hours: Damage Control Team: Manage to put out the fire on the flight deck and flooded the fuel with carbon dioxide to minimize the fire also managed to secure the leak on Compartment 201 and 210 engine room. 1652 Hours: Air Plot: Get ready to launch the bombers now. 1654 Hours: Bridge: Launch the Dive bombers and the Torpedo bombers. 1655 Hours: Squadron 2 successfully took off and circling around await for instructions, Squadron 3 is taking off and Squadron 4 is waiting to take off. 1658 Hours: Air Plot: Squadron 2,3 and 4 is now on the way to enemy Battleships positions. 1700 Hours: Bridge, Helms: Engine 1/3 and set course to 0145 1702 Hours: Air Plot: Squadron 2,3 and 4 are on T-Minus 4 minutes to the enemy positions. 1704 Hours: Air Plot: Squadron 2,3 and 4 are on T-Minus 2 minutes to the enemy positions. 1706 Hours: Main Communication: This is Squadron 2 taking a lot of anti-aircraft gun fire, Squadron 3 dropping the payload now, Squadron 4 dropped the payload returning to the carrier. 1708 Hours: Air Plot: Squadron 2,3 and 4 is now heading back to carrier over. 1710 Hours: Main Communication: This is Squadron 3 1 enemy Battleships Myougi and 1 enemy Light Cruiser Kuma is confirm sunk. 1712 Hours: Ordinance tool & issue room: Get ready to load up the Ordinance for 3rd wave of bombing. 1714 Hours: Air Plot: Squadron 2 had landed and lowering to hangar to load up the Ordinance while Squadron is still landing, Squadron 4 is still circling around the carrier. 1716 Hours: Air Plot: Squadron 2,3 and 4 are on the hangar to load up the Ordinance for 3rd wave of bombing. 1717 Hours: Game end. Hope you all enjoy my [CV] USS Bogue (CVE-9) Roleplaying today. [To be Continued]
  21. Is it a good Idea to have 2 or more CV in a division? cuz currently only 1 CV can be use in a division what do ya think guys?
  22. I'm gonna do my best not to start a flame war, but I think it needs to be said. The matchmaker at tier 4 is... well, it's hard to find a word for it, the best I can say is that it's screwy. What do I mean by that? Well, take a look at this screenshot: 2 separate games, and in both games, only the enemy team has an aircraft carrier. Guess what, they wrecked my team COMPLETELY. At tier 4, a single aircraft carrier can reign supreme because simply put, there's no way to counter it. Now, this is where I start going into my arguments, but before I do, I'm just gonna say, I don't think CVs are broken. In fact I feel as you progress up the tiers they become more balanced as more and more counters against them become available, or at least stronger. They're not as hated as artillery is in WoT simply because of the fact that you can counter them or at the worst of times, anticipate them. However, at tier 4 where CVs pop up, these counters are severely limited. Very few ships have any amount of significant anti-air armaments, with the only exception possibly being the Yubari. Even then, Yubaris are rare because they are premium ships, not everyone is going to have them, and the presence of only one Yubari won't make a game changing difference. To this end, the only real, hard counter to carrier borne torpedo bombers at tier 4, are carrier borne fighters. They are the only thing effectively capable of stopping TBs from running rampant. So what happens when one side gets a CV with an anti-ship loadout and the other side gets nothing? Well, as far as I've seen, complete and total annihilation. Because in a battle, the ships that don't have air support, the BBs, the CAs, and to a certain extent the DDs, have to constantly be on the lookout for enemy TBs while the other side can blast their guns away without once looking to the skies. Is that fair or balanced? Absolutely not. It is still possible to win in these impossible odds, things can happen, player skill becomes involved. But take player skill out of that equation and things look a bit grim. The matchmaker is supposed to create a fair and balanced match, at least in terms of ship composition and we can see that there are times when it does not. I do understand that yes, it's the start of Open Beta, and people are coming in and taking their time to get carriers. But without a hard rule, even with more carriers becoming available in the queue, this can still happen. There needs to be a hard, set, unbreakable rule added, at least at tier 4 where if one side gets a CV, the other side needs to get one as well. Otherwise the game becomes unbearable for everyone involved. Thank you for taking time reading this, and post your opinions on it.
  23. The HMAS Melbourne (R21), laid down on 15 April 1943 and launched on 28 February 1945, before being commissioned by the Royal Australian Navy on 28 October 1955, is the the third and final conventional aircraft carrier in Australian service. She would make a great tier 8 premium aircraft carrier, especially taking into account one of the significant playerbases on the ASIA server. I'm sure plenty of Australians, including myself, would be happy to purchase a ship which represents our nation. In regards to crew training, she can serve to train British captains (once the RN tree is implemented), even though she flies the Australian flag. Think of it as something like the Ram II (Canadian tank) or Type 64 (Taiwanese tank) in WoT. With the WoT development team taking forever for the Sentinel tank to be implemented (currently with no end in sight, even though the unskinned models and icon sprites are already complete since 2012), it's about time Australia gets some limelight.
  24. Harpoon01

    0.3.1. Review, (Carrier)

    This is Review from my Perspective about the change their made to USN CV and about the New Tech tree Line IJN CV Let's start with the ship itself: - USN CV have more AA and at tier 8 to 9 (probably 10 too) could single handedly eliminate any single squad in quick succession before they even drop any bomb (except torpedo from far away) - IJN CV have..... capability to launch squadron faster than USN counterpart but worse AA, and their Concealment are really good compare to USN CV Flight Control: - USN CV.... have much better Fighter than IJN CV, 1 USN Fighter Squad might lose to 2 IJN Fighter Squad, but win in 1 vs 1 (easily) - USN CV from Langley to Lexington only can deploy 1 squad of torpedo bomber at a time, even at their all Bomber Flight Control which is Bad - IJN CV from Houshou to Zuiho only have up to 1 Fighter squad only,and each IJN Squad only have 4 planes - IJN CV rely on their Number of bomber (for example, Lexington All bomber Flight control only have 1 TB and 3 DB, while Shoukaku have 3 TB and 3 DB. Conclusion: USN 6 TB and 12 DB vs 12 TB and 12 DB, Completely outnumbered and for worse Both nation's TB's damages are not far different) Planes: (don't need to explain USN Planes since already there since even Alpha) - IJN Fighters as mention above have slightly higher speed but less damage against other planes - IJN TBs are next candidate to be called OP by BB player since even the patch make Torpedo Spread Wider (bad news for USN TB) doesn't change the fact that IJN TB can do Torpedo wave with very narrow spread (Their 3 TB squad could make even Narrower Torpedo wave than even 2 USN TB squad can do before the recent patch) - IJN DBs similar to USN counterpart with some have better speed and survivability, and same damage (My hearth Broke)
  25. hello guys, after looking at the us tech tree i saw that wargaming team had missed one superstar from it. USS ENTERPRISE! , ha......this beautiful ship ought be a premium warship offered by wargaming . so those who agree with me please do give ur opinion about this 20 battle-star champion of the high seas.
×