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Found 185 results

  1. NishikinoMaki21

    reduce amount cv in tier 8 to one

    With upcoming CV premium sold again,can are you guys reduce amount of CV player tier 8 in tier 6-8MM like in tier 8-10? it's so (EDITED) to see tier 6 always stuck in tier 8 MM. And i have solution for DD to live again. Make a MM without DD if any there possible to create MM with CV Make DD invisible for spotting planes for period 5-7.5mins, this allow DD player to contribute more for team without getting first target by CV. P.S. if DD turn on the AA guns they will be visible, and if they turn off the AA they will not visible until expired duration invisible. edit if any hydro or radar spot DD in invisible duration, they will seen by planes CV. this is for make punishment for DD who caught miss play Inappropriate use of Medical Terms, Post Edited, User Sanctioned ~lengxv6
  2. I know a lot of you does not like the new CV at all, I have to admit that the new CV is quite different from the old one. Before the CV rework, my PR of CV is Bad, but after the rework, I feel like it is quite workable for me, and my rating is now sways between Great and Unicum. So I decided to have some premium CVs under my collection, but I don't know which to get. My friend bought 20 containers and he got all premium CVs out of the containers except Kaga, sounds like a worthy purchase. So I also took a leap of faith and bought 20 Premium Naval Aviation Containers for myself, and here is what I got: Of course containers is completely based on RNG, but just in case players like you might consider buying the bundle, this is for your reference. Before the patch 0.8.0, I usually chose to bulk open containers so that I can reduce the interval between I open the crates, and hence reduce the randomness of the RNG based on time. Now that the "Open all containers" option is available, I would certainly recommend using that to get the most out of the open-crate-interval reduction. Good luck captains!
  3. So War gaming made changes to CV play Because Skilled players had to much influence of the outcome of a battle. Well your data must be telling you the same thing is happening. You also made changes to get more cvs in game and your data will show you have done that, but at what cost. Why do we still have to put up with playing beta cv play? Offer us something that has no cv play while you take on your cv balance efforts. Like the ranked we all enjoyed. Also real life cv could not spot in bad weather, lets get some random clouds in game.
  4. Okay, i know CV is being very annoying these day, especially at tier X when you meet not only one, but two of them. I know we can not just simply removing CV, i see new CV has some potential too and they deserved to be exist. But as a cruiser player, i found its really annoying for being spotted for nearly entire match. CV spotting is basically a radar, yeah it can't go through smokescreen, but it has longer duration (esp. with weak AA ships), unlimited ranges, make island become meaningless. With CV spotting, its difficult in playing ships which rely on position, flanking or creating cross-fired. The CV just fly straight to you and then BB AP comes, theres notthing much you can do, not like you will spread his planes intime even in strong AA ships. We know that some ships has huge air detection, such as Azuma, which is maybe the most passive cruiser in tier IX, and it play style got push even farther from the battlefield because of CV spotting. Thats the problems, and here is my opinion, we can just fix CV spotting, now when you get spotted by planes, only the CV can see you, the rest of enemy team only know where you are on the minimap (like radar fix). And in fixed of time the enemy will be able to see you. The cd imo should be 10 seconds, even though i really want it will be permanent. Feel free to give you thoughts, thanks for reading, and sorry for my broken English.
  5. Reisen_MK2


    辛苦点出船后准备好好欣赏一下这艘船,然后我后悔坚持英航线了,做建模的是审美有问题吗? 密密麻麻的眼,看得我密集恐惧症都要犯了
  6. hello~~~ our glorious teacher got another tip and trick for you guys CV captain how to NUKE DD out of existent with US Dive bomber. this method require some practice and timing, but almost guarantee a massive damage against DD. so, make a full use of training room and bot movement setting for practice. now you know how to Nuke DD out of existent, go out there and kill all of them with your glorious USN-DB cheers.
  7. I need some help. I tried to submit this feedback through official customer service, but they replied that customer service cannot handle these recommendations directly. Can anyone help me to submit it to the relevant personnel? The following is the body: Suggestions for sharing views with CV attackers. The new CV increases the speed of attack aircraft, which allows them to search the sea efficiently. However, in the maps occupying key areas (A, B, C), these attack aircraft are too efficient for the search within the area. At the same time, because these key areas are close to the enemy fleet, if the DD is detected by the attack aircraft in the area, the greet will be the joint attack of the attack aircraft and the enemy ships. If there is no timely air defense support nearby, the DD will have to leave the area at full speed, because the risk of using smoke in this case is extremely high. Therefore, when the DD retreats from a critical area, the attack aircraft can always detect the ship and launch multiple attacks, during which the enemy ships will also use the artillery to target the destroyer. This can cause DD to lose a lot of life and there is no chance of resistance at all. The reason for this is that the attack aircraft can detect all ships 360 degrees and display them in the field of view of teammates. Therefore, it is necessary to modify the team's vision of the attack aircraft. I recommend redesigning the team's vision for the attack aircraft: the team's field of view of the attack aircraft should be a fan-shaped area based on the nose (this area will be very wide, expected to be around 160°-210°) and have a minimum detection radius. (In general, the pilot can't see it directly below), and the enemy within the minimum detection radius will not be seen by the teammates of the aircraft carrier. This creates an area that looks like a folding fan on the surface of the sea. Players outside this area cannot be seen by CV player teammates, but CV players still have the same vision. In this way, when the CV player completes a round of bombing and is about to fly over the ship, the ship will disappear into the sights of others other than the CV. Destroyer players can use this method to obtain temporary security and avoid continuous exposure to enemy fire. Such changes will not affect the aircraft carrier's own gaming experience: in the eyes of aircraft carrier players, their vision has not changed at all. And their teammates can also see the surface ships. However, the limitations of the team's vision will allow CV players to make choices: to provide a critical area of view, to continuously detect enemies and slow down the flight speed; or to speed up the flight in order to drive the enemy out of key positions (in fact, I think they only Will choose the second...). The main recommendation is to improve the enthusiasm of the destroyers. Changes to the vision of the aircraft carrier team should alleviate this situation and make them more active in the maps occupying key areas. In addition, because the CV can't detect all the enemies at the same time, it becomes important that the destroyer continues to provide visibility. In addition, the attacker's minimum detection radius allows a maneuverable ship to have a safe rudder to allow the vessel to leave the maximum projected area of the air bomb without fear of being hit by enemy ships' shells after the rudder. If there is no minimum detection radius, the DD's rudder avoidance behavior will be immediately seen by the enemy behind it. They will not disappear from the enemy's field of vision until the attack aircraft flies over the ship. As a result, DD players still need to deal with both the aircraft carrier and enemy shells. Now, they have a few seconds to try to evade the aviation bombs, and don't have to worry about the enemy launching shells in the direction of their rudder. Of course, this brings with it an additional problem: for ships that are very good in the air, it is difficult for the carrier to illuminate them continuously. Therefore, the distance of the minimum detection radius must be tested repeatedly. Because setting the minimum detection radius is not to let them disappear quickly in the enemy's field of vision. Don't worry too much about the efficiency of this detection mechanism. The fan-shaped area has a large angle and can easily detect ships in those ranges. And not all ships are detected by the CV, and some opportunities should be given to scouts who provide visibility. You may have tried a similar method of detection, but for some reason it has not been used. But today's aircraft have higher speeds and are more efficient in detecting. Sticking to the old vision mechanism is not in line with the actual situation. We do hope that CV can be responsible for detecting DD, but we don't want our DD to sacrifice without a fight at the beginning of the game. So why not try it? look forward to your reply.
  8. The_ultimate_Star_Destro


  9. Grygus_Triss

    Fix CV Autopilot

    Ok, WG have basically stated that we are stuck with the current controls for the actual ship part of the CV. Fine. But seriously, FIX THE AUTOPILOT. Almost EVERY TIME in Killer Whale, I see CVs going backwards, or in the opposite direction, or taking the wrong route, or crashing into islands, or charging forward or just taking their sweet time to make it to the end zone. I haven't played new CV in Ops yet, but seriously, I've seen enough of other players. And in scenarios, good autopilot is a must, even on old CVs. If CV autopilot is this bad, I'd hate to see it when they reintroduce Raptor Rescue. Of course, it may just be the captain, and if that's the case, can WG just, for scenarios only, completely automate the route of the CV based on the optimum path a CV should take in those ops? I fail to see that it would be any worse than the current, and it has been shown that other players are already used to defending other ships in a convoy.
  10. Worth a look for the 10 CV mains left on the server 😉 So yeah, their response is 'No' and 'git gud' One commenter pointed out WG's insistence on auto consumables and single control makes sense if you think about how it would work in a console version of WOWS.
  11. S4pp3R’s CV/AA 0801/2 Rebalance Reddit: Please comment, vote on reddit as well if able, I really want to get this idea out there!
  12. After CV rework, CV is weaker than it should be.They may much weaker than they are reworked before. The extreme improve of AA increase the rate of shooting down the aircraft of some strong AA ship like Worcester of USA, Minotaur of UK, they give a good protect to other teammates away from the attack of CV.These ships can do something like this very easily.Even the income of CV- Musashi of JP also can protect herself under CV's attack after CV rework.And this is not the only problem on CV rework. So, players discover styles to play after CV rewoked.Such as long range torpedo attack using Hakuryu of JP, return aircraft immediately after the first attack group’s run inorder to avoid heavy AA from many ships. However, WG see these playing styles as 'bug 'and in update they 'fixed' these 'bug'. Longer time for aircraft reach the height in order to become invulnerable to AA Changing several features of the Japanese torpedo bombers Although WG made a change on AA,they change the efficiency of different type of AA guns,it doesn't help aircraft attack under AA fire.The damage of AA explosions decrease but it won't be a great decrese and the constant damage of AA guns are buffed.It doesn't look like a nerf.It may be only a balance or even it is a buff. These changes and extremely high efficiency AA maybe a choice for WG to 'balancing' the game but this affect the possibility of CV on attacking ship and the usage of CV.For the situation now, it seems that CV are not totally reworked.WG may need to have more improvement or changes on CV and AA
  13. Darkworld_2015

    How to CV (post 0.8.0)

    Yeah I know, I'm already in WOWs for more than 3 years, but I never really played CV before! Initially I was too worried that I couldn't perform good enough to at least give my team a fair chance to win XD But, as an person who loves History and Military history, it's incomplete if I don't know how to play CV at all, as it played such a vital role in WW2. CV rework has opened up opportunities for me to finally put my foot in to try out CV :) I have played a dozen of coop games, watched some replays in Youtube, learn a few tricks.. But there are things that can't be learnt unless played in random battles. But still, going in just like that wouldn't be fair to others.. would be greatful if anyone can share their experience in CV.. Thanks
  14. 我是入坑兩年的玩家 本身玩得艦種非常平均 基本上BB CL DD CV我的場次平均起來就是BB32%CL.CA28%DD30%CV航母10% 所有國家線除了英國外,全都最少都爬到九階,日本德國全都慢慢爬完了! 航母美航研發到中途島,只剩日航卡在九階大鳳,因為各種艦種都玩得很平均,新版航母我是非常期待的,這次改版後所有艦種玩一次感受真的很深,就是除了航母玩家爽到了,但對其他三個艦種來說無疑是場災難,雖然我自身覺得航母這樣挺有趣的也很真實,但這海戰競技遊戲,平衡性很重要,即使是一個CV新手,他不太會攻擊,但擁有近乎無限機庫的他卻可以幫隊友無限開光,這對極其需要隱蔽掩護的CL CA DD種種傷害很大,平衡性就此完全喪失,我開BB原本就是想要扛線被亮皮厚所以我還可以接受,但我開CA發現卻超過有一半非交戰時間我都是亮的,這點真的傷害很大,聰明的白龍和中途島,看到DD一直開火箭攻擊機全程盯你掃你,,讓DD隱蔽變成了笑話,航母也沒再怕,因為飛機也打不光,接著只要打中一波DD必然大量耗血,讓DD作用無限弱化,過去推測對方走位等鬥智斗勇局面不在 +無限飛機無腦死盯著你,DD就是個悲劇。 的新我航母開自己掌控好中隊耗損,基本上我的飛機中隊從來沒空過,有場只剩我一個人,我雖然新航母不是很上手,但我憑著無限機庫還是可以慢慢跟對方兩艘BB打消耗,開航母時我是很爽了,不用在擔心飛機噴完,但是無限機庫對戰艦世界的遊戲平衡無疑的毀滅性的,因為我本身不是只有CV一個艦種,即使我也開CV特別要這麼說,官方認為航母很少人開只有10%太少,但是航母才兩條線,首先其他國家那麼多戰艦有18條線難道放著不去開開只玩CV那兩條線嗎?航母自身也只有10%的份量啊! 航母人少沒人玩,在舊版就可以透過修正機庫或調整防空平衡來吸引玩家,舊版多中隊出動很真實,新版直接操作飛機也很有亮點,但WOW看來完全不知道為何先前航母很少玩家的原因出在哪,在於高階過於強大的防空輾壓了航母的.生存.空間,數量略少的機庫又限制了航母的施展空間。 我本身不是非常強大的大老型CV玩家,前期斷斷續續爬航母爬得真的是辛酸,我也不是年輕的小伙子玩家,對於手殘黨的我在航母前面一半打得真的很辛苦,飛機常常被強大防空船掃一掃就全沒了,碰到亞特這種走AA路線的更是連人都沒看到,一不注意數量不多的飛機就被掃光了!雖然想幫隊友偵查,但對於這些防空圈比他航空隱蔽範圍還大的戰艦來說,只要偵查就一定噴飛機,被人吃雞吃完了CV就廢了!所以有時候有經驗的隊友能理解CV的苦,但不清楚的就會在地圖在頻道一直罵你,或是點防空船的位子叫你去幫他開光,這時候真的是充滿了滿滿的無奈。 不是不想偵查,而是對方卡的位子很好時,那時候犧牲掉了飛機中隊,但隊友也吃不掉她時,真的很傷,更難過的是開了光又不打,你的簡歷就是一個犧牲品。雖然到後面漸漸開始也能用八階以下航母打出10萬傷,但對於高階房九階十階大群強大的防空船,時常感到很無力,就算常態能打出10萬傷,最常見是碰到分開跑的兩船團,裡面有防空強大到不合理的美巡英巡壓著,加上可能帶著防空技能的戰艦,常常一個兩個中隊在開始俯衝投彈階段飛機中隊就被掃光了,這也是為何有的航母艦長開啟航母打的綁手綁腳,,他要善用每一次機會,因為機會有限,加上飛機被打完他就只剩下逛街的份,只剩下對隊友感到深深的抱歉離場,所以飛機其實看似很多,其實面對這些高階高防空戰艦時,其實是不太夠的。 對於這次8.0改版,如果我是個以航母為主的玩家,我將會非常高興,可惜大部分人都不是,對於航母飛機的攻擊其實不高通常被打我也不擔心,但他最傷的其實就是破壞了隱蔽系統。 飛機有製造整備時間,當中隊出發時,空缺的位子就開始整備新的飛機,只有每一次出去都被全部擊落,才會有飛機整備速度來不及的問題,目前每輪攻擊又會有兩三架飛機返回母艦,飛機不是無限的,但在掌控好飛機耗損,基本上在一局賽場航母的飛機就相當於無限飛機。 我目前只有幾個個人想法建議: 海戰競技遊戲,平衡性很重要 近乎無限機庫的航母,嚴重破壞平衡 隱蔽喪失意義的巡洋與驅逐艦,威脅性將會大幅度弱化及讓玩家遠離或是艦少使用 現前戰略式CV模式不是不好,問題在飛機數量及高階防空平衡沒做好,但就遊戲平衡性明顯優於新版
  15. 防空武器手動射控技能改"~"鍵 這個技能也是爛到爆
  16. The new game-play is good and I really enjoy it. BUT, there are some changes that must happen to better balance them out; a) There needs to be a cap of 1 CV per side, per game. Any more than that is just too overwhelming for both teams, especially DDs who are suffering the most from this rework. You have to put concerns about matchmaker aside in this case for the sake of player comfort. b) There needs to be a cooldown on Torpedo bombers, to prevent the constant torpedo spam as has been showcased in some recent YouTube videos by some CCs. 1.5 - 2mins should be sufficient, that way it forces the CV driver to take out other aircraft types to support the team as opposed to just farm damage for themselves with torpedoes. All other classes of ships have a torpedo cooldown, CVs should too. c) CVs need preferential MM for their tiers. A T8 CV trying to compete against T10 AA is just ridiculous. It's next to impossible to deal any damage, especially in the Kaga or the Enterprise which have weaker planes than the standard T8s. Restrict low and mid tier CVs to mid tier in the match maker at the most, not bottom tier.
  17. I have an idea. maybe. ?? hmmmmmm............ Why not add a some features that every players can control their AA manually so that they won't whine anymore, pointing or blaming the team, the CV, etc. for their bad gameplay? Scenario: Planes on the air, enemy ships on front. its either you focus on firing an enemy ships and make the AI control the AA and damage would be based on RNG or leave your main battery guns, and manually control the AA to shot down some enemy planes. hmmm? what do you think?
  18. Propieguy

    0.8.0 become worst update

    Yep It worst and CV cant do any damage to ship with repair coast always lower than income even with premium. US CV Torpedo bombers are very inaccurate with V shaped aiming. at least 1 Torps can hit ship. Plane are control easier but harder to play and attack ship. If it can full attack like RTS version CV game will be more fun.
  19. 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. :)
  20. PGM991

    CV rework FAQ

    almost an Hour long FAQ find out if one of yours question are answer here...
  21. S4pp3R

    Why would you?

    [rant] Take a stock Ryujo into ranked battles? Seriously... Then gets 1-shotted 2min in. I have no words, honestly... Aoba and myself (Warspite) nearly pulled a win off anyways, sadly for me, well done to him, he beat me by 20-odd XP. [/rant]
  22. Corsair_Zero

    CV rework Exchange

    excuse me, I want to ask about this line on the WG news public test about CV "At the same time, the exchange of the researched aircraft carriers will only be allowed in reverse order (from the upper tiers to the lower tiers). For example, if you decide to sell the Ranger, you will not be able to keep the higher tier aircraft carrier (tier X Midway)." I am a carrier player in IJN line, but in my line now I only keep the higher CV tier in order to save my vacan slot (I sell hosho, zuiho, hiryuu, and only keep Ryujo and Shokaku).. my question is, if this system is implemented, am I must re-open the line from begining again??? I need explanation..
  23. Fr00dyDud

    CV manual dropping

    Hey there fellow captains, so I was facing this problem on my keyboard in which both of my alt keys are not working. Since I just unlocked my first Japanese CV, I was very exited to try manual torps dropping, and all the manual stuff. but since the alt keys are not working I decided to change the key bindings to something different but it still doesn't work. It just doesn't show the manual dotted circular thingy from which you can do a manual drop, please help me guys. Thanks.
  24. 不該為求平衡更改航母原先操作技巧 原因: 1.航母艦長職務本就是操控飛行中隊發動攻擊而非擔任飛行中隊長。 2.仍舊無法解決航母與水面艦發生戰鬥時的平衡(航母仍能對單一艦艇集火)。 3.航母與水面艦的差距當初不該用增加水面艦AA基礎傷害來彌補。 應將AA技能拖到每艘船身上,然後根據船艦設計決定AA技能的持續時間以及影響投彈的擴散度, EX:防空艦艇AA持續時間短,冷卻快,影響投彈精準度+50%;普通艦艇AA持續時間中,冷卻慢,影響投彈精準度+30%。 Nerf目前基礎AA傷害過高等船艦。 防空技能開啟時增加的傷害倍率不變。 總結: 雖然我覺得目前講什麼或許都太遲了(? 看到航母艦艇刪除有點不捨, 希望WG能再慎重考慮。 認同請在下面回應發表意見! 讓WG重新考慮這個問題!
  25. My current CV Rework Rework (WiP) Preface Numbers are obviously subject to balancing requirements, what I have detailed is an IDEA and as such should be very much subject to change. Premise The current iteration of the CV rework is boring and 1-dimensional. We need something that has a little more gusto and dynamism. So I'm proposing changes based on: The action-based system will not change significantly AA needs to be relevant CVs need strike potential Easy enough to learn, hard enough to master Conditions Reduce ‘dot’ damage done by CVs, significantly reduce chance of fire/flood to roughly once every 2 drops. Reduce damage of each attack run a bit, so that ‘maximum’ theoretical damage output of 2 wings doing their 2 attack runs is 75% of a ships HP. Which I would guess should be 2 AP DB wings v BB. Limit number of attack runs for planes to 2 or 3. For each aircraft in a wing shot down, reduce damage output but a %, eg 2% or 4% per plane or something (obviously change as needed). Add ability to have 2 flights in the air at the same time. Two Flights I am proposing a 2-flight or 2-squadron system. Basically the you have 2 flights of your choosing, any combination. The key to that combination is the balance against different targets of rockets/DB/TBs. Why have two flights? Basically I find one flight boring and the gameplay is exceptionally repetitive and stale. So the trick is to have two flights, giving the player far more choice and allowing combination attacks and CVs to actually have some mastery involved. The trick is balancing the damage. How would Two Flights work? Basically you would be able to switch between which flight is active, the active one you would control and possibly be able to set course. Either way you would definitely be able to have the second flight follow your main one around, my initial estimate would be 5 km (as always subject to change). Essentially my proposal functions around being able to do 2 attack runs per flight with a maximum potential (perfect) damage of %75 of BB HP at tier. Obviously 0 DOTs for that 'max' damage combination. DOT Damage DOT or Damage Over Time damage is the damage cause by fires and floods. The more DOT damage you add, the more painful the game becomes. IMO warships has pushed DOT damage a bit too far lately (RN BBs anyone?). DOT damage should be a risk-reward thing, not an ‘expected’. Chance of Fire/Flood should be reduced to the point that it happens ‘sometimes’ and that if you are choosing aircraft for that feature, it feels like it’s worth it but not mandatory. Potential DOT damage should scale with real damage, the better chance you have of DOT damage, the less the real damage the wing can inflict. Aircraft Damage So the biggest issue people have with CVs (currently) is the strike potential, being able to essentially ‘1-shot’ you. So I’ll use AP DB v BB as a damage metric. Perfect hit, perfect RNG (ignore detonations here), 2 wings should never be able to 1-shot a BB. So let’s just put a random limit and say no more than 75% damage and talk about this in terms of a T10 BB. 100k HP 2 wings (AP DB), a total of 4 runs, 5 bombs per drop. 75% - 75k HP max damage 4 runs, 18750 per run 3750 max damage per bomb at T10. You’d be looking at a ‘good’ 4 runs by 2 sqns being 30-40k damage on a T10 BB. (That would be max possible damage by any combo.) This is just me brain-storming, but I think you can see where this is going. Basically the amount of damage will need to be effectively scaled to AA. For using HE DBs, Rockets or TBs, you are shifting the damage metric from raw damage to a bit of DOT or what it’s effective against. TBs – I would expect 2 wings with a total of 4 runs to inflict 1 flooding. Rockets – good v DDs, do little damage to other ships but decent fire chance, I would expect 2 wings with 4 runs to inflict 2 fires on non-DDs reliably but do almost 0 damage on CA/BBs. HE DBs – less fire chance than Rockets but more penetrating power, perhaps has enough pen to cita CLs? Effective v DDs, harder to land, effective against CAs but less so than v CLs. AP DBs – Can cita BBs and some CAs, good against ‘heavily’ armoured targets. 0 DOT Damage reduction Now you would need to balance this properly with AA but the idea is that as you lose aircraft within your wing, your maximum damage output is reduced. Doing damage to the different aircraft wings therefore actually means something. I’ll touch on this a bit more in the AA section. You could even apply a ‘max’ damage reduction (say 30%). Number of attack runs You have to limit this, there has to be a reason outside of AA to go back to your CV. There again needs to be that risk-reward to committing to an attack run. Why the detail? Now your two Flight choices matter… You balance things like TBs and HE DBs fire/flood and actual damage to make it a worthwhile choice to go AP DBs OR the TB/HE option when targeting CAs. Due to BB torp reduction, AP DBs are you best bet against BBs, unless you are lucky enough to get a flooding (‘lucky’ enough), you now have a risk-reward system. Maybe you go 1 AP DB and 1 TB so that you are pretty good against CAs and ok v BBs? Or maybe one of the BBs has insane short range AA so you want the TBs so you don’t lose as much damage? AA – How to make it work? Easy, you don’t want to completely destroy each flight after their 2 runs (maybe 3) but you want AA to do something. As mentioned earlier, apply a damage reduction to each plane in the flight that’s destroyed. In balancing it, they need to have some basic conditions to balance it to. For example: No one ship should ever be able to wipe out an aircraft wing in… 3 drops or 5 passes. No two ships should ever be able to wipe out an aircraft wing in 2 drops, 4 passes. Etc. You basically want to make it so that 90%+, CV players will get 2 drops off with both flights and then need to return to base against a concerted AA effort, say 3 ships, 1-2 of which have good AA. AA beasts? Well obviously they’re going to need to actually balance AA for starters. But if there are issues with how quick planes are getting shredded against AA Monsters, instead of adding aircraft HP (making them imba for other ships) simply add a cool-down between plane destruction. For example, 5-10s. So at minimum it takes 50-100s to take down a 10-plane wing of aircraft but while this cooldown is in effect, the next tier of damage reduction is applied. (So while the cool-down for the first aircraft being downed is active, 4% reduction in damage as opposed to 2%). DFAA? Easy, simply make it apply a damage reduction, either max (30%?) or possibly even greater if that’s needed, 50%. Spotting Basically I see spotting as eliminated from CV play outside of the 'active' squadron. Basically either have it so that the AA attack range is the spotted range or do something interesting... ... Make is so that aircraft only spot in a similar fashion to Cyclones, quasi-visible on the minimap. Conclusion So the whole idea is to have a bit of variety and combination (2 Flights active) and at the same time keep the core action-based reworked system. In furtherance of this is a shift away from DOTs and from either aircraft or AA being OP. You also want the risk v reward system to be worth it. A concentrated AA effort? Well maybe you only get the 2 attack runs per flight, not 3? Or maybe the damage reduction is making it not worth dropping on those targets due to DFAA? Maybe the AA escort around BBs is too much, need to switch to HE DBs to take out the CLs? Maybe the concentration of camping ships is so high that 2xTBs will land just about every torp? Basically my changes would allow anyone to jump in and have fun with CVs, while a good player could use the choices available and skill in managing multiple flights to maximise their contribution. By using the damage reduction system and clearly defining which planes are effective against which ships, a balance can easily be found. Thoughts from the floor?