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  1. Greetings, fellow captains! Today, I’ll be reviewing another tier 8 premium aircraft carrier Kaga which is the only Japanese premium CV in the game. Previously, I have reviewed Ark Royal and Enterprise. Feel free to read them if you haven't do so. A. Technical & historical overview Until the early 1940s, she was one of the biggest aircraft carriers of the Imperial Japanese Navy. Initially laid down as a battleship, she was redesigned during construction to become a carrier. The ship had good armor protection for her type, carried quite numerous air group and powerful secondary battery guns. Historically, she took part in the strike on Pearl Harbor together with the other IJN aircraft carriers. During the Battle of Midway, she met her final demise after being heavily bombed by the aircrafts from USS Enterprise that she had to be scuttled by IJN destroyer Hagikaze to prevent her from being fallen into enemy hands. B. Comparison with premium CV of same tier a) Raw plane hitpoint (HP) without addition factors Let’s start the review by looking at Kaga’s planes and comparing them with those of other tier 8 premium aircraft carriers. Kaga uses tier 7 A6M5 Zero rocket attackers (RA) with 1330 HP per plane, making it the second worst RA after Graf Zeppelin’s in term of hit points. It is also the same stock RA used for Shokaku. Secondly, Kaga uses tier 7 D4Y3 Suisei dive bombers (DB) with 1580 HP per plane. Due to being a tier 7 plane, its HP is the lowest among the other tier 8 premium CV. Lastly, she has tier 7 B6N Tenzan torpedo bombers (TB) having 1600 HP per plane. This is again the weakest TB among those of other tier 8 premium CV due to being one tier lower. Next, let’s look at the raw collective plane HP of Kaga. In an attacking flight of RA comprising of two planes, the total HP is just 2660 HP which is second least after Graf Zeppelin because the latter also has 2 RA per attacking flight. However, her TB & DB have the most amount of HP per attacking flight because there are 4 planes each. This is also true for her the squadron which bring 12 planes per squadron having a total of 19200 HP and 18960 raw HP respectively. The total HP of RA per squadron is, however, the third least after Graf Zeppelin and Saipan. b) Hangar capacity with Flight Control Modification 1 upgrade Flight Control Modification 1 is the fifth slot upgrade that adds 2 more aircrafts on the deck for each type of plane. With the usage of this upgrade, Kaga has a total of 102 planes comprising of 26 RA, 38 DB and 38 TB. Based on Figure 4, she has the most number of aircrafts ready on deck among the other tier 8 CV, premium and tech tree included. This enormous capacity is however balanced by having lower tier planes comparing to her peers that can be easily taken down by same or higher tiers AA. Kaga’s massive plane reserve can make up to 3 full squadrons for each type with 2 extra planes with FGM1 upgrade installed. Players can simply use TB right off from the beginning of the match to attack any enemy ship within sight, DD included. Rotations of plane type usage is however advised to avoid losing too many planes of the same type to AA of higher tiers. c) Aircraft restoration time with Air Supremacy commander skill and FGM1 upgrade Flight Control Modification 1 reduces plane restoration time by 5%. Aircraft Supremacy is a commander skill that also reduces plane restoration time by 5%. With both of the upgrade installed and skill taken, the aircraft restoration time of Kaga is reduced by 10% and the final time taken for all the planes to be completely restored are shown in Figure 5. It is shown that only her DB is the fastest type of plane to be restored per unit at 1 minute 4 seconds. Her RA takes the longest time among her planes to be restored per unit at 1 min 29 sec. Her TB takes 1 min 21 seconds to be restored, comparing this to her colleague, it is second slowest after that of Saipan. Collectively, it would take 5 min 24 sec just to restore a fresh attacking flight and 16 min 12 sec for a new full squadron of TB. The long restoration time are compensated by a large hangar capacity at 102 planes. With that being said however, her player must not waste too much planes during early attacks that would make her completely invulnerable to being deplaned. d) Aircraft cruising and maximum speed with Improved Engine commander skill Figure 6 and 7 show the aircraft cruising and maximum speed respectively after taking Improved Engine commander skill which gives extra 2.5% speed to the aircrafts. Her rocket attacker is her fastest plane type cruising at 147.6 knots followed by dive bomber at 145.6 knots. When compared to other RA of tier 8 premium CV, hers is second slowest after that of Graf Zeppelin. They can move up to maximum speed of 187.6 knots by expending speed boost. The speed of her DB is average compared to that of the others. Being a lightweight Japanese plane, her TB is the second fastest after that of Graf Zeppelin at 136.3 knots of cruising speed. During the usage of engine boost, her TB can fly up to 176.3 knots of maximum speed. High TB speed is crucial to reach the target faster because torpedo is her main source of damage thus increasing the damage output. e) Strike planes i. Rocket attackers Maximum rocket damage: 2200 Rocket armor penetration capability: 27 mm Base fire chance of rocket: 8% Kaga uses Type 3 No. 6 Mk. 27 rockets that can deal up to 2200 damage per rocket and penetrate up to 27 mm armor with 8% raw fire chance. The maximum damage per rocket is just slightly better than Indomitable’s rocket with 100 more damage. In term of armor penetration capability, her rocket is on par with those of Indomitable and Enterprise. The chance of setting target on fire is also abysmally low just more than Enterprise’s rocket by 1%. Kaga has 8 rocket attackers in a squadron with 4 attack flights. One attacking flight has two RA that carry only 4 rockets per plane. Therefore, there are 8 rockets per attack run which are useful only on destroyers and for finishing low-HP targets off. The pathetic penetration capability means that they will have trouble causing damage on high tier battleships’ plating. Just like the other IJN CV, Kaga’s rocket aiming reticle is also circular shaped. ii. Dive bombers HE bomb maximum damage: 8800 HE bomb armor penetration capability: 54 mm HE bomb raw chance of setting target on fire: 50% Kaga uses Type 90 No. 50 Mk. 2 HE bombs which are unique when compared to the other IJN aircraft carriers that use AP bombs. Her HE bombs can deal up to 8800 damage per bomb with 50% base chance of setting target on fire. They can penetrate up to 54 mm armor. Everything about Kaga’s HE bombs is just mediocre at best. They do not have ridiculously high damage and excellent armor penetration capability like that of Saipan but at least they can be used on destroyers and most cruisers. They can reliably hit the superstructure of battleships and inflict fire on them. There are 12 planes per squadron of Kaga’s DB. Each plane carries one HE bomb. There are four planes in an attacking flight. Therefore, Kaga can drop 4 bombs in an attack. Just like the HE bombs on other CV, the bombs are dropped from quite a high altitude. Nevertheless, here is the advantage of her HE bombs; the aiming reticle is marginally smaller than that of Saipan and Lexington. There is also a slight forward movement during the start of the aiming run. This means that her player can start the HE bombing run quite early and then adjust the aim accordingly to accurately hit the target if the target does not try to maneuver. iii. Torpedo bombers Torpedo alpha damage per unit: 5400 Torpedo speed with Torpedo Acceleration skill: 55 knots (50 knots without) Torpedo range with Torpedo Acceleration skill: 4 km (5 km without) Torpedo activation distance with Torpedo Acceleration skill: 886 m (806 m without) Torpedo base flooding chance: 30 % Kaga utilizes Type 91 mod. 1 torpedoes that have 5400 alpha damage per unit with 50 knots base speed and 30% raw flooding chance. Unlike the other IJN CV, she can drop 4 torpedoes per attack that sail in a slightly diverging cone pattern. Because of this, she can potentially deal up to 21600 per torpedo drop excluding the calculation on damage reduction by anti-torpedo bulge and saturated parts on the ship. In a full squadron of 12 TB, her torpedoes can potentially deal maximum 64800 damage given that all torpedoes hit the targets. When compared to the other tier 8 premium CV, her damage per torpedo is not as high as that of Enterprise and Saipan but the potential damage per attack run is second best after Saipan’s. Her torpedo sailing range is also second longest after Graf Zeppelin’s at 5 km without taking Torpedo Acceleration (TA) commander skill. Being made in Japan, her torpedo is also the fastest among the other tier 8 premium CV. Unfortunately, these come with a disadvantage of having the longest torpedo activation distance at 806 m without taking TA skill. Any enemy who is aware of her incoming TB will quickly maneuver to avoid her torpedoes because long arming distance allows for fast reaction of torpedobeating. f) Secondaries Minimum firing range: 4.50 km Maximum damage per secondary HE shell: 3300 Fastest reload time of secondary guns: 5 sec HE shell penetration capability: 33 mm Base chance of secondary shell causing fire on target: 17% Kaga is equipped with three different secondary guns which consist of six turrets of dual 127 mm/40 Type89 A1, ten turrets of single 203 mm/50 3rd Year Type mod. A and two turrets of dual 127 mm/40 Type 89 A1 mod. 2. Therefore, there are a grand total of 26 secondary guns abroad her. Similar to the other tier 8 CV except for Graf Zeppelin, her secondaries can shoot up to 4.5 km. Her 203 mm/50 3rd Year Type mod. A secondary guns are the biggest guns that she has. They can penetrate up to 33 mm armor with 3300 alpha damage per hit. This is the main battery used on IJN CA. Any DD that gets hit multiple times with these big caliber secondary guns will lose insurmountable amount of HP. Although her secondary guns are not as powerful as those of Graf Zeppelin, they can even kill any DD that underestimate them provided that the DD fails to escape her secondaries and has low HP. g) Self-defense anti-air Long range AA = 0.1 – 5.8 km Long range AA aura damage per second = 115.5 dps AA explosions within far range AA = 5 flaks with 1470 AA damage each Short range AA = 0.1 – 2.5 km Short range AA aura damage per second = 86.45 dps Effective AA damage of overlapping ranges = 201.45 dps Kaga has the weakest AA among the other tier 8 CV. Her AA guns consist of 14 units of double 22 mm/60 Type96 Twin mod. 1, six units of double 127 mm/40 Type89 A1 and two units of double 127 mm/40 Type89 A1 mod. 2. Her raw effective continuous AA damage is just 201.45 dps. Her long range AA guns spawn up to 5 AA flaks that last for 1.51 seconds every 5 seconds. An AA flak could deal 1470 AA damage to hostile aircraft. Her AA is really anemic that even a non-AA-specced top researchable hull Akizuki has slightly better overlapping AA at 242.025 dps. Even Ryujo with top researchable hull has 204.05 dps effective continuous AA which is 2.6 dps stronger. Fortunately, this weakness is complemented by having Combat Air Patrol (CAP) Fighters consumable that are automatically launched from the hull once she is detected by surface or air. Just like other CV, there are 4 automated fighters that orbit the hull within 3 km radius for 10 minutes. These fighters will automatically engage and kill any hostile aircraft that enters their operating range. Only four hostile aircrafts will be taken down due to 1:1 tradeoff rule. If her player finds themselves being sniped by enemy CV, using the Patrol Fighters summoned by strike squadrons and staying with allied fleet for extra AA protection with precaution is advised. h) Hull hit point Kaga was originally planned to be one of the Tosa-class battleship under Eight-Eight Program but with the cancellation of the project, she was converted into CV. The fact was represented into the game as she has 54200 HP, the highest HP pool amongst Tier 8 premium CV. Together with Survivability Expert commander skill, she has a total of 57000 HP. Nevertheless, that skill is meant to buff the HP of her planes instead of the hull. Therefore, her player should never expose the ship to enemy’s line of sight and get shot to death just because she has the highest HP pool among the tier 8 premium CV. i) Maximum detectability range by sea and air with standard Type 1 camouflage Among the other tier 8 premium CV, Kaga has the second-best concealment by surface at 12.22 km with Saipan having the best concealment by surface at 11.87 km as she is the smallest tier 8 premium CV. As for the concealment by air, she is ranked third after Saipan and Indomitable. She will be detected by hostile aircrafts once they enter her 10.9 km air detectability range. Without camouflage, she has around 12.58 km concealment by surface. Since she is a premium CV, she owns a permanent camo by default, thus her player should always enable the camo auto-resupply option. Having a good concealment means that the players can be fairly close to the frontline, but one should always be aware of the presence of flankers especially DD that would try to CV snipe. j) Hull speed, rudder shift and anti-torpedo bulge protection As a CV with the heaviest tonnage at tier 8 and the hull of a BB, Kaga is pathetically slow. She moves at base maximum speed of 28 knots. In fact, she is the slowest tier 8 CV, the tech tree ones included. She also turns like a big fat pig because of her poor rudder shift at 14.4 seconds and 1.08 km turning radius. Once she gets caught in the open, she will not be able to position herself to avoid the impending doom from the shells of angry surface ships. In addition, she will not be able to outrun any ship that goes after her. Even high tier battleships can catch up to her but why would you chase a CV in a BB when you can snipe her from 20+ km away? She has average torpedo protection bulge at 22%. Still, please be reminded that a player should never use her to tank torpedoes for the team. k) Squadron’s patrol fighter consumable Just like the other tier 8 CV including the tech tree ones, all her strike squadrons can summon 5 Patrol Fighters that orbit in 6 km diameter for 60 seconds. One strike squadron has up to three charges of Patrol Fighters. Therefore, the fighters can be summoned 9 times per battle. One fighter has 139 base HP that can be buffed up to 339 HP by taking Survivability Expert skill. Even with SE being taken, these fragile fighters will not hold up long against AA of hostile ships because they hit the AA flaks during their determined operating route. They are only useful to provide temporary spotting when her player tries to aim the rocket or bombs on enemy DD. Nonetheless, they can be used to pseudo-protect allied DD from being harassed by enemy air strikes. C. Recommended build You are advised to take the following commander skills in the order shown below. This captain can also be used on tier 10 Hakuryu. As usual, always take Aircraft Servicing Expert as a CV’s first skill to reduce the aircraft restoration time by 5%. Since Kaga has fast torpedoes with annoyingly long arming distance, Torpedo Acceleration should not be taken because it will lengthen the arming distance even more. Instead, take Improved Engine as your second skill to buff up the speed of the strike squadrons by 2.5%. Fast plane speed is required to reach the targets faster thus increase the damage output. Take Aircraft Armor as the third skill for continuous AA damage reduction by 10%. For the fourth skill, pick Survivability Expert to add extra health to the strike squadron by 250 HP. These two skills are important so that at least 4 out of 12 planes in a squadron survive the heavy AA of multiple ships to drop their ordinance. For the fifth skill, take Sight Stabilization to increase the aiming speed of your dive bombers and torpedo bombers by 15% and 7.5% respectively. Pick Concealment Expert as the sixth skill to reduce the hull and squadron concealment by 10%. With CE taken, your hull detectability range is reduced to 11 km whereas your TB squadron has much better concealment at 6.75 km! The specialty of IJN TB is their stealth thus taking CE will significantly improve the TB’s concealment. Making stealth attack is thus somewhat possible because the enemies may not notice the presence of the TB squadron hence, they react slowly. AA guns will not operate too until the TB is detected. For the seventh skill, pick Improved Engine Boost to increase the engine boost time of the strike squadrons by 10%. Last but not least, take Last Gasp as your final skill so that the engine boost will be fully restored for your final attack group of strike squadron. For the upgrades, consider taking the following. The first two upgrades are no-brainers because they are the basic upgrades for all CV regardless of tier. With Air Group Modification 1, your planes will return faster to the hull by 20%. They will also escape from the hostile AA faster after dropping their payloads. Aircraft Engine Modification 1 synergizes well with Improved Engine Boost skill to give a total of 20% extra engine boost time. With these upgrade and skill, the TB squadron has 48 seconds of engine boost which is 8 s longer than the usual 40 s boost without any. For the third upgrade, always take Torpedo Bombers Modification 1 for extra 5 seconds of TB aiming time. This is so that the TB can fly longer under AA flaks while aiming the hit on enemy ships. With this upgrade, you can start the TB aiming run 5 km from your target ship. For the fourth slot upgrade, take Torpedo Bombers Modification 2 for extra 7.5% HP of TB squadron. The aerial torpedoes are her main source of damage thus extra health on her tier 7 TB is always helpful to withstand the excellent AA of higher tier ships so that at least the main attack group will be able to drop the torpedoes. Together with Survivability Expert skill, one TB has 1920 HP with is 320 HP more than without any skill and upgrade. For the final upgrade, take Flight Control Modification 1 that gives extra 2 planes for each plane type in the reserve and shorten the aircraft restoration time by 5%. If you feel confident that you can preserve your planes well, take Concealment Modification 1 instead to further reduce your hull concealment to 9.9 km and your TB concealment to 6.07 km. D. Recommended playstyle Kaga’s playstyle is quite different from the other IJN CVs’. Be reminded that she has tier 7 planes instead of tier 8 ones. Therefore, you should always know which ships should be avoided to prevent early plane losses. First of all, you have rocket attackers that fly in a squadron of 8 planes. A squadron has 4 attack groups with 2 rocket attackers per group. Each attack flight carries 8 rockets in total. This is the plane type that you should use first when you are the bottom tier in a tier 10 match. Use RA to scout the enemy positions and the direction they are going. These rockets are good against DD thus use them to attack the DD. Smart enemy DD players will always turn their AA off and move towards your RA so that when your RA squadron detects them, you have already made a pass over them. Therefore, you can use your Patrol Fighters consumable once they are detected so that you can turn your RA squadron and start your aiming run. Remember that you only have 5 seconds of aiming time thus always keep your view on the enemy DD detected by your Patrol Fighters given that they are not obliterated by enemy AA. If the enemy DD hides in the smoke and then open fire on your allied ships, always observe the DD’s shell arcs so that you can aim your rockets right at the beginning of the arc spawns. You should not hesitate to use these planes until they are depleted if you are the bottom tier and the enemies refuse to separate from each other. Secondly, you have reliable HE dive bombers that fly in a squadron of 12 planes with 3 attacking flights. There are four DB in an attacking flight with one bomb per plane. This is the plane type that you should begin with if you are the middle tier in a tier 9 match. Scout the enemies with the bombers in the first 3 minutes and hit any isolated target. You can use these DB to hunt enemy DD. If you are going to bomb DD running away from your DB, only start the bomb aiming when the pre-aim indicator passes the bow of the DD. You have exactly 7 seconds to hit your target once the bomb aiming starts. Unlike the other CV, the DB gain extra forward movement when you start your aiming run thus you can initiate your aiming run earlier than you would for other CV. To hit DD with these bombs, drop in front of their running path because the bombs are dropped from quite a high altitude despite having small reticle. Make sure that the aiming reticle is parallel to the target ship. If the aiming reticle is angled or perpendicular to the target, you will not get any bomb hit at all. That’s why you should approach your enemy from their bow or stern instead of their side. To preserve these DB, always pre-drop once before you send the remaining 8 planes to attack the targets. To avoid hitting AA flaks especially the ones that are spawned during DFAA usage, always brake before they spawn and then maneuver the DB squadron accordingly. Remember that DFAA buffs up the AA damage per flak cloud by four times; any planes that are hit by the flak will instantly die. You can even use these HE bombs to hit the superstructure of BB of tier 8 and lower. India X-Ray and Victor Lima signals will collectively buff the fire chance of these bombs by 2%. It is advised that the players use them. Lastly, you have decently fast torpedoes carried by TB that also fly in a squadron of 12 planes. You fly this plane type first if you are the top tier in the match. Spot the enemies and hit anything that you find including DD if you are confident enough to hit them. However, it is always better to use these torpedoes on enemy BB due to their big size and sluggish movement. Her arming distance is the longest at 806 m without Torpedo Acceleration skill. Do not take TA because it will further increase your arming distance thus cripple your aiming stage. If you are familiar with the old J5N Tenrai Type 91 mod. 8 module of Hakuryu that dropped 4 torpedoes in an attack run with 1 km arming distance, then you should have no problem using Kaga’s torpedoes. By taking Torpedo Bombers Modification 1 upgrade, you can start the torpedo aiming run 6 km from your target. As you are approaching them, speed up to reduce the contact time with the enemies’ AA. Always use the squadron’s Repair Party once you enter the AA zone of your enemy. Do not worry about AA flaks because the attacking flight flies under them whereas they do nothing against the reserve flight(s). While aiming the torpedoes, only use your mouse to make any slight movement according to your target’s movement. Do not use A & D keys because they make the torpedoes path spreads out bigger and will not shrink. Drop the torpedoes before the yellow region makes contact with the enemy ship because the torpedoes will not armed in that region. If the enemy moves into your TB, drop early so that at least one torp hits the bow of the enemy ship. If they move away from your TB, drop diagonally behind them so that at least one torp will catch them from behind. Those torps are really fast; thus, they should be able to outrun your enemy. Unfortunately, the gaps between the four torpedoes are quite huge that they might slip pass small ships such as CL and DD. If they stop to let the torps swim past them, try to rotate your TB and drop perpendicular to them. You are not supposed to do this however if you have pre-dropped once because you might be left with 2 or 1 TB in the final attack flight. If you still insist on doing this with the final attack flight, make sure you have taken Last Gasp skill because it refills your engine boost completely for the final flight so that you can accelerate to the side of your enemy ship while reducing the contact time with AA. Although having massive hangar size and plane capacity, it is always recommended to preserve your planes because any plane loss would create a snowballing effect that would render you useless once you have completely deplaned yourself to combined hostile AA. Here is a tip for plane type rotation. Let’s say you start the match with TB and then you attack the enemy ships with that initial squadron. If at least 6 planes are survived during that attack, then you can use TB too in the next follow up attack. Otherwise, change to other type of plane such as RA or DB. This should also apply to DB as well. Since you have a good hull concealment at 11 km when you pick CE skill, you can move closer to the combat area if you have at least 4 allies in front of you. As for the map awareness, always watch the last known location of enemy ships on the minimap especially the DD because they usually move along the border to your spawn location to take you down. E. Skill floor, skill ceiling, and team carry potential Skill floor: Very low / Low / Fairly low / Medium / Fairly high / High / Very high Skill ceiling: Very low / Low / Fairly low / Medium / Fairly high / High / Very high Team carry potential: If you are able to possess at least one full squadron of each plane type in the hangar, then it is highly possible to carry the team regardless of the tier of the match. For new CV players in general, Kaga is fairly forgiving due to her massive plane capacity that would scare any ship of lower tiers than her. You have 102 planes with the FGM1 upgrade installed that it is almost impossible to be completely deplaned if you carefully select your targets. Still, it is always be safe to preserve the planes as much as you can due to her low tier planes with 3 tier difference against tier 10 AA. If you have mastered Kaga, then she is very deadly in your hands. You can easily take down your opponent when you are the top tier in the match. Even when you are the bottom tier, you can still damage the enemies without the fear of being deplaned early in the match. It is also fairly easy to get High Caliber and Confederate achievements if you are skilled enough to get average 120k damage per battle. F. Should you get her? For Random Battle If you are a good high tiers CV player with at least 50k average damage per battle in 100 random battles, then Kaga is definitely worth for you. You can use her torpedoes to attack the big ships and use the fairly trustworthy HE bombs against CL and DD. If you are new to reworked CV gameplay, then please consider practicing with tier 4 CV first instead of simply buying her. You can even use Kaga to retrain the IJN CV captain if you move him along the tech tree line. For Ranked/Competitive For tier 8 Ranked or Clan Brawl, you can use Kaga if you are a skilled CV player in general. Expect that people are running AA spec in competitive environment when CV are allowed, so you should never attack enemy ships that are clumped up together to avoid early plane losses. Always look for enemy that is straying off from their fleet then use anything that you have in your disposal to exterminate it. Due to her massive plane capacity on hangar, you can even try to snipe the enemy CV if the other enemies are staying together. G. Final verdict Garbage = Completely inept and critically in need of several buffs to make her relevant. Mehbote = Average ship. Has strengths and drawbacks. A couple of buffs are needed to make her slightly advantageous. Gudbote = A strong ship that has apparent competitive strengths and unique features that make it very pleasing. OVERPOWERED = A ship with very clear benefits over all of its same tier competitors and unbalancing the game with its presence Kaga is indeed a gudbote but not as overpowered as her old RTS God mode. In the past, she could drop up to 6 torpedoes in a strike with decent arming time and godly torp alpha damage. Due to the CV rework, her torp alpha damage has been significantly reduced but that does not mean she is rendered completely useless. She is still viable in Random and even in Competitive environment. If you are skilled enough, you can get good damage and possibly carry the team to victory! I would say that she is the complete opposite of Saipan because she exercises quantity over quality whereas the latter emphasizes quality over quantity. Her planes are truly made of paper but hey, you have a lot of them to strike your enemies! Therefore, go out there and assert dominance on your opponents by showing the glorious aviation power of Imperial Japanese Navy! H. Speshul thanks Screenshots provider [TENGO] Kitsune_Ivy Raw data collector [KNCOL] NozoWeeb Proofreader [KNCOL] How_To_Play_This Original review format by [WG-CC] LittleWhiteMouse
  2. Robby_Hermanto

    German CV line

    Hi Developers, By this thread I would like propose for WG to found the German CV line. For Forum Administrators: You can move this thread to the proper section as you see fit. Here is the tech tree proposal: Tier 4: Ausonia Tier 6: Jade Tier 8: Flugzeugträger B: is an alternate design of Graf Zeppelin (Flugzeugträger A) which is a premium ship. The Flugzeugträger B has no name yet. Feel free to name it as WG see fit. Tier 10: Europa As the other nations tech tree split line are in the shelf awaiting for progress, here is the alternate tree line: Tier 4: Stuttgart Tier 6: Type II (Was a plan to convert incomplete captured French cruiser De Grasse at Lorient to a CV). Please name the ship. Tier 8: Elbe Tier 10: Weser Comments are very welcome.
  3. Greeting, fellas. This is an old WOWS player here. I have been playing the game since German battleships first appeared, and spent my time on several different servers and a wide range of ships. Though many accounts results in me not having an overall high tier of ships, I did manage to get a Große Kurfürst which introduced me to tier 10 battles. Yet this is my first post on any forums so nice to meet you all XD Honestly speaking, the new mechanics introduced to AA and carrier gameplay is a bit frustrating for all players. So here are some suggestions I want to share, and I wish the game will continue to improve and get better in the future. To start with, what is the problem with the old carrier gameplay? Personally, I think RTS or vehicular shooting is not the main issue. Even if the CV players are playing some sort of Tetris throughout the battle, if they enjoy it and the rest of the players are ok with it, then let them be. The problem lays in the sheer play style of carriers. For ships that don’t have a tremendous amount of AA power, aircrafts can simply evaporate their health bar with 2 groups of manually controlled torpedo bombers attacking from perpendicular directions—a basic tactic for previous carrier players that is almost unavoidable, and they can do nothing about it. For CV players, their planes would be immediately eliminated by some powerful AA ships like Minotaur, or just that their carrier happens to be called Langley. To sum up, this causes the players’ experience being very extreme. You’re either being dominated from the sky as Musashi, or dominates the sky as Atlanta. Same for carriers, dominating the sea as Enterprise, or being dominated by all sorts of things as Lexington. Under this circumstance, the frustration of being dominated is extremely significant, thus severely impacting the gaming experience and passion. So the change was introduced in 0.8.5. This change is overall beneficial to non-CV players, since half of the carriers are removed and up until now, planes can still be shot down relatively easy. But there are still impacts on non-CV players that are negative. For CV players it was significant. They no longer have the ability to control multiple attack groups, and they lost the capability of fighting air superiority. This change not only nerfed their damage potential, but also limited their option for tactics. Plus, the idea of summoning fighter group from bomber squad in air to patrol certain area is just...hilarious. Why is it bad for non-CV players? Well, despite the planes being easy to shot down, they can still inflict some serious damage on their target due to the new system allowing more accurate control and player’s focused attention on one squadron. This encourages all players to build AA for their captain and upgrade modules. As a German battleship fan, I really like the play style of building secondary, and not building AA often gets me into some trouble. Like I said, limiting the players’ option for tactics is not a really good idea. So, how do we fix it? I think the key reason that lead to all this mass, is that unlike real-life pilots sitting in a cockpit, PLAYERS DON’T BREAK OFF FROM THEIR ATTACK RUN. In game, CV players don’t need to account the lost of life when controlling aircraft squadrons, and they don’t get scared by the AA shells exploding in air. This allows them to deal explosive damage, meanwhile suffering huge losses. Now, human don’t like losses. Losing 5 dollar then get a 10 dollar refund just sound way worse that getting 5 dollar for free. My suggestion is that all aircrafts’ can have a 2 part health bar, or a health bar and a “morale bar”. When being fired, the morale bar would be deducted first. Upon depletion, the plane would automatically leave the squadron, and head back to the carrier. If this happens during an attack run, the plane would immediately drop his payload blindly, then break off the attack run. This allows the AA guns on board to effectively protect themselves, while not making the day too miserable for carriers. Following this adjustment, the AA power of various ship need to be reconsidered. Ships with bad AA, such as Musashi, should have the ability to dispatch at least 50% of all attack planes, while having little to no chance of actually shooting down one. Ships with moderate AA, such as Gneisenau, should be able to dispatch 70% of the planes and have some decent chance on gunning down a few intruders. Ships with extremely good AA, like Worcester, should have no problem dispatching all plane, yet not actually shooting down more than half of the squadron. Meanwhile, the layout of carrier squadrons should also be altered. Instead of categorizing into bombers, torpedo bombers and attack planes, carriers should send out “attack waves” which consists of both torpedo bombers and dive bombers. The layout differs among carriers and their respected flight control system. The current control is really great, but carriers should be allowed to control more squadron. When directly controlling one attack wave, the other wave would simply continue cruising along current direction. A fighter squadron should be added aside from the attack waves, enabling direct control and expertise in aerial combat, and they should be the ones really shooting down the planes instead of AA guns. A typical mid/high tier carrier should have a flight configuration of: 2 attack waves (with spares), each capable of making 3 attack runs, 2 of which torpedo bombers, 1 of which dive bombers, or vice versa; 1 fighter squadron (with spares) augmented with air-to-surface rockets. Those are my general thoughts on the improvement of AA and carrier gameplay. I’d like to have more discussion with you guys. See you.
  4. YukishiroHonoka

    Carrier Tips

    With the new carrier mechanics, I've been having so much fun. And I decided to do a guide on the things that have helped me secure my wins so far. 17 matches, 14 wins to 3 losses. Okay, it's also that I had awesome teammates throughout those matches so... Take a look and let me know what you think
  5. I have been experiencing a lot of game which have 2 tier VIII carriers in a VI ,VII and VIII match up. No matter how close we are, our AA combine can't do anything. Low tier cruisers and destroyers with weak AA suffer the most, a decent tier VIII carrier player can easily kill them with just 1 or 2 rocket or dive bomber squad . Every games in low tier with 2 carriers as top tier , all surface ships get wiped out and what left is just 2 carrier each team striking each other. Low tier ship suffer when being up tier is a normal thing, but having 2 carriers as top tier is just unplayable and helpless.
  6. With the CV rework are you stuck with just dropping one torpedo or is there a way for you to fire off the entire wing's load of torpedoes?
  7. 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!
  8. Hey, guys, I make a short video, I do get a lot of this even i use defensive AA or Catapult plane carrier still can attacking you easily very easy in fact... this one of my examples, so yeah WG, please balance at least don't ever make a game where there 2 CV in one game Destroyer have a really important role, when this CV's out it really cripple DD, radar already make destroyer hard please don't do this to Us ( DD player )
  9. 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..
  10. HMNZS_Riwaka

    Split Aircraft Carrier "Plane Groups"

    Hi, I am using USS Bogue and I would like to know if I can split the torpedo plane's and bomber planes into two group's Because when I play game I can not seem to split the airplane groups up into two. Thank you
  11. LordTyphoon

    I have a CV idea

    Guys, I have an idea that might revitalise CV play in WoWS, since CV gameplay is at an all-time low at the moment. Although I wouldn't say CVs are my favourite ship class (I'm much stronger with cruisers and BBs, CVs horrifically sink my stats), the impact of CVs to the history of modern warships, as well as the outcomes of major global conflicts (including WWII, Korean War, Vietnam War) is so significant that I think they are under-represented in current gameplay. Please don't be too harsh with your comments, as I am sure there are problems with my idea, but I came up with it in 15 mins so I haven't had the opportunity to figure out the kinks yet. I think that we should have carrier vs carrier battles as one of the game scenarios in WoWS. In addition to Co-op and Random Battles, CV battles will be its own battle type. Players can use carriers only, and both sides will field several carriers of matching tiers (e.g. 3 Taihos and 3 Essexs per side), with 4-6 CVs were team (or less, depending on practicality of the map, airwing size, etc.), and no players will not have full (see below) control of any escorting BBs, CL/CAs or DDs of the carrier groups. These will probably be played on the largest WoWS maps to make these battles practical. Historically, I can think of two battles in WWII in the Pacific-theatre where CV vs CV engagements were fought with neither fleet coming within visual/firing distance of each other (Coral Sea and Midway), and where the forces on either side were relatively even (at Midway, the island itself could be though of as an unsinkable carrier, but with B-17s of course). Therefore, I dont think my idea is without relevance or is unrealistic. Because carriers operated in battle groups with escorts, I don't have a solution on how to bring these other ships into the game. Making them purely AI would be boring. Historically, CV captains have some degree of authority to organise escort formations, so perhaps each CV player is allowed to control 1 escort within the fleet and position the ship accordingly (e.g. each carrier gets a cruiser of its nation for use as an AA screen, and uses the 0-key to select it and move it using autopilot, similar to how the 1-key is used to control the carrier currently). Grouping AA of cruisers together within a team could be quite devastating for the CV strike aircraft , so there will be defensive strategies in where to position them, and planes will need to exploit gaps in these escort screens. I'm not sure if there should be limitations to the distance between escorts and their carriers, or their ability to earn 'close quarter combat' for carriers should enemy carriers get close enough to the primary weapons of the escorts. Ás with current WoWS gameplay, I think CVs vs CVs will require a similar mix of individual brilliance and cooperation to ensure team victory. The exact mechanics to promote this, I have not yet come up with. The game will be a 20-minute time-limited game, but no capture-the-base or domination. The game will end either when all enemy carriers are sunk, or if the timer runs out. if the timer runs out, the team with most points wins. Sinking a carrier gives 100 pts, escort BBs sunk give 80 pts, CLs 75 pts, DDs 40 pts (or something like that). There could be some interesting tactics here (e.g. which CVs will fly combat air patrol (CAP) where, where to position fighters in an attack run, which enemy CV to focus on first, which CVs will dive bomb or torpedo bomb from which direction, diversionary attack runs, attacking fleets with planes/different types of planes from multiple angles/times to find gaps in enemy CAP). I think this can get really messy and potentially there can be a massive torpedo soup or furball fighter dogfights, but I think it will be the challenge to try to cause this, or stop this from happening, by either team depending on the situation. There is potential for this to be very fun. I think I'd enjoy this, depending on how they go with the CV rework. Imagine if both sides ran out of planes, the game becomes a serial map-wide ramming contest =D Guys please critique/build on this idea. Would love to one day play a Midway 1942 rematch as either Fletcher or Yamamoto =]
  12. Hi All, I bring you the HMAS Melbourne - the R21 - Which is a Majestic Class Light Carrier. Of World War 2 Era :) https://en.wikipedia.org/wiki/HMAS_Melbourne_(R21) She would probably sit at that Tier 6 level, Planes would be either kitty hawkes, or Beaufighters - I couldn't find any carrier versions of planes, worst case scenario would be a copy over american / uk fighter. Anyways - Might be cool :) and I would definitely buy it purely because well aussie only ever had two carriers and I belive both of them had accidents
  13. Hello there comrade captains! It's been awhile since I played carrier. The last time I played CV was before they removed the manual drop on T4 and T5 CV. So i worked my way up to T6 CV and said "Yes! I can finally manual drop!". But, there is a problem. The usual manual drop button, left ALT key, doesn't seem to work. Have they changed the manual drop key? If so, what is the new key? I do not read patch notes so i'm missing a lot here. Help me comrade captains, you are my only hope
  14. S4pp3R

    The CV issue(s)

    CVs are broken atm, and I'm not talking about 'OP', I'm talking about useless... Ok, no manual drop - that's stupid and has made CVs in low tiers utter bollocks but that is not my primary issue. The loadouts are all bonkers. eg. Zuiho v Bogue You can have a situation where Bogue has 14 fighters in 2 wings vsing Zuihos 4 in 1 wing. And yes I realise this was influenced by Captain Perks, but still 12 v 4 is stupid. I could handle 8 v 12, but 4 v 14 is simply stupid. And I know this imbalance goes way up the tiers, swinging both to either nation with various configs. So my suggested solution: - Firstly why remove manual drop? Newer players? Removing it has removed 50% of the skill involved in playing CVs in the first place. (The other 50 being positioning of ship/planes). - Reduce the variation in the CVs loadouts. There should never be a situation where the numerically superior USN wings have more fighter wings than a IJN loadout, - The primary variation in CV loadouts should be between DB v TB, make it so a DB build is viable and equally a TB build is viable. If the Loadouts tier-tier have balanced fighter wings, make the loadout variation in how many TB or DBs they can bring to the battle. - Eliminate pure fighter loadouts, I'm sorry I know there are CV Captains out there who LOVE to control the skies, sweet - but with pure fighter loadouts you kill planes and spot, that's it. - Eliminate the variation in wing sizes between USN/IJN, this basically made balancing the whole thing a nightmare in the first place. Have the variation in speed or damage or health. - Let people be punished for being out of position. AA when ships group up being insane? That's fine, hell even buff it a bit at some tiers. Solo ships should feel fear when they see TB/DB wings closing in. To compensate, introduce proper tutorials about how to have effective AA (in this scenario, by staying with the fleet). So happy I didn't spend a load of creds and XP getting higher tier CVs when the entire ship type is crud.
  15. piaya

    Hybrids CVs

    Hybrid ships implementation Separate tree? Hull configurations? Premium? from reddit worldofwarthip thread Mogami CL CV Tone CL CV Ise BB CV Yamato BB CV (concept) edit: add HMS furious 1st CV hybrid configuration USN concept
  16. Imagine. Is there any admiral who actually order every plane squad to just keep the same altitude as enemy does? (e.g. high altitude should have low possibilities to be taken down, low altitude is vice versa.) I mean, even War Thunder players (got torpedo or bomb) don't approach like this. If this feature is updated, CV users should be able to plan their strategy more freely. (replacing that cancelled words => then another example, Navyfield online? #3) It does not mean to delete the current CV UI for controlling the plane squad, but wouldn't it be more fair for CV players? I personally think, something need to be done for CV. P.S. AA gun sound and effect need to be improved further. See this for further explanation about this topic. (the link will take you to reply #4 or you may scroll down.) http://forum.worldofwarships.asia/index.php?/topic/23045-cv-should-be-able-to-control-its-altitude/page__pid__296615#entry296615
  17. proaliahmadrz

    USS Carrier damage too low?

    Hello! I look for what community think about USS Carrier. To me, its relatively weak, why? 1. Only stock flight control is useful (most situation) which mean USS will always have less plane in air. 2. Unfair service time (example : 38 seconds for USS, 16 seconds IJN for reloading) & for replacing wiped squadron (IJN somewhere 30, and USS above 70 seconds!) even though the squad size difference only 2 planes! 3. Huge average damage difference, IJN always win. Here what i think to match number of aircraft in air againts IJN Bogue : AS (2FT 1DB) S (1FT 1TB 1DB) Independece: AS (2FT 1TB 1DB) S (1FT 1TB 2DB) Ranger : AS (2FT 1TB 1DB) S (1FT 1TB 2DB) *Can't tell anymore from here, not played above Ranger yet :/ If you want know more what i think for higher tier: Lexington: AS (2FT 1TB 1DB) S (1FT 1TB 2DB) Essex: AS (3FT 1TB 1DB) S (1FT 2TB 2DB) Midway: AS (3FT 1TB 1DB) S (1FT 2TB 2DB) So the main idea the USS always atleast 1 squadron of each type, without losing a single type, make upgrading flight control useful. And make the service time only 50% higher than IJN, since it's 6 vs 4 Making 2 TB in S loadout for tier V-VIII is broken (except for Essex and Midway to match Taiho & Hakuryu S loadout), so putting 1DB is more balanced, thus in reality the US always prefer DB. (correct me if i am wrong) Don't tell me to "git gud in USS!" , i know it but take a look at my stats, i am not pro but good enough as cv player . So what do you guys think, do USS need to be balance? (especially about flight control) Thank you
  18. legionary2099

    Getting flak in game

    Has anyone experience the flame and blame of in game chat ? All most 1 in every 4 of my carrier game i get something along the lines of where is your fighter ? you noob - f*** , report for poor play. I am extremely frustrated having to deal with these back stabbing ally at the same time of having to focus on controlling a horde of squadrons at the same time. Commanding a carrier is quite stressful as high tier where i have to dance between flak and fighter and i also get flak from the team - wth? There is also the type that go nuts and blame the whole team for loosing , when i tell them to stop it they throw back a torp or a gun salvo back at me lol. So i wanna ask those that are here on the forum , what do you think of a carrier captain ? A godlike being that you can crap on however you want and having to babysit every single one of the allied dots on the map or a human that is just like you who will make mistake and will sometimes lose focus on what is going around. TL;DR : this is a rant threat , i am too bloody angry for those that have shall we say a candy-ass that readily blame everything else when things when sore. I just so want to turn off the chat completely if not for the rare compliment that some guys give me
  19. legionary2099

    Upgrades reduce concealments ?

    Hi everyone i have just bought an Essex and godbless i have installed a Concealment module but : - Every flight and airgroup modification reduce concealment by 10 points (wth) lol. Guys is this a bug/ mistake or is it intentional ? I mean US cv are so hard to hide and this makes it worst
  20. Hello guys , to be honest i dont know if i should loose some steam here or go punch a bag , it's just too frustrating. I mainly play carriers , any other class i play i just sucks. I have a blank period of a few months and when i came back it was one hell of an AA fest. In the lexi i play strike (Air superiority is just [content removed] and wasteful to me) and god at match start some one blame me with xxx useless 0 1 3 where is your 2 0 2 , when i do die or unmanage to contribute i get something like : noob cv report him. And this is my point to those chats : there are 3 part of the problem : extremely powerful AA from every surface ship and constant threat from fighter + strafe. Now from my experience everyone treat cv like a devil and run everything to counter him : most surface ship i see ( BB , CA and a few DD ) run AA speced build and almost always have AA consumables. That means i always have to do a test run of 1 Db or Torp strike to test the water and then follow up with another strike. And here comes the lol AA immunity from USN BB (lower tier CV like my Ryujo cannot touch them at all even if they are yoloing like a *** , which is just simply bad from a balancing point) , also that press the invicible button most CA have. The problem with this is it limit who i can go after 1st ( rejoice not having to touch WASD for those guys ) That is fine and all until i have to deal with the AS plague from other USN cv and some Shokakus. Now , with the AS threat i have to constantly dance my strike crafts to avoid strafes and attacks and that is very hard especially with 3 1 2 shokaku with 3 strafe runs and once i do run that severely limit my present option to strike a target ( who i choose is only within reach and viable to not loose all strike crafts ). Finally the passive battle line up in which ships poke each other near maximum range which increase the distance my strikes has to cover since USN CV are big as the moon and has to sit near a corner to not get rekt. I dont know why but this problem happen the most in German BB , many tier of them tier 5-8 refuse to close to 10 km engagement and hang around 15km mark playing sniper scope snap shots. Combined the 3 and as you can see who i can attack is extremely limited , the 1st attack wave will almost always against a dd which i have no problem trashing unless its a Gearing or Fletcher. And this is the only wave that follow ups are possible. 2nd and 3rd waves are severely limited and mostly are targeted against lone wolf and here comes the problem : If that yolo happy go lucky guy has AA consumable , strike aborted for a minute and all follow up impossible ( fighters will come up so run ). IF it is a higher tier BB (8+) , he WASD and use the magic AA manual and drop all strike crafts. These can be solved via grouping attack and dispersed attack . However , with AS loadout cv rampant , lone targets are not even worth the time going for them because of inefficiency (follow up has to be made within a short 1-2 min time frame for dispersed attack and losses are too heavy for grouped attack , you cant sacrifiece 16-18 planes for targets like these). Too many time i have to bite the bullet and commit these suicide attack simply because i have no choice otherwise.For most of the time cv within 6-8 can split to 2 strike groups of 2 for an effective attack , however with the 3 problems presented they have to attack using single strike group and dance around for random possible targets , making focused deletion impossible (which is the whole point of the huge damage long reload for cv all about). US cv has it worst with no fighter to negate CA and BB planes when running strike and no damage to smash targets with puny DB when running AS load out. IJN cv are better with atleast partial fighter cover but their planes dies like flies to the everywhere AA happy AA everytime for YOLOers. So i have to smash dd most of the time which i feel very bad and the biggest threat in naval warfare has to go for screening ships - small targets mentality sucks hard. I also play dd and getting focused by cv all the time because they cant hit anyone else sucks. End of rant , thank you for reading this far for me , i appreciate it. Possible fix : 1. Increase short range AA and lower long range AA power for BB , CA stay where they are . Increase status effects ( burn, flood) chance while lower alpha damage. The change should be that any lone ship even at the top and with AA specced cannot and will not destroy or shoot down 80% even concentrated attack of 3-4+ squadrons before they drop their ordinance. I am fine when making costly strikes , i am not fine with making attack not has no effect and waste time at all. 2. Fighter focused ( Air superiority [content removed]) should get reduced fighting endurance ( idk why the developer buff US fighter ammo count ) , the current set up makes both AS load from US and IJN has very little if any down time at all and makes it impossible to get a strike window in with 3 fighters running around in IJN case. Strafe should use less ammo so that AS with reduced ammo count can go after strike crafts. 3. US planes should get more resistance to strafe attacks (a % bonus) and more resistance to manual AA via a skill or module since their big fat slow and not many squadrons die fast to these 2 skills. 4. Fighter should get a bonus to fighting each other so that dodge fight happen at quicker pace ( no more fighter action that takes a year of time to be done ). Fighters should be the most effective counter to planes , not AA from surface ships. 5. Troll : a new consumable called Fighting Spirit that makes any squadron lost within 30 seconds of activation instantly or after 15 seconds replaced by another squadron of the same type xD. Or another consumable that vastly increase aircraft speed by 15% orso for 30 seconds so that they can get a strike in and get out. 6. AA defensive fire should get lower duration for the same lethality for non specialized CA or other line than US ones. Any of these 6 changes are fine ( even 1 if implemented will make me happy ). GOOD LUCK everyone. If anybody meet a BB that charge like a moron thats me Derogatory. Post edited, user sanctioned. ~amade
  21. NguyenArchitakuVN

    German carrier Graf Zeppelin

    So, as us - weebs are going absolute apesh*t after the release of some new shipgirls in Kantai Collection. I decided to do something about his new babe. Graf Zeppelin-class was originally planned as a 4-ship class, including the lead ship, Graf Zeppelin (Flugzeugträger A) and 3 other ships: Flugzeugträger B, C and D. But the plan was changed to build 2 and more smaller carriers. They were influenced by Japanese carrier designs because the German lack of experience in building carriers. Only one ship, the Graf Zeppelin was launched but never completed. However, by the spring of 1942 the usefulness of aircraft carriers in modern naval warfare had been amply demonstrated, and on 13 May 1942, with Hitler's authorization, the German Naval Supreme Command ordered work resumed on the carrier. But due to technical problems, all progress was delayed and eventually cancelled. The ship was scuttled on 25 April 1945 to prevent her from falling into Soviets hand. Armament for self-defense: 16 times 15 cm SK C/28;12 times Flak (10.5 cm); 22 times 3.7 cm SK C/30 (AA); 28 times Flak (2.0 cm). Aircraft carried: 10 Bf 109 fighters; 13 Ju 87 dive bombers; 20 Fi 167 torpedo bombers. Designed speed: Up to 35 knots. Range: More than 14.000 km or 8000 nautical miles at 19 knots. Displacement: 33,550 tonnesLength: 262.5 m Beam: 31.5 m So, if this ship is added into the Kriegsmarine tech tree in WOWS, she is likely to be a tier VI. Consider her top speed is quite impressive, her aircraft loadout is quite good indeed. You all know how good the Bf 109 performs in WWII.
  22. In addition to NA shop I mean, but everyone know that. Oh I'm so torn. Should I get her or not.. Don't think she's powerful or particularity special but.. A premium CV, that may never come back. I though i will have more time to contemplate. https://asia.wargaming.net/shop/wows/specials/ https://eu.wargaming.net/shop/wows/specials/ https://na.wargaming.net/shop/wows/specials/ Asia got 7 days to decide. EU got 18 days, and NA got 14 days You have been warned LOL http://worldofwarships.asia/en/news/specials-and-events/premium-shop-20160413/
  23. And I didn't mean press alt, click on target like that. I have played Zuihou for a long time. At the time, I resign myself that I could hit 2 torps per squadron at most, because the spread is so huge. Then 2 things happen. 1 I got "distracted" by some USN CV game and forget how I play IJN CV. In USN, I drop as close as possible, (and regret choosing torp accelerate for captain.) If I do that in IJN CV, I could possibly hit with just one torp. 2 The patch make IJN torp converged, So If you drop from afar and target don't turn you could hit 3 or 4 with one squad. Now that I play Ryujo, I could auto-drop all day and get 2 torp per squad often, Probably the targets are bigger. And I have to approach with 2 group now, AA are better in this tier. Long story short, how far do you drop your torps? And how many group you bring in together. You can add how you drop in USN as well but I won't cover it in the poll
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