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Found 22 results

  1. Hello, here's some changes to the first CV rework REWORK that i posted earlier. 🙂
  2. 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. :)
  3. 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 ^^
  4. 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 CANCER 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.
  5. 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!
  6. 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
  7. 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.
  8. 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.
  9. 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
  10. 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.)
  11. i have only 1 question... How to get 6 aircraft per squadron??? i only have 4 aircraft/squad.
  12. 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]
  13. 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.
  14. 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
  15. 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/
  16. 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/
  17. 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]
  18. 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?
  19. 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.
  20. 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.
  21. 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)
  22. 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.
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