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Found 15 results

  1. LordTyphoon

    Ship Anatomy Questions

    Hey guys There's always something I've wondered for a while, and that is how (hypothetically, of course) the Friedrich Der Grosse and Grosser Kurfurst launch, recover, and store their seaplanes, based on the in-game model? Just looking at my Grosser Kurfurst here, in the first highlighted area (left) I see the aircraft launch rails between Caesar and Dora turret for both sides of the ship. are seaplanes supposed to be mounted on top of those rails to be launched when needed? In the second highlighted area, I see a small crane. It makes sense that this crane will be used to lift cranes on to position on the catapult, but it doesn't look very strong. Can someone confirm if this is meant to be the aircraft crane? Also, where are the aircraft hangars? In the third highlighted area (right), is that long thing a crane of planes or a crane of the tenders/lifeboats?
  2. So, with the release of this patch, 2 buffs to fighter ammunition count have arrived: 1. Dogfighting expert gives +10% fighter ammunition and is a T1 skill. 2. Air Groups Mod.2 gives +50% fighter ammunition in addition to the previous +20% fighter HP. Any CV at T5+ that is not USN strike is likely to take both of these, and it will result in a net addition of +65% ammo count (its applied multiplicatively). This means that USN carriers with formerly bountiful ammunition count (Bogue, Independence, Ranger) now simply have silly amounts of ammunition. For example, Bogue now has 182 ammo (3 minutes of clicking) and gets 6.6 strafes, while Ranger gets 119 ammo (almost 2 minutes of clicking and more than Bogue prepatch) and gets about 5 strafes. Now, I like this buff for higher tiers (T9-T10 specifically), because it lets fighter combat be more than just "click this fighter, run out of ammo, repeat until you lose all fighters or all enemy fighters dead" which is frankly very stale. (even with the ammo buff, Essex gets 89 ammo which is still a lot). This also buffs Japanese fighters which traditionally run dry VERY quickly. However, this buff (at lower tiers) encourages clicking, which is VERY skilless. It also makes strike USN from T5-T8 extremely hard to play when faced against USN fighters as they will only have to reload once or twice before you get deplaned. I then asked Sub_Octavian in his Q&A as to why the fighter ammunition has been buffed in such a heavyhanded manner, and his response was that it was meant as a USN CV buff, especially for lower skilled players. Now, I am all for making the game accessible for new players, but considering the ammo count of USN fighters before the patch (which was already plentiful), I cannot help but be VERY tempted to say that if you screw up so much in a USN AS CV that you fail to stop strikes from enemy strike loadouts, then you deserve whatever happens to your team. Thoughts on this fighter buff? I find it extremely frustrating that the USN AS setup is now buffed to the degree that skilless tactics are encouraged (mind you, you will deplane carriers easily if you run those properly now). TL;DR: The fighter ammo buff for USN at lower tiers is way overdone. Higher tiers and IJN fighter buffs are welcome as they ran dry a lot.
  3. Issue: Fighter Aircraft stucks. Screenshots: http://i.imgur.com/argCxGm.jpg (1080p) Ship: Ranger VIIMap: North - Random BattleOccurrences: OnceTested: It might appeared again.Severity: It is annoying, cause its the main aircraft for defense.Details: Fighter aircraft stuck after a few Alt+Click as shown on the image, the fighter aircraft only spin on the area.
  4. I would like to request an ability to direct cruiser-based fighters to a particular area on the map to help with DD spotting. Recently I had a misfortune to face a couple of high-level DDs (IX, I believe) and was unpleasantly surprised with the number and speed of their torpedoes - all this while I could not see those destroyers at all. Got two torpedoes into my portside and never saw the enemy. If you are not going to change the visibility model, then give as please ability to direct our fighters where they might help cruiser captains to spot those DDs.
  5. So I already created this topic in the Suggestion thread, but now I would like to see what the Discussion thread thinks about this idea. So one night I was playing in my Tirpitz sailing the high seas when out of the blue I saw a USS DB and a TB squadron making a bee line for me. I already had my BB's fighter in the air waiting for enemy planes to get closer, and as the two enemy squadrons got closer (around 7km) I went ahead and CTRL click the TB since I view them as more of a threat. Here's where my problem comes in, even though I chose to focus on the TD sq with AA, my fighter plane determined that he would go for the DB sq since they were closer to him (by like 100-200m) as he flew his patrol, and since none of the enemy TB were shot down on their approach I ended up eating 4 torps from that fly by, mean while my fighter shot down 3 DB before they could even reach my ship (wishing that he would have done this to the TBs instead). Now since my short story is over I'll get to the summery. I'm suggesting that WG should give BB's and CA's that have fighter planes the ability select an enemy sq and focus on it in a similar fashion like the ships AA's do. If I CTRL click a enemy plane sq then my fighter (if in the air) should also focus that squadron as well. [This part is not necessary for the main suggestion to work, just an idea] So we can't just allow this as a default function for BB's and CA's right away, there should be a way to earn this ability to use in game. I propose that if you want to be able to tell your fighter to focus then you will need to research a commander skill (maybe a tier 3 or 4 skill). This will force players to pick and choose this skill against other skills. Also I would like to point out that your fighter will still only be bound to patrol within his normal fight radius and you will not have any control on his fight pattern, he will circle over head like normal. Now this is something I would like to see implemented, it makes sense that your ship should be able to communicate with the pilot and tell him which enemy sq. to focus (it's not like he doesn't have a radio up there). Let me know what the rest of you think about this.
  6. So earlier tonight I was playing in my Tirpitz sailing the high seas when out of the blue I saw a USS DB and a TB squadron making a bee line for me. I already had my BB's fighter in the air waiting for enemy planes to get closer, and as the two enemy squadrons got closer (around 7km) I went ahead and CTRL click the TB since I view them as more of a threat. Here's where my problem comes in, even though I chose to focus on the TD sq with AA, my fighter plane determined that he would go for the DB sq since they were closer to him (by like 100-200m) as he flew his patrol, and since none of the enemy TB were shot down on their approach I ended up eating 4 torps from that fly by, mean while my fighter shot down 3 DB before they could even reach my ship (wishing that he would have done this to the TBs instead). Now since my short story is over I'll get to the summery. I'm suggesting that WG should give BB's and CA's that have fighter planes the ability select an enemy sq and focus on it in a similar fashion like the ships AA's do. If I CTRL click a enemy plane sq then my fighter (if in the air) should also focus that squadron as well. So we can't just allow this as a default function for BB's and CA's right away, there should be a way to earn this ability to use in game. I propose that if you want to be able to tell your fighter to focus then you will need to research a commander skill (maybe a tier 3 or 4 skill). This will force players to pick and choose this skill against other skills. Also I would like to point out that your fighter will still only be bound to patrol within his normal fight radius and you will not have any control on his fight pattern, he will circle over head like normal. Now this is something I would like to see implemented, it makes sense that your ship should be able to communicate with the pilot and tell him which enemy sq to focus (it's not like he doesn't have a radio up there). Let me know what the rest of you think about this.
  7. Kleiss

    atago fighter glitch

    after a trade kill my fighter was just spinning on the same spot like it's an animated icon to click on :/ anybody getting this? looks weird as hell
  8. l_kenken_l

    New fighter planes ability

    The resent updates for world of warship is making CV harder and harder to survive enemy aa gun attack, so i thought of this new ability to CV fighters to make CV easier to play. For me, i play CV a lot and enemy aa guns are starting to annoy me as i play more and more, my bombers are starting to have something like a limit to how many times i can attack a ship, cause each attack cause like half of my squad. So, i was thinking of giving fighters the ability to attack a ship, it can deal very few or even no damage to the targeted ship but have the ability to disable some or most of their aa guns, i feel like this can lower the damage your bombers will take attacking around that enemy ship, and it adds a new use to the fighter, cause I've seen a lot of players sending all their bombers to attack the enemy CV at the start of the battle, which makes their fighter basically useless cause the're no more planes for them to fight except for the recon plane from BB and 1 single Fighter from cruisers, which is nearly useless so yah. I hope this advice may be considered and hopefully no one will shout about CV being too op again, cause let's face it, the CV are going to deal no damage to ships if they keep getting nurfed. P.S. This is the first time i post something in the forum so please tell me if i did something wrong.
  9. todd1010

    Fighter collusion bug

    issue:two fighter stuck Screenshots: forgot Ship: my ship is kawachi, fighter are from HoshoMap: Big race Occurrences: Once Tested: I didn't try yet Severity: No for me Details: I'm at E8 2 friendly torpedo bomber U-turn in front of me to escape form an enemy fighter and a fighter from my team followed the enemy plane when they both got close to each other they stuck. My AA shot the enemy fighter down then that is fixed. Every thing was happening at E8.
  10. Zekamashimakaze

    Error while using alt for Fighter

    Got stuck when enemy's fighters attacked while using alt for fighter here is the link download my replay : https://drive.google.com/open?id=0B8C5DEbzbwxKRUdjYWpyMTVvN1U . It had happened at 6~7 mins left
  11. I have just had a game with a Hosho I'm a Hosho too, it's 1vs1 my fighter then fight with his the first time, we fight above an enemy Wakatake, mine die within a few second, taking down 0 plane second time, we fight above an ally Wyoming, mine die within a few second, taking down 1 plane, but it shows that none of his fighter is lost (I'm sure my fighter is locked at his) he then killed me 2 TB squad It feels like a US fighter, so I Tab and checked, it's really a Hosho how did he do that?
  12. Since I do not really bother myself with the use of fighters, I've never gotten myself the Type6 mod. 3 and Mitsubishi A5M2 on my T6 Ryujo. So I was just wondering if I were to unlock/upgrade the T7 Hiryu (after getting the Hull Ryujo (B) and Ryujo © that is), will I get the Mitsubishi A5M2 for 'free' on my T6 Ryujo since Mitsubishi A5M2 is the stock fighters and having learned the T7 Hiryu, wouldn't it make sense?
  13. StealTh_Dude

    Fighters and Dogfights

    Is there any way you can break out of a dogfight with the enemy Fighters? Im asking because my IJN fighters are hopelessly outmatched by USN ones, and my tactic to use them as bait and bail out of the dogfight when my TB's are done doing their run, arent working as planned, mainly because i cannot seem to kite them out of the dogfight while i have superior speed(i presume) ?
  14. 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)
  15. Hi all! (I think this is the right section for this) Just a quick idea I'm going to pop out there... Would it be possible to adjust the altitude of Carrier Air Groups (CAG) in a World of Warships battle? Why? Now before you all say that carrier torpedo bombers are already a little op (just left a game where I practically one shot a Fuso in the first 4 min of a game) here me out. Not everyone on the enemy team is usually in a battleship, sometimes we don't want to engage a target (looking at destroyers for example) as they are rather hard to hit and can be dealt with in other ways. If we didn't want to engage something, couldn't we just fly higher to try and avoid AA fire? If any of you have ever played Sid Mier's Ace Patrol, that's the sort of thing I'm thinking of (without the turn based part). where we can adjust the altitude of out planes to gain specific advantages in combat. For example, a plane that is higher than another has a energy advantage, thus is more likely to win the engagement. Furthermore the higher you are, the less likely you are to be hit by AA. Without wishing to be abrupt, the torpedo bombers on the Saipan class have a speed of around 100 knots, I'm pretty sure the TBD devastator would be going faster than that on an attack run... How it could work: CAG's would take off in the regular fashion, then after would there would be a hotkey or a command with assigns you planes to a specific altitude.(say, for simplicity, a Low, Medium, High alt setting) It may take some time for the plane to climb to that altitude, which could be simulated by a cool-down or something. Torpedo bombers and Dive bombers would still be required to get to Low alt for their attack runs, but could fly at high alt on their journey. Perhaps some planes (I.e. torpedo) would have a lower max altitude than fighter, exposing them to attack. A torpedo bomber coming out of a dive would have a greater chance of not being hit by an ships AA for instance. By chance in thinking of a percentage based system. I'm not saying this would be a single edged sword. Make AA more effective against low alt planes for example and make it take a while for bombers to climb altitude, giving the team more time to prepare for an attack. Perhaps the higher you are the more easily your planes get spotted. Anyway, that's my say. Could this work or is it overcomplicating things too much?
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