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Showing results for tags 'torpedo bomber'.
Found 7 results
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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?
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Remove the Torpedo bomber Reticle when the Ui is gone.
Admiral_Yularen posted a topic in Suggestions
when i disabled the UI using Ctrl+G ussualy it make the screen clear so it good for taking video or screenshots, but why when i use Torpedo bomber the reticle still there? while Dive bomber reticle is also gone when i press Ctrl+G, please make the reticle also disseapeared when the UI is disabled because it kind of annoying when i want to make some cinematic video. -
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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這視頻可以教您怎樣使用魚雷轟炸機。好好學習哦!
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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)
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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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30 second tutorial guide: How to use torpedo bombers
benlisquare posted a topic in General Discussions
It's as simple as 1, 2, 3! Now you too can be a useful carrier to your team, instead of messing around like I see a lot of carriers do.