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ArtickWarspite

CV Advice

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Hi everyone,

 

I've recently tried my hand at CV play.. and things aren't going well. In fact, nearly all my games in my Langley have been royal spankings, and I'm yet to record a win in random mode.

 

My team always loses badly when I am playing CV's so I'm after some advice about how I could improve and be more useful;

 

- I'm driving fully upgraded Langley. If my fighters get into a dogfight with another Langleys fighters- my 6 are always destroyed whilst inflicting only 0, 1 or 2 kills on the enemy squadron. Is there something I'm not doing right? Or is it just the enemy with more captain points clubbing me?

 

- What are the best tactics for playing this ship with the load out you get? 1 squadron of each makes tactical decisions hard.. Do you send the fighters ahead to spot and become cannon fodder in the first few minutes or hang back and wait to torpedo and bomb the BB's when they get close enough? (I like to be cautiously aggressive in my tactics) 

 

Any advice would be most helpful.

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Avoid locking your fighters with enemy fighters equal to or higher in terms of power. Strafe enemy fighters before engaging them to ensure an upper hand. You can lock onto bombers with minimal losses and great ammo efficiency, but strafing them is great for when you need to delete groups or intend to save dying teammates.

 

If you want your fighters to last longer, fly close to friendly AA and avoid engaging enemy fighters close to their ships- Since T4 planes are fragile, anything with an AA rating above 20 will eat them if they're locked down by enemy fighters. You can check the AA ratings of the ships you're playing with/against during the match countdown. Generally, if you want to sustain your planes the entire match, target enemies with lower AA.

 

Assuming you manually aim, Langley is quite versatile compared to its higher-tier counterpart- The Bogue. You can set fires to the enemy, wait for them to use damage control, then slam them with 3-4 torpedoes from the Langley's 6-bomber squadron and cause flooding that they can't possibly remove.

 

Damage control parties (DCPs) will be your primary antagonist as a CV considering the long reloads and flight times. having two types of damage-over-time (DoT), namely, fires and flooding, guarantee that they'll use one, leaving them to burn/flood while your planes take the trip back home to hear news that the DoT killed someone or damaged them badly enough for your teammates to kill.

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Avoid locking your fighters with enemy fighters equal to or higher in terms of power. Strafe enemy fighters before engaging them to ensure an upper hand. You can lock onto bombers with minimal losses and great ammo efficiency, but strafing them is great for when you need to delete groups or intend to save dying teammates.

 

If you want your fighters to last longer, fly close to friendly AA and avoid engaging enemy fighters close to their ships- Since T4 planes are fragile, anything with an AA rating above 20 will eat them if they're locked down by enemy fighters. You can check the AA ratings of the ships you're playing with/against during the match countdown. Generally, if you want to sustain your planes the entire match, target enemies with lower AA.

 

Assuming you manually aim, Langley is quite versatile compared to its higher-tier counterpart- The Bogue. You can set fires to the enemy, wait for them to use damage control, then slam them with 3-4 torpedoes from the Langley's 6-bomber squadron and cause flooding that they can't possibly remove.

 

Damage control parties (DCPs) will be your primary antagonist as a CV considering the long reloads and flight times. having two types of damage-over-time (DoT), namely, fires and flooding, guarantee that they'll use one, leaving them to burn/flood while your planes take the trip back home to hear news that the DoT killed someone or damaged them badly enough for your teammates to kill.

 

Thanks for the tips Stein_Grenadier. 

 

How do you strafe? It sounds like a pretty essential skill..

 

Yes, I have been staying near the friendly CA's, but since my team is usually beaten so roundly, they don't usually last too long to have much effect. Either that or their AFK, and that's been happening in my CV games way too much..

 

I'm still mastering the attack runs of the bombers and torpedo bombers, and whilst doing what you mentioned has been the aim, the one, two punch fails as I either mistime my attack run, get shot down, the ship turns away or the bombs all miss. But w'll get lucky one day..

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Holding the LAlt key while your fighters are selected brings up the strafe UI.

 

Much like manual bombing, you cannot give orders to the squadron once it has entered the circle. Bombers will continue to bomb whatever was targeted, whether or not it's the ship, fighters will continue moving in a straight line while firing their guns and won't attack planes locked onto them as they do. The one benefit to this is that strafing multiplies your fighter's damage output by a factor of 10, but only for a moment- Not sure.

 

You'll get used to manual drops, as well as the turning circles for ships and their rudder times- If they're going clockwise, making sure your torpedo bombers are at the center of their supposed turning circle,  before you order them to drop torpedoes if you're coming from their starboard side, and at the same circle-rotation speed, but farther than them in you're coming from their port side.

 

It is important to possess the quick conceptualization of their central axis. The more agile the ship, the smaller their circle, and the faster they can reposition their central axis. The greater their AA rating, the faster you need to get to optimum drop angles before your planes get shot down. It is also very important to note that torpedoes require time to reach their target, in the example below, you'll notice that the squadron approaching from the ship's portside is farther from the ship compared to the one attacking from the starboard side.

 

do3n3OZ.png

Edited by Stein_Grenadier

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When I’ve play CV I end up in map view 75% of time and 25% in the final attack phase. It seem easier this way to manage squadrons tactically, some of the time I use minmap to plot.

If this style of CV play is common then I suggest while in map view, the minmap area should display in "follow view mode" the current selected unit and not another map. (setting would be optional). This would give a better visual display for the player.

 

Edited by Yul_Brynner

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Yes I understand your diagram, thanks for going to all that effort.

 

Whilst my plan of attack usually falls apart, I do often score hits so it's not all a total write off. 

 

Can you narrow your torpedo spread like you can in a Destroyer?

 

And being in a T4 training wheeled carrier, what is the best strategy at the start of the battle? 

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Yes I understand your diagram, thanks for going to all that effort.

 

Whilst my plan of attack usually falls apart, I do often score hits so it's not all a total write off. 

 

Can you narrow your torpedo spread like you can in a Destroyer?

 

And being in a T4 training wheeled carrier, what is the best strategy at the start of the battle? 

 

At T4, there is relatively little AA, so most targets are good.

 

However, at the start, ships are likely to be clumped together, and combined AA = dead planes. Try to go for destroyers or other unescorted ships to make use of your bombers early-game. 

 

Your fighters can be used to either scout DDs (scan likely routes), escort your bombers, or intercept enemy aircraft. It all depends on you.

 

Also, torpedo spreads for CVs are fixed. You cannot control them, so the best thing you can do to mitigate it is proper drop placement/tactics.

 

Have fun in CVs! They are quite different from the rest of the classes (get used to the top-down view and it may help you improve awareness of the map).

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Thanks for all your help, I've played a few more games, and even had a couple of pretty good battles! (Not sure if that was me or the law of averages..)

 

So slowly getting used to this style of play. But a couple more questions have arisen from this;

 

When strafing, when is it best used and against what types of targets? Is it effective against enemy fighters?

 

And while I try to avoid dogfighting, sometimes it's inevitable, but why is it that I will lose my 6 planes to the enemy's 1, and then losing my remaining 4 planes without knocking down any of theirs? (This is a 1v1 CV battle where we both have Langley's. Presumably theirs is upgraded like mine)

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As a USN, strafe whenever possible. Meeting IJN fighters head-on with strafes almost-always guarantee at least 2/4 of their planes are knocked out. USN fighters have large ammo pools almost expressly for this purpose. IJN fighters need to strafe in order to compensate for their lack of planes.

 

Locking fighters require a minute or two to knock out enemy bomber squads individually, but a single well-placed strafe can get rid of them in mere seconds- Timed right, you can annihilate 3-4 squadrons of planes attacking an allied ship.

 

Suggested strafes are when:

  • The enemy is retreating in a straight line
  • There's some distance between your fighters and an enemy's that intend to lock you
  • When they're congregated in blobs
  • When you wish to rescue an allied ship that can't take another hit.

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Makes sense, the first time I tried strafing led to the whole squadron being knocked down, though subsequent attempts have not gone as well. 

 

So your advice to my second question would simply be; don't get locked in a dogfight against enemy fighters? 

 

Also, when it comes to giving an enemy ship a double attack so they use their repair ability before you strike them again; does it matter which order you attack with? Do bombing them then torpedoing work better than torping then bombing?

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Lock your fighters if they are superior to the enemy's. It's more ammo-efficient.

Alternatively, if you're inferior, lock your fighters to buy your bombers time. You'll be sacrificing a squadron, but you'll buy your bombers a minute to continue their attack or escape.

 

You can choose between torpedoes or bombs on a whim- Although flooding in my experience is a bit harder to obtain compared to fires.

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USN fighters have large ammo pools almost expressly for this purpose. 

Eh I thought both nations have the same ammo pool. Its just the ammo pool decreases as the tier increases which would explain why its possible (well rather, easier) to counter-strafe at low tiers compared to high tiers, and strafing at higher tiers would result for your ammo pool to drain quicker (and the reason why jet fighters back then suck at strafing)

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anyways back on topic

 

- I'm driving fully upgraded Langley. If my fighters get into a dogfight with another Langleys fighters- my 6 are always destroyed whilst inflicting only 0, 1 or 2 kills on the enemy squadron. Is there something I'm not doing right? Or is it just the enemy with more captain points clubbing me?

Dogfighting is sometimes RNG driven (which would sometimes explain why your squad loses because you lost two planes simultaneously) but at some times its based on your attention (eg. when your planes are idle and it was suddenly attacked by an enemy fighter squad, then there's a large chance that your squad loses the dogfight), the other is just tier differences (or probably the other carrier has ASE perk on his CO)

 

- What are the best tactics for playing this ship with the load out you get? 1 squadron of each makes tactical decisions hard.. Do you send the fighters ahead to spot and become cannon fodder in the first few minutes or hang back and wait to torpedo and bomb the BB's when they get close enough? (I like to be cautiously aggressive in my tactics) 

Langley's setup is a good practice since (if not) most of the time that will be the loadout you will use until you hit the Essex. And the tactic for 1/1/1 loadout is simple. Use one bomber squad to inflict a DOT debuff on the enemy vessel and wait for him to expend his repair team, then do a follow up with the another bomber squadron to inflict another DOT although most of the time you will only do this on battleships since cruisers and destroyers (and at some point, CVLs/CVEs at that tier) can be one shotted with your torpedo bombers given 3-6 of them hit.

 

 

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@Artick, how many comander point you have? tier 4 CV sometimes filled with experience sealclubber

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The piece of advice is incredibly simple. Don't play CV

 

 

I really do not agree with this kind of answer. Some people find it enjoyable despite the changes that have taken place. Just let him decide what he wants to do with them.

 

OP, it gets rough T6 onwards. Get the level 5 skill "Air Supremacy" ASAP. Good luck.

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I really do not agree with this kind of answer. Some people find it enjoyable despite the changes that have taken place. Just let him decide what he wants to do with them.

 

OP, it gets rough T6 onwards. Get the level 5 skill "Air Supremacy" ASAP. Good luck.

 

though it usually starts at tier VII

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though it usually starts at tier VII

 

T6 has such low hangar capacity, but yes I agree the real "pain" (if you want to call it that) starts at T7 since AA ramps up rapidly.

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T6 has such low hangar capacity, but yes I agree the real "pain" (if you want to call it that) starts at T7 since AA ramps up rapidly.

 

And you get to meet North Carolinas, Amagis, even worse, a Baltimore and/or an Iowa

 

Heck even Fletchers can shoot down Hiryu planes easy.

Edited by IJN_Yura

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And you get to meet North Carolinas, Amagis, even worse, a Baltimore and/or an Iowa

 

Heck even Fletchers can shoot down Hiryu planes easy.

 

Don't remind me. Let's just say I'm glad to have grinded past that slog.

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@Artick, how many comander point you have? tier 4 CV sometimes filled with experience sealclubber

 

My thoughts exactly. Right now I only have the T1 skills Basics of surviveability, expert rear gunner & the T2 Torpedo skill.

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The piece of advice is incredibly simple. Don't play CV

 

 

Yeah, that point does get thrown around a bit..

 

But I will continue playing CV's, as they provide a completely different experience to everything else. Though it's all a learning process, I don't intend to play T7 or anything at this point. Not until I master what I'm doing. With the almost guaranteed presence of seal clubbing CV's, I understand that you just have to tough it out. 

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