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Rourkey123

The Air Superiority

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4 out of 4 games I have come across air superiority loadouts on all of the enemy cv's. I unfortunately was using a strike package and was virtually useless to my team, which a certain player let me know. Something needs to be done about the popularity of the AS loadout. I have come across Japanese cv's using an AS loadout, completely against most sense of the IJN carrier. In my opinion something needs to be done about cv play altogether, going into a battle with a set loadout I can accept, however coming into a battle with a loadout of my choosing, and having no effect on the game whatsoever (due to the astonishingly large numbers of air superiority carriers) is ridiculous. I believe that WOWS should adopt similar cv style preperation as Navy field. In which being able to directly choose the exact number of each type of aircraft to bring to battle. This would:

1. limit the number of AS carriers as it would further reduce the number of xp that will be received by using a strictly full fighter loadout (not just USN cv's choosing AS then IJN cv's choosing AS to counter that)

2. Increase the playability of cv's in general as it would allow more customization and experimentation of cv's 

3. and finally it would also allow cv's to have a larger impact on the battle, for example an all TB carrier would be able to do lots(oh no that would be overpowered! Wait till the end!)

This would come with balancing issues which in my opinion could be fixed by one simple thing, Dive bomber buff.

We all know they kinda suck, unless you use fires. I believe fire should come into it but i do believe they need to be looked at again, more like a shell type rather than a bomber variant. For example, you should be able to hit citadels, and should be able to use the shell hit boxes(like when you hit the superstructure with ap you do little damage). However i do still believe there should be a limit on TB, DB and Fighter numbers in a loadout. 

One last thing I would like to add is that players should be able to create squadron of aircraft of a number of their choosing to fit this more customizable aircraft loadout. Eg instead of deploying 6 torpedo bombers under one control, be able to deploy 2 squadrons of 3 for example. This would still fit the 6 aircraft of one squadron but being able to split them would open so many opportunities for this game.

I know all this sounds like I should just leave and just play Navyfield but i really think the addition of these things to this game would make it great. I just feel like the CV has been left out the most in terms of depth of gameplay and experimentality than other ship classes.

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As much as I'd like to discuss gameplay changes to CV in general, I'd refrain from doing so due to just how complicated it can become.

(It has been brought up a lot of times. Most have merits, but are surely drastic changes)

 

 

I can only comment on what you yourself can do to avoid being shut down by enemy CVs running an AS loadout with the system we have now.

Since you are using an IJN CV, any strike loadout will have a token fighter squadron(s) and it usually will be key on how you go about your strikes.

 

First thing to note: Any AS loadout the enemy has regardless of being IJN or USN, your number of strike squadrons > enemy's number of fighter squadrons. That means for each cycle, no matter how wrong you set up your attack run, as long as you spread out all your strike squadrons, at least one of them will be free to do what it wants. This is even disregarding you yourself using your own fighter squadron. :coin:

 

So to anyone who gets "shut down" by an AS CV on the enemy team: "Spread your Bombers and use your fighter to enable your own bombers to get a strike off"

Common misconception of an IJN strike package captain I see is using his fighter to "clear the sky" rather than scouting and/or bomber escort. It is certainly doable to outplay the enemy AS CV with a Strike Loadout and clear the sky with inferior number of fighters, but you are going to fight an uphill battle with that.

 

A Strike CV will win with damage, LOTS OF IT. Enough damage to offset the amount of intelligence(scouting) the enemy AS CV can give compared to you, and enough damage before you run out of planes. Most of the time, if your hangar has a lot reserve planes by the end of the match against an AS CV, it's either the enemy CV captain isn't doing its job, or you are too conservative with your planes that you weren't able to dish out as much damage as you potentially could have.

This is of course, assuming you've been brushing up on your manual drops to be able to dish up the damage needed, unimpaired by enemy Fighter Squadrons.

 

Have fun playing Cat and Mouse with the enemy CV! :hiding:

 

Edit: Corrections

Edited by SZYZWY

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I don't know where I said I played IJN cv's because I actually play USN but thanks for your feedback in general. I will certainly try to put it to use, have you got any other feedback for the use of USN cv's

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I don't know where I said I played IJN cv's because I actually play USN but thanks for your feedback in general. I will certainly try to put it to use, have you got any other feedback for the use of USN cv's

 

Oh sorry, I assumed you'd be using an IJN strike loadout due to how you commented on how it is what usually IJN captains choose and AS "should've" been rarer.

 

You'd only play a USN strike loadout with Bouge(T5), Ranger(T7) and Lexington(T8) with no fighters. (Using Strike with the Independence is suicide)

And even then, the Bouge should be using 1/1/0 since it is more consistent. (Don't mind that I myself went with 0/1/2 when I played her, I was a bit mad at the time)

 

The basics are still with how IJN strike loadouts work, only more difficulty with how you'd have no fighter to play with.

Your Torpedo Bomber will be your core damage dealer, consistent too. In low tiers, make it so that for every torpedo bomber squadron drop = 1 cruiser kill. Starting with Ranger, you would have sufficient dive bombers for DoT stacking on capital ships(BBs/CVs) that you can use the TB squadron either for DD/CL/CA hunting or plainly use it as a decoy. You'd be surprised at how many fighter squadrons end up chasing your TB squadron to the corner of the map with the DBs doing damage. Starting at mid tiers, know which ships have good AA, it's a basis on which ships you should attack yourself, or which ships you can park your bomber squadrons to be safe and be the means to launch an attack. Example like the ever so famous Cleveland.

 

Edit: A trick that I use with the Ranger is suicidally using my Torpedo Bomber squadron to seemingly approach a ship(e.g. a Nagato) behind an AA-heavy cruiser(e.g. a Cleveland). Then suddenly turn to manual drop on the Cleveland regardless of DFAA. Manual drop has like a leeway of 1-2 seconds to kick in a panic on a pre-ordained drop, so even with panic, the drop will continue without the panic wide spread. Lucky enough, you'd get 4-5 torp hits, 1-2 when unlucky on a good drop. It's something that can only be done with USN torpedo squadrons which are more durable than the IJN ones.

 

Cat and Mouse intensifies. Don't worry about losing all your planes as long as you'd get to do your job.

Edited by SZYZWY

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OK, thank you for your feedback, I will try to put it to its best use, what do you recommend however to play on the infamously bad independence, I use it for ranked usually with strike and that goes ok, but with an independence with strike on random battles, as you said it is suicide.

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The Indy is in a weird spot that it's planes aren't even durable enough to withstand T7 AA.

To be blunt, Indy is just weak especially when compared to RJ. To be optimistic, it is the perfect ship to train on "how to choose your targets". It is also the turning point at which DDs can be confidently struck with Torpedo bombers. T5 below DDs are either too small or too maneuverable to get hits on consistently.

 

As for which loadout, the Balanced Loadout provides you with an almost symmetric distribution of planes. You'd have 1 reserve squadron for each squadron in the air. The Fighter Squadron basically guarantees you Air Superiority against a Strike Loadout Ryuujou assuming captains of equal skill. It is a luxury which a Strike Independence doesn't have. The remaining two squadrons are good enough for DoT stacking or just plain alpha damage to guarantee over 60k+ damage a game on consistent drops on the correct targets. Other than the Fighter squadron, Indy's hangar (plane units) just doesn't justify a strike loadout since you'd be sacrificing a lot of planes in order to get good strikes.

 

tl;dr: A Fighter is awesome and Indy has too low plane count to go strike.

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Generally speaking: Regardless of nation, you have to look at it this way: an Air Superiority Carrier's job is to prevent a Strike Loadout Carrier from dealing damage. Assuming you are using a Strike Loadout Carrier and you fight against another Strike Loadout Carrier, its about who deals more damage and who sinks (or help sink) more ships than the other.

 

At least that's the way I see CV vs. CV games...

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It's already up to you which loadout you use and you choose to use the loadout that sacrifices the HP of your team in favour of you doing more damage. That would be fine but as you've already stated you're coming across players using AS loadouts and instead of adapting and fighting fire with fire you decided to continue on with the same load.

I've played the Indy with a balanced load and it struggles due to coming across players with AS loadouts but when the Indy carries an AS loadout it can dominate.


 


 

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Pretty sure the AS at the moment won't be helped by the clear the skies mission just finished of taking out 250 fighters.

 

Wasn't it 150 planes...

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Thank you for all your feedback on this topic. Would it be worth researching the AS loadout for the independence, mainly to get the xp for the ranger,should i bother or try to stick with strike and balanced.

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it depends... probs go with balanced if you go by your self, if you go in a div with say a cheatland then run strike because lol enemy airstrikes

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