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Karnneo

Suggestions for Carrier/Crusier

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[PANZA]
Alpha Tester
38 posts
1,112 battles

 

Here are a few suggestions I have about the carrier balance problem .

 

Create a longer approach for aircraft before they can drop torps.  While they can still manual drop the torps close they will have a longer fly in time enabling players to reduce the number of hits they take.  This also mean the carrier player will have to get his timing right to hit a maneuvering target.  Currently is very hard to work out when torp bombers are making a run against your ship because they seem to be able to turn on a dime and drop.

 

Improve AA effectiveness on cruisers.  If an airgroup gets within the small arms firing range on a crusier they should have to make a wide spread.  There should also be less penalty for lower tier cruisers shooting down aircraft from higher tier carriers.  This gives lower tier cruiser a more helpful role in a battle if they are setup for AA.  Planes aren't tanks,  they don't take a hit from anything well.   

 

Improve torp damage when it hits the centre of the ship and lower it at either end if it hits unimportant moduals.  Make it harder to get a torp hit but when you get it right make it hurt.

 

Allow torp planes a wide/narrow torp spead like DD's.  So I can play it safe an drop long and wide to hit the enemy or to break up an enemy fleet formation.

 

Escorted BB's should be a difficult target to get at.    Carrier players should have to make a choice between a short drop with a high chance of multiple hits but risking your squad being chewed up by AA VS dropping long and staying out of heavy AA range to preserve your plane but lower the chance of a hit.  Conversely un-escorted BB's should be easy kills.

 

The end goal should be powerful carriers,  because they are powerful.  This should be balanced against strong close in AA.  If you drop you torpedoes in close against BB's escorted by a cruiser then you should lose a lot of planes.  But you should have the option of dropping long and preserving your aircraft.  Dropping long doesn't mean  you can't do a lot of damage.  Prior to the ability to drop torps short there were a lot of good players using criss-crossing torpedoes to really lay the hammer down on BB's and even Cruisers.

 

Currently good carrier players (an i mean good as in about 20% of them currently)can smash a BB whenever they like with little to no risk.  For a DD to ensure that he has to get close and risk being blown out of the water.

 

 

 

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Alpha Tester
878 posts
151 battles

Have you heard of Cruisers? Their AA ability make bombing impossible. Stick near them for support. Also carriers can't just drop in a dime as you suggest. Have you tried adjusting with Usn cvs? Any last minute adjustments stuff the whole drop and they drop 3-7 secs later in the wrong place. Not to mention IJN with so much spread BBs can slip past the Torps. If you aren't looking for bombers till the last sec and you are going solo then you deserve to die. 

Edited by Black_Pantheras

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Alpha Tester
6,604 posts
2,477 battles

 

Currently good carrier players (an i mean good as in about 20% of them currently)can smash a BB whenever they like with little to no risk.  For a DD to ensure that he has to get close and risk being blown out of the water.

 

 

 

That's what CV supposedly to do in this game, to Squash Battleship and enemy Carrier

Planes aren't tanks,  they don't take a hit from anything well.   

 

Planes aren't Tanks, They FLY!! 

Edited by Harpoon01

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Alpha Tester
6,604 posts
2,477 battles

The only AA mechanism that I would love to see if the enemy Planes are Closer, the Damage will increase as the planes approach (Only Works for HMG and Non DP guns)

Please notes, that AA gun doesn't have any Blind Arc, so even Port side AA gun could damage Planes coming from the Starboard

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Beta Tester
45 posts
3,433 battles

I don't know if this has been said before but can I make a suggestion on giving the tier X US CV Midway 6 airgroups instead of 5? I know some might not like the idea but I feel like the Midway should take advantage of her 136 plane capacity and it could give her a more flexible loadout than her current flight control modules.

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Member
3 posts
1,588 battles

I think that as planes get closer the average DPS should be higher since the auto cannon is there to put out a wall of lead. At the moment it feels like my Aoba with it's upgraded AA stat is kinda underperforming even though I just upgraded to twin mounted 25mm guns which are pretty serious auto cannon  

 


 

However my main issue right now is that lower tier CV's are kinda grinding my gears :angry: I have a fully upgraded Zuiho and I can't compete with the Bouge, all he has to do is overwhelm my single fighter squad with his 2 and I'm finished. It's getting damn frustrating since every match I have now is kinda scurry around, get hammered by fighters and that's it. I hoped that as we transitioned to OBT we would see the gap between aircraft numbers close but it hasn't. I understand that the US navy air force had a pretty free hand in the pacific with the introduction of the F8F Hellcats plus the American focus in carrier battle groups but right now it's not quite balanced where from the get go it's 6 versus 4, worse if they choose the 2 fighter squads and it becomes 12 versus 4. How is a Jap CV commander supposed to compete? I've tried using BB's and CV's for cover and it only slows the utter annihilation by a minute or 2 but still this can't be called balanced. If everyone was to have only 4 per squad or 6 per squad that would be great, heck meet in the middle and everyone get's 5 aircraft per air squad.


 

And one more thing, how is it that with 6 aircraft per squad American torpedo planes can drop a closer spread than Jap torp planes with only 4 per squad, like are my pilots flying the An-225? it's like 4 planes per squad, better make each torpedo a mile apart :trollface: 


 


 

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