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T6+ carriers can drop patrol fighters consumable that can provide vision or intercept enemy planes at present.
The make-up of Squadrons and their attacking flights varies a fair bit between carriers and squadrons (and indeed the plane upgrades for tech tree ships) - but it's always a fixed number of planes from the squadron attacking per flight.
So Aquila has 2 flights of 5 planes per rocket squadron; Hakuryu's torpedo bombers is 6 flights of 2 planes per squadron.
You let yourself get spotted *before* smoking up in your DD, and then decided to blame being bottom tier for getting spotted and struck, despite several supership DDs having tangibly worse aerial detection radii than the one you were in.
You've never once acknowledged your error; and despite being told categorically that you will continue to have problems until you fix your defective play - you're *still* here insisting that it's the game's fault that you won't fix mistakes that people have spelled out to you.
The two main issues with the German line are:
They're not great at dealing with DDs because of the AP, but dealing with DDs is one of the most important things a CV can do;
and they're relatively highly skill indexed - in terms of target selection to make best use of the AP, in terms of squadron survivability (heal on AP divebombers helps a bit, but also represents some additional skill indexing), in terms of actually landing the AP effectively because of impact angles and armour thresholds.
Also just in terms of them wanting to delete cruisers, but cruisers typically having some of the best AA in the game and being targets that *anyone* can potentially murder.
Oh, and the weird way land messes up their aim, which can be exploited to snipe stuff with them, but half the time will mess you up if you've not practiced and accounted for using terrain to snipe with them.
Russians are definitely a decent first-nation to pick, because their ability to snipe from the extremities of AA range can mitigate a lot of damage, the high alpha means they're less forgiving of inefficient strikes, and because being just one single flight per squadron means they always benefit from improved damage reduction during the "green" aiming phase.
USA Midway line are probably the ones I'd recommend though: Their HE Divebombers are some of the most consistent anti-DD tools in the game; all their squadrons are flexible and effective so can rotate them without putting too much thought into planning ahead; and they're a good balance between speed and health so they're a tiny bit more forgiving of misplays.
Just remember that the Tiny Tims are a bit of a noob-trap because they're less consistent (especially vs DDs). Which isn't a problem if you've got your HE Divebombing down and you want the extra rocket pen so you can direct damage more targets, but if you're still a bit marginal with them - then you really want the HVARs as a standby to help guarantee reliable (and good, if they pen) damage against smaller ships.
The line just gets more and more consistent as you get more bombs per release:
https://youtu.be/fJYTfZvJ_G8
Sight Stab skill's really useful on this line, I'd even go as far as to say it's indispensable for players who aren't especially confident in reading their opponents and thus preparing their attack runs perfectly and anticipating jukes, etc.
Really, once you've got your divebombing technique down, as per the video above, you've got the tools to print wins for your team just by ruining their DDs days.
RN might be slightly better at that niche, but I think perversely their skill floor's a bit higher to achieve broadly the same thing (carpet bombers are really RNG dependent, and their drop characteristics are easier to juke; even though rocket nerf hit them least, it's still a tangible barrier to performing) and give up way too much in exchange for that.
As the carpet bombers are kinda a unique element of the line, I'd like to see something done to them to make them a bit more interesting - even if it's just "tighter spread for less alpha" to up the consistency, or faster drop-speed so the juke time is more inline with all the other bombers in the game.