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There are two sorts of AA - continuous and flak. Flak can be dodged fairly easily since the flak clouds will spawn where the game predicts you will be. Its the flak clouds that will kill your planes if you dont dodge, while the continuous AA essentially just gives you a timer for how long your planes can stay over a target. Also bear in mind that a lot of ships have weaker AA the closer you are and if you are within 3.5km of your target there will be no more flak do worry about.
The sub interaction isnt ideal for a CV but im assuming thats kind of deliberate since carriers can deal with any other class of ship. If a sub manages to sneak past your team and sink an unmoving CV sitting in spawn then good luck to him (and I think "rush" is maybe overstating it a bit - they wont be going much more than 30 knots). Watch for if you are spotted but well before that drop fighters on the likely location of any submarine to help your team find and sink them. Homing torps dont work so well versus CVs either with the long lasting damage control negating sonar, so as long as you are moving (whether with autopilot or just pressing Q or E and sailing in circles) the CV wont be an easy target. Im really not a fan of subs but they are easily taken out if a few people focus them and while dealing damage to them with planes isnt possible unless the sub is out of dive time or isnt paying attention, the CV is well equipped to spot them and force them to waste valuable battery.
Regarding most powerful class, its really not BB although thats certainly the most played. Nothing else has the same influence in a match than a CV piloted by someone competant. This becomes obvious when you look at the highest individual winrates of players on any server. Its next to impossible to touch 80%+ WR in a BB just due to the fact you might carry your flank but you cant always carry the whole team. A CV player can have influence anywhere on the map and so the very good players can have stupidly high WR %s.
Sorry for wall of text and if you are looking for specific advice for a particular CV or game mechanic then ask away.
Not the case anymore. I feel CV is now the least influential ship. CV now allows a competent team to win harder by spotting and picking off dying ships that would otherwise run away, but do nothing for a team that dont shoot the ships you spots or just suck at aiming. Whereas before CV can literally carry the team.
Also spotting has always been one of the main strengths of CVs. That hasn't changed at all. I'll be honest here: It sounds a bit as if you were more playing for yourself, to acquire damage and kills for you. And not so much for the team. That's not meant as a reproach here, that is a choice you can make. But it also sounds as if you're just annoyed that you can only farm on other CVs, BBs and any cruisers with ease now, while DDs take a bit more work. And calling CVs too weak and the least influential ship class for it. And that seems a bit... for a lack of a better word: Snotty.
Its also worth noting that Brit CVs have a complete suite of planes that work well versus DDs - literally every plane they have is viable against them and the rocket planes on them didnt get the nerf others did so perform much as they did before. With other nations you will have to lead your target, much like any ship will when firing at something that isnt stationary but as mentioned a half decent CV player will still be landing hits on any target with rockets even with the longer lead time needed now.
A CV is still more than capable of carrying a team, but it takes a little more skill to do now is all.
I an not the best CV player but I think I am a decent CV player, pre - nerf, my CV win rate in ranked was 63% - 70% depending on which CV, UK was the highest as your mentioned, UK have 2 planes that can hunt DD effectively. my highest rank was Gold 7. Now my win rate with CV is below 50%. I feel it is no longer about skill after the nerf.
This is what playing CV against DD feels like now:
If you are an BB and you try to lead your shot against an DD, but here is the catch, there is 3 second delay from you press your mouse to the gun actually firing. and as soon as you fire your shot, an circle will appear on the water to let the DD know roughly where your already fired shells will land. It is like playing rock paper scissor, you already committed to your choice but the other player can react after seeing your commitment.
Consider these points:
1) DDs have high concealment. Meaning often you can not see where the DD is before you make an plane attack run.
2) plane have an attack run dive animation, that takes 3 secondish before you are allowed to fire.
3) plane can only make small correction while in attack run and it also has an minimal attack range. so you might fly over your target if you started your attack run too late.
4) the nerf added an 3 secondish telegraph of where your attack is going to land on top of the 3 second dive animation.
For example, before the nerf, once I spot a DD by flying over it, I will circle around, but by the time I circle around with enough distance to make an attack run, I already lost vision of the DD. But I can make an guess of where the DD might be based on its last known movement, so I will try to fly in a direction that allow me hit it on the side. and I need to start an attack run before I can even see the DD due to the above mentioned minimal attack range.
I have gotten really good at this, and I would argue this counts as an skill. If I do everything right, I will spot the DD while in my attack dive and it gives me 0.5 second to make small adjustment and release the rocket just in time to hit it. All of this was decide long before I can see the DD and how successful I am is decided in a mind game between my guess of the DD's movement and the DD player's guess of my movement. If he guess right, I would find myself flying in at the wrong angle doing little damage, if I guess right, I will hit it on the side for full damage. But after the nerf this is impossible, because even if I do all of that correctly, there is still another 3 second delay, and the machine fire telegraph to the DD player of where my rocket is gonna land.
What if the dev decide every shell fired from every ship will show a circle of where its gonna land as soon as you fired it. No one will hit anything, except the most distracted player.
Good luck anyway :)
CV (as in this thread): Cruiser with heavier-than-air craft, meaning aircraft carriers.
CC (as you write): Community Contributor, that is people working with WG to produce streams and similar content of their games.
CL (as the Neptune is): Cruiser Light, meaning cruisers with guns of a smaller calibre but higher rate of fire. Often, but not necessarily, more maneuvreable and less armoured than their heavy cruiser counterparts.
This is all what I thinking about too. Banzai there is no more only skill playing CVs - now You need a lucky and intuiction against DD's