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Depending on the game, I noticed that there were several types of attacks, some being easier to counter than others so it's a matter of luck depending on whether you have small or medium units or several assaults of 3 aircraft carriers that are impossible to counter.
You also have to anticipate a lot and always have F18 Hornets and Super Hornets ready to take off, mainly for anti-shipping.
Finally with 1800 hours you should know all that !
Have good fun !
700 hours in
hard to do sometimes when they throw 5+1 - 5+1 - 3+1 at you all in a row
So it's definitely doable. I agree with Fox that your attention is THE limited resource, and you need to develop patterns that become habits and don't tax your memory.
For example, Landing Flow. I have specific patterns of routing aircraft from landing spots to underdeck so that they never get jammed or collide, and the pattern relies on NO memory, it's all following rules base on what I can see in the moment. As soon as I need to start remembering things, I'm toast.
As you play more you'll build more patterns, and then patterns within patterns to handle smaller edge cases. And then all of a sudden you'll be passing 30 minutes routinely.
(Label the elevators as 1-4, starting with upper left and going clockwise. "planes" here mean all aircraft)
Planes only flow from right to left, with a couple very small exceptions.
Planes from the trap only flow to elevators 2, 3 and 4, helicopter pads only go to elevator 4. Repaired planes only come up on elevator 1.
Planes can ONLY go from elevator 1 to helipads when the landing light is red or there are NO landing planes at all. Don't trust green lights unless you are SURE SURE there is no bolter.
During low traffic, pack as many planes into the upper right and center cargo spot as you can. These spots are super hard to get planes into during heavy traffic.
Centerline parking spot 3 and helipad spot 2 tend to experience more loading bugs, only put planes that are already loaded into those spots.
I pack my landing spots in a patterned way when I can. Fixed wings fill all the forward spots. V22 on the middle cargo spot and helipad 1 direcly below it. Helipad 2 and 3 have SH60s, never AV8s. Cargo spot 2 is usually empty. The rear spots hold 2 more helos.
A6, EC2, S3 are my patrol planes, and I ONLY use them for patrols (A6 on air, EC2 on sea, S3 on sub.) It is CRITICAL to always keep an EC2 on sea patrol, you need more warning of ships than anything else. Do not use EC2s for anything else, including air. (In an emergency, you can use an A6 or S3 for attack. Replace an A6 with a AV8, replace an S3 with a SH60. Keep those patrols up!)
If you tally the above, you'll count spots for 2 V22s, and 4 SH60s above deck. Extras of them stay below. All the fixed wing planes come above deck, except AV8s only come on deck when there's space left in the forward area. Otherwise they get stowed, do not put them on helipad spaces.
Default Loading pattern: F18s are 1 red, then 1 green, then the rest red again. S18s are blue with 1 white (if 4+), SH60s are yellow with 1 brown (if 4+), V22s are all blue. AV8s are red and green, I treat them as substitute F18s.
Never order a plane onto those rear spots from far away, you'll forget and then land a plane and BOOM.
So my rule is that those spots ONLY hold SH60s. And the SH60s have to be moved to helipads or elevator 4 first, THEN ordered into those parking spaces.
elevator 1 -> helipad -> elevator 4 -> rear landing space
It's tedious, but much safer.
I used to try bringing SH60s up elevator 3 or 4, but that hosed all the other traffic. So now I just move them in small steps from elevator 1.
As for the subject topic, I typically end up with 40-45 minutes run almost every single time I play. It is going higher than 50 minutes which is trickier. Basically, the time you need to take to refit your main scout planes is tricky and you can easily paint yourself into a corner by using other planes as scouts which you then would need to complete missions during that time.
Mostly* true, but that does slow down your landing rate, and it is something you have to remember (that there's a plane in danger). I've found better results by using patterns that don't require me to remember that kind of stuff. YMMV of course.
*In my experience, EC2s and S3's have unusually large hitboxes when they bolter, and they have absolutely collided with planes that were past the tower.
Scout management is important, yes. but I didn't want to get into tons of nuance. But my approach is:
1. The EC2s are no problem since you start with two, and it's easy to repair and refuel the spare EC2 while the other one is up.
2. I don't repair the A6s and S3s at first, I just refuel them and put them back up. They can run a lot of sorties before they blow up. And it's honestly faster to blow them up then to repair them, if push comes to shove.
3. Once I get an AV8, I'll alternate between A6 and AV8 for air recon. Once I get my second A6, then they can rotate easily enough.
4. If I get my 5th SH60 before my second S3, I'll alternate SH60 and S3. Once I get my second S3, they rotate.
5. I never use F18s or S18s for recon. Ever. They have more value being repaired and reloaded.
6. And yes, when you get into crunch time, you'll sometimes steal recon places (most often, to be loaded as white), and you'll need to juggle and improvise. I can't give any specific advice here, it's very situational.