Support CV would suggest the roles of the CVE and CVS type carriers as well as helicopter carriers (but 1950 is too early for most of that). As well as British maintenance carriers like HMS Unicorn.
 
Care to elaborate?

Because honestly, a DD could have done the exact same thing.
What I've been hearing from the guys I trust (who still play) is that it's very hard for a DD to deal with a sub. You basically have to sail right over top of them in order to hit them with depth charges. A good sub will just line up, and then surface and torp you as you get to point-blank range. Since other classes can get longer-range ways to attack subs, DD's are ironically the worst at dealing with them. (I'm sure there are individual ships that are exceptions, but I'm talking about the class overall.)

A DD would have a pretty hard time doing the same thing. It doesn't have front-firing torps, and can't submerge to protect itself from fire. On top of that, their opponent can win just by turning away and shooting, instead of having to rush them down.
 
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What I've been hearing from the guys I trust (who still play) is that it's very hard for a DD to deal with a sub. You basically have to sail right over top of them in order to hit them with depth charges. A good sub will just line up, and then surface and torp you as you get to point-blank range. Since other classes can get longer-range ways to attack subs, DD's are ironically the worst at dealing with them. (I'm sure there are individual ships that are exceptions, but I'm talking about the class overall.)
That got fixed this patch. You can't point blank DDs with subs anymore, WG drastically increased the arming time of their torpedoes. And hovering near around subs to force them to surface is far more effective than ever.

SRC: Update 0.10.8, submarine balance and Missouri economics changes.
 
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That got fixed this patch. You can't point blank DDs with subs anymore, WG drastically increased the arming time of their torpedoes. And hovering near around subs to force them to surface is far more effective than ever.
I see. I assume the linked video was recorded before the patch, the arming time looks like 0.5s. I'm not sure 2s is long enough to make a difference, though - it still takes almost that long for a DD to swing the rudder over. I guess we'll see whether that's enough or whether WG will have to fall back to their usual strategy of micro-nerfing something six times in a row.
 
That got fixed this patch. You can't point blank DDs with subs anymore, WG drastically increased the arming time of their torpedoes. And hovering near around subs to force them to surface is far more effective than ever.

SRC: Update 0.10.8, submarine balance and Missouri economics changes.
Eh, even if you force the sub to surface he can just ram as shown in the video. So he can at least force an even trade. Which is kinda meh.

Edit: What I mean with that is that it doesn't fix the problem of subs being hard to even interact with.
 
Eh, even if you force the sub to surface he can just ram as shown in the video. So he can at least force an even trade. Which is kinda meh.

Edit: What I mean with that is that it doesn't fix the problem of subs being hard to even interact with.
Point of order, that sub rammed a low health DD. A sub ramming a full health DD wouldn't have killed the DD.

What I've been hearing from the guys I trust (who still play) is that it's very hard for a DD to deal with a sub. You basically have to sail right over top of them in order to hit them with depth charges. A good sub will just line up, and then surface and torp you as you get to point-blank range. Since other classes can get longer-range ways to attack subs, DD's are ironically the worst at dealing with them. (I'm sure there are individual ships that are exceptions, but I'm talking about the class overall.)

A DD would have a pretty hard time doing the same thing. It doesn't have front-firing torps, and can't submerge to protect itself from fire. On top of that, their opponent can win just by turning away and shooting, instead of having to rush them down.
At the same time if that was a BB trying to run down a DD the exact same thing would have happened. Like I understand what you're saying, but personally, all of the arguments I've been seeing against subs can apply to all the ship classes in the game.
 
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Point of order, that sub rammed a low health DD. A sub ramming a full health DD wouldn't have killed the DD.
Can subs mount flags? It looks like ramming flags would be enough to let you kill most DD's, but if you can't equip those, you're "only" going to take 50% of their HP.

At the same time if that was a BB trying to run down a DD the exact same thing would have happened. Like I understand what you're saying, but personally, all of the arguments I've been seeing against subs can apply to all the ship classes in the game.
What you're missing is that the DD has to get directly on top of the sub to interact. Nothing else in the game has that dynamic - they can all attack from much saner ranges. You can get in that close in other ship classes, but it's usually avoided, because it's an incredibly high-risk play. The same thing applies to DD vs sub, but the DD is missing any longer-range options, so they're forced into that range.
 
What you're missing is that the DD has to get directly on top of the sub to interact. Nothing else in the game has that dynamic - they can all attack from much saner ranges. You can get in that close in other ship classes, but it's usually avoided, because it's an incredibly high-risk play. The same thing applies to DD vs sub, but the DD is missing any longer-range options, so they're forced into that range.
Only if the sub is below periscope depth, if they're at periscope depth then the DD can shoot them at range.
 
What you're missing is that the DD has to get directly on top of the sub to interact. Nothing else in the game has that dynamic - they can all attack from much saner ranges. You can get in that close in other ship classes, but it's usually avoided, because both sides expect to come out dead or mauled. The same thing applies to DD vs sub, but the DD is missing any longer-range options, so they're forced into that range.
Yeah, the DD can yolo at a BB, but during that whole thng, the DD is in a situation where the BB can nuke a large portion of the DD's entire health with a single volley connecting. DDs get those mass torp volleys at point blank by ambushing the BB from poking out from behind them, because if they dont and get spotted, half the freaking enemy team would start shooting you for daring to exist.
Only if the sub is below periscope depth, if they're at periscope depth then the DD can shoot them at range.
Keep in mind you are basically aiming at something much lower down than anything else you are shooting at while only being able to spot it at close range. There might be legitimate issues of not being even able to get the gun depressed enough to aim any shot at the sub. Shots that even if they connect are getting slowed down by the fact they first have to move through several feet of water just to hit the hull and arm.
 
Keep in mind you are basically aiming at something much lower down than anything else you are shooting at while only being able to spot it at close range. There might be legitimate issues of not being even able to get the gun depressed enough to aim any shot at the sub. Shots that even if they connect are getting slowed down by the fact they first have to move through several feet of water just to hit the hull and arm.
Unless it changed you don't have to depress the guns to hit the sub itself, shooting the area above the sub does in fact damage it. In the video posted he's not aiming at the hull of the sub at all.

Also, I'm not really sure that the Druid is the right ship to be determining how effective a dd is against subs.
 
Submarines that let you shoot them are generally those piloted by potatoes anyway.

Also, you know, at least a DD has something to deal with subs even if it isn't effective. I've lost take four kill matches in Ranked because when it was didn to 1v1, it was an enemy submarine. And WeeGee, in their infinite wisdom, didn't give Izmail any ASW yet.
 
I have an awful habit of being overly aggressive in my carrier's positioning with the Soviet CVs. Cost me like 3 games since I got Pobeda last night.
 




I HAVE BEEN BLESSED ON THIS VERY DAY

She's honestly great. I thought Mainz was my new favorite, but no, I'm really loving Bayard's unique ballistics and absolute speed. Unfortunately I don't have a proper captain for her but seeing how I'm going into French DDs soon I might be able to train one up.
 
So I have to ask, does anyone have any tips for how to lead torp bombers?

I'm really struggling in trying to do any thing that isn't a point blank broad side drop.
 
So I have to ask, does anyone have any tips for how to lead torp bombers?

I'm really struggling in trying to do any thing that isn't a point blank broad side drop.
A broadside drop is the best way to land aerial torpedoes, but baiting the enemy into a turn and then exploiting that also works, in my experience.
 
A broadside drop is the best way to land aerial torpedoes, but baiting the enemy into a turn and then exploiting that also works, in my experience.
Yeah, ideally as a carrier you want to be point black and broadside with Rockets and Torps to minimize the chance any miss.

With AP and HE Bombs, you want to be in line and dropping such that the bombs impact either the main superstructure as HE when the armor isnt thin enough to punch through to the citadel or right into the citadel as AP or HE when it is thin enough to punch into the citadel.

The hard part is generally getting that timing right without losing a bunch of planes. Which is not actually hard for a reasonable competent player, unfortunately.
 
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Yeah, ideally as a carrier you want to be point black and broadside with Rockets and Torps to minimize the chance any miss.

With AP and HE Bombs, you want to be in line and dropping such that the bombs impact either the main superstructure as HE when the armor isnt thin enough to punch through to the citadel or right into the citadel as AP or HE when it is thin enough to punch into the citadel.

The hard part is generally getting that timing right without losing a bunch of planes. Which is not actually hard for a reasonable competent player, unfortunately.
Yes, or you're that FDR who likes eating AA Petro flak. Who then says FDR should get buffed.
 
So I have to ask, does anyone have any tips for how to lead torp bombers?

I'm really struggling in trying to do any thing that isn't a point blank broad side drop.
First off - which carrier?

Second, for the record you don't necessarily have to turn full broadside. Its ideal, but given the need for your overall strategic use of your planes you will never always get that ideal case. Sometimes you just can't because of AA cover, or because your target is in a tighter spot. In that case...well it begins to depend for your specific carrier, because specific carriers have specific torp patterns. In general tho, Soviet and British CVs can choose to drop from less ideal angles with their tight drop patterns, Midway demands full broadsides for maximum efficiency (which is a skill I'm told is kind of hard), MvR and Hakuryu are somewhere in between depending on how you choose to aim your reticle, FDR is bullshit...

...and that's the other problem, because each carrier line/premium often have their own unique times of torpedo aim, throwoff thanks to cursor/directional key movements, followed up by a general dose of RNG. But in general, always try to aim as soon as possible as you can help it (also to exploit the 30% AA damage reduction), and preaim your planes well before beginning the actual run to allow for a tight spread pattern.

Another tip is to not drop as close as possible. Always try to see if you can leave space after your torpedoes arm. This will help mitigate enemies turning in to dodge them.
 
First off - which carrier?

Second, for the record you don't necessarily have to turn full broadside. Its ideal, but given the need for your overall strategic use of your planes you will never always get that ideal case. Sometimes you just can't because of AA cover, or because your target is in a tighter spot. In that case...well it begins to depend for your specific carrier, because specific carriers have specific torp patterns. In general tho, Soviet and British CVs can choose to drop from less ideal angles with their tight drop patterns, Midway demands full broadsides for maximum efficiency (which is a skill I'm told is kind of hard), MvR and Hakuryu are somewhere in between depending on how you choose to aim your reticle, FDR is bullshit...

...and that's the other problem, because each carrier line/premium often have their own unique times of torpedo aim, throwoff thanks to cursor/directional key movements, followed up by a general dose of RNG. But in general, always try to aim as soon as possible as you can help it (also to exploit the 30% AA damage reduction), and preaim your planes well before beginning the actual run to allow for a tight spread pattern.

Another tip is to not drop as close as possible. Always try to see if you can leave space after your torpedoes arm. This will help mitigate enemies turning in to dodge them.
Let's start with the US line. I sort of am playing all the lines trying to figure out which one I like.
 
Let's start with the US line. I sort of am playing all the lines trying to figure out which one I like.
That's a good choice, the USN carriers are the most newbie friendly even today. It should be noted, though, that Midway has no special tricks, and minimal mechanics abuse. She - and Lexington/Ranger - are basic bitch in that what you do is deceptively simple. You avoid AA blobs. You drop fighters to spot empty areas of the map. You can prioritise anything on the map and use anything in your arsenal against them and they work because all your shit is designed to be effective against (almost) anything. You don't get big numbers, your decisive power is less but you get the most consistent damage output of all the carriers and that makes up a lot. But that core skill of carrier play is what defines your future skill in them and that's why they are good starting points.

So how do you aim well in USN CVs to get that sweet sweet consistency? Here's a very good quote from one of the guides made by the general orphan CV main community here:

TB For USN CVs (Midway):
The reticule is extremely slow and is (just like the IJN line) very indicative of how the torp dispersion will look when dropped, though most of the time when it's close to fully aimed, it will drop as though fully aimed. When reticule fully aimed for an extended amount of time (8s +) the torps might drop as though they were 3 haku torps with amazing af dispersion(2x Midway torp ~~ 1x Haku torp). But it is rare. Another thing that can happen when the reticule is fully aimed for a long period of time is that the torps all drop close to one another, leading to an interesting, really tight torpedo spread.

TB For USN CVs (Lexington, Ranger, Langley):
The reticle on T8 and below USN CVs has a much more comfortable aiming speed compared to their T10 counterpart, so taking Sight Stabilization isn't a necessity, but still recommended. These drop like any other three/two torp CV, except that their spread is wider than the IJN and KM CV lines, but have similar looking torp dispersion.

HEDB for USN CVs:
Unlike the APDB found on IJN and KM CVs, the USN CVs have HEDB. Lots of them. This means that while you can shit on virtually anything, and I mean anything. You also need to get used to the wonky dispersion and accuracy of these bombs. When dropping the powerful HE bomb, you want to be lined up mostly correctly (bow/stern on) and drop from mid height. You can drop from max height, but the reticle will most likely not be fully aimed. You can also drop at the lowest height/last second, this works best on DDs though. Dropping cruisers and BBs is pretty self explanatory, but for DDs you can either do a "360 drop" or a "fuck you and your dodge drop". These can be done on all types of targets. When dropping DDs mid height, aim the reticle on the centre or slightly off centre, then pray to RNGesus. When dropping from low height on a DD, use only half of the reticle and pray to RNGesus. For Ranger/Langley: Uses the same wonky dispersion, so good luck hitting all 3 bombs, still possible and common, just random.

Regarding rockets, you there's a bit of a debate whether to go for HVAR or TTs, but I won't comment on that because I don't actually have Midway so I can't take a stand. Nevertheless, HVARs are more general use, while TTs have increased effectiveness against BBs/CBs in exchange for reduced hit chances on DDs. The choice is yours. In any case, USN rockets have generally quick rocket launch times, so it shouldn't be too much of an issue.

Also, skills:



This is the generallist basic build for Midway for beginners.
 
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That's a good choice, the USN carriers are the most newbie friendly even today. It should be noted, though, that Midway has no special tricks, and minimal mechanics abuse. She - and Lexington/Ranger - are basic bitch in that what you do is deceptively simple. You avoid AA blobs. You drop fighters to spot empty areas of the map. You can prioritise anything on the map and use anything in your arsenal against them and they work because all your shit is designed to be effective against (almost) anything. You don't get big numbers, your decisive power is less but you get the most consistent damage output of all the carriers and that makes up a lot. But that core skill of carrier play is what defines your future skill in them and that's why they are good starting points.
So basically the first half of the match is spotting and only attacking once things have calmed down?
 
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