So basically the first half of the match is spotting and only attacking once things have calmed down?
Its a bit more complicated then that. You can already accomplish all the spotting your team needs via placing a fighter in the right spot - such as the central position, a bit off to the cap, depending on the map - in fact, the mere presence of your planes already spots those targets, so ideally, you should be doing something. As a Hakuryu/MvR player, what I usually do is open up with torpedo bombers, rush towards a flank with them, drop fighters over the cap or empty space, try for an early opening shot/salvo on a battleship/cruiser to disrupt the enemy formation, and abuse my speed to get out of the combined AA bubble as fast as possible.

But you are running Midway, and Midway can't do that because you are flying planes that are too slow to pull that off. So the situation is a little different. Be more patient, and watch out for targets that expose themselves. Hunt down DDs if you need to, seeing your kit is definitely more reliant in catching them.

If this all sounds confusing, my point here is that there isn't any set time to do things. You are a carrier, and your flexibility and ability to threaten the entire map is your greatest asset. As the good 孙子兵法 states, you must 'impose your will on the enemy'. Constantly stay one step ahead, preempting moves before your enemy even try them. Its why Carriers, IMO, among all of the classes, are the hardest to master - the global map presence requiring the ability to piroritize proper targets, positions and locations, while being able to read the map, team positions and match flow - and as a result there are few 'solid' tactics to follow, requiring a lot of your on the spot piroritization and flexibility.

Is there an easy way to remember which ships have relatively weak AA? or a way to figure that out?
Oh that's easy. High tier CLs (Worcester, Minotaur, Nevsky) are avoid at all costs unless you are striking them, same goes for a few special CAs (Petropavolsk, Stalingrad, Gordon Leeuw, Salem). Most BBs are easy to strike, but American BBs in general require careful preplanning to avoid losing planes, and avoid striking Kremlins until your teammates have bathed her fragile AA mounts with HE. And Pan-European DDs (Smaland, Halland, Ragnar) will eat planes alive if you get too close, so if you spot them try to get out of their shorter AA ranges ASAP. And lastly, also try not to stray too close to enemy CVs.
Good Luck.
 
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So I'm really starting to notice a pattern with my cv play.

If I do poorly that means the team is doing extremely well
If I do well that means the team mis doing extremely poorly.

Oh that's easy. High tier CLs (Worcester, Minotaur, Nevsky) are avoid at all costs unless you are striking them, same goes for a few special CAs (Petropavolsk, Stalingrad, Gordon Leeuw, Salem). Most BBs are easy to strike, but American BBs in general require careful preplanning to avoid losing planes, and avoid striking Kremlins until your teammates have bathed her fragile AA mounts with HE. And Pan-European DDs (Smaland, Halland, Ragnar) will eat planes alive if you get too close, so if you spot them try to get out of their shorter AA ranges ASAP. And lastly, also try not to stray too close to enemy CVs.
Good Luck.
So go after german british ijn and italian BB's before american. for CL's go after ijn and german and italian then everything else.
 
Ehhh, from what I heard American AA isn't anymore as good as it used to be, there are ships that are much better than them.
Not true if we talk high tier. American BBs still have the best AA among the BBs. DM and Alaska have respectable AA amounts, Seattle/Worchester/Cleveland are still the among the best, although the DDs lose out to Halland/Smaland (besides who tf puts DFAA instead of Engine Boost on Gearing anyway?)
 
Not true if we talk high tier. American BBs still have the best AA among the BBs. DM and Alaska have respectable AA amounts, Seattle/Worchester/Cleveland are still the among the best, although the DDs lose out to Halland/Smaland (besides who tf puts DFAA instead of Engine Boost on Gearing anyway?)
Ehhh, I think Thunderer has a better AA (maybe also because of DFAA) than American BB's, at least in my experience.
 


Good summary by PQ about submarines in randoms, same experience I had when playing against subs.

My biggest thing about subs, is that despite what the whiners want to claim, they're literally no worse than any other ship in the game.

If you sail in a straight line without varying your course and speed and you know DD's are in a game then yes you're going to eat torps and get dev struck.
If you burn your DCP for a single fire or flood then yes you're going to get burnt or flooded to death.

Then there are the dev strikes by battleships.

Though personally, I think that it should be mentioned that WOWS is supposed to be a team-based game, that uses teamwork during a match.

The fact that players tend to not care about teamwork or anything like that makes subs worse.
 
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My biggest thing about subs, is that despite what the whiners want to claim, they're literally no worse than any other ship in the game.

If you sail in a straight line without varying your course and speed and you know DD's are in a game then yes you're going to eat torps and get dev struck.
If you burn your DCP for a single fire or flood then yes you're going to get burnt or flooded to death.
Except sub torps home. Until now, of course you didn't burn your DCP for a single flood or fire, but you used to do it when you had at least 2 of them. Now in a sub match even that isn't the case anymore because you absolutely need the DCP so you don't get devstruck for 40k+ damage.
Then there are the dev strikes by battleships.
Which happen rarely and they aren't literally guided. You still have to aim your shot. Meanwhile the sub torps follow. It's just another thing to prevent people from actually tanking/pushing.

Though personally, I think that it should be mentioned that WOWS is supposed to be a team-based game, that uses teamwork during a match.

The fact that players tend to not care about teamwork or anything like that makes subs worse.
Well, it is supposed to be. In the same way that you are supposed to be able to evade CV's planes by "just dodging" or a sub's torps by "just using your DCP" (despite how pressured the DCP is already anyway if you want to brawl). Like, the "low potential damage" of subs doesn't really matter if it ignores TDP and does citadel damage. You literally just need to bait them into using their DCP early by launching a single torp and then wait, reping and then launch the rest. A Battleship has no chance against that. If you're about to be attacked you just dive. As shown in the statistics of the dev blog, subs have the highest survival statistic in games, just behind aircraft carriers which is a subject in and of itself.
 
Battleships aren't that vulnerable to subs. Like, BBs have 2.1km of homing drop distance. Its not hard to dodge them if you know what you are doing. Sure, something like Yamato may have to burn a DCP, but if you in any of the faster or more maneuverable BBs you can easily use the movements of your ship to juke the homing torpedo. And at that point it becomes a matter of timing and measurement.

The main issues come from matchmaking (they really need to put a hard cap on 5 DDs/SSs per games), and the fact that honestly speaking, CAs/DDs are just too vulnerable to homing torpedoes now. Ironically, BB DCP isn't the one overtaxed because the generous amount of leeway they've given BBs, but DD/CA dcp is definitely being overtaxed in a sub encounter partly because you aren't just dealing with the sub but the whole gamult of enemies wanting to snack on you. A noisemaker consumable for DDs would be an excellent addition, and in a away contibutes to the original teamplay system they were thinking of with the now-removed hydrophone.
 
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Being in s faster BB only helps if you're actually at speed, which is somewhat incompatible with the way the game is played.
 
Being in s faster BB only helps if you're actually at speed, which is somewhat incompatible with the way the game is played.
Yeah, that depends. It's part of why so many people are at the back of the map: So they aren't in range of HE-spammers, inconvenience CV's and just avoid Subs.

The main issues come from matchmaking (they really need to put a hard cap on 5 DDs/SSs per games), and the fact that honestly speaking, CAs/DDs are just too vulnerable to homing torpedoes now. Ironically, BB DCP isn't the one overtaxed because the generous amount of leeway they've given BBs, but DD/CA dcp is definitely being overtaxed in a sub encounter partly because you aren't just dealing with the sub but the whole gamult of enemies wanting to snack on you. A noisemaker consumable for DDs would be an excellent addition, and in a away contibutes to the original teamplay system they were thinking of with the now-removed hydrophone.
if you're in a BB (like the Großer Kurfürst in the video) and are already at speed while unknowingly broadsiding the sub, then you're at grave danger of being devstruck just because you actually DCP'd the 2-3 fires you had burning prior to this. BB's actually have a 60 second fire burn duration by standard. And since fores are based on %, not flat damage, that means it's even more effective on a BB. You act like the whole game doesn't consider BB's damage farming pinatas.
 
if you're in a BB (like the Großer Kurfürst in the video) and are already at speed while unknowingly broadsiding the sub, then you're at grave danger of being devstruck just because you actually DCP'd the 2-3 fires you had burning prior to this. BB's actually have a 60 second fire burn duration by standard. And since fores are based on %, not flat damage, that means it's even more effective on a BB. You act like the whole game doesn't consider BB's damage farming pinatas.
Yes, you're in grave danger of being dev struck.

If after you're hit by a ping you continue to sail in the straight line and do absolutely nothing else.
 
Yes, you're in grave danger of being dev struck.

If after you're hit by a ping you continue to sail in the straight line and do absolutely nothing else.
You can literally launch your torps and then still ping. Meaning the torpedoes are already well on their way and your time to dodge is even smaller now/it doesn't really matter because if you don't know where the sub is, you don't know if you're broadside to it/the Torpedoes home in anyway.
 
You can literally launch your torps and then still ping. Meaning the torpedoes are already well on their way and your time to dodge is even smaller now/it doesn't really matter because if you don't know where the sub is, you don't know if you're broadside to it/the Torpedoes home in anyway.
That's my go-to tactic for attacking ships in subs, and I've watched battleships evade them.
 
It's part of why so many people are at the back of the map: So they aren't in range of HE-spammers, inconvenience CV's and just avoid Subs.
*sigh*

Sometimes I really wonder if the tankxiety attitude is universal, in the way that people whose jobs are to be on the receiving end of damage often freak out more over threats than they really should. Like, HE spam damage isn't that potent in the grand scheme of things, CVs are going to get you whether you are at the tail end of the map or not and camping the back just makes you a liability; and even if you have to burn a DCP to get a homing torpedo off you, torpedoes that are not double pinged literally do scratch damage to BBs, with low base damage and the stacking penalty of torpedo protection.

Its very much possible to manage those threats, even up close and personal, purely on your positioning and your ability to read the map. Its not a spherical cow situation where the threats are continuously stacked on you over and over. You talk about that GK unknowingly broadsiding a sub, but literally, just like DDs, if you are unknowingly broadsiding a sub/DD that's very much on you for not reading the map and predicting the course of enemy vessels earlier.

Here's one of my clanmates demonstrating that Subs, despite the homing threat, are not any way free from the importance of positioning and angling -

You can literally launch your torps and then still ping. Meaning the torpedoes are already well on their way and your time to dodge is even smaller now/it doesn't really matter because if you don't know where the sub is, you don't know if you're broadside to it/the Torpedoes home in anyway.
1. You will know where the sub is. Getting pinged literally tells you where the ping came from and the likely direction of the sub, alongside pointing out the specific point where you were struck.
2. Sub torps have a fixed detection radius and homing drop radius no matter what
3. The distance a sub has to launch a torpedo at close range has a specifc lower range limit. Like, there's a guaranteed distance he has to be or his torpedo just runs under target.
You act like the whole game doesn't consider BB's damage farming pinatas.
Quite frankly, fuck that pessimistic self-pitying attitude.

To quote one of my ASIA-side CV mentors - damage farming is a meaningless form of stat-padding because unless you are actually getting rid of the target, he still remains a persistent threat to your team in the game. The amount of difference a 20k HP Pommern and a 70k HP Pommern is not necessarily different because in either case if he gets in your DD's/CA's face he's still eating them alive. On the flipside, as long as one has 1HP left, he still has a working set of 380mm guns and above that can absolutely wreck other ships if used right. And as long as you are still alive, each salvo can decisively contribute to finishing off the enemy team.

And so what if you are being damage farmed? That's one less salvo being directed at your ally. That's many wasted moments as a enemy CA has to re-orient their guns when your DD gets spotted. That's a precious few minutes of the enemy CV's time being burnt as he tries to finish you off. And if you angle, position and place yourself right, you can easily retreat and get behind your team's battleline, heal up while concealed, then return to the fight, while suffering as minimal damage as possible.
 
Speaking as a mostly BB player, the reason why I don't do random battles much despite having tanked many times for team members in battles is because the frequent lack of teamwork just makes the tanking a worthless effort, but in the battles where the team actually works together my BB tanking gives openings for others especially in hard pushes to pressure and finish off opponents in a flank. An example of the latter was my last random match in an NC, holding down a flank with only a Schors for backup against 3 DDs, 2 cruisers and a BB trying to push in while my team was pushing on the opposite side of the map. Heavy island maneuver scraping and sniping kept the hostiles at bay long enough for my team to sweep their flank and push from there, which allowed for a general push towards the enemy spawn point.
 
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*sigh*

Sometimes I really wonder if the tankxiety attitude is universal, in the way that people whose jobs are to be on the receiving end of damage often freak out more over threats than they really should. Like, HE spam damage isn't that potent in the grand scheme of things, CVs are going to get you whether you are at the tail end of the map or not and camping the back just makes you a liability; and even if you have to burn a DCP to get a homing torpedo off you, torpedoes that are not double pinged literally do scratch damage to BBs, with low base damage and the stacking penalty of torpedo protection.

Its very much possible to manage those threats, even up close and personal, purely on your positioning and your ability to read the map. Its not a spherical cow situation where the threats are continuously stacked on you over and over. You talk about that GK unknowingly broadsiding a sub, but literally, just like DDs, if you are unknowingly broadsiding a sub/DD that's very much on you for not reading the map and predicting the course of enemy vessels earlier.

Here's one of my clanmates demonstrating that Subs, despite the homing threat, are not any way free from the importance of positioning and angling -


1. You will know where the sub is. Getting pinged literally tells you where the ping came from and the likely direction of the sub, alongside pointing out the specific point where you were struck.
2. Sub torps have a fixed detection radius and homing drop radius no matter what
3. The distance a sub has to launch a torpedo at close range has a specifc lower range limit. Like, there's a guaranteed distance he has to be or his torpedo just runs under target.

Hey, funny you have a video. I have one too:

 
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