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  • Guide: oyodo

    10. 23. 2005 16:08

asmith
Because of the increasing population of oyodos, I have decided to make this guide. this is
not a guide on how to operate an oyodo (make planes fly and such) but more a tactical guide.

1:What to load on such a small CV? different configurations are possible. the best one ive
tried are: 5 fighters/5 bombers (one pilot each, plus another bomber/fighter if you want
to; good for all welcome games and a few CVs) 3 Fighters/6 bombers (1 fighter pilot plus 2
bomber pilots; good for games with only 2 to 4 CVs) or 8 fighters and 3 bombers (2 fighter
pilots and 1 bomber pilot; good for games with lot of cv).

***NOTE*** last setting, since the cv cap, is only good for 3 teams games, since 3 teams
gamescan have 9 CVS (the formula is 3*nb of teams :-) )

2: What to target?

Your target (for bombers) should be in the folowing order (from lower to higher priority):
1: CL1
2: CL2 /kuma (and its remodels)
3: CA
4: Oyodos
5: Battleships/Battlecruisers, flattops (always pick the bigger ones)

Howerver, many factors influence your choice of targets: does it have AA? does it have
fighter cover? Will my bombs damage him (in the case of high lvl BBs/CVs)? does it have a
high AAW rate? If a target is very juicy (ie a flatop) it will generally have good fighter
cover and AA. if it does, dont attack it, since you will probably lose your whole bomber
squad without sinking it. BBs are also very juicy, but they hold a lot of AAW, generally
have a huge ammount of aa guns and are sometimes escorted by AA ships or fighters. again,
dont attack them if they are heavily covered. this applies especially in the first few
minutes of the game, as the first thing CVs will do (generally) is to send fighters up.
while you cant attack them, try and go for smaller targets, for exemple kumas wich rush
forward. they generally deal huge loads of damage for your team even for their relatively
small tac points value. if you got nothing else to attack (or you simply cant afford to
lose 4 DBs) even go for CL1, if you have to.

3: how to use fighters

a) do not make them circle over a big ship! it will be totally useless as the ship will
already have been bombed before your fighters can do anything, and they even might be shot
down by friendly AA.

b) position them where you know planes are going to go near to. for instance, about half
distance between the island and the south border is a target-rich environment. however,
keep and eye on things: you might have to manually intercept them.

c) they have short range, so dont send them across the map or you will lose them.

d) keep them full of experts and vets so they can shoot down planes faster (1st fighters
suck for every nation, and especially jap ones)

e) try not to get in a fight with high lvl fighters, they will own you. you can regognize
them by the fact that they are more then you, that they go faster then you, or that they
just took off from big CVs.

4: Should i keep guns and torpedoes?
yes! generally, flattops dont have guns (some have small guns, but nothing big enough to
defend itself), and you can protect them from sneaky DDs or of bigger ships (mostly in the
final quarter of the game). of course, you will generally have an escort, but it might not
be powerful enough to destroy a fubuki in time to provent it from sinking you or a fellow CV.

5: should i stay with other CVs?
Yes! even though if someone spots you they will know where all your CVs are, it is a lot
easier to defend yourself in a goup, especially if there is only 1 or 2 escort ships.

6: should i use DBs or TBs?
The best choice is DBs, because of the extreme suckiness of jap TBs. they get shot down in
no time, while the DBs at least dont get affected by AAW until they dive. however, if you
find a way to have high lvl (really high lvl, so he is able to use second set of TB) TB,
it might be better since you have a lot more exp because of the bonus to torp dmg that you
have while using TBs.

well, this concludes my guide, i hoped i helped!
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  • Re : Guide: oyodo

    07. 08. 2007 11:52

SpectreHD
Indeed! A spamming idiot.

  • Re : Guide: oyodo

    07. 08. 2007 11:35

ASmith
*BUMP* because some idiot posted it as his own.

  • Re : Guide: oyodo

    04. 24. 2007 05:12

Marks
Good stuff, for new Oyodo users. Heres 1 tip, use manual and always let off your torps
early be4 you start to get hit. That way, you wont lose your planes and most likely hit
your target (Big ships like BBs/CAs and CVs though)

  • Re : Guide: oyodo

    04. 21. 2007 09:06

Rimmyman
Oyodo can be tough to use but it is good CV practice on how to pick the best target.

Oyodos are the hyenas of the seas, picking off crippled ships. I treat my dive
bombers as long-ranged guns (but NOT long-ranged planes) and actually go for
relatively close targets- this keeps them from running out of fuel on the way back,
reduces the time it takes to re-launch them, and lessens the likelihood they'll get
intercepted by fighters.

The ship is inflexible in terms of plane loadout, but it makes up for it by carrying guns
and torpedoes. They are VERY useful in CV hunts, since some Oyo drivers have
decent level torpers and can defensively lay down torpwalls to hold off attacking
DDs.

  • Re : Guide: oyodo

    04. 20. 2007 16:48

ASmith
bump, for aodwildcat... and for bringing back a good guide after a year and a half of absence!

  • Re : Guide: oyodo

    01. 15. 2006 09:17

asmith
bump, recommended by 17 people!

*edit* obst, why dont you like give links ot the most popular/helpful guides you find and
link them to your own guides so all the info can be centralized?

  • Re : Guide: oyodo

    01. 08. 2006 07:33

asmith
Commander: it might not be the case right now, but when i starte playing with my oyo,
people were whining all over the place for lack of fighter cover. it might not be the caes
now, but i was speaking from personnal experience.

Gangst2: i suggest you dont go brit for CVs. stay on the BB line to get the most kick-***
BBs in the game, but dont go CV since they are sub-par compared to the jap/US ones and
because even though their TBs rock, their DB abd fighters suck. Also, you might want to
reconsider your choice of going to a cv since not only do CV get about NO xp (1K for 40K
dmg, for example) and also because we now get about half the money we had before!

If you still want to go for a CV, i suggest you go jap, because you get the oyo at lvl 33
and its still a cv, so you can decide soon wether you want to go that line or not, while
you have to do 50 lvls with the US for exemple to be able to test one.

  • Re : Guide: oyodo

    01. 08. 2006 05:37

gangsta2
this is very useful but im stil goin to gt brit carrier =)

  • Re : Guide: oyodo

    01. 07. 2006 21:16

commander101
"commander, 8 DBs can be used, but you will be hated by the rest of your team since you
dont provife fighter cover. also, what if the ennemy happens to have a few AA ships that
shred all yuor planes no matter what you do? you lose all your planes without being able
to do anything."

Yes, while once in a while I will lose my planes, overall I have a higher efficiency.
Since the oyodo has so little plane ready space, it is more productive to be constantly
running dbers. And my teams usually love me, because I am usually the guy that takes out
the kitas in the beginning of the game.

  • Re : Guide: oyodo

    01. 07. 2006 16:43

Marks
I see I see
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