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  • Fighter CV guide.

    04. 20. 2013 05:10

Recommend : 11

L0TTERY

Table of Contents:

 

Introduction: Alpha

 

Commandments: Bravo

 

Dragging: Charlie

 

Playstyles: Delta

 

Grouping: Echo

 

Disclaimer: Foxtrot

 

Thanks: Golf

 

 

Alpha

 

So you have chosen the role of a CV. Congratulations and welcome to the ever watchful brotherhood. A CV is a frightening thing if its role is played well, however, it can also be a weakest point in an enemy team. In this guide, I hope to explain a lot about fighters, from the basics to some advanced stuff. Fighters can gain lots of credits, steady experience, and rage quits from Bomber CVs, as well as a higher win/loss ratio. 

 

Bravo

 

Commandments.

 

So first I would like to start us off with what I like to call "l0tterys Commandments of CV play". These don't only apply to fighter heavy CV play, but CV in general.

 

I: Never fight a fair fight.

 

Go for enemies you know you can take out. You do your team little good by fighting a much stronger foe. If you feel that an opponent is too much to handle, get a bigger CV to switch sides. If there isn't a single large CV, then gang up on your enemy. Just don't leave an open gap in the skies. 

 

II: Scan the battle field. Often. 

 

With either bombers or fighters, it's important to know what you're going up against. Use your idle time to your advantage. While waiting for your first wave to load, scan the map, not just your hempisphere. Look for targets for bombing. For fighters look for incoming planes, what type, how many, and from what direction. You can buy your team an early advantage by wiping out scouts and bombers, or taking out pesky AA ships. Don't get caught focusing on one ship or plane and being sunk by bombers in the first minute.

 

III: Be fluid, adaptable, and un-predictable. 

 

Every battle is a unique situation. Sometimes it is best to blind an opponent, other times it is best to scout. Use your judgment and intuition to guide you. Reacting quicker to changes is the key to owning the sky. Make sure you react faster then an opponent. 

 

IV: Micromanage Micromanage Micromanage.

 

One flight of active planes is 100 times better then 6 passive groups. Control your planes at all times. Be aggressive with your planes. I am the first to say CV planes shouldn't be used for scouting, but they should be bold and decisive. Place fighters close to enemy lines, but out of AA range. Control bombers over enemy territory at all times.

 

V: NEVER Circle of Death. 

 

Your planes are a waste of time, fuel, credits, and experience if they lock into a Circle of Death. Your fighters that Circle of Death over your lines are also likely to get shot down by friendly AA fire. 

 

So, now that we have the basics, lets move on to some advanced fighter stuff. As a CV, I started multi-role. Once I hit CV5, I noticed that most of my exp came from plane kills. (I was a terrible bomber =( ) So I moved onto a fighter heavy. Over the years I've developed some nasty tips and tricks that are sure to crush your enemy, as long as your fighters have the guts (and the vets).

 

Charlie

 

Dragging.

 

First off is dragging. A CV that doesn't know how to drag is like a BB that can't sling shot, or an SS without an engineer. You can do your job, it's just a hell of a lot harder to do without. Dragging is done by spam right clicking with your fighters selected. This is like an "over-ride" command for your planes, and constantly pulls your planes to the location. Enemy fighters that aren't being dragged "lock on" to a single plane in your group and will follow that plane. There is a small bug/glitch where dragged fighters can engage enemy planes that are behind yours so in effect you are performing a running maneuver as if you were in a BB. Your fighters have the "range" on enemy fighters and can hit them. Enemy fighters do not and are wiped out. There are 4 main types of dragging that I use. 

 

1) Spam. 

 

This is the basic form of dragging. Right click till your finger bleeds or falls off. Best used on slower, more durable enemy planes, scouts, bombers or non-micro'd fighters. 

 

2) Catch and release.

 

You spam right click, then release. On the release, your fighters turn back and destroy the enemy fighters. Think of it as counter rushing an enemy BB. Best used against planes that are as fast as yours, or a bit faster. Works well with bombers and scouts as well. 

 

3) The weave. (thanks to Noober_Noob for telling me about this one.)

 

This is where you send your fighters into an "S" like sidewinder pattern. By performing this, you constantly move in and out of range of your enemy planes, never giving them the chance to retaliate, and allows a second group of fighters to engage and destroy your enemy. Works best on faster planes, as long as yours have more durability, or multiple fighter groups. 

 

4) Stationary. This is akin to hovering, but instead of letting your planes circle of death, you spam right underneath them. This allows you to effectively drag without being ran down by a faster, more heavily armed opponent. Best used with slower, more durable planes against faster ones. 

 

Although I've laid out some basics here don't be afraid to try different styles. What nation you are can affect your dragging style as well. Different nations planes have different stats, advantages and disadvantages, so this effects their play style, so to speak. There are three main play styles.

 

Delta

 

Playstyles.

 

1) Runner. 

 

High speed, high offensive power. Lower durability. IJN is the primary nation that uses this style. Can be defeated using the "stationary" dragging method. 

 

2) Toe-to-toe.

 

Low speed, average offense, high durability. KM is the primary nation that uses this style. Can be defeated using catch and release, drag spam, and weaving styles. However, if you are caught in an engagement you are probably going down. 

 

 

  • Re : Fighter CV guide.

    04. 27. 2013 14:36


ChicagoBears

Originally Posted by Pyrofiend

Originally Posted by ChicagoBears

Originally Posted by DeathAddict

You probably should have mentioned how to class your fighters too if you wanted to center this guide about Fighter CVs. 


Class them on time.



Wrong.


So you're saying people shouldn't class fighters on time?

  • Re : Fighter CV guide.

    05. 01. 2013 23:32


L0TTERY

[QUOTE=cpt99117733]

First off, good guide [thare useto be one with some of this stuff on the old form but its gone, and this has more].

 

I have a genarl question, and this seems to be as good a place as any to ask it, I few years ago 1-2? it was concidered an exploite to use T1 fighters with higher lv pilots [can't rember the restrictions] I think the bug has been fixed, as I can't find anything in the rules but would like to know for shure before I go out and get myslef banned...is this still illeagle?

[/QUOTE]

The most recent I have read was that this was patched. But that could be a product of the rumor mill. But essentially high level pilots abilities made T1's invincible. I actually recommend using T1's until your pilots can use T4's. They last longer in fights and have better chances of shooting down enemy fighters that the T2's and T3's. Also lets you load up more planes, so you could last longer against CVs with more plane space than you.

  • Re : Fighter CV guide.

    05. 13. 2013 20:43


doomsday420

Originally Posted by BlackProject

You should follow some of the advice in this guide lottery. Maybe you wouldnt be such easy food then.



Simply just cant sit here like this got to +1 to this.

  • Re : Fighter CV guide.

    05. 13. 2013 21:23


V2CxBongRipz

Originally Posted by Pyrofiend

Originally Posted by ChicagoBears

Originally Posted by Pyrofiend

Originally Posted by ChicagoBears

Originally Posted by DeathAddict

You probably should have mentioned how to class your fighters too if you wanted to center this guide about Fighter CVs. 


Class them on time.



Wrong.


So you're saying people shouldn't class fighters on time?



That's what I'm saying based on the findings of others.

Originally Posted by Benser33

Going to spam with you some maths on this, but I'm afraid the case is infact the opposite of what you've said.

According to my spreadsheet, late classed are still better in the end.

 

My 2 example pilots are unboosted +13 UK fighters, classed properly until 40, then one stays fighter pilot until 120 whereas the other is classed ace on time until 120. They both have full  experts, no vets or boost. (In examples I've done of the pilots of other nations, the case remains the same.)

 

The fighter pilot has a manpower of 650 and an ability of 2769, providing a true ability of 2,206,620.

The ace pilot only has a manpower of 590 but an ability of 2949. However, this provides a true ability of 2,087,892.

 

The difference is only 118,728 but that makes the late classed pilot 5.6% better, and this is without any vets or a boost. This 5.6% increase remains constant when relative amounts of sailors make up a pilot. By which I mean, if they were both 10% vets and full experts, the late would still be 5.6% better. Or 20% vets and full experts, still 5.6% better. If they were both 100% vets, still 5.6% better.

 

Make them both 100 vets and full experts though, and the difference closes to 2%, meaning more vets and experts is actually more important for properly classed pilots to maximise their TA than the late classed pilots with their manpower advantage. 10 vets is only 1.5% of the 650 man pilot, whereas 10 vets makes up 1.6% (I know right, massive difference) of the 590 man pilot, meaning those vets have more impact.

 

Properly classed pilots have less manpower and more ability, making them MORE reliant on the quality of the men that make up that pilot than late classed pilots. You're right in that it cost's a little more to own the late classed pilots, but only because they need another 60 experts to fill, which costs $0.60. Anything spent on burning experts for vets is at the players descretion, the sailors manpower doesn't really have any influence.

 

 

 

His thought process in all of that is extremely misguided. There are different ways to class for different quality pilots but ACE is the best choice for most situations. @ level 120 a FIGHTER pilot needs to be over 240 vets in order to have more potential ability then an ACE fighter pilot.

 

Anyone who wants to do some math will see why.

  • Re : Fighter CV guide.

    05. 14. 2013 15:00


Benser33

Originally Posted by V2CxBongRipz

His thought process in all of that is extremely misguided. There are different ways to class for different quality pilots but ACE is the best choice for most situations. @ level 120 a FIGHTER pilot needs to be over 240 vets in order to have more potential ability then an ACE fighter pilot.

 

Anyone who wants to do some math will see why.

Unless you're not interested in being able to reach the highest possible potential ability, you should class no further than fighter. Class higher any time before 120 and their best will never be better than that of a unpromoted fighter.

 

While Ace can overtake in TA at some levels of experts/vets, the maximum possible TA that can be achieved can only be done so by pilots delayed as fighters right until the end. And the advantage is very slight.

 

Call my thought process misguided if you like, but;

boosted base 13 US fighter, classed ace, delayed as ace until 120

590 manpower, 236 vets, 354 experts, 3273 ability

(best possible Ace pilot)

TA 5,098,025

 

boosted base 13 US fighter, classed fighter, delayed as fighter until 120

650 manpower, 236 vets, 414 experts, 3093 ability

(max experts but same number of vets)

TA 5,040,353

 

As you can see, delayed as Ace wins...

 

boosted base 13 US fighter, classed fighter, delayed as fighter until 120

650 manpower, 246 vets, 404 experts, 3093 ability

(one successsful vet conversion later)

TA 5,151,701

One conversion later, Ace has been outdone.

 

boosted base 13 US fighter, classed fighter, delayed as fighter until 120

650 manpower, 260 vets, 390 experts, 3093 ability

(best possible US fighter, full stop)

TA 5,307,588

 

Wether or not you believe classing Ace on time to more easily cap your fighters ability with less vets or classing as Fighter and no further to reach a higher maximum at the cost of needing more a lot more experts is up to the individual.

Regardless, Sqd Ldr promotion is just downright bad, no one should class to that, ever.

  • Re : Fighter CV guide.

    05. 14. 2013 15:57


Ultra_Dog

Originally Posted by Benser33

 

Call my thought process misguided if you like, but;

...

But then again, my thought process could be extremely misguided. It's up to the individual if not having to gain 30 more vets is worth subpar pilots.



I have no incentive to burn through 215,000 experts to gain a few more vets at such tremendous cost.   The difference between your TA numbers is insignificant in real game play and hardly justifies the expense.  Any fighter can get shot down by any other nation's fighters.  I've thrown that my lowly UK fighters up against US T4s and shot plenty of them down.  I can only assume that the US fighters have even better TA numbers than my UK fighters, yet somehow, magically, they shoot them down anyway.  Maybe they were weakened from AA or another squadron of US T4s, but they go down in flames.


Those TA numbers with 230++ Vets is extremely rare in our game.  I'd like to know  exactly how many experts were burned to get to that number of vets (without premium or weekend Vet conversion holidays).  Seems like a fantasy number to most of us.

  • Re : Fighter CV guide.

    05. 14. 2013 16:41


Benser33

Originally Posted by Ultra_Dog

I have no incentive to burn through 215,000 experts to gain a few more vets at such tremendous cost.   The difference between your TA numbers is insignificant in real game play and hardly justifies the expense.  Any fighter can get shot down by any other nation's fighters.  I've thrown that my lowly UK fighters up against US T4s and shot plenty of them down.  I can only assume that the US fighters have even better TA numbers than my UK fighters, yet somehow, magically, they shoot them down anyway.  Maybe they were weakened from AA or another squadron of US T4s, but they go down in flames.

In most fights between t4s, it is the superior microer who will win a combat, ability is often not different enough to have so much impact, with that I agree, however its influence persists. Wether an enemy pilot has more TA or not is 95% reliant on the actual makeup of that pilots manpower. US fighters may be better than UK fighters, but a USN pilot with 30 vets, 200 experts and 325 rookies isnt' going to hold up against even UK fighters very well if they have 200 vets and 450 experts.

 

However, if you were to compare properly classed UK fighters (the worst) of only base 12 to delay fighter classed USN elite fighters (the best) you would see there is infact quite a difference, 4.4m ability vs 5.3m ability. Combined with UK having much worse t4 fighter planes aswell, you'll see there can be a considerable difference.

 

As such to consider that if that same UK pilot was delayed, it would add 150k ability to its total, and being elite would add another 150k. Together they add 350k, that would amount to a 7-8% increase.

  • Re : Fighter CV guide.

    05. 14. 2013 21:08


V2CxBongRipz

Originally Posted by Benser33

Originally Posted by Ultra_Dog

I have no incentive to burn through 215,000 experts to gain a few more vets at such tremendous cost.   The difference between your TA numbers is insignificant in real game play and hardly justifies the expense.  Any fighter can get shot down by any other nation's fighters.  I've thrown that my lowly UK fighters up against US T4s and shot plenty of them down.  I can only assume that the US fighters have even better TA numbers than my UK fighters, yet somehow, magically, they shoot them down anyway.  Maybe they were weakened from AA or another squadron of US T4s, but they go down in flames.

In most fights between t4s, it is the superior microer who will win a combat, ability is often not different enough to have so much impact, with that I agree, however its influence persists. Wether an enemy pilot has more TA or not is 95% reliant on the actual makeup of that pilots manpower. US fighters may be better than UK fighters, but a USN pilot with 30 vets, 200 experts and 325 rookies isnt' going to hold up against even UK fighters very well if they have 200 vets and 450 experts.

 

However, if you were to compare properly classed UK fighters (the worst) of only base 12 to delay fighter classed USN elite fighters (the best) you would see there is infact quite a difference, 4.4m ability vs 5.3m ability. Combined with UK having much worse t4 fighter planes aswell, you'll see there can be a considerable difference.

 

As such to consider that if that same UK pilot was delayed, it would add 150k ability to its total, and being elite would add another 150k. Together they add 350k, that would amount to a 7-8% increase.

 

That hardly justifies the cost of 260 vet pilots. I do not understand why people assume an amazing crew will overcome a difference of skill. And lets say we are assuming there is equal skill between me and you. You have 260 vets or whatever on your FIGHTERS and I have 200 vets on my ACE FIGHTERS. Its not going to matter because we are both going to play angles and try to force mistakes. 

 

And yet again you are misunderstanding what I am saying Benser. Its stupid to just assume you are going to vetcap your crew and make it happen. It takes an incredible ammount of experts to cap 1 sailor, let alone an entire crew. Its far more likely people arnt going to have 260 vets then they will. So just telling them that its so black and white is an outright lie. Do you own stock in SDE that you need to influence people to buy so many expert packs?

  • Re : Fighter CV guide.

    05. 15. 2013 05:32


Benser33

Originally Posted by V2CxBongRipz

Originally Posted by Benser33

In most fights between t4s, it is the superior microer who will win a combat, ability is often not different enough to have so much impact, with that I agree, however its influence persists. Wether an enemy pilot has more TA or not is 95% reliant on the actual makeup of that pilots manpower. US fighters may be better than UK fighters, but a USN pilot with 30 vets, 200 experts and 325 rookies isnt' going to hold up against even UK fighters very well if they have 200 vets and 450 experts.

 

However, if you were to compare properly classed UK fighters (the worst) of only base 12 to delay fighter classed USN elite fighters (the best) you would see there is infact quite a difference, 4.4m ability vs 5.3m ability. Combined with UK having much worse t4 fighter planes aswell, you'll see there can be a considerable difference.

 

As such to consider that if that same UK pilot was delayed, it would add 150k ability to its total, and being elite would add another 150k. Together they add 350k, that would amount to a 7-8% increase.

 

That hardly justifies the cost of 260 vet pilots. I do not understand why people assume an amazing crew will overcome a difference of skill. And lets say we are assuming there is equal skill between me and you. You have 260 vets or whatever on your FIGHTERS and I have 200 vets on my ACE FIGHTERS. Its not going to matter because we are both going to play angles and try to force mistakes.

Originally Posted by myself

In most fights between t4s, it is the superior microer who will win a combat, ability is often not different enough to have so much impact, with that I agree

You've only misinterpreted that I don't assume wether an individual finds the information as being justification for classing a certain way or not. I did say that at the end of my post, the findings may may them conclude that late classing Ace is better or Fighter is better, but imo that is up to them so I am trying to display all the facts. I was only stating facts, except for my stupid quip at the end about them being subpar which is unfair really.

I agree, skill is far more of a factor of outcome when playing with 120s, but it is not the only factor, player skill, pilot ability and plane quality are all important aspects and just because I'm not addressing all 3 at once doesn't mean I'm ruling out their influence.

 

Originally Posted by Bong

And yet again you are misunderstanding what I am saying Benser. Its stupid to just assume you are going to vetcap your crew and make it happen. It takes an incredible ammount of experts to cap 1 sailor, let alone an entire crew. Its far more likely people arnt going to have 260 vets then they will. So just telling them that its so black and white is an outright lie. Do you own stock in SDE that you need to influence people to buy so many expert packs?

While I quote these facts about potential ability you'd expect my best pilots to have huge amounts of vets, when they dont. I think my best has 170. I understand that when I have 230 vets, my ability could have been higher if I had classed Ace earlier, but I chose to stay fighter because I know that on day I might exceed 230 vets or more and claim a slight advantage. If other people choose to do otherwise then fair enough, we both agree skill is the most important factor anyway.

Maybe when SDE finally reveals the dodge formula and the influence of ability can truly be assessed, my personal opinion might change. But that doesn't change the fact that the highest possible ability is attained by pilots delayed as fighters. I provided total 4 examples, enough for people to draw their own conclusions, I don't think I'm being terribly unfair, although I am going to edit my remark at the end of that post.

Lets try not to spam Lotterys CV guide thread with much more arguing :/ we've discussed this before more than once...

  • Re : Fighter CV guide.

    05. 15. 2013 06:28


Mouth
Guys it's really simple. If you don't class past fighter pilot, you have the potential to have better pilots. Max vets and experts on fighter pilots have a higher true ability than ace or squadron leader with max experts/vets. Whether you are willing to put all the extra time/money into vet capping them is a different story. There is no argument to that, it's all math. CVs are pay to win, and have been since the pilot ability caps were raised/removed.

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