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  • fighter launching sequence

    03. 03. 2013 07:10

Recommend : 1

weituo

just bit confuse with this matter. some peeps believe 2-2-2 better, others said 1-1-3-3, or 3-3-3.nah, i would like to hear your opinion about that. any helps will be appreciated.

 

 

 

 

  • Re : fighter launching sequence

    03. 05. 2013 19:26


OjamaPeter

Originally Posted by ChickenBaby

Originally Posted by OjamaPeter

Originally Posted by Mouth
If Chicago wanted to duck me he could have just left before the game started. I've seen plenty of CVs do that. (Edit: my GFs birthday is today, so hopefully tomorrow night Chicago. )


But she's not one of the plenty CVs that you've seen... She's The ChicagoBears! YEAH!! 

 


Your parents must be proud of your 2 life skills, stalking and bashing people.



Your parents must be proud of your pretty face and the CV skills you're boasting about.


  • Re : fighter launching sequence

    03. 07. 2013 03:37


vk222u

Keep it on Topic guys.

 

I play IJN FW and I tend to use the speed of ijn fighters to pick off the sides of enemy Fighter formation then dragging out and doing that over and over until I take out the fighters, but I always load my pilots evenly.

 

IJN PCV

Pilots:

1: 2
2: 3
3: 3
4: 3


5: 2
6: 3
7: 3
8: 3

I do this because when I launch I go 4,3,2,1 and 8,7,6,5 it is just a habit I dunno if it helps in game

-Vk

 

 

  • Re : fighter launching sequence

    03. 07. 2013 10:37


Ultra_Dog

I find the topic interesting, as I vary my launch setups at different times.

My setup for UK is:
7 FPs (5 elite, 2 11s), all Lev110-120.
4 TBs (Boosted 11s), all L110+
2 DBs (Boosted 11s), L80-L100
2 Scouts, L70
1 Seaman (Boosted L115)

I run the PCV, as my gunners aren't L120 yet. But the setup (8+1) supports is the same, just 11 lifts instead of 12.

With 8 pilot slots available, I can run anything from 7 FP + 1 Bmbr, or 6 Bmbrs + 2 FP, or anything in between.

I never appear to be a FW, as I keep at least 1 bmbr, usually TB on hand.  But I will run fighters until air superiority is achieved and launch bmbrs on opportunity targets at the early start of the game.  Launching 1+1+1+1+1+1+1 FPs + 4 TBs (11 lifts), provides rapid air superiority to eat scouts up and provide greater sight coverage.  The TBs just find some sub or BB and return.

When any of the single fighters gets shot down or run out of fuel, I usually load up 3 in that slot, keeping the cycle running as much as possible.  A PCV can hold plenty of fighters for a 12 minute game, even if you run them out of fuel.

Also, not all pilots are created the same.  Elites, Boosted, etc. the numbers are a little different sometimes.  I load my best Fighter pilot in Slot 1, next in 2, on through.  That way if I want to power load my #1 fighters (5 or 6 plane squadron), I can munch through enemy planes with far more success.   So, running an 11 lift sequence might be 5+2+2+2, then followed up with a 3+3 after the early planes launch, while my #1 pilots are getting ready.  By the time my #1 pilot launches, I'll have 17 fighters in the air. Then I have 11 lifts I set my last two slots at 5 FPs and 6 TBs for an escorted bombing mission.

Lots of variables, and most of them are in-game adjustments to targets and opportunity.


As for my RM ECV, it has 8 support slots and 9 lifts.  I load 6 FPs and 2 DBs, launch sequence most effective is 3+3+3, then 3+3+3, then 4+5 unless one of my squadrons is shot down, then I'll 3 FP + 3+3 DBs., to add a fighter escort.

You have to adapt to your limits.

  • Re : fighter launching sequence

    03. 07. 2013 11:04


lilace

In easy terms for those whom cant follow, Look at how many pilots you have, How many planes u can launch, and than divide that in a way where u can constantly roll 2-3 waves of planes.

I have ijn cv6 with 6 fps 2 dbs

I start with 3/3/3 than go 4/4/4 and 5/5  and back to 4's unless need to load quickly. Most of the time your load and dispatch count will change due to the situation of the game ur in. need planes fast, load less per pilot, or more pilots evenly,

  • Re : fighter launching sequence

    03. 11. 2013 04:05


normpearii

Most effective launching schemes:

Remember, in the time it takes to select 3 on your 3rd or 4th pilot, your 1st pilot could load for 4-10 seconds already. Essentially almost or a whole plane. Thus you should launch planes with the higher number first and lowest number last.

 

Also remember, you may have to improvise if your losing to the other CV, such as loading more planes faster to get more into the air to outnumber your opponent or if your team has killed the enemy CV, switching to launching more bombers instead.

 

These logically and tested via video and timer, the fastest methods of launching planes.

I and 3 others tested this back when CV6 were released. The results averaged between us 5 to 8 seconds faster to load largest to smallest instead of smallest to largest. During a fifteen minute span, not letting any planes return, we found that we launched 1 more wave each in those 15 mintues launching largest to smallest.

 

To further confirm this, we created a macro for both smallest to largest and largest to smallest load schemes, to minimize make the time consistant, we placed 1 second between each pilot to simulate physically pressing keys. This marco has only been used 10 times in total, all on the test server, and the other 3 players have since quit the game anyway. Largest to smallest loaded.

 

At first your going to say: "But my first pilot loads last that way!?!?!"

True, but that is because it is loading the extra plane. However, remember, he started loading BEFORE the last pilot, thus instead of waiting the extra time for an extra plane to load on the last pilot. The first pilot will be have already been loading that extra plane for the amount of time it takes for you to set how many to load on the last pilot. For most players that comes out to 4-10 seconds. Aka, almost the load time of a single plane or slightly more, thus saving time.


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