World of Warships

Tips to Better Deal with Planes

WorldOfWarships7 - Tips to Better Deal with Planes
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I wanted to make a post on tips in dealing with CVs in their current iteration. Regardless of whether they are OP/broken or not, it’s my opinion that a lot of players have neglected to adapt or even attempt to counter planes as they are. I say this an slightly above CV player with ~300 games in the new system, link to my stats for reference if that matters. Obviously this is still anecdotal, as all our experiences are I cannot avoid that, but I find a lot of players simply do relatively little to counter planes, so I thought I would share some tips that I find effective in dealing with planes as surface ships and/or counter my planes. A final note, if it matters, I personally do not find the rework broken and actually prefer it to the old setup; this isn’t to say some adjustments need to be made, I just don’t think the game is broken by any means. Having said that, hopefully this thread can stay on track in providing players a little bit of help or reminders on how to counter planes. These are general tips, circumstance will always affect their effectiveness. RNG is always a factor for better or worse: sometimes doing nothing will lead to over pens by the CV, sometimes doing an expert dodge will result in a bad bomb drop from the CV leading to multiple citadels. This is life, ask a British CL captain, don’t overreact to a single event or small sample size.

Evasive Maneuvers

Firstly, I find that even at high tiers, a lot of Battleship players still do not attempt to dodge torp planes, or they start their maneuvers much too late.

  1. Preemptively start your maneuvers: Often people don’t try to dodge until the last second, in which it is already to late. Stay aware of your surroundings and start your turn before the planes get too close. This will either lead to you dodging the torps completely, or only taking a few. Likewise, even if your maneuvers are detected by the CV, it will lead to increased plane time over your AA. This is always a good thing.

  2. When to turn into torps: Do this when planes are coming at you perpendicular to the ship or angling from the bow. Doing this opens up less surface area over time for the torpedoes to make contact and if you are lucky on close drops you can make contact before the torpedo has time to arm.

  3. When to turn away from torps: do so when torp planes are coming in on an angle from your stern. Likewise, in this circumstance, sometimes you can just outrun the torps, so if you notice this, obviously do nothing.

  4. Adjusting speed: doing so can sometimes allow you to avoid torpedoes, and varying your use of this can hinder planes. This is best used in situations when the CV can only get one strike off on you. As a solo BB in open water, this can set up the next strike from a CV if you are not careful. So, when employing this try not to become predicable and be wary of how a change in speed may affect your next dodge if necessary.

  5. Be aware of the reticle of the plane attacking you, this will dictate how you should attempt to position yourself to minimize the damage. Torp planes, Enterprise rocket planes, and GZ bombers are better at attacking broadside, so minimize your exposure: its better not to try and dodge GZ bombers or Big E rocket planes if they are coming from bow or stern, dodging will just open up more surface area, just speed up or slow down to cause them to adjust. Likewise if American or British bombers are coming at you broadside, turning will just open up more surface area for them to hit.

Read:  Battle for the Indian Ocean (Part 3): German Presence

Combat Air Patrols

  1. Surface Ships: use them early, if you have already been attacked its too late. They take a while to get up and lock on, so you have to pre-emptively use them. This may cause you to waste it sometimes, but CAPs are useless when you are sunk so burn them. Likewise, your friendly CV is more likely to protect you later in the game when there are fewer allies for them to cover.

  2. Carriers: Try not to waste many early in the game, if you do be sure you will trap the enemy. Allies are more likely to be blobbed at the beginning and are better able to protect themselves. Plus killing an air group later in the game is more valuable when the opponent has less reserves and less time to replenish.

  3. Know what planes to use them on. Fast aircraft are harder targets to trap in your CAP, so unless necessary avoid rocket planes, GZ bombers and torp planes, and to a lesser extent Saipan planes. British planes, bombers and trop planes are easiest to trap as they are much slower, giving the opponent less time to react.

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  4. Trapping opponent air groups. Do this by placing you CAP infront of a friendly ship, not on them. You want your planes to engage the full enemy grouping, not just the ones remaining after an attack, If the enemy has attacked your friendly, usually you are too late. When trying to trap oncoming planes in the open generally deploy the CAP when they are 4-5km out infront of you (what I’ve found to be effective at T8). Finally, utilize terrain to your advantage, planes going up and down mountains cover less horizontal distance, so they become easier to trap.

  5. My strategy: I usually burn one CAP from my rocket squadron in the beginning if an airgroup comes to the side of the map I’m on. This gives my team more time unspotted by either forces them to retreat or by killing the opponent airgroup. Then I try and save an many for the endgame as possible unless I get a good opportunity to wipe an opposing squadron, or can prevent a strike on a friendly shipping capping an objective. Lonely BBs are not worth protecting in the beginning of a match, their usually not in a position to help with the objective, waste your time in flying time, and can heal back a lot of damage/ focus on evasive maneuvers. So ignore the calls for support by loner BBs on the A line.

Positioning

  1. Carriers: I’ll start here, because CVs running to the back of the map is not a good strategy, however neither is rushing to your favourite island right away either. Unfortunately, there is no basic strategy to convey other than to wait a bit, survey the map and pick a safe area to go that brings you a bit closer to the action. This reduces your flight time and throws off flanking ships that may be gunning for you. If possible, get into a position in which your CAP can also protect friendly ships. Often late game it’s a good idea to be close to cap, blocked by an island so you can support your allies.

  2. Surface ships: Many will advocate that blobbing is the best strategy, but most of the time I find it unnecessary. Certainly, going solo is a bad idea, but sometimes all it takes is one friendly to create adequate cover. An American DD can usually be a great running mate, especially a Sims or Kidd. Their speed, AA, smoke combo can really protect a flank from planes, plus sticking close to the team can provide the dd with support also. When grouping up you also don’t need to be right beside either other as well, staying 4-5km apart is ideal so your flak can hit planes that are striking your friend, planes cannot really dodge when in their attack run, so there is a good chance you can get great burst damage on attacking planes. Finally, you can still flank, just don’t go solo, It requires more teamwork now. Don’t sit at the back as a lonely BB. Don’t chase the CV in an objective game; all that does is bring you away from the caps and lessen the flight-time of the enemy planes. After winning the flank, re-group, try and bring your friendly CV to you not that it is safe and support the rest of your team. BBs can still do a lot of damage to a spotted CV from afar, DO NOT WASTE TIME SAILING YOUR COLORADO TO A1 TO KILL THE ENEMY CV.

  3. Terrain: Remember to try and use the map to your advantage, but that this can also be a double-edged sword. Islands can be used to block the most likely approach path from torpedoes and also serve to mess up rocket attacks (Rocket planes have trouble aiming when diving down a mountain). But likewise, your movements will be restricted and easier to anticipate.

Some final words in conclusion: I hope this can help some to better themselves in dealing with CVs, after some practice you can reap the rewards of plane kills, personally I quite enjoy wasting the enemy CVs time and resources racking up plane kills and damage. Always remember that a CV is playing against time, the more time you can make him/her waste, it helps your team. So DDs turn off your AA when not supporting allies or already spotted, that extra bit of time you make the CV waste is only beneficial. Finally, learn your ship, each have different strengths and weaknesses that can be exploited. Good luck out there! By no means is this complete, so share your tips to help everyone out!

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