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  • IJN CV Guide

    01. 11. 2010 18:21

aodcrazycat
Guide is on 2nd post
This is my 1st real guide attempt, so im hoping its good :D


[Stickied by LordKelvin, March 7 2010]
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  • Re : IJN CV Guide

    07. 09. 2010 23:11

iDeathMN
nice

  • Re : IJN CV Guide

    06. 07. 2010 04:41

Knight12
this quide is on the up and up

  • Re : IJN CV Guide

    05. 28. 2010 02:20

chickenwong
Hosho is joke=S

  • Re : IJN CV Guide

    05. 20. 2010 12:02

Thelocura
gracias.

  • Re : IJN CV Guide

    05. 04. 2010 04:53

the_ren1
lol some dude up there mention about using manual dive bomber.....

its way harder then just a normal "click-click" with your mouse, but for the torpedo
bomber its another story, as a CV player we should use manual TB

and for some one new to the CV i just want to add up a few more thing

1st. a fighter start should be +12 or if u want to spend real money, get elite FP
reason: we can't control the FP, its not like a gun in BB or a torpedo in ss, we have no
control except deploy, bring the fighter to the position we like or calling back them to
the ship.if they try to fighting with enemy plane your fighter pilot will do it for you so
find the highers base for fighter is important


2nd. air is not working whatsoever so don't too care about that but set a standard for me
9 is standard so 9 air will be good as a fighter pilot as long as your fighter base is high


3rd. some say a bomber will affect the durability for the fighter many of them tries to
find +12 also in bomber but in the end... if you become a fighter pilot your bomber
ability will always a big minus (-) everytime that your fighter upclass so what the point?
for me my self that is a bulshit but let face it people still belive it rite? so again i set
my standard to be +10 bomber these time

4th. some people also say a fighter ability as a bomber is good but for me its a total
joke.. no matter how high your fighter ability as a bomber pilot when you up class them to
the next higher class all you got is a big minus in your fighter ability and
again... a bomber (TB/DB) is a bomber their job is for bombing your enemy not engage a
fighting why? because a bomber is a weak versus the fighter pilot and your bomber could not
win thats it.
so what did you need? you need a bomber skill to be +12 or +13


so for FP minimum 9/12/10 for air/fighter/bomber or 10/12/10 or 11/12/11
and for bomber 9/10/12 for air/fighter/bomber or 10/10/12 or 11/11/12

but to people who has a lot of money just throw some elite in fighter and bomber


ow you need a medic also, because your pilot will die alot so +15 pot is the minimum you
should obtain as a medic, if you want more go for elite with +16 elite potential.
also a CV seaman with high base on air/bomber/figher/potential if you can get all +11 and
+15 for the potential its a almost perfect CV seaman


thats all

  • Re : IJN CV Guide

    04. 10. 2010 14:47

Hasley
hey thanks for the guide. i sunk a bb2 with T2 and i love it! i use locals in groups of 2
so 2/2/1 so i have a scout up and running. i am gonna run 4 ftrs, 2 db and 2 tb. any
suggestions im very new to cv and could use the help

  • Re : IJN CV Guide

    04. 07. 2010 00:01

jboquila
TY for the guide!

  • Re : IJN CV Guide

    03. 30. 2010 09:20

top21
I큩e heard that TBs make more if they hit a ship so i use 1TB pilot too.
I have tomorrow my hosho and then I큞l manual dive bomb.

  • Re : IJN CV Guide

    03. 23. 2010 21:03

Tatertot
Aside from the incorrectness of the TB/DB recommendation you made, I found another. A CV
player should never have to load more than 4 planes on any one pilot. It simply takes far
too long to ready your planes, time that could be used readying the next wave.

On all ships past the Hiryu, you want to load groups of 4,3 or 2 planes per pilot (all
aircraft). If you launch 9, then 3/3/3. For 10 launch 4/3/3. PCV use 4/4/3. CV6 use
4/4/4 for your launch pattern. The only exception I've found useful is when bomber
whoring with a balanced 4 to 4 bomber/fighter pilot ratio. From my PCV I'll launch all
fighters in the first wave 3/3/3/2 to get them out early to shoot down scouts and scout
the enemy. If they run into enemy fighters each group is small enough to be expendable or
if they are in the same region, you can drag the enemy fighters while calling the other
three to shred them while they are chasing the first group. After this initial chaos,
I'll launch two waves of bombers (loaded 5/6) after the enemy high level BBs or launch
more fighters as needed. The idea is to get those planes off the deck ASAP. Since CVs in
general follow a rotating 2 or 3-wave cycle (4/4 or 3/3/2) there is really no need to load
more than 4 planes for any given pilot except the last wave on the 3/3/2 cycle. If you
are launching a 4-wave rotation (2/2/2/2) then you are not using your pilots efficiently
as the first wave will have landed by the time your third is ready, making the last two
pilots for the 4th wave useless because you can load planes on the pilots from the first wave.

All in all your guide is a decent resource for those who are absolutely new to navyfield,
but provides faulty details that will impede their ability to play well in the long run.

  • Re : IJN CV Guide

    03. 19. 2010 06:14

Rhadamanthus
Medics should be in hull support slots I have seen them be very ineffective in gun slots.
Seamen might give you that extra edge in combat but again should be in hull. other
supports work from gun slots.

In my experiance guns can be very use full for scarring of small annoyances such as Cl's
or lower and subs too.
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