about 2 years ago - Ahskance - Direct link

3rd Party Sites don't have access to all the data. Some profile data isn't sent if it's below or certain threshold, or a profile might be private.

You will have errors in data because of this and smaller data sets will have larger amounts of error due to smaller sample sizes.

about 2 years ago - Ahskance - Direct link

@GoldDust2015

Reworked CVs have existed for over 3 years at this point. There are still folks that roundly dislike them, but they are an accepted part of our game on whole.

We released information back in 2019 showing that most players were unaffected in terms of their decision to play even by double CV matches, though we altered the Soft Caps to prefer single CV matches as a norm. The most cited issue with CVs at the moment is "Spotting", though Russian CVs have brought up the topic of AA interaction again. They are specifically designed to siege against the AA of their target, though they are weak to AA in general should they be blocked from their intended target or attacked during their flight to their target.

about 2 years ago - Ahskance - Direct link

CV CAP Fighters are the same as Surface Ship fighters except in Duration. CAP Fighters last 10 minutes.

about 2 years ago - Ahskance - Direct link

It depends on how early on the Fighters were launched. If they are in "Patrol" mode prior to the CV's planes initiating attack (~5 seconds warmup on Fighter consumables) they can and will latch if the attack takes over 2 seconds to perform.

Fighters have a ~2 second "Latch" time, then they travel toward their target, then they deal damage when within about 1.5-2km. Once the damage is started, it is delivered over a few seconds and will continue to deal damage even to recalling planes that have gone into cloud cover.

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CVs can and will factor Surface Fighters into their decision depending on the planes being used. Bombers and Torpedo Planes are very likely to be latched onto. Rockets and Skip Bombs may not depending on drop style/timing.

Attacking a Fighter protected target usually means pre-dropping or attacking with a non-full squad as having leftover planes for the Fighter to latch to just means losing more planes then needed. Though you can still take the trade if the target is a priority.

about 2 years ago - Ahskance - Direct link

CAP Fighters have a 600 Second Duration. They are used automatically when the Hull is spotted and have a 10 minute duration.

The existence of them stops a CV from being able to make a follow-up strike (except for Hakuryu's torpedo planes using a heal cooldown or Immelmann ship-sieging), so a CV will pre-drop for the first 3-4 attacks when single striking an enemy CV to burn the CAP fighters.

This gates a CV from being able to quickly kill an enemy CV. The single attack requirement causes it to take multiple trips, so about 5-8 minutes of dedicated work to attempt a CV snipe. If Battleships or other teammates can deal damage to the enemy CV the time-to-kill is reduced.

about 2 years ago - Ahskance - Direct link

Correct.

If the CAP Fighter ever enters a firing state, it will despawn after firing regardless of if it kills a plane or not.


If the CAP Fighter is killed.


If the CAP Fighter runs out of time.

There is a cooldown window between launches, so if CVs are close to each other in the end-game it is possible to attack and have the CAP engage and shoot, then follow-up with a strike that gets to attack twice before the next CAP Fighter is launched.

Typically the 40 seconds is more then enough for the next CAP Fighter to be up and ready by the time another plane attack would happen, though. It's typically 40+ seconds for planes to cross the map from one CV to the other.

about 2 years ago - Ahskance - Direct link

Typically Immelmann will lose around 1 plane per "Siegeing Strike". That means starting an attack run at around 7.5km from a target with a clean path and dropping at 4.5km at full speed. 4.5km is within AA range for most ships that the Immelmann will see, so 1-2 planes lost per strike is the norm.

Russian planes may lose 1, but they also have a habit of losing several or all of their planes to flak as they slowly fly up to cloud-cover. That is why the flak damage reduction skill is recommended at Tier 8 and up.

This has nothing to do with CV CAP Fighters or Surface Ship Fighter consumables (which DuckyShot asked about).

about 2 years ago - Ahskance - Direct link

It has been a while since I've played RU CV since I don't enjoy the playstyle, but you're saying you fly inside of 3.5km before dropping Skip Bombs as a normal decision? That isn't avoiding AA, though it's avoiding mid-range to an extent.

I was really just addressing the question put forth to me. If you want to have an in-depth discussion about Fighters and such, feel free to write out a post and make a thread with me tagged to discuss it.

about 2 years ago - Ahskance - Direct link

Prep/"Arrival" time is 5 seconds. "Latch"/"Attack" time is 2 Seconds. That's why Enhanced Reactions does what it does and increases Prep Time to 7.5 and reduces Latch time to .4 seconds (ie: near instant).

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There is an immunity out for planes which can interrupt Fighter damage which is being delivered. It still does deliver post start-of-damaging-state on the recalling path though, it just depends if the attack state is triggered during the drop sequence. In some cases, the attack is so quick as to not allow the latch and start of "damage-delivery state" before the rest of the squadron gets out if you animation skip.

about 2 years ago - Ahskance - Direct link

Allow me to rephrase. I don't tend to read an entire thread when responding to a single question when I'm pinged. I just answer the question.

When you responded, it had the weight of a discussion that I hadn't read into/was aware of. So, if you want to have an in-depth discussion about a topic with me directly, feel free to start a thread on that topic and tag me in from the start.

I'm not quite sure what you mean by "changing speed". Once Fighters are latched and get within a certain distance of your planes (somewhere between 1.5-2km), they start an "attack state" where they make machine guns noises, fire bullet particles, and deal X damage over Y seconds (which can be paused by slingshot).

Speed may help you delay the attack state by flying away from the fighters, but once the "attack-state" is triggered the damage is simply applied to your squadron regardless of distance (such as from a slingshot).

about 2 years ago - Ahskance - Direct link

I just logged in to catch the official terminology used on the Commander Skill:

"Arrival Time" is what I call "Prep Time". It just means the time it takes the Fighter to deploy and go into "Patrol" mode. This is normally 5 seconds. With the skill it's increased to 7.5 seconds.

"Time before attack" is what I call "Latch Time". It just means the time it takes the Fighter to see a threat in it's patrol circle and then "latch on and pursue it". This is normally 2 seconds. With the skill it's decreased to .4 seconds.

When the Fighter closes distance to 1.5-2km, it starts to Shoot and deliver damage. Once the Damage/Attack state is started, it continues until all damage is applied or the Fighter is shot down.

After the Attack State is done, the Fighter leaves.

about 2 years ago - Ahskance - Direct link

No worries. I've been in this thread multiple times, but I tend to read posts as they happen for moderation purposes. I can end up reading 20+ different threads in piecemeal, so I don't often follow the full vein of the topic unless it's rapid and requiring constant attention. (or I'm personally engaged in it).

Just giving you insight on how I work.

The graphics are just pretty. When a Fighter consumable starts it's damage-delivery state, the damage is applied directly. The bullet animation doesn't have any impact on that.

about 2 years ago - Ahskance - Direct link

Should be data-minable. Ask Yuzorah to look into it as I know he data-mines frequently.

To my knowledge it's standardized as we recently did a standardization pass on Fighter consumables.

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I have seen that CV Fighters say 6. I'm still quite sure it's 5 from my own internal clock, but I could be wrong. I do play with Fighter-builds extensively, though.

It does, yes. There is a point where the planes are well-and-truly immune and receive no further damage. That doesn't stop damage from being applied on the way up if the "damage-state" has triggered before the recall is able to be done because the attack is still in progress.

about 2 years ago - Ahskance - Direct link

Playing a CV in a manner that is intentional enough to Fighter-drop and still be using relevant attack-lines to keep pace is extremely hard. The current system is not forgiving in that respect, and the enemy CV can work the flank you are not close to as a result.

It's currently a limitation of CV play, yes.

about 2 years ago - Ahskance - Direct link

One thing worth remembering is to stop using a Patrol Fighter as something that "covers" a ship. You should use it instead to deny attack lines. Plug holes with it so a CV has to take action to get to where it wants to go instead of having a free path to set up on its attack.

The CV may never enter the Fighter, because that'd be wasteful, but it still denies an optimal attack path or forces a counter-fighter to bait off the one you placed in order to have the desired path.

about 2 years ago - Ahskance - Direct link

Interesting. The data does look old as we standardized Fighter speeds to the CV speeds a few Updates back. I don't remember which one but I recall that being part of the Update Briefing meetings we have.

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I may test our surface ship latch timing. 5 seconds seems extremely not correct at all. Also, the 0 second arrival time seems bizarre.

about 2 years ago - Ahskance - Direct link

It frontloads the Latch time into the Arrival time. That makes it so when enemy planes enter the Patrol area the Latch is immediate.

about 2 years ago - Ahskance - Direct link

It's not a bad choice on Bearn at all. The biggest downside is actually the increase duration. Bearn Fighters natively have 100 second durations, so it goes up to 125 seconds. If you place a Fighter and your teammates change position, that can be irrelevant for quite a long time before you can place another.

Bearn sometimes makes me wish we had a "dismiss Fighter" command for when you want to end the current one and place it in a different spot.

about 2 years ago - Ahskance - Direct link

Actual matches are never so simple. It always comes down to "What is the right thing to do right now?" Theory-crafting how you can be outplayed while always end up in you deciding you would just be outplayed and so "X is worthless".

As they say, "No plan survives contact with the enemy"

There's a real and actual limit to how well humans multitask. Some do it well, most do not. So our system is quite straightforward.

Surface ships DO have AA, and it can and does shoot down enemy planes. If you place your Fighters well, you can force suboptimal flight paths which can result in better trades for you team. As I said, it's very hard to do that AND be a normal CV player dealing with situations as they come naturally.

about 2 years ago - Ahskance - Direct link

Those speed changes were already made to CVs in the prior Update. The one announced in 0.11.0 was supposed to affect all the other planes, including the ones on Surface Ships. It was a Standardization pass.

You might want to get freshly datamined information because I really do think the source you quoted is using old data at this point.

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It's easy enough to just test a Catapult Fighter in a training room with someone else popping one while their AA is off. I can do that tomorrow when Boggzy is in the office if I have to.

about 2 years ago - Ahskance - Direct link

As I said, it's easy to just test in a Training Room and clock it. If it's an issue and not working correctly, I can escalate it to be fixed.

about 2 years ago - Ahskance - Direct link

I just did some training room stuff. Looks like the Wind-up time on the Montana fighter feels like it's around 10-15 seconds, though I'm not exactly sure. The Fighter latching seems to be between 4 and 5 off two tests, which does seem overlong.

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Was that the video you posted earlier? Many of your videos are referenced back to months ago so I didn't look at it. If it was recent as of this thread, then that'd be fine to check out. Can you drop the link again?

about 2 years ago - Ahskance - Direct link

Just checked the United States video from earlier. That doesn't give me a time test in terms of data.

about 2 years ago - Ahskance - Direct link

@El2aZeR

Looks to be a 15 Second Prep and... it might be 5 seconds? Sometimes it seems like it's 3? The "Latch" time is throwing me off.

20220425_213759_PASB017-Montana-1945_00_CO_ocean.wowsreplay

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I'll see what I can do with this information. Good to sit down and learn about these specifics.