Author Topic: New CV Arrangements  (Read 3243 times)

Offline Butcher

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New CV Arrangements
« on: December 27, 2011, 06:56:32 PM »
I had an idea when taken from Jugler's forum topic about moving carriers further off shore to prevent the puffy from murdering anyone trying to take off.
Well the idea is re-Arrange some of the Carrier groups, some maps have various carrier group configurations so I can't think it would be to hard to modify a few.

Moving a carrier off shore helps defenders take off and climb out without puffy ack, however carriers are still pretty vulnerable to buffs so my idea is re-arranging the carrier groups, and adding the Cleveland class light cruiser.

Now the basic idea is, if the CV group has to stay off shore, it needs to be better defended since defenders can take off and climb out. In order to protect the carrier group a little better, the Cleveland comes with 12 × Mk.16 6 inch guns(4×3) and 12 × 5 in/38 cal gun (6×2).

To make up play balance, carrier groups get more firepower, but at a further range - not so accurate, however they do get an extra 6 5inch guns to a carrier fleet. Of course you can't add all the 5 inch on a Baltimore class cruisers, still should be room for 40mms for close defense.

our fleet now has:
1x Heavy Cruiser with 9 x 8 inch Guns (3 x 3), 4 x 5 inch twin Guns (2 x 2)
1x Carrier with 4 x 5 inch twin Guns (2 x 2), 2 x 5 inch Single Guns
4x Destroyers with 2 x 5 Inch Single Guns

Total 5 inch: 22

Upgrading it would look like this:
1x Heavy Cruiser with 9 x 8 inch Guns (3 x 3), 4 x 5 inch twin Guns (2 x 2)
1x Carrier with 4 x 5 inch twin Guns (2 x 2), 2 x 5 inch Single Guns
1x Cleveland Cruiser with 12 x 6 inch Guns (4 x 3) 4 x 5 inch twin Guns (2 x 2)
3x Destroyers with 2 x 5 Inch Single Guns

Total 5 inch: 28

This gives a carrier group some protection if the Heavy cruiser gets sunk it still has a second light CL for defense.

Probably stupid idea, but why not throw it out there, its Warship porn!




JG 52

Offline Melvin

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Re: New CV Arrangements
« Reply #1 on: December 27, 2011, 07:02:59 PM »
So, you want MORE guns to head shot Juggler once he reaches 3001 feet?


What a terrible idea.
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Offline Butcher

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Re: New CV Arrangements
« Reply #2 on: December 27, 2011, 07:10:55 PM »
So, you want MORE guns to head shot Juggler once he reaches 3001 feet?


What a terrible idea.

This isn't puffy ack, its manned guns. Big difference Melvin.
JG 52

Offline MAINER

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Re: New CV Arrangements
« Reply #3 on: December 27, 2011, 07:18:55 PM »
this gets a big +1
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Offline Melvin

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Re: New CV Arrangements
« Reply #4 on: December 27, 2011, 07:32:45 PM »
This isn't puffy ack, its manned guns. Big difference Melvin.


Oh, so you want MORE guns that can headshot Juggler anywhere from the deck to 10,000 feet?

Sounds good.  :aok

EDIT: In all seriousness, I'm totally on board with more Naval equipment. What this game needs is more "depth" to keep people occupied. We need convoys and rail yards to attack. Towns need to be harder to capture. Not by adding more buildings, but by adding more ack and perhaps a VH in town. Etc, etc.
« Last Edit: December 27, 2011, 07:39:45 PM by Melvin »
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Offline Rino

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Re: New CV Arrangements
« Reply #5 on: December 27, 2011, 08:52:11 PM »
     If you want to improve AAA, why not use an Atlanta class AAA cruiser?  Lose the 6" batteries but gain alot more
5".


http://en.wikipedia.org/wiki/USS_Atlanta_%28CL-51%29
« Last Edit: December 27, 2011, 08:53:56 PM by Rino »
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Offline Butcher

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Re: New CV Arrangements
« Reply #6 on: December 27, 2011, 09:03:48 PM »
    If you want to improve AAA, why not use an Atlanta class AAA cruiser?  Lose the 6" batteries but gain alot more
5".

(Image removed from quote.)
http://en.wikipedia.org/wiki/USS_Atlanta_%28CL-51%29

Well if we wanted more, then HTC could add the full battery on the Baltimore class cruiser we have, I figure overkill would be a bad idea.
JG 52

Offline mthrockmor

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Re: New CV Arrangements
« Reply #7 on: December 27, 2011, 09:07:16 PM »
I think Rino has the proper correction. Did the 6" fire anti-air rounds? Where as the 6xdual 5" of the Atlanta light cruiser posted was specific for anti-air.

Boo
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Offline Butcher

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Re: New CV Arrangements
« Reply #8 on: December 27, 2011, 09:57:41 PM »
I think Rino has the proper correction. Did the 6" fire anti-air rounds? Where as the 6xdual 5" of the Atlanta light cruiser posted was specific for anti-air.

Boo

They did, it could be switched like the 5 inch we have now (ground, air), gives you a choice...pound town or those buffs about to nail the cv.  :aok
JG 52

Offline Raptor05121

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Re: New CV Arrangements
« Reply #9 on: December 28, 2011, 01:00:57 AM »
+1 to everything, except you forgot my favorite ship of all:

InGame: xRaptorx of the ***Alchemists***

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To suggest things that do not meet this basic criteria is equal to masturbation.  It may feel good to you, will not produce any tangible results, and you may be embarrassed if you get caught. 

Offline bangsbox

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Re: New CV Arrangements
« Reply #10 on: December 28, 2011, 01:26:19 AM »
i want more ships/guns on our fleets but only mannable. a fully manned fleet should be able to stop any single plane or set of bombers. ever see video on a cv attack, tons of crap shooting (and i think more 40mm is an order).
« Last Edit: December 28, 2011, 02:23:14 AM by bangsbox »

Offline Chilli

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Re: New CV Arrangements
« Reply #11 on: December 28, 2011, 09:47:54 AM »
Don't know if I made this wish before, but I would love to see ports having the ability to have more than on fleet.  Connecting to the OP's idea one group would escort the carrier.  Other(s) would carry a mixture of (possibly faster) ships, not overlooking the troop and equipment carriers.

  • Opens the door for totally different naval stradegy.
  • Carrier groups would not be able to navigate close to land.
  • In order to capture an enemy fleet, all troop carriers and CVs must be destroyed.
  • Only troop carriers and their escorts would be able to navigate near shorelines.
     

Offline Peyton

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Re: New CV Arrangements
« Reply #12 on: December 28, 2011, 10:33:40 AM »
+1 for more mannable guns.

I say leave the CV alone but add more mannable guns and or more ships in the CV group.

I don't mind the CV being off shore. It happened in WW2 with shore bombardment.
I mean what's the difference between a CV group and it's puffy ack resisting take off at a base than a GV spawn camping or some vulchers covering a base? You have to kill the GV in order to spawn or clear the vulchers before taking off, so kill the CV in order take off.

Related to CVs,

1) I think there should be a timer on a captured ports CV that if a port is captured there is 1-2 hours before the CV expires/sinks/dies unless you capture the port back.  This will keep idiots from hiding a CV because they will only have 1-2 hours before the CV is "gone" unless the port is recaptured.  This rule is only for invading countries.  The original owner of the CV does not have a timer when they recapture their own port.

Hiding a CV in a corner is the lamest so called "strategy" ever.   It's a game, let's have fun, use the CVs, ......on second thought, add more CV groups!!!!!!

2) Add more ships to CV group

3) Add more mannable guns

4) Add ports to every map and more to those maps that have some already

5) Make a large battle fleet (1 per side) with 2 cvs in it

6) Let CVs go back to port to repair themselves if they stay at port for 15-30 minutes  (yes I know refit and  repairs took longer) but so did fixing tanks and towns and airfields but we resupply them too.

7) Let CVs be resupplied by another cv group nearby, a C-47 dropping supplies or a PT boat from a port bringing supplies.  Alot of supplies would be needed of course as guns would be repaired first but at least the cv could be repaired.......  or make the supplies only fix the guns and it would have to "port" for 15-30 minutes for structural damage repairs.

Offline Chilli

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Re: New CV Arrangements
« Reply #13 on: December 29, 2011, 05:27:08 AM »

I don't mind the CV being off shore. It happened in WW2 with shore bombardment.


Umm, I have heard the opposite..........   Not even going to check to see.  Just seems to reason the carriers and their cargo were far too precious to roll up anywhere near a position that could be given away by radio.  Open sea contacts were something entirely different.  That is why I wish it were possible to have multiple fleets from a single port.  One would escort the carrier and the other would carry the landing forces.  Better yet add 2 or more landing force fleets to a single port (depending on the size and / or relative open seas of the map).

Offline bustr

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Re: New CV Arrangements
« Reply #14 on: December 29, 2011, 01:42:50 PM »
Then you would need fast attack groups to hunt the CV groups and destroy them.

You know the vTards will just hide all of these they can off the edge of the map in bishland. No two players will agree where any of those types of assets are best used other than whizzing naughty words across the map. And just like the GV players we will get a new class of "Can't You Just Leave Us Alone" whine from the dedicated mariners who will put a few hours into coordinating epic sea battels that will die in a single bomber pass to spite them and their efforts.

The immunity bombers experience in the game from puffy ack now will make expanding the maritime game a hair pulling folly. Change the ack so it is suicide to level bomb a CV lower than 18,000 feet(Icon Range) and reduce the auto ack bubble to that distance lateraly. 6,000 yards in any direction. Don't allow CV or capitol ships closer than 20,000 yards to shore. Then expanding the maritime game would be feasible or you are simply giving bombers more milk run targets. As it is 10,000 feet seems to be the lazy way to kill a good CV furball or base capture battle in one immune pass. 
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