So instead of a shade account straightening out a CV TG for his other account, or buddies, to hit an un-turning CV; the shade can now bring the CV to ahead slow, or all stop, for a very easy attack?
Nothing is more aggravating then being right on target only to have the ship turn because it moving at unrealistic speed during an attack.
I really don't understand what exactly you mean by this.
As to torpedo realism, very few under way capital ships were sunk by air dropped or PT launched torpedoes during WWII. A few subs got in close and got lucky. Getting in close to a ship underway to land a hit is tough.
Also, AFAIK, HTC does not simulate the high dud / failure rate of the Mk-13 torpedoes carried by Elco PT's, which, even if we did hit, it would not always detonate. Mk-14 Torpedoes were primarily sub launched torpedoes (which also had major failure rates), Mk-15's were DD-launched, and I thought Mk-25's (modified 13's) were air dropped. This not considering how good the Japanese Type 93's were.
Carrier Operation were a big part of the War, but not a very big part of this game.
* The TG's are very small, compared to what fleet sizes were during the island hoping campaign. These TG's are more consistent with early war (but with
Essex class CV's instead of
Yorktown or
Lexingtonmodels), transits between locations, or about the size of TG's of JEEP-CV's in the Atlantic in the U-boat operations.
* No radar picket ships, only 1 ship in TG with radar.
* Rarely do pilots bother to fly High, Middle, and Low CAP over CV's during combat operations.
* CV's are run too close to bases they are attacking. The enemy's shore batteries and ordnance is left up too often. Just inside LVT spawn range would be good, once ord and SB's down and some CAP up.
* CV's treated as moving airfields, spawn points to vulch from, and not very well defended ones at that.
* No great distances between airfields and land masses in the war arena maps. CV's not all that important or necessary.