|
Post by nuclearnadal on May 24, 2019 12:02:04 GMT -6
Just curious as to the best combinations for selecting priorities in aircraft?
Personally I tend to have a setup as follows: Scouts I don't really use and leave the scouting to extra fighters I have Flying boats: 1: Range 2: Reliability Fighters: 1: Speed 2: Firepower/1: Maneuverability 2: Range Torp bombers: 1: Toughness 2: Reliability Dive bombers: 1:Bombload 2: Toughness Medium bombers: 1: Bombload 2: Range
Also are heavy bombers planned to be added? I see that there are options for them but I don't see them being able to be researched.
|
|
|
Post by oldpop2000 on May 24, 2019 13:03:53 GMT -6
Just curious as to the best combinations for selecting priorities in aircraft? Personally I tend to have a setup as follows: Scouts I don't really use and leave the scouting to extra fighters I have Flying boats: 1: Range 2: Reliability Fighters: 1: Speed 2: Firepower/1: Maneuverability 2: Range Torp bombers: 1: Toughness 2: Reliability Dive bombers: 1:Bombload 2: Toughness Medium bombers: 1: Bombload 2: Range Also are heavy bombers planned to be added? I see that there are options for them but I don't see them being able to be researched. I would not use fighters for scouts, I would use your dive bombers. You can use fighters, when you need for inner patrol. Torpedo bombers and dive bombers should both have bombload as the first priority then toughness.
|
|
|
Post by rodentnavy on May 24, 2019 13:33:50 GMT -6
Just curious as to the best combinations for selecting priorities in aircraft? Personally I tend to have a setup as follows: Scouts I don't really use and leave the scouting to extra fighters I have Flying boats: 1: Range 2: Reliability Fighters: 1: Speed 2: Firepower/1: Maneuverability 2: Range Torp bombers: 1: Toughness 2: Reliability Dive bombers: 1:Bombload 2: Toughness Medium bombers: 1: Bombload 2: Range Also are heavy bombers planned to be added? I see that there are options for them but I don't see them being able to be researched. I would not use fighters for scouts, I would use your dive bombers. You can use fighters, when you need for inner patrol. Torpedo bombers and dive bombers should both have bombload as the first priority then toughness. I usually go for range and speed in carrier bombers, speed and range in fighters, flying boats I want range and reliability and land based bombers...well range is often a priority but the other is more circumstance dependent. Floatplane scouts are very useful for those times you have a cruiser or two off on a raid or patrol by themselves. Seriously the old pain in the propeller of hunting down four widely spaced merchies becomes a joy with aerial scouting. Mind you I suspect the onboard hanger is a fire risk, has not happened to me yet but there is always a first time!
|
|
|
Post by elouda on May 24, 2019 13:42:33 GMT -6
I tend to do the following; Floatplanes - Reliability, Range Flying Boats - Range, Range Fighters - Range, Maneuverability (after 1930 - Speed, Maneuverability) Torpedo Bomber - Range, Range (after 1930 - Toughness, Range) Dive Bomber - Bombload, Range Medium Bomber - Bombload, Range Particularly early on, I find Range is by far the most useful attribute, as it directly affects both your recon capability (I use Floatplanes and Flying Boats for this primarily), and your ability to project power. Later on as AA and CAP actually becomes a threat, it becomes slightly less important. Floatplanes get reliability because I very much want ones with a 'Good' rating to operate off my ships with no Hangars.
|
|
snwh
Full Member
Posts: 121
|
Post by snwh on May 24, 2019 14:50:35 GMT -6
early I've tended to go range/range on everything so far. Tho as it got later I eased up on that. Toughness-bombload worked decently on a torp bomber of mine, in the '40's. let it carry torps at medium load, and thus a decent range.
I've also used firepower/.maneuverability fighters which worked well.
But if I'm being honest, I don't think I know the answer just yet m'self
|
|
|
Post by deeznuts on May 24, 2019 22:08:27 GMT -6
Until 1940 range is the most important attribute for almost everything, especially since enemy aircraft are not really a danger and bombloads/firepower even when focused on will be low.
|
|
|
Post by dorn on May 25, 2019 1:08:50 GMT -6
It depends on type of aircrafts. This is my opinions so far from mainly European wars.
Medium bombers - usually range till end of 30s as you need them to be able to harass enemy fleet quite far from bases (later it is not needed as you gain easily models with 600 and more miles range)
- second attribute is bombload
Torpedo bomber - usually range till you have range for your torpedoes 100 miles - speed - faster means you can hit enemy earlier and you can luanch them again earlier - reliability - could be interesting - bombload - it depends if you use them for bombing attacks, if not I would not bother too much
Dive bomber - range/bombload - to have nice bombload around 100 miles
- speed/reliability
Fighter - speed - maneuver - from 30s firepower
note: you need agile fast plane, later firepower could be important. I do not consider range important as in early 20s escorts are not as important and later they have at least 100 miles range
Flying boat - range, speed - to be able quickly get info about enemy fleet, range is imporant only earlier as later they have hugh range, in 40s attacking 1000 miles
- speed, toughness - to be able quickly get infor about enemy fleet and give them some touchness
Floatplane scout - range, reliability/speed - they lack range so max. range is interesting choice as speed and reliability note: I would not use them in 40s, they range is awful
note to 100 miles - I am in 1944 and I have never encountered battle where my fleets with carriers against enemy carriers were more than 100 miles apart, usually quite less
|
|
|
Post by generalvikus on May 25, 2019 1:45:07 GMT -6
One question that may be worth considering is the value of asymmetry. Let's say hypothetically that in an ideal world, the most important characteristics for a fighter are manoeuvrability, speed, and firepower, in that order. If you're up against an enemy with a very manoeuvrable fighter, (such as the Zero) would the most desirable course of action be to still prioritise manoeuvrability, and end up with a fighter that's similar to the Zero but not quite as good - or would it be better to be to attempt to asymmetrically counter the zero, by developing a fast, well armed energy fighter? Since our insights into the system are right now heavily based (as well they should be) on anecdotes and subjective analysis, I doubt that we can come up with a very definitive answer to that question, but it is in any case an interesting one to think about.
|
|
|
Post by wknehring on May 25, 2019 1:56:18 GMT -6
I don´t have any endgame experience (actually in 1943 with Germany), but I would tech as following:
Fighters: 1) Speed 2) Range- the higher your range, the longer your CAP is in the air Floatplane Scouts: 1.) Reliability 2) Range- both important, reliability even more, because these things tend to break down and have to be repaired Flying Boats: 1.) Range 2.) Reliability (early game); 1.) Range 2.) Bombload (mid game)- once I have the first type of bomb carrying FB, I switch to bombload Torpedobomber: 1) Toughness 2.) Range- minimizes the casualties during torpedo runs (I have 2 veteran squads 12 planes each that managed to sink the half British Battle Fleet- OK, it was only 4 BB and 2 BC- in 2 battles in 3 attempts, without one single loss) Medium Bombers: 1) Range 2.) Bombload- my bombers are stationed at 2nd line bases so they have some distance to travel- luckily I have a type of MB capable of running 11 knots slower than my fighter that is 2nd place overall in terms of speed Dive Bombers: 1.) Manouverbility 2) Bombload- I don´t havy any DB so far, but I guess the bigger the egg to drop, the bigger the chance to deal the crucial damage to ships (normally my level bombing attemps result in many duds- I bet it´s about 75% duds)
|
|
|
Post by ranger9000 on May 25, 2019 2:16:33 GMT -6
From my A-H game (1938) I've found the following to be very successful for a Med strategy airfleet
Fighters: 1 Manoeuvre, 2 Toughness. A bit weaker firepower (usually a point or two) doesn't make much difference when your planes out turn and are better armoured.
Torpedo Bombers: 1 Toughness, 2 Toughness. Alternatively 1 Toughness 2 Reliability. These bombers are monsters that can fly in the face of multiple AA cruisers with minimal casualties. In all my wars I've lost more torp bombers to landing accidents than enemy CAP or AA
Dive Bombers: 1 Bombload, 2 Toughness. Big Bomb + ability to survive to drop it are a good combo
Medium Bombers: 1 Range, 2 Bombload. Tend to operate at long distances so need that range
Flying Boats: See Medium Bomber
Float Scouts: Don't use them. Flying Boats do all my recon and anti sub work.
Given I'm in the med and rarely far away from my airfields I generally don't emphasize range much like others do. And I've found speed to be a completely useless stat in the years I'm in. A 5-15km/h difference means less than nothing compared to being able to survive another flak hit.
|
|
|
Post by namuras on May 25, 2019 3:48:44 GMT -6
Fighters:
early game: maneuverability / range - the idea is that firepower never goes beyond 2 or 3 anyways and that maneuverability helps in dogfights. Range is obvious. mid game: maneuvarability / speed - firepower is still lacking, but base range gets good enough that i value higher speeds. late game: firepower / maneuverability - now that firepower kicks in i hope to have better dogfighters. They are still faster than bombers and other CAP hopefully die faster than they kill.
TB: early game: range / maneuverability - range because torpedoes are heavy load and and maneuverability for defense mid/late game: maneuverability / toughness or speed - maneuverability as defense, usually torpedoes are medium load by now and ranges are good enough as base. i am torn on speed for faster strikes or toughness for better survivability.
DB: early game: no dbs, no worries mid/late game: maneuverability / bombload - their speed is always higher than TBs anyways and they are least affected by AA so i maximise the impact they have.
For TB/DB: I imagine that if you go for simultaneous (i forgot the technical term) strikes the TBs would slow DBs down anyways.
MB: early game: range / range or bombload - here it comes down to how far i expect them to travel. but they are generally "meh" at best against ships. mid game: range / bombload - range is still nice to have and now i start maximising whatever impact they might have late game: bombload / toughness - with skipbombing they get less "meh" against shipping and i start to care about their survival. range is usually good enough by now.
FB / FS:
range / range most of the time. This is a bit "i don't realy care" on my part aswell. They are screwed anyways if caught and don't have to deliver packages. Tho FB apparently CAN use torpedoes, but i wouldn't know how, since they are landbased.
I try to have my TB, DB and fighters at around atleast 150nm loaded range. Engagements usually don't happen further out than that. And while longer endurance might seem nice aswell as speed i think that with fighters escorting and TB / DB striking together they are all flying at the lowest max speed - which always are the TBs.
|
|
|
Post by trifler on May 25, 2019 17:10:18 GMT -6
I was thinking that the Bomb Load setting affected the torpedo loadout for TBs. Am I wrong on that?
|
|