yeah... if you drop them over your ship you somewhat give out it's location (if it's not visible already)... so say you drop them on capping DD... and he may get torped
Big thing you didn’t mention: unless you’re dealing with an isolated DD that lacks good AA (ex. Kagero) then dropping fighters on top of something to spot them is a great way to give out free plane kills. They get shredded by AA since they don’t really dodge flak because of the predictable circle pattern.
Once ANY of your attacking-type squadrons are launched from a T6 carrier or higher (so rocket, torpedo or bombers), a consumable option will appear on the bottom of your screen right next to your engine boost consumable. Click the "T" key when you are over a location with that flying attack squadron you want to drop off the fighters and they will orbit there as long as they last. Think of them, perhaps, as your attack escorts you can leave behind when you want. Does that help?
+1 from me. And I think you should also make a video how to disable "island avoidance" system and teach CV players to use as few waypoints as possible (one or two max). Makes wonders when moving around (also that you can adjust the waipoint by click/hold and drag it somewhere else to make small adjustments).
is the CV based fighter consumable more potent then the ship based one? as I have to be honest the ship based catapult fighter seems like it doesn't even attempt to shoot enemy planes down.
i'm not sure. my guess would be that probably the ship-launched one has fewer planes per squadron, thus the CV deployed one will defeat the ship one. Keep in mind though that fighters seem to have pretty little hp (including the CV ones) so while your fighters are inferior, your ships AA will hammer down on the CV fighters while they fight each other, most likely killing one or two and perhaps even giving you the lead. nonetheless i wouldn't recommend launching fighters to counter enemy fighters. A ship launched fighter squad is more of a preventive, psychological effect: as long as they are up, the CV player knows that if he attacks your ship, those fighters will kill 2-3 of his strike aircrafts once he passed your ship (ship fighters have a very low action radius, normally only engaging once the attack on the ship already happened). So those fighters will not save your ship from an actual strike, if the CV wants to hit ya, he can and will, but they are sort of a "danger zone" for the CV, a guarantee of high losses if he decides to attack you while that fighter is up.
Did they fix the bug, when the fighters just disappear right after they are spawned? Some players know how to "use" this bug against enemy CV, so it basically can't deploy any fighters.
Hiple No this “bug” is still in the game. I say it as a “bug” because it maybe be an actual feature. Basically the way it works as of now is that when the fighter engage an enemy squadron and then the attack flight drops what ever armaments it carries the fighters will follow the spent attack flight as they make a run for home. The reason I think this maybe a feature is to prevent the fighter squad kill count from resetting. IE midway dive bombers engaged by 7 fighters, losing 2 before dropping ordinance, after dropping ordinance 3 damaged aircraft go to return with 7 left in the squad however, all 7 remaining aircraft are shot down by the fighters due to the kill count resetting thus breaking the 1:1 fighter rule.
@@killergames391 I see, I never thought about it this way, it makes sense. I guess we just have to wait what will Wargaming do next. Thanks for the answer :)
do the fighters "only" go after player controlled planes (Dive Bombers, Torpedo Bombers, Rocket Planes) or can they be used to attack fighters from an opposing player's fighter consumable as well? (kind of like a counter to remove them from your path or something like that)
pretty sure they will also engage enemy fighters, however note - if you deploy your fighter inside a circle (or partially overlapping circle) of an already deployed enemy fighter, it's highly likely that the enemy fighter will engage first, probably killing a fighter or two of yours until yours finally start opening up. Now if you are a Midway and the enemy a Shokaku or Lexi, your squad's notably stronger but if you are facing a same tier CV, this would be a clear defeat for your fighters there. On a sidenote - once the enemy fighter squad won against yours (the enemy CV gets credit for the kills, you don't unless your fighters still managed to take a few down despite having suffered losses already on deployment), they will leave the area as a fighter squad can only perform one attack afaik.
You forgot the most important part of the consumable. Its primary use isn't shooting down planes, its for spotting, place fighters somewhere to keep all boats detected in that area for the duration of the consumable with the added bonus of also shooting down planes occasionally.
Hmmm... ya these consumables are hard to use and limited in usefulness. If i had an infinite amount of them, then ya... but as it stands it's a pointless effort as they are easily avoided and entirely hit or miss in effectiveness.
I use my fighter consumables for spotting damage, and also putting the over friendly dd's trying to cap.
I dump it between the cap and enemy DD. LMAO.
@@squirrely_wrath hmm, never thought of that.
yeah... if you drop them over your ship you somewhat give out it's location (if it's not visible already)... so say you drop them on capping DD... and he may get torped
Big thing you didn’t mention: unless you’re dealing with an isolated DD that lacks good AA (ex. Kagero) then dropping fighters on top of something to spot them is a great way to give out free plane kills. They get shredded by AA since they don’t really dodge flak because of the predictable circle pattern.
Thx for this. Was close to realizing but this is the keystone
so u didnt explain how to deploy them...alll u talked about was deploying them, but not how
same question... what key ?? how ??? etc
@@jahzeelnicoledelosreyes4244 Why won't anyone answer this? Did you ever work it out?
Once ANY of your attacking-type squadrons are launched from a T6 carrier or higher (so rocket, torpedo or bombers), a consumable option will appear on the bottom of your screen right next to your engine boost consumable. Click the "T" key when you are over a location with that flying attack squadron you want to drop off the fighters and they will orbit there as long as they last. Think of them, perhaps, as your attack escorts you can leave behind when you want. Does that help?
@@aerospacenews Thanks!
+1 from me. And I think you should also make a video how to disable "island avoidance" system and teach CV players to use as few waypoints as possible (one or two max). Makes wonders when moving around (also that you can adjust the waipoint by click/hold and drag it somewhere else to make small adjustments).
Thanks NoZoup, helpful guide.
you forgot the mention that fighters can only shoot down the same amount of planes as they have themself
I’m just trying to figure out what the plane and radio consumable means? It’s no where to be found
My fighter set to auto how do i change to manual?
What about using them to keep enemy ships spotted while u use your controlled planes to go attack/spot elsewhere
Great tip! Thanks. I haven't realized that patrol fighters can spot. Thanks
is the CV based fighter consumable more potent then the ship based one? as I have to be honest the ship based catapult fighter seems like it doesn't even attempt to shoot enemy planes down.
i'm not sure. my guess would be that probably the ship-launched one has fewer planes per squadron, thus the CV deployed one will defeat the ship one. Keep in mind though that fighters seem to have pretty little hp (including the CV ones) so while your fighters are inferior, your ships AA will hammer down on the CV fighters while they fight each other, most likely killing one or two and perhaps even giving you the lead. nonetheless i wouldn't recommend launching fighters to counter enemy fighters. A ship launched fighter squad is more of a preventive, psychological effect: as long as they are up, the CV player knows that if he attacks your ship, those fighters will kill 2-3 of his strike aircrafts once he passed your ship (ship fighters have a very low action radius, normally only engaging once the attack on the ship already happened). So those fighters will not save your ship from an actual strike, if the CV wants to hit ya, he can and will, but they are sort of a "danger zone" for the CV, a guarantee of high losses if he decides to attack you while that fighter is up.
Is Midway Good CV ?
Did they fix the bug, when the fighters just disappear right after they are spawned? Some players know how to "use" this bug against enemy CV, so it basically can't deploy any fighters.
Hiple No this “bug” is still in the game. I say it as a “bug” because it maybe be an actual feature. Basically the way it works as of now is that when the fighter engage an enemy squadron and then the attack flight drops what ever armaments it carries the fighters will follow the spent attack flight as they make a run for home. The reason I think this maybe a feature is to prevent the fighter squad kill count from resetting. IE midway dive bombers engaged by 7 fighters, losing 2 before dropping ordinance, after dropping ordinance 3 damaged aircraft go to return with 7 left in the squad however, all 7 remaining aircraft are shot down by the fighters due to the kill count resetting thus breaking the 1:1 fighter rule.
@@killergames391 I see, I never thought about it this way, it makes sense. I guess we just have to wait what will Wargaming do next.
Thanks for the answer :)
Thanks Zoup it helps alot :D
do the fighters "only" go after player controlled planes (Dive Bombers, Torpedo Bombers, Rocket Planes) or can they be used to attack fighters from an opposing player's fighter consumable as well? (kind of like a counter to remove them from your path or something like that)
pretty sure they will also engage enemy fighters, however note - if you deploy your fighter inside a circle (or partially overlapping circle) of an already deployed enemy fighter, it's highly likely that the enemy fighter will engage first, probably killing a fighter or two of yours until yours finally start opening up. Now if you are a Midway and the enemy a Shokaku or Lexi, your squad's notably stronger but if you are facing a same tier CV, this would be a clear defeat for your fighters there. On a sidenote - once the enemy fighter squad won against yours (the enemy CV gets credit for the kills, you don't unless your fighters still managed to take a few down despite having suffered losses already on deployment), they will leave the area as a fighter squad can only perform one attack afaik.
good to know. thx :)
Whenever I use it they just circle the carrier at the back of the damn map. No matter what time I use them.
You forgot the most important part of the consumable. Its primary use isn't shooting down planes, its for spotting, place fighters somewhere to keep all boats detected in that area for the duration of the consumable with the added bonus of also shooting down planes occasionally.
Depends on situation. If your DDs are focused then you have to help them.
How come my fighters don't automatically take on the red fighters or bombers etc?
They fcking uselessly fly around in circles.
Hmmm... ya these consumables are hard to use and limited in usefulness. If i had an infinite amount of them, then ya... but as it stands it's a pointless effort as they are easily avoided and entirely hit or miss in effectiveness.
How much time do you want to spend explaining obvious shit like "the fighters deploy where your squadron is?"
bla bla bla
forgot to take your medication?
you never say how you drop them you just keep saying you can drop fighters!