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How does Carriers work?


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If I go to the properties it shows me the values for all targets. But for carriers I have the choice to go in CAP mode or tactical mode. So if I attack a soft target with my carrier, which value would be taken by the computer?

The properties show value 1. But is this either for CAP or for Tactical. And what is the default value when attacking in second mode. Could anybody explain me that.

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To make my problem maybe a bit clearer. The manual says:

If enemy fighters or carriers are likely to intercept your strikes, it will be best to set your carrier to Fighter (CAP) before attacking. This will maximise your air combat potential, though any damage you inflict on ground or naval targets will be minimal.

What does „minimal“ mean? Value 0

Again the manual:

…setting your carrier to Naval/Tactical will maximise the damage your carrier can inflict with both its strikes against a ground or naval target …

What does „maximise“ mean? The Attack Value of the carrier? And if so what value I will get when striking in other mode. Are the properties of carriers splitted to the two different modes?

I search thru all threads but did not find any hint about this.

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Hi Amadeus,

Carriers are a bit confusing but from just looking at the code on my end it works as follows:

* If Carriers are in Fighter mode then they attack with their 'Air Attack' value but only against Air, Bomber or Carrier units. For any other units they attack with a value = 0

* If Carriers are Tactical mode then the attack values work the way it normally would, i.e. if it is attacking a soft target then it uses its 'soft attack' value, if it is attacking a naval unit then it is using its 'naval attack' value and so on.

* If Carriers are in 'Mix' mode then it is their regular Tactical mode attack values but divided in half

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Do I understand right, in mix mode the values are halved or full values in halved turns. I am not a native speaker, sorry. I wanna take that for my German manual too. One additional question: When the carrier is in tactical or mix mode and a combat against Air, Bomber or Carrier units appears. How powerful could my attack be then?

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Mixed mode is pretty much half, so it's neither very good nor very bad against the target.

If you use Naval/Tactical mode and its strike is intercepted by enemy fighters or carriers then, all other things being equal, expect to lose quite a few points of air strength. It's a gamble really, because if you have found a good target and your strike isn't intercepted then Naval/Tactical is the best mode, the one most likely to sink an enemy ship.

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Amadeus, looking at the code again this morning I found a small bug where Mix mode is only halved for attacks against Carriers, this will be fixed for the first patch as well.

Additionally I've now included a display of the applicable combat values at the top information bar for when selecting your attack. This will paint a better picture as to what target types are being applied and what their values will be for the actual combat calculations.

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Hi Amadeus,

Carriers are a bit confusing but from just looking at the code on my end it works as follows:

* If Carriers are in Fighter mode then they attack with their 'Air Attack' value but only against Air, Bomber or Carrier units. For any other units they attack with a value = 0

* If Carriers are Tactical mode then the attack values work the way it normally would, i.e. if it is attacking a soft target then it uses its 'soft attack' value, if it is attacking a naval unit then it is using its 'naval attack' value and so on.

* If Carriers are in 'Mix' mode then it is their regular Tactical mode attack values but divided in half

Here you explained about the carrier mode, but how about the CAP? I am still a little confused about the difference about carrier mode and CAP?

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Just to expand on what Bill mentioned, CAP is short for Combat Air Patrol and this is a mode adjustment for when the Carrier is in Fighter mode, i.e. do you want your fighters to automatically intercept/escort, just intercept or just escort or to remain grounded.

This is simply to offer the same choices that we have for regular Fighters in game and when applicable.

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Just to expand on what Bill mentioned, CAP is short for Combat Air Patrol and this is a mode adjustment for when the Carrier is in Fighter mode, i.e. do you want your fighters to automatically intercept/escort, just intercept or just escort or to remain grounded.

This is simply to offer the same choices that we have for regular Fighters in game and when applicable.

Gotcha, I knew what a CAP was, I was just wondering what was the relation with carrier mode, now Its all clear, thanks alot!

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  • 1 month later...

* If Carriers are Tactical mode then the attack values work the way it normally would, i.e. if it is attacking a soft target then it uses its 'soft attack' value, if it is attacking a naval unit then it is using its 'naval attack' value and so on.

One question is left for me.

If Carriers are in tactical mode and they attack a fighter what value is been taken for attacking. value = 0 or value = 2 like Tactical Bomber does?

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One question is left for me.

If Carriers are in tactical mode and they attack a fighter what value is been taken for attacking. value = 0 or value = 2 like Tactical Bomber does?

Amadeus, with the new patch (1.01) you can see the combat values that are used next to the combat prediction values when you hover your mouse over a target. That is, in the top left and top right of the screen. This includes any reduction in combat damage, such as the division by 2 that carriers in mix mode have. By looking at these you can easily find the answer to such questions ingame.

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Yes you are right, I forgot. The direct attack is the same value=2 in CAP and tactical mode, only mixed mode comes with halved attack value=1. The only different seems to be the possible intercepting of the nearby fighters.

For me that has to be =0 like attack value against ground units when in CAP Mode! Otherwise there is less need to go in CAP Mode.

At the moment the tactical mode has all values that would be shown when watching the properties. The CAP mode is only needed for intercepting, but that is very rare to take place. You only need one fighter left in the backround.

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  • 3 years later...

Hi all

Am new to game and still find the question of carrier modes a bit confusing and don't understand how the system works.

From the rule book, with my queries in RED :-

Carriers have a number of different modes:

Fighter (Combat Air Patrol)

Naval/Tactical

Mix

If you are in Naval/Tactical Mode then the CAP mode is disabled and the Auto/Intercept/Escort/Ground setting is removed from the Carrier.

q1 - does this mean that if its attacked by an air or carrier unit that it has no CAP (defense?) at all and is VERY vulnerable?

q2 - on the flip side does this mean that its attacks against naval or ground units is a LOT more effective?

If you are in Fighter or Mix Mode then you can set the CAP mode to one of the following:

Auto (this is the default setting)

Intercept (I)

Escort (E)

Ground (G)

q3 - whats the difference between the 3? e.g. if i set it to escort does that mean my air strikes will be better protected against interceptors but my carriers have NO defensive interceptors?

q4 - what does the Ground setting do?

and a couple of general questions:-

q5 - whats the best settings for carriers to bomb (take strength points off) a unit in a coastal town/city prior to an amphibious assault - assuming NO threat from enemy air/carriers.

q6 - whats the best settings for carriers moving around the pacific where location of enemy carriers is unknown.

Hope someone can help clarify things

Many thanks

PS - i'm assuming that whatever the answers are also apply to AoD?

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Hi Sanderz and welcome to the forums :)

1. Correct

2. Also Correct

3, 4. This is just a way to fine tune your carrier actions, i.e. do you want it to intercept but not escort, or escort but not intercept? Do you want it do do whatever is required of it by selecting 'Auto' or do you want to make sure any of these automatic actions are negated by ensuring the air portion of the carrier is Grounded, i.e. no intercepts or escorts.

5. I would suggest Naval/Tactical mode for this

6. I would probably suggest Fighter mode as that will inflict the maximum damage on attacking Carrier aircraft on your opponents turn.

This does also apply to AoD :)

Hubert

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