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Revision as of 04:00, 10 September 2019Latest revision as of 18:55, 24 May 2020
Catapult Fighter, Fighter, Patrol Fighters and Spotting Aircraft‎ Reworded to make it clear only T6 and above carriers have access to Patrol Fighters.
 
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 For aircraft carrier captains, the Fighter consumable is automatically activated when the carrier is spotted by aircraft. Each consumable consists of a squadron of four fighters that rotate around the vessel at a distance of 3 km. They will attempt to engage enemy aircraft within their range. For aircraft carrier captains, the Fighter consumable is automatically activated when the carrier is spotted by aircraft. Each consumable consists of a squadron of four fighters that rotate around the vessel at a distance of 3 km. They will attempt to engage enemy aircraft within their range.
  
?Aircraft carrier controlled squadrons have access to the Patrol Fighters consumable. Similar to the Fighter consumable, when activated it will place a squadron of four fighters at the location in which it was activated. The fighters will attempt to engage enemy aircraft within their range. Patrol fighters last for 60 seconds, allowing them to be used as a passive scouting tool by carrier captains.+Aircraft carrier controlled squadrons of Tier VI and above have access to the Patrol Fighters consumable. Similar to the Fighter consumable, when activated it will place a squadron of four fighters at the location in which it was activated. The fighters will attempt to engage enemy aircraft within their range. Patrol fighters last for 60 seconds, allowing them to be used as a passive scouting tool by carrier captains.
  
 == Air-to-Air Combat == == Air-to-Air Combat ==
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 <div class="thumb center">{{Ship:Aerial_Bomb_Data}}</div> <div class="thumb center">{{Ship:Aerial_Bomb_Data}}</div>
? 
? 
  
  
  
 == Anti-Air (AA) Defense == == Anti-Air (AA) Defense ==
?{{block|!|content= Please note that the contents of this page is subject to change as the work on carriers and anti-air defenses continues.}} 
?<div class="thumb tright">{{VideoYT|Dvrwz-1XhnM|320}}</div> 
?{{block|!!|content= '''N.b''' that some details shown in the How It Works video are out of date, particularly with regard to how AA defenses operate. The pictures and basic concepts are still good. Read the text below for up to date information.}} 
  
?Unlike the artillery or torpedo armament in World of Warships, anti aircraft guns do not calculate trajectories or have limited fields of fire. Due to the large number of AA guns and high rates of fire, doing so would place an unacceptable load on the servers. Instead, anti-aircraft armament works using '''auras''', with each aura having a maximum range. The ranges overlap and reinforce each other. +{{Main|Ship:Anti-Aircraft Fire}}
  
?[[Image:AA Auras 0 8 7.jpg|thumb|border|left|link=|alt=AA Auras as of 0.8.7|Anti-aircraft auras]]+== Notes ==
  
?Guns up to 28mm are considered short range; guns up to 85mm are considered medium range; and weapons with a larger caliber are long range. +'''Adrenalin Rush''' (AR) commander skill increases squadron speed with percent damage taken. Currently this skill is '''''not recommended for carriers''''' as each plane lost resets the damage percent. [The skill is currently under review.]
  
?* All auras deal continuous AA damage to the last plane in the squadron. 
?* Long range auras include flak clouds that can severely damage aircraft if not avoided.<ref name="NoMedFlak">As of [[Ship:Update 0.8.7|Update 0.8.7]] medium range AA does not include flak clouds. See https://worldofwarships.com/en/news/game-updates/update-087-french-destroyers-part-2/</ref><ref>NA CC LittleWhiteMouse has done research on continuous AA mechanics : [https://forum.worldofwarships.com/topic/192541-continuous-aa-dps-explained/ Link]</ref>  
?* Like secondary batteries, AA guns will start to reload as soon as an enemy plane come into range of any of your ship's AA guns. Thus, for the very first air attack on your ship, AA may not inflict damage on the squadrons until your AA have been armed. This mechanic may change in the future. 
?* Losing AA mounts will reduce the amount of consistent dps your auras will be able to put out, and reduce the amount of flak clouds that can be generated. The location of the destroyed AA mount does not matter in that regard, as each gun works in all directions. This also means that the sector reinforcement remains unaffected aside from the reduced damage dealing. 
?* The usage of Defensive Fire practically takes the damage you would be dealing to the plane and multiplies it with the factor x2.\ 
? 
?{{block|i|content= Below are the characteristics of the German Tier 8 Premium Cruiser ''[[Prinz Eugen]]'' as an example.}} 
? 
?==== Short Range Aura ==== 
?[[File:Eugen_Short_V2.jpg|thumb|Details of ''Prinz Eugen's'' short range air defenses]] 
?Prinz Eugen’s '''short range aura''' works at a range between 0.1 and 2km. Within that hemisphere, the short-range 20mm guns may deal up to 95 damage to aircraft every second. This damage is not guaranteed; the hit percentage is 85%. This means that every second there is an 85% chance that 95 damage is done to the plane. 
? 
?Note that the medium- and long-range auras '''overlap''' the short-range aura, so within it the overall damage per second in ''much'' higher &mdash; up to 460. 
? 
?==== Medium Range Aura ==== 
?[[File:Eugen_Medium_V2.jpg|thumb|Details of ''Prinz Eugen's'' medium range air defenses]] 
?Prinz Eugen's '''medium range aura''' is active out to 3.5km. As with the short range aura, there is a 90% chance every second that her eighteen 40mm anti-aircraft mounts will do 242 damage.<ref name="NoMedFlak" /> 
? 
?==== Long Range Aura ==== 
?[[File:Eugen_Long_V2.jpg|thumb|Details of ''Prinz Eugen's'' long range air defenses]] 
?The furthest reaching aura is capable of delivering damage out to, in the case of Prinz Eugen, 4.5km. The big 105mm guns can do 123 'continuous' damage with a hit percentage of 90%.  
? 
?However, in addition to the continuous damage, long-range guns also throw shells that explode in deadly bursts of shrapnel. This is modeled as flak clouds that appear in front of incoming aircraft. If the squadron flies into the cloud, it must absorb 2100 damage per second. Few carrier-based aircraft can do that and survive. However, since these clouds only damage those planes that fly through them, they are ineffective against skillful pilots that manage to dodge them. 
? 
?'''Note''' that not all ships have long range AA guns. These ships have no long range aura and cannot generate flak explosions. 
? 
?==== Sector Reinforcement ==== 
?Every ship has the ability to focus the AA firepower on one side of the ship, which will result in the other side having a weaker defense. Pressing '~' or the 'O' key activates a '''priority AA sector''' on either the port or the starboard side of the ship (preferably the side that aircraft are attacking).  
? 
?Activating a priority sector has two effects: First, an amount of '''instantaneous damage''', expressed as a percent of the aircraft's HP, is applied to all enemy aircraft within the sector. (Prinz Eugen, as a cruiser, applies 3.5%.) Second, the '''continuous damage''' from the AA guns gradually increases on the priority side and correspondingly decreases on the opposite side. In the case of a cruiser, the gradual increase is approximately half the 10 second reinforcement time. The maximum effect is a 150% increase in continuous damage for 10 seconds. Then there is a 10 second cooldown period (preparation time) before sector reinforcement can be activated again. 
? 
?Sector reinforcement has no effect on flak bursts.  
? 
?[[Image:Priority sector 0 8 7.jpg|thumb|left|link=|alt=Priority Sector operation as of 0.8.7|The phases of sector reinforcement]] 
? 
?The table below shows how its action varies by ship type.  
? 
?{| class="wikitable" 
?|- 
?! Ship Type !! Instant. Dmg !! Max. Reinforcement !! Reinforce Time !! Prep Time 
?|- 
?| Destroyer || 5% || 135% || 10 sec || 10 sec 
?|- 
?| Cruiser || 3.5% || 150% || 10 seconds || 10 sec 
?|- 
?| Battleship || 3.5% || 135% || 15 seconds || 15 sec 
?|- 
?| Aircraft Carrier || 3.0% || 135% || 15 seconds || 5 sec 
?|} <br /> 
?<p> 
?Using Prinz Eugen as an example again, when no sector has been assigned, a plane approaching from the starboard side at 4.5 km faces continuous long-range dps of 123 and the six generated flak clouds, each dealing 1400 dps. The ship commander now assigns the starboard side as the reinforced sector. The plane immediately takes 3.5% damage. Over about 5 seconds the ship's long-range continuous damage increases to 184 dps (with no change to the flak). As the plane approaches the ship it enters the mid- then short-range auras which are reinforced to 547 and 687 dps respectively. Then crossing the ship, the dps decreases to 229, then 182, then 61 with no flak to dodge. The pilot of the now-shredded plane drops into the sea. After a 10 second cooldown, the ship is ready to make enemy planes regret another attack.  
?</p> 
? 
?=== Upgrades === 
? 
?=== Defensive AA Fire Consumable === 
? 
?The [[Ship:Consumables#Defensive AA Fire|Defensive AA Fire I and II consumables]], available on higher-tier cruisers and destroyers, give a major boost to the effectiveness of AA defenses. For 30-60 seconds, all continuous damage is increased 50% and the damage caused by flak clouds is tripled. 
? 
?Activating the Defensive AA Fire consumable will also immediately activate AA fire without the need to press the 'P' key. 
? 
?Deactivating the Defensive AA Fire consumable (tap the button again) immediately terminates the action of the consumable and begins its cooldown. This can shave a few seconds off the next charge becoming ready. 
? 
?=== Commander Skills === 
? 
?Several [[Ship:Commander|Commander]] skills directly affect the performance of anti-air defenses.  
? 
?'''Basic Firing Training''' (BFT) increases continuous damage within all auras.  
? 
?'''Advanced Firing Training''' (AFT) increases the damage per second (dps) of flak clouds. 
? 
?'''Massive AA Fire'''<ref>Previously Manual Fire Control of AA (MFCAA).</ref> Doubles the instantaneous damage done when a priority AA sector is activated. Also increases the cooldown period (preparation time) before sector reinforcement can be activated again. 
? 
?== Notes == 
 <references /> <references />
  
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 [[ru:Ship:Авиагруппы]] [[ru:Ship:Авиагруппы]]
  
?{{#gw_breadcrumbs: Ship}} 
?[[Category:World of Warships]] 
 [[Category:Rules pages]] [[Category:Rules pages]]
 +[[Category:WoWS Obsolete]]

Latest revision as of 18:55, 24 May 2020

Aircraft Movement

Squadron Control

Individual squadrons are controlled using the WASD keys and the mouse. Aircraft will automatically retain a set forward throttle, regardless of player input. Squadrons are steered using a combination of the mouse and the "A" and "D" keys. The "W" and "S" keys are used to apply a limited time boost and air braking, respectively. The amount of remaining boost is indicated by the curved bar on the left side of the HUD when controlling a squadron. Boost will automatically regenerate when not being used, but captains can also use the Engine Cooling squadron consumable to immediately replenish the boost bar.

Left-clicking will begin an attack run. While in the attack mode, squadron control remains the same.

Pressing "F" when controlling a squadron will relinquish control of the squadron, returning both the captain and their aircraft to the carrier. Aircraft expended in an attack run will automatically return to their carrier.

Catapult Fighter, Fighter, Patrol Fighters and Spotting Aircraft

Catapult FighterWhile active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft. and Spotting AircraftWhile active, a spotter plane circles the ship enhancing main battery firing range. cannot be controlled by the player, and move around the map automatically. They can go as far as 4.23 km away from the ship for Spotting Aircraft, and 3.24 km for Catapult Fighters.

For aircraft carrier captains, the Fighter consumable is automatically activated when the carrier is spotted by aircraft. Each consumable consists of a squadron of four fighters that rotate around the vessel at a distance of 3 km. They will attempt to engage enemy aircraft within their range.

Aircraft carrier controlled squadrons of Tier VI and above have access to the Patrol Fighters consumable. Similar to the Fighter consumable, when activated it will place a squadron of four fighters at the location in which it was activated. The fighters will attempt to engage enemy aircraft within their range. Patrol fighters last for 60 seconds, allowing them to be used as a passive scouting tool by carrier captains.

Air-to-Air Combat

Air-to-air combat is performed automatically through the usage of the Fighter, Catapult FighterWhile active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft. and Patrol Fighter consumables. When activated, AI controlled fighters will appear and engage enemy aircraft within their range. The aircraft created from the Catapult Fighter and Fighter consumables will follow their host ship, while Patrol Fighters will remain where they were activated. All three consumables have limited life spans.

Anti-Surface Combat

Aircraft Carriers in World of Warships have three types of anti-surface weapons; Attack Aircraft, Torpedo Bombers, and Dive Bombers. Attack Aircraft utilize a large number of small-caliber rockets to light fires and strike fast, maneuverable vessels that are lightly armored. Torpedo Bombers carry air-dropped torpedoes that can cause floods, and are best suited against slower, less maneuverable targets. Finally, Dive Bombers carry either HE or AP bombs that are released directly above an enemy vessel, and can be used effectively against most targets.

Attack Aircraft

Attack aircraft are aircraft that carry a large number of HE rockets. The rockets have relatively low penetration values, so their damage output against heavily armored ships is negligible. Their primary use is to start fires on enemy vessels, and to harass lightly armored destroyers. The Inertia Fuse for HE Shells skill can be used to improve their penetration, although taking this skill is not usually recommended for an aircraft carrier. The carriers of the United States Navy have access to two types of rocket; a small, "traditional" rocket, and the much larger "Tiny Tim" rockets that feature higher damage, penetration and fire chance over their counterparts, at the cost of the number of rockets carried per plane.

Attack aircraft are arguable the easiest of the three weapon types to aim, as they have the fastest sight stabilization and a fairly small strike dispersion. They have no arming distance and have an easy to use aiming reticle.

Torpedo Bombers

99_plane_torpedo_own_selected.png
Torpedo bombers are the preferred strike weapons of aircraft carriers, as they provide consistent damage against almost any enemy ship in a given match. Aerial torpedoes have universally lower damage and flood chance when compared to their ship-launched counterparts, but otherwise behave similarly.


When performing an attack run with torpedo bombers, captains will notice a yellow are in the attack cone; this is the distance in which the torpedoes must travel before they arm. If a torpedo strikes before arming, it will not do damage. The torpedo attack cone also closes quite slowly, so captains should take the time to plan out their attack runs before beginning them.

Dive Bombers

Dive bombers are the third and final type of aircraft carried by an aircraft carrier. They come in three forms; HE bombs used by the United States Navy carriers and Kaga, AP bombs carried on Imperial Japanese Navy carriers, Graf Zeppelin and Enterprise, and a high-altitude HE "carpet bomb" found on Royal Navy carriers.

The traditional dive bombers found on all but the Royal Navy carriers are probably the most difficult weapon type to use, as their aiming reticle is fairly hard to understand, and properly "leading" a target before entering the attack run takes quite a bit of practice to get right. The payoff is extremely high fire chance and good damage.

The Royal Navy aircraft have an aiming system similar to that of Attack Aircraft rockets, and are thus far easier to use.

Aerial Bomb Types
Icon Description
HE_Bomb_Squadron.png High Explosive Bombs are packed with impact-fused high explosive, with the primary intent of inflicting high amounts of module damage and setting fires.
AP_Bomb_Squadron.png Armor-Piercing Bombs have armor-piercing caps and are fused to penetrate the extra layers of horizontal armor found on battleships, as well as some cruisers and aircraft carriers. They tend to over-penetrate when used against light ships.
HE_Skip_Bomb_Squadron.png Skip Bombs are also filled with impact-fused high explosive, but are dropped at water-level height. These bombs can either be released several skips away, far from the reach of most anti-aircraft artillery, or directly on top of their targets.
Bombs Equipped
Nation Bomb Type Damage Armor Penetrated Fire Chance Deployed Aboard
Wows_flag_USA.png AN-M64 7,300 42mm 41% Icon_default_aircarrier.png IV Langley, Icon_default_aircarrier_premium.png VIII Hornet
Wows_flag_USA.png AN-M64 7,300 53mm 46% Icon_default_battleship.png VIII Nebraska, Icon_default_battleship.png IX Delaware, Icon_default_battleship.png X Louisiana
Wows_flag_USA.png AN-M65 9,200 53mm 52% Icon_default_aircarrier.png VI Ranger, Icon_default_aircarrier.png VIII Lexington
Wows_flag_USA.png AN-M62 5,600 42mm 32% Icon_default_aircarrier.png VI Independence, Icon_default_aircarrier.png VIII Yorktown
Wows_flag_USA.png AN-M62 4,900 244mm N/A Icon_default_aircarrier_premium.png VIII Enterprise
Wows_flag_USA.png AN-M60 3,600 328mm N/A Icon_default_aircarrier_premium.png VIII Hornet
Wows_flag_USA.png Wows_flag_Pan_Asia.png AN-M66 11,200 67mm 64% Icon_default_aircarrier_premium.png VIII Saipan (B), Icon_default_aircarrier_premium.png VIII Sanzang,
Icon_default_aircarrier.png X Midway, Icon_default_aircarrier_premium.png X Franklin D. Roosevelt,
Icon_default_aircarrier.png XI United States
Wows_flag_USA.png AN-M633 5,400 42mm 31% Icon_default_aircarrier.png X Essex
Wows_flag_USA.png AN-M56A1 16,000 85mm 91% Icon_default_aircarrier.png XI United States
Wows_flag_Japan.png Type 99 No. 25 mod. 2 2,500 174mm N/A Icon_default_aircarrier.png IV Hosho
Wows_flag_Japan.png Type 99 No. 25 mod. 1 4,600 174mm N/A Icon_default_aircarrier.png VI Ryujo (stock)
Wows_flag_Japan.png Type 3 No. 25 Mk. 4 5,100 228mm N/A Icon_default_aircarrier.png VI Ryujo, Icon_default_aircarrier.png VIII Shokaku (stock)
Wows_flag_Japan.png Type 2 No. 50 Mk. 1 6,200 283mm N/A Icon_default_aircarrier.png VIII Shokaku
Wows_flag_Japan.png Type 90 No. 50 Mk. 2 8,800 55mm 50% Icon_default_aircarrier.png VIII Kaga (B)
Wows_flag_Japan.png Type 99 No. 80 Mk. 5 6,800 351mm N/A Icon_default_aircarrier.png X Hakuryu, Icon_default_aircarrier.png X Taihō,
Icon_default_aircarrier.png XI Sekiryu
Wows_flag_SSSR.png FAB-100 6,100 32mm 35% Icon_default_aircarrier.png IV Komsomolets, Icon_default_aircarrier.png VI Serov
Wows_flag_SSSR.png FAB-250 6,100 32mm 35% Icon_default_aircarrier.png VIII Pobeda (stock)
Wows_flag_SSSR.png FAB-500 8,700 55mm 49% Icon_default_aircarrier.png VIII Pobeda, Icon_default_aircarrier.png X Admiral Nakhimov
Wows_flag_SSSR.png FAB-500B 7,500 55mm 43% Icon_default_aircarrier_premium.png VIII Chkalov
Wows_flag_Germany.png PC 500a 4,000 149mm N/A Icon_default_aircarrier.png IV Rhein
Wows_flag_Germany.png SC 1000 12,200 69mm 69% Icon_default_aircarrier_premium.png VI Loewenhardt
Wows_flag_Germany.png PC 500c 7,000 227mm N/A Icon_default_aircarrier.png VI Weser, Icon_default_aircarrier.png VIII Parseval (stock)
Wows_flag_Germany.png PD 500 5,800 344mm N/A Icon_default_aircarrier_premium.png VIII Graf Zeppelin (B)
Wows_flag_Germany.png PC 500 7,800 256mm N/A Icon_default_aircarrier.png VIII Parseval, Icon_default_aircarrier.png X Richthofen (stock)
Wows_flag_Germany.png PC 1000 8,800 331mm N/A Icon_default_aircarrier.png X Richthofen
Wows_flag_Germany.png SC 1000 11,100 69mm 63% Icon_default_aircarrier_premium.png X Max Immelmann
Wows_flag_UK.png 40 lb. G.P. Bomb 2,300 18mm 8.7% Icon_default_aircarrier.png IV Hermes
Wows_flag_UK.png 40 lb. G.P. Bomb 2,300 19mm 9% Icon_default_aircarrier_premium.png VI Ark Royal
Wows_flag_UK.png 250 lb. G.P. Bomb 4,700 33mm 27% Icon_default_aircarrier.png VI Furious, Icon_default_aircarrier_premium.png VIII Indomitable
Wows_flag_UK.png 250 lb G.P. Bomb Mk.I 5,600 33mm 32% Icon_default_aircarrier.png VIII Implacable
Wows_flag_UK.png 250 lb G.P. Bomb Mk.I 4,700 33mm 27% Icon_default_aircarrier_premium.png VIII Colossus
Wows_flag_UK.png 500 lb. G.P. Bomb 6,400 41mm 36% Icon_default_aircarrier.png X Audacious, Icon_default_aircarrier.png XI Eagle
Wows_flag_UK.png 500 lb. G.P. Bomb 4,300 109mm N/A Icon_default_aircarrier_premium.png X Malta
Wows_flag_UK.png 500 lb G.P. Bomb Mk.I 6,400 52mm 36% Icon_default_aircarrier.png XI Eagle
Wows_flag_France.png 150-kg G.P. Mle 1930 3,600 219mm N/A Icon_default_aircarrier_premium.png VI Béarn
Wows_flag_France.png 500-kg G.P. Mle 1930 6,100 32mm 35% Icon_default_aircarrier_premium.png VI Béarn


Anti-Air (AA) Defense

Notes

Adrenalin Rush (AR) commander skill increases squadron speed with percent damage taken. Currently this skill is not recommended for carriers as each plane lost resets the damage percent. [The skill is currently under review.]