Midway
Revision as of 07:59, 31 August 2018 | Revision as of 21:20, 20 February 2019 | |||
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|Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. --> | |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. --> | |||
* Hangar is hard to deplete within a reasonable time period. | * Hangar is hard to deplete within a reasonable time period. | |||
? | + | * High potential damage over time (via [[Ship:Fire|fires]] and [[Ship:Flooding|floods]]). | ||
? | * High potential damage over time (via [[Ship:Fire|fires]] and [[Ship:Flooding|floods]]) | + | ||
* Strong anti-aircraft suite. | * Strong anti-aircraft suite. | |||
* Dive bombers are fast, durable and are equipped with 1,000 lb. bombs that inflict tremendous damage IF they hit | * Dive bombers are fast, durable and are equipped with 1,000 lb. bombs that inflict tremendous damage IF they hit | |||
? | + | * HE bombs have a better fire chance than those of rival Tier X HE bombers. | ||
? | * HE bombs have a better fire chance than those of rival | + | ||
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* Hull is relatively well armored and torpedo-proof, allowing to keep closer to action and therefore lower aicraft travel time (therefore increasing DPM). | * Hull is relatively well armored and torpedo-proof, allowing to keep closer to action and therefore lower aicraft travel time (therefore increasing DPM). | |||
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* Armor is just thick enough to let incoming armor piercing shells from enemy battleships land as regular penetrations (or citadel hits) rather than over-penetrate. | * Armor is just thick enough to let incoming armor piercing shells from enemy battleships land as regular penetrations (or citadel hits) rather than over-penetrate. | |||
* Relatively low alpha damage when compared to Japanese counterpart ''[[Hakuryu]]''. | * Relatively low alpha damage when compared to Japanese counterpart ''[[Hakuryu]]''. | |||
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* Long squadron re-arm times, especially when a squadron of planes is destroyed entirely. | * Long squadron re-arm times, especially when a squadron of planes is destroyed entirely. | |||
* HE Dive bombers have somewhat questionable accuracy due to randomness of bomb drops (even when dropped manually). This does not hold for the AP bombers. | * HE Dive bombers have somewhat questionable accuracy due to randomness of bomb drops (even when dropped manually). This does not hold for the AP bombers. | |||
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|Research=<!-- write text about priority sequence of research below --> | |Research=<!-- write text about priority sequence of research below --> | |||
? | Unlike most | + | Unlike most Tier X ships, Midway has upgrades to research, with one variable choice. | |
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|OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |||
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The recommended upgrades for ''{{#var:ship_name}}'' are as follows: | The recommended upgrades for ''{{#var:ship_name}}'' are as follows: | |||
*'''Slot 1''': {{Air Groups Modification 1}} | *'''Slot 1''': {{Air Groups Modification 1}} | |||
? | *'''Slot 2''': {{ | + | *'''Slot 2''': {{Aircraft Engines Modification 1}} | |
? | *'''Slot 3''': {{ | + | *'''Slot 3''': {{Torpedo Bombers Modification 1}} | |
? | *'''Slot 4''': {{ | + | *'''Slot 4''': {{Torpedo Bombers Modification 2}} | |
*'''Slot 5''': {{Concealment System Modification 1}} | *'''Slot 5''': {{Concealment System Modification 1}} | |||
? | *'''Slot 6''': {{Air Groups Modification | + | *'''Slot 6''': {{Air Groups Modification 2}} | |
? | '''Upgrade Slot 3''' is the 1st main choice of upgrades with ''{{#var:ship_name}}''. For players looking to improve their fighter's capabilities, '''Air Groups Modification 2''' is highly recommended. Otherwise, the {{Flight Control Modification 1}} helps players land and launch ''{{#var:ship_name}}''’s multiple flight squadrons, as ''{{#var:ship_name}}'' has six separate plane squadrons to manage. | + | <!-- '''Upgrade Slot 3''' is the 1st main choice of upgrades with ''{{#var:ship_name}}''. For players looking to improve their fighter's capabilities, '''Air Groups Modification 2''' is highly recommended. Otherwise, the {{Flight Control Modification 1}} helps players land and launch ''{{#var:ship_name}}''’s multiple flight squadrons, as ''{{#var:ship_name}}'' has six separate plane squadrons to manage.--> | |
'''Upgrade Slot 5''' offers players '''Concealment System Modification 1''', which stacks with [[Ship:Commander#Concealment_Expert|Concealment Expert]] and Camouflage to bring ''{{#var:ship_name}}''’s surface detection down to a decent range of 13.5km. | '''Upgrade Slot 5''' offers players '''Concealment System Modification 1''', which stacks with [[Ship:Commander#Concealment_Expert|Concealment Expert]] and Camouflage to bring ''{{#var:ship_name}}''’s surface detection down to a decent range of 13.5km. | |||
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'''Upgrade Slot 6''' is the 2nd main choice of upgrades with ''{{#var:ship_name}}''. Due to the common presence of multiple battleships and cruisers with very high AA power, '''Air Groups Modification 3''' is highly recommended to make sure ''{{#var:ship_name}}''’s planes will survive their trip to and from their target. If survivability isn't the player's foremost preference, {{Flight Control Modification 2}} is viable, decreasing the speed gap between ''{{#var:ship_name}}''’s and ''[[Hakuryu]]''’s planes, allowing the slower and larger American squadrons to have a better chance of escaping from their Japanese counterparts. | '''Upgrade Slot 6''' is the 2nd main choice of upgrades with ''{{#var:ship_name}}''. Due to the common presence of multiple battleships and cruisers with very high AA power, '''Air Groups Modification 3''' is highly recommended to make sure ''{{#var:ship_name}}''’s planes will survive their trip to and from their target. If survivability isn't the player's foremost preference, {{Flight Control Modification 2}} is viable, decreasing the speed gap between ''{{#var:ship_name}}''’s and ''[[Hakuryu]]''’s planes, allowing the slower and larger American squadrons to have a better chance of escaping from their Japanese counterparts. | |||
? | '''Legendary Upgrade: {{Reinforced Armor Protection for Attack Air Groups}}''' belongs to '''Slot 6''' as well, and is, effectively, a better version of '''Air Groups Modification 3''': double the aircraft durability bonus (30% vs 15%) in exchange for 5% decrease in speed (offset by other modifications and by the higher chance to return a squadron intact). Considering that plane durability is a major necessity for Midway, the legendary upgrade is a solid choice, especially in prolonged battles. | + | <!-- '''Legendary Upgrade: {{Reinforced Armor Protection for Attack Air Groups}}''' belongs to '''Slot 6''' as well, and is, effectively, a better version of '''Air Groups Modification 3''': double the aircraft durability bonus (30% vs 15%) in exchange for 5% decrease in speed (offset by other modifications and by the higher chance to return a squadron intact). Considering that plane durability is a major necessity for Midway, the legendary upgrade is a solid choice, especially in prolonged battles.--> | |
|CommanderSkills=<!-- write text about best set of Commander Skills below --> | |CommanderSkills=<!-- write text about best set of Commander Skills below --> |
Revision as of 21:20, 20 February 2019
127 mm/54 Mk.16 on a Mk.39 mount18 х 1 pcs. |
Firing Range5 km. |
Rate of Fire15 shots/min. |
Reload Time4 sec. |
HE Shell127 mm HE Mk41 |
Maximum HE Shell Damage1,800 |
Initial HE Shell Velocity808 m./s. |
Chance of Fire on Target Caused by HE Shell9 % |
127 mm/54 Mk.16 on a Mk.39 mount18 х 1 pcs. |
. . . Average Damage per Second199.8 |
. . . Firing Range5.19 km. |
40 mm/56 Bofors on a Mk.2 mount10 х 4 pcs. |
. . . Average Damage per Second159 |
. . . Firing Range3.51 km. |
20 mm Oerlikon on a Mk.24 mount28 х 2 pcs. |
. . . Average Damage per Second170.8 |
. . . Firing Range2.01 km. |
40 mm/56 Bofors on a Mk.1 mount11 х 2 pcs. |
. . . Average Damage per Second124.3 |
. . . Firing Range3.51 km. |
Maximum Speed33 knot |
Turning Circle Radius1 230 m. |
Rudder Shift Time18.2 sec. |
Surface Detectability Range15.38 km. |
Air Detectability Range12.46 km. |
Midway — American Tier X aircraft сarrier.
The largest U.S. Navy warship laid down during World War II. The huge size of this aircraft carrier allowed her to carry the largest air group, compared to her contemporary counterparts. Excellent torpedo protection, well-armored flight deck and powerful AA defenses made Midway-class ships virtually invulnerable to attacks from enemy aircraft.
The lead ship of the class, USS Midway, is now preserved as a military museum ship in San Diego, California.
Modules
Maximum Torpedo Damage (HP) | Speed (knot) | Hit Points (HP) |
Research price (exp) |
Purchase price () | ||
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AD-1 Skyraider | 5,067 | 128 | 1,960 | 0 | 1,000,000 | |
BTD Destroyer | 5,067 | 131 | 2,040 | 38,000 | 2,500,000 |
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
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Slot 5 |
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Slot 6 |
Player Opinion
Performance
The pinnacle of the American aircraft carrier line, Midway is best suited for the flexible, fool-proof combat. Jack-of-all-Trades preset and parameters make her able to react to any threats quickly and counter them even if the original battle plan is falling apart.
Her large hangar means she will not run out of planes in all but the harshest of battles, and her aircraft, when fully upgraded, becomes tough enough to cut her losses to a minimum. To compensate, the planes are slow to service and recover after destruction of a squadron, increasing the price of a mistake while lowering its probability.
Torpedo bombers are, after balance changes, only tier VIII and remain the weakest and most vulnerable of all Midway assets: a careless exposure to fighters or AA cluster will doom them nearly instantly. As such, sending her torpedo bombers alone is ill advised. To compensate, her twin torpedo bomber squadrons have a very narrow spread for easier aim and high damage output should they make it to their target.
Instead, Midway will rely on her tier X dive bombers: not only they make Midway more than capable of hunting enemy carriers (contrary to the tooltip), but, with AP bombs, may easily score citadel hits against all battleships and nearly all top tier cruisers. HE bombers, while extremely inaccurate, have a much higher fire chance than usual.
Immense fighter ammo supply generally leads to better time management: upgrading the planes is necessary to guarantee their competitive advantage, and due to being capped at tier IX, they will benefit greatly from Dogfighting Expert skill. They are, however, very vulnerable to manual fighter fire, so stacking the planes is a very risky decision. Compared to rival tier X fighters, they also have a very high recovery time after destruction.
Huge spotting range is often named as a disadvantage, though it's offset by speed, armor, torpedo protection and AA defenses, making Midway more viable in open combat should the need arise (she can tank battleship fire for quite some time). This all leads to a more forgiving gameplay compared to most other carriers, favoring brute force over stealth and allowing to follow allies for faster attacks.Pros:
- Hangar is hard to deplete within a reasonable time period.
- High potential damage over time (via fires and floods).
- Strong anti-aircraft suite.
- Dive bombers are fast, durable and are equipped with 1,000 lb. bombs that inflict tremendous damage IF they hit
- HE bombs have a better fire chance than those of rival Tier X HE bombers.
- Hull is relatively well armored and torpedo-proof, allowing to keep closer to action and therefore lower aicraft travel time (therefore increasing DPM).
Cons:
- With a base detection radius of over 18.0 km, Midway is among the most easily detectable ships in the game; this makes her a prime target for enemy surface ships when she is spotted.
- Armor is just thick enough to let incoming armor piercing shells from enemy battleships land as regular penetrations (or citadel hits) rather than over-penetrate.
- Relatively low alpha damage when compared to Japanese counterpart Hakuryu.
- Long squadron re-arm times, especially when a squadron of planes is destroyed entirely.
- HE Dive bombers have somewhat questionable accuracy due to randomness of bomb drops (even when dropped manually). This does not hold for the AP bombers.
- Contrary to the in-game description, fighting off Tier X enemy aircraft is not as easy as it sounds; without AA-specialized skills and equipment, the Midway remains more than able to be destroyed by air attacks, even with the Defensive AA Fire.
Research
Optimal Configuration
Upgrades
The recommended upgrades for Midway are as follows:
- Slot 1: Air Groups Modification 1
- Slot 2: Aircraft Engines Modification 1
- Slot 3: Torpedo Bombers Modification 1
- Slot 4: Torpedo Bombers Modification 2
- Slot 5: Concealment System Modification 1
- Slot 6: Air Groups Modification 2
Upgrade Slot 5 offers players Concealment System Modification 1, which stacks with Concealment Expert and Camouflage to bring Midway’s surface detection down to a decent range of 13.5km.
Upgrade Slot 6 is the 2nd main choice of upgrades with Midway. Due to the common presence of multiple battleships and cruisers with very high AA power, Air Groups Modification 3 is highly recommended to make sure Midway’s planes will survive their trip to and from their target. If survivability isn't the player's foremost preference, Flight Control Modification 2 is viable, decreasing the speed gap between Midway’s and Hakuryu’s planes, allowing the slower and larger American squadrons to have a better chance of escaping from their Japanese counterparts.
Commander Skills
As a carrier, Midway has access to the special carrier Defensive AA Fire consumable, which lasts for two minutes and increases the ship's AA DPS by a factor of 1.25. Coupled with Basic Firing Training and Manual Fire Control for AA Armament, captains can significantly increase the ship's AA DPS to shoot down enemy planes effectively, sometimes completely wiping out the opponent's attack squadrons before they even manage to attack, or devastating careless enemy fighters.
If the Midway has access to the Concealment System Modification, captains can opt to choose to utilize the Concealment Expert skill as an indirect form of further protection from enemy ships (with skill, camouflage, and upgrade, her surface detection range is 13.04km).
Adrenaline Rush is a popular choice since the Midway is more likely to sustain damage anyway (due to her poor detection range); up to the point where players deliberately expose their ship to attack, or even friendly fire, to gain up to 20% faster aircraft service and recovery.
The Dogfighting Expert skill is not generally recommended throughout the American aircraft carrier line; however, as of Update 0.7.1, Midway’s fighters top out at Tier IX. This makes the skill valuable for a Midway commander, as it provides both additional ammo and damage versus most enemy aircraft she will encounter.
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★ |
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★★★ |
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2 |
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★★★ |
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★★ |
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3 |
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★★★ |
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★★ |
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4 |
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★★ |
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★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Midway can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire
Premium Defensive AA Fire II () is recommended to counter any enemy carrier's attempts to "snipe" the player (that is, by having all bombers bypass allied ships undetected and attempting to sink the player in one hit). Damage Control Party II () is not recommended as it is only needed in dire moments, or when the player is the last one alive.
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.
Players who wish to spend doubloons can equip Midway with Type 20 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, increases her credit earnings, and increases the amount of experience she earns.
Signals
As a carrier, Midway can only mount at most four signals at a time and has no risk of detonating. Players should mount Equal Speed Charlie London (for faster XP grinding / increased XP gain per battle), Zulu Hotel (when coupled with Equal Speed Charlie London greatly helps increase the speed of commander retraining), November Echo Setteseven (for better bomber self-defense against fighters and increased AA DPS), and Juliet Whiskey Unaone (to have a better chance at causing flooding and dealing damage via flooding). Players can also choose to equip the Dragon Flag for faster commander (re)training.
Recommended Signal Flags | |||||
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Combat | |||||
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★★★ |
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★★★ |
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★★★ |
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★ |
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Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Kaiser XBTK-1 dive bombers from Midway assault an enemy Tirpitz.
Historical Info
Historical Gallery
References
https://www.cv41.org/ // A nice site with good info.
https://www.midwaysailor.com/midway/history.html // First-hand accounts.
https://en.wikipedia.org/wiki/USS_Midway_(CV-41) // Wikipedia.
https://johneaves.wordpress.com/2010/12/10/the-evolutions-of-the-uss-midway-cv-41-and-the-uss-enterprise-ncc-1701-e // An interesting article.
Japan | IV Hōshō • VI Ryūjō • VIII Shōkaku • VIII Kaga • VIII Kaga B • X Hakuryū • ★ Sekiryu |
U.K. | IV Hermes • VI Furious • VI Ark Royal • VIII Implacable • VIII Indomitable • VIII Colossus • X Audacious • X Malta • ★ Eagle |
France | VI Béarn |
U.S.S.R. | IV Komsomolets • VI Serov • VIII Pobeda • VIII Chkalov • VIII Chkalov B • X Admiral Nakhimov |
U.S.A. | IV Langley • VI Independence • VI Ranger • VIII Yorktown • VIII Lexington • VIII Enterprise • VIII Saipan • VIII Hornet • VIII Saipan B • X Essex • X Midway • X Franklin D. Roosevelt • ★ United States |
Germany | IV Rhein • VI Weser • VI Erich Loewenhardt • VIII August von Parseval • VIII Graf Zeppelin • VIII Graf Zeppelin B • X Manfred von Richthofen • X Max Immelmann |
Pan-Asia | VIII Sanzang |
Spain | |
Europe | |
Netherlands | |
Italy | VIII Aquila |
Commonwealth | |
Pan-America |